bezierCount (specified in the constructor) was larger
* than the actual number of Bezier curves. */
shrink(bezierCount) {
let size = this.getFrameCount() + bezierCount * 18;
if (this.curves.length > size) {
let newCurves = Utils.newFloatArray(size);
Utils.arrayCopy(this.curves, 0, newCurves, 0, size);
this.curves = newCurves;
}
}
/** Stores the segments for the specified Bezier curve. For timelines that modify multiple values, there may be more than
* one curve per frame.
* @param bezier The ordinal of this Bezier curve for this timeline, between 0 and bezierCount - 1 (specified
* in the constructor), inclusive.
* @param frame Between 0 and frameCount - 1, inclusive.
* @param value The index of the value for this frame that this curve is used for.
* @param time1 The time for the first key.
* @param value1 The value for the first key.
* @param cx1 The time for the first Bezier handle.
* @param cy1 The value for the first Bezier handle.
* @param cx2 The time of the second Bezier handle.
* @param cy2 The value for the second Bezier handle.
* @param time2 The time for the second key.
* @param value2 The value for the second key. */
setBezier(bezier, frame, value, time1, value1, cx1, cy1, cx2, cy2, time2, value2) {
let curves = this.curves;
let i = this.getFrameCount() + bezier * 18;
if (value == 0)
curves[frame] = 2 + i;
let tmpx = (time1 - cx1 * 2 + cx2) * 0.03, tmpy = (value1 - cy1 * 2 + cy2) * 0.03;
let dddx = ((cx1 - cx2) * 3 - time1 + time2) * 6e-3, dddy = ((cy1 - cy2) * 3 - value1 + value2) * 6e-3;
let ddx = tmpx * 2 + dddx, ddy = tmpy * 2 + dddy;
let dx = (cx1 - time1) * 0.3 + tmpx + dddx * 0.16666667, dy = (cy1 - value1) * 0.3 + tmpy + dddy * 0.16666667;
let x = time1 + dx, y = value1 + dy;
for (let n = i + 18; i < n; i += 2) {
curves[i] = x;
curves[i + 1] = y;
dx += ddx;
dy += ddy;
ddx += dddx;
ddy += dddy;
x += dx;
y += dy;
}
}
/** Returns the Bezier interpolated value for the specified time.
* @param frameIndex The index into {@link #getFrames()} for the values of the frame before time.
* @param valueOffset The offset from frameIndex to the value this curve is used for.
* @param i The index of the Bezier segments. See {@link #getCurveType(int)}. */
getBezierValue(time, frameIndex, valueOffset, i) {
let curves = this.curves;
if (curves[i] > time) {
let x2 = this.frames[frameIndex], y2 = this.frames[frameIndex + valueOffset];
return y2 + (time - x2) / (curves[i] - x2) * (curves[i + 1] - y2);
}
let n = i + 18;
for (i += 2; i < n; i += 2) {
if (curves[i] >= time) {
let x2 = curves[i - 2], y2 = curves[i - 1];
return y2 + (time - x2) / (curves[i] - x2) * (curves[i + 1] - y2);
}
}
frameIndex += this.getFrameEntries();
let x = curves[n - 2], y = curves[n - 1];
return y + (time - x) / (this.frames[frameIndex] - x) * (this.frames[frameIndex + valueOffset] - y);
}
};
var CurveTimeline1 = class extends CurveTimeline {
constructor(frameCount, bezierCount, propertyId) {
super(frameCount, bezierCount, [propertyId]);
}
getFrameEntries() {
return 2;
}
/** Sets the time and value for the specified frame.
* @param frame Between 0 and frameCount, inclusive.
* @param time The frame time in seconds. */
setFrame(frame, time, value) {
frame <<= 1;
this.frames[frame] = time;
this.frames[
frame + 1
/*VALUE*/
] = value;
}
/** Returns the interpolated value for the specified time. */
getCurveValue(time) {
let frames = this.frames;
let i = frames.length - 2;
for (let ii = 2; ii <= i; ii += 2) {
if (frames[ii] > time) {
i = ii - 2;
break;
}
}
let curveType = this.curves[i >> 1];
switch (curveType) {
case 0:
let before = frames[i], value = frames[
i + 1
/*VALUE*/
];
return value + (time - before) / (frames[
i + 2
/*ENTRIES*/
] - before) * (frames[
i + 2 + 1
/*VALUE*/
] - value);
case 1:
return frames[
i + 1
/*VALUE*/
];
}
return this.getBezierValue(
time,
i,
1,
curveType - 2
/*BEZIER*/
);
}
};
var CurveTimeline2 = class extends CurveTimeline {
/** @param bezierCount The maximum number of Bezier curves. See {@link #shrink(int)}.
* @param propertyIds Unique identifiers for the properties the timeline modifies. */
constructor(frameCount, bezierCount, propertyId1, propertyId2) {
super(frameCount, bezierCount, [propertyId1, propertyId2]);
}
getFrameEntries() {
return 3;
}
/** Sets the time and values for the specified frame.
* @param frame Between 0 and frameCount, inclusive.
* @param time The frame time in seconds. */
setFrame(frame, time, value1, value2) {
frame *= 3;
this.frames[frame] = time;
this.frames[
frame + 1
/*VALUE1*/
] = value1;
this.frames[
frame + 2
/*VALUE2*/
] = value2;
}
};
var RotateTimeline = class extends CurveTimeline1 {
boneIndex = 0;
constructor(frameCount, bezierCount, boneIndex) {
super(frameCount, bezierCount, Property.rotate + "|" + boneIndex);
this.boneIndex = boneIndex;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let bone = skeleton.bones[this.boneIndex];
if (!bone.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
bone.rotation = bone.data.rotation;
return;
case 1 /* first */:
bone.rotation += (bone.data.rotation - bone.rotation) * alpha;
}
return;
}
let r = this.getCurveValue(time);
switch (blend) {
case 0 /* setup */:
bone.rotation = bone.data.rotation + r * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
r += bone.data.rotation - bone.rotation;
case 3 /* add */:
bone.rotation += r * alpha;
}
}
};
var TranslateTimeline = class extends CurveTimeline2 {
boneIndex = 0;
constructor(frameCount, bezierCount, boneIndex) {
super(
frameCount,
bezierCount,
Property.x + "|" + boneIndex,
Property.y + "|" + boneIndex
);
this.boneIndex = boneIndex;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let bone = skeleton.bones[this.boneIndex];
if (!bone.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
bone.x = bone.data.x;
bone.y = bone.data.y;
return;
case 1 /* first */:
bone.x += (bone.data.x - bone.x) * alpha;
bone.y += (bone.data.y - bone.y) * alpha;
}
return;
}
let x = 0, y = 0;
let i = Timeline.search(
frames,
time,
3
/*ENTRIES*/
);
let curveType = this.curves[
i / 3
/*ENTRIES*/
];
switch (curveType) {
case 0:
let before = frames[i];
x = frames[
i + 1
/*VALUE1*/
];
y = frames[
i + 2
/*VALUE2*/
];
let t = (time - before) / (frames[
i + 3
/*ENTRIES*/
] - before);
x += (frames[
i + 3 + 1
/*VALUE1*/
] - x) * t;
y += (frames[
i + 3 + 2
/*VALUE2*/
] - y) * t;
break;
case 1:
x = frames[
i + 1
/*VALUE1*/
];
y = frames[
i + 2
/*VALUE2*/
];
break;
default:
x = this.getBezierValue(
time,
i,
1,
curveType - 2
/*BEZIER*/
);
y = this.getBezierValue(
time,
i,
2,
curveType + 18 - 2
/*BEZIER*/
);
}
switch (blend) {
case 0 /* setup */:
bone.x = bone.data.x + x * alpha;
bone.y = bone.data.y + y * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
bone.x += (bone.data.x + x - bone.x) * alpha;
bone.y += (bone.data.y + y - bone.y) * alpha;
break;
case 3 /* add */:
bone.x += x * alpha;
bone.y += y * alpha;
}
}
};
var TranslateXTimeline = class extends CurveTimeline1 {
boneIndex = 0;
constructor(frameCount, bezierCount, boneIndex) {
super(frameCount, bezierCount, Property.x + "|" + boneIndex);
this.boneIndex = boneIndex;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let bone = skeleton.bones[this.boneIndex];
if (!bone.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
bone.x = bone.data.x;
return;
case 1 /* first */:
bone.x += (bone.data.x - bone.x) * alpha;
}
return;
}
let x = this.getCurveValue(time);
switch (blend) {
case 0 /* setup */:
bone.x = bone.data.x + x * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
bone.x += (bone.data.x + x - bone.x) * alpha;
break;
case 3 /* add */:
bone.x += x * alpha;
}
}
};
var TranslateYTimeline = class extends CurveTimeline1 {
boneIndex = 0;
constructor(frameCount, bezierCount, boneIndex) {
super(frameCount, bezierCount, Property.y + "|" + boneIndex);
this.boneIndex = boneIndex;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let bone = skeleton.bones[this.boneIndex];
if (!bone.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
bone.y = bone.data.y;
return;
case 1 /* first */:
bone.y += (bone.data.y - bone.y) * alpha;
}
return;
}
let y = this.getCurveValue(time);
switch (blend) {
case 0 /* setup */:
bone.y = bone.data.y + y * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
bone.y += (bone.data.y + y - bone.y) * alpha;
break;
case 3 /* add */:
bone.y += y * alpha;
}
}
};
var ScaleTimeline = class extends CurveTimeline2 {
boneIndex = 0;
constructor(frameCount, bezierCount, boneIndex) {
super(
frameCount,
bezierCount,
Property.scaleX + "|" + boneIndex,
Property.scaleY + "|" + boneIndex
);
this.boneIndex = boneIndex;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let bone = skeleton.bones[this.boneIndex];
if (!bone.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
bone.scaleX = bone.data.scaleX;
bone.scaleY = bone.data.scaleY;
return;
case 1 /* first */:
bone.scaleX += (bone.data.scaleX - bone.scaleX) * alpha;
bone.scaleY += (bone.data.scaleY - bone.scaleY) * alpha;
}
return;
}
let x, y;
let i = Timeline.search(
frames,
time,
3
/*ENTRIES*/
);
let curveType = this.curves[
i / 3
/*ENTRIES*/
];
switch (curveType) {
case 0:
let before = frames[i];
x = frames[
i + 1
/*VALUE1*/
];
y = frames[
i + 2
/*VALUE2*/
];
let t = (time - before) / (frames[
i + 3
/*ENTRIES*/
] - before);
x += (frames[
i + 3 + 1
/*VALUE1*/
] - x) * t;
y += (frames[
i + 3 + 2
/*VALUE2*/
] - y) * t;
break;
case 1:
x = frames[
i + 1
/*VALUE1*/
];
y = frames[
i + 2
/*VALUE2*/
];
break;
default:
x = this.getBezierValue(
time,
i,
1,
curveType - 2
/*BEZIER*/
);
y = this.getBezierValue(
time,
i,
2,
curveType + 18 - 2
/*BEZIER*/
);
}
x *= bone.data.scaleX;
y *= bone.data.scaleY;
if (alpha == 1) {
if (blend == 3 /* add */) {
bone.scaleX += x - bone.data.scaleX;
bone.scaleY += y - bone.data.scaleY;
} else {
bone.scaleX = x;
bone.scaleY = y;
}
} else {
let bx = 0, by = 0;
if (direction == 1 /* mixOut */) {
switch (blend) {
case 0 /* setup */:
bx = bone.data.scaleX;
by = bone.data.scaleY;
bone.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha;
bone.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
bx = bone.scaleX;
by = bone.scaleY;
bone.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha;
bone.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha;
break;
case 3 /* add */:
bone.scaleX += (x - bone.data.scaleX) * alpha;
bone.scaleY += (y - bone.data.scaleY) * alpha;
}
} else {
switch (blend) {
case 0 /* setup */:
bx = Math.abs(bone.data.scaleX) * MathUtils.signum(x);
by = Math.abs(bone.data.scaleY) * MathUtils.signum(y);
bone.scaleX = bx + (x - bx) * alpha;
bone.scaleY = by + (y - by) * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
bx = Math.abs(bone.scaleX) * MathUtils.signum(x);
by = Math.abs(bone.scaleY) * MathUtils.signum(y);
bone.scaleX = bx + (x - bx) * alpha;
bone.scaleY = by + (y - by) * alpha;
break;
case 3 /* add */:
bone.scaleX += (x - bone.data.scaleX) * alpha;
bone.scaleY += (y - bone.data.scaleY) * alpha;
}
}
}
}
};
var ScaleXTimeline = class extends CurveTimeline1 {
boneIndex = 0;
constructor(frameCount, bezierCount, boneIndex) {
super(frameCount, bezierCount, Property.scaleX + "|" + boneIndex);
this.boneIndex = boneIndex;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let bone = skeleton.bones[this.boneIndex];
if (!bone.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
bone.scaleX = bone.data.scaleX;
return;
case 1 /* first */:
bone.scaleX += (bone.data.scaleX - bone.scaleX) * alpha;
}
return;
}
let x = this.getCurveValue(time) * bone.data.scaleX;
if (alpha == 1) {
if (blend == 3 /* add */)
bone.scaleX += x - bone.data.scaleX;
else
bone.scaleX = x;
} else {
let bx = 0;
if (direction == 1 /* mixOut */) {
switch (blend) {
case 0 /* setup */:
bx = bone.data.scaleX;
bone.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
bx = bone.scaleX;
bone.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha;
break;
case 3 /* add */:
bone.scaleX += (x - bone.data.scaleX) * alpha;
}
} else {
switch (blend) {
case 0 /* setup */:
bx = Math.abs(bone.data.scaleX) * MathUtils.signum(x);
bone.scaleX = bx + (x - bx) * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
bx = Math.abs(bone.scaleX) * MathUtils.signum(x);
bone.scaleX = bx + (x - bx) * alpha;
break;
case 3 /* add */:
bone.scaleX += (x - bone.data.scaleX) * alpha;
}
}
}
}
};
var ScaleYTimeline = class extends CurveTimeline1 {
boneIndex = 0;
constructor(frameCount, bezierCount, boneIndex) {
super(frameCount, bezierCount, Property.scaleY + "|" + boneIndex);
this.boneIndex = boneIndex;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let bone = skeleton.bones[this.boneIndex];
if (!bone.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
bone.scaleY = bone.data.scaleY;
return;
case 1 /* first */:
bone.scaleY += (bone.data.scaleY - bone.scaleY) * alpha;
}
return;
}
let y = this.getCurveValue(time) * bone.data.scaleY;
if (alpha == 1) {
if (blend == 3 /* add */)
bone.scaleY += y - bone.data.scaleY;
else
bone.scaleY = y;
} else {
let by = 0;
if (direction == 1 /* mixOut */) {
switch (blend) {
case 0 /* setup */:
by = bone.data.scaleY;
bone.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
by = bone.scaleY;
bone.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha;
break;
case 3 /* add */:
bone.scaleY += (y - bone.data.scaleY) * alpha;
}
} else {
switch (blend) {
case 0 /* setup */:
by = Math.abs(bone.data.scaleY) * MathUtils.signum(y);
bone.scaleY = by + (y - by) * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
by = Math.abs(bone.scaleY) * MathUtils.signum(y);
bone.scaleY = by + (y - by) * alpha;
break;
case 3 /* add */:
bone.scaleY += (y - bone.data.scaleY) * alpha;
}
}
}
}
};
var ShearTimeline = class extends CurveTimeline2 {
boneIndex = 0;
constructor(frameCount, bezierCount, boneIndex) {
super(
frameCount,
bezierCount,
Property.shearX + "|" + boneIndex,
Property.shearY + "|" + boneIndex
);
this.boneIndex = boneIndex;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let bone = skeleton.bones[this.boneIndex];
if (!bone.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
bone.shearX = bone.data.shearX;
bone.shearY = bone.data.shearY;
return;
case 1 /* first */:
bone.shearX += (bone.data.shearX - bone.shearX) * alpha;
bone.shearY += (bone.data.shearY - bone.shearY) * alpha;
}
return;
}
let x = 0, y = 0;
let i = Timeline.search(
frames,
time,
3
/*ENTRIES*/
);
let curveType = this.curves[
i / 3
/*ENTRIES*/
];
switch (curveType) {
case 0:
let before = frames[i];
x = frames[
i + 1
/*VALUE1*/
];
y = frames[
i + 2
/*VALUE2*/
];
let t = (time - before) / (frames[
i + 3
/*ENTRIES*/
] - before);
x += (frames[
i + 3 + 1
/*VALUE1*/
] - x) * t;
y += (frames[
i + 3 + 2
/*VALUE2*/
] - y) * t;
break;
case 1:
x = frames[
i + 1
/*VALUE1*/
];
y = frames[
i + 2
/*VALUE2*/
];
break;
default:
x = this.getBezierValue(
time,
i,
1,
curveType - 2
/*BEZIER*/
);
y = this.getBezierValue(
time,
i,
2,
curveType + 18 - 2
/*BEZIER*/
);
}
switch (blend) {
case 0 /* setup */:
bone.shearX = bone.data.shearX + x * alpha;
bone.shearY = bone.data.shearY + y * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha;
bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha;
break;
case 3 /* add */:
bone.shearX += x * alpha;
bone.shearY += y * alpha;
}
}
};
var ShearXTimeline = class extends CurveTimeline1 {
boneIndex = 0;
constructor(frameCount, bezierCount, boneIndex) {
super(frameCount, bezierCount, Property.shearX + "|" + boneIndex);
this.boneIndex = boneIndex;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let bone = skeleton.bones[this.boneIndex];
if (!bone.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
bone.shearX = bone.data.shearX;
return;
case 1 /* first */:
bone.shearX += (bone.data.shearX - bone.shearX) * alpha;
}
return;
}
let x = this.getCurveValue(time);
switch (blend) {
case 0 /* setup */:
bone.shearX = bone.data.shearX + x * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha;
break;
case 3 /* add */:
bone.shearX += x * alpha;
}
}
};
var ShearYTimeline = class extends CurveTimeline1 {
boneIndex = 0;
constructor(frameCount, bezierCount, boneIndex) {
super(frameCount, bezierCount, Property.shearY + "|" + boneIndex);
this.boneIndex = boneIndex;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let bone = skeleton.bones[this.boneIndex];
if (!bone.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
bone.shearY = bone.data.shearY;
return;
case 1 /* first */:
bone.shearY += (bone.data.shearY - bone.shearY) * alpha;
}
return;
}
let y = this.getCurveValue(time);
switch (blend) {
case 0 /* setup */:
bone.shearY = bone.data.shearY + y * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha;
break;
case 3 /* add */:
bone.shearY += y * alpha;
}
}
};
var RGBATimeline = class extends CurveTimeline {
slotIndex = 0;
constructor(frameCount, bezierCount, slotIndex) {
super(frameCount, bezierCount, [
Property.rgb + "|" + slotIndex,
Property.alpha + "|" + slotIndex
]);
this.slotIndex = slotIndex;
}
getFrameEntries() {
return 5;
}
/** Sets the time in seconds, red, green, blue, and alpha for the specified key frame. */
setFrame(frame, time, r, g, b, a) {
frame *= 5;
this.frames[frame] = time;
this.frames[
frame + 1
/*R*/
] = r;
this.frames[
frame + 2
/*G*/
] = g;
this.frames[
frame + 3
/*B*/
] = b;
this.frames[
frame + 4
/*A*/
] = a;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let slot = skeleton.slots[this.slotIndex];
if (!slot.bone.active)
return;
let frames = this.frames;
let color = slot.color;
if (time < frames[0]) {
let setup = slot.data.color;
switch (blend) {
case 0 /* setup */:
color.setFromColor(setup);
return;
case 1 /* first */:
color.add(
(setup.r - color.r) * alpha,
(setup.g - color.g) * alpha,
(setup.b - color.b) * alpha,
(setup.a - color.a) * alpha
);
}
return;
}
let r = 0, g = 0, b = 0, a = 0;
let i = Timeline.search(
frames,
time,
5
/*ENTRIES*/
);
let curveType = this.curves[
i / 5
/*ENTRIES*/
];
switch (curveType) {
case 0:
let before = frames[i];
r = frames[
i + 1
/*R*/
];
g = frames[
i + 2
/*G*/
];
b = frames[
i + 3
/*B*/
];
a = frames[
i + 4
/*A*/
];
let t = (time - before) / (frames[
i + 5
/*ENTRIES*/
] - before);
r += (frames[
i + 5 + 1
/*R*/
] - r) * t;
g += (frames[
i + 5 + 2
/*G*/
] - g) * t;
b += (frames[
i + 5 + 3
/*B*/
] - b) * t;
a += (frames[
i + 5 + 4
/*A*/
] - a) * t;
break;
case 1:
r = frames[
i + 1
/*R*/
];
g = frames[
i + 2
/*G*/
];
b = frames[
i + 3
/*B*/
];
a = frames[
i + 4
/*A*/
];
break;
default:
r = this.getBezierValue(
time,
i,
1,
curveType - 2
/*BEZIER*/
);
g = this.getBezierValue(
time,
i,
2,
curveType + 18 - 2
/*BEZIER*/
);
b = this.getBezierValue(
time,
i,
3,
curveType + 18 * 2 - 2
/*BEZIER*/
);
a = this.getBezierValue(
time,
i,
4,
curveType + 18 * 3 - 2
/*BEZIER*/
);
}
if (alpha == 1)
color.set(r, g, b, a);
else {
if (blend == 0 /* setup */)
color.setFromColor(slot.data.color);
color.add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha);
}
}
};
var RGBTimeline = class extends CurveTimeline {
slotIndex = 0;
constructor(frameCount, bezierCount, slotIndex) {
super(frameCount, bezierCount, [
Property.rgb + "|" + slotIndex
]);
this.slotIndex = slotIndex;
}
getFrameEntries() {
return 4;
}
/** Sets the time in seconds, red, green, blue, and alpha for the specified key frame. */
setFrame(frame, time, r, g, b) {
frame <<= 2;
this.frames[frame] = time;
this.frames[
frame + 1
/*R*/
] = r;
this.frames[
frame + 2
/*G*/
] = g;
this.frames[
frame + 3
/*B*/
] = b;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let slot = skeleton.slots[this.slotIndex];
if (!slot.bone.active)
return;
let frames = this.frames;
let color = slot.color;
if (time < frames[0]) {
let setup = slot.data.color;
switch (blend) {
case 0 /* setup */:
color.r = setup.r;
color.g = setup.g;
color.b = setup.b;
return;
case 1 /* first */:
color.r += (setup.r - color.r) * alpha;
color.g += (setup.g - color.g) * alpha;
color.b += (setup.b - color.b) * alpha;
}
return;
}
let r = 0, g = 0, b = 0;
let i = Timeline.search(
frames,
time,
4
/*ENTRIES*/
);
let curveType = this.curves[i >> 2];
switch (curveType) {
case 0:
let before = frames[i];
r = frames[
i + 1
/*R*/
];
g = frames[
i + 2
/*G*/
];
b = frames[
i + 3
/*B*/
];
let t = (time - before) / (frames[
i + 4
/*ENTRIES*/
] - before);
r += (frames[
i + 4 + 1
/*R*/
] - r) * t;
g += (frames[
i + 4 + 2
/*G*/
] - g) * t;
b += (frames[
i + 4 + 3
/*B*/
] - b) * t;
break;
case 1:
r = frames[
i + 1
/*R*/
];
g = frames[
i + 2
/*G*/
];
b = frames[
i + 3
/*B*/
];
break;
default:
r = this.getBezierValue(
time,
i,
1,
curveType - 2
/*BEZIER*/
);
g = this.getBezierValue(
time,
i,
2,
curveType + 18 - 2
/*BEZIER*/
);
b = this.getBezierValue(
time,
i,
3,
curveType + 18 * 2 - 2
/*BEZIER*/
);
}
if (alpha == 1) {
color.r = r;
color.g = g;
color.b = b;
} else {
if (blend == 0 /* setup */) {
let setup = slot.data.color;
color.r = setup.r;
color.g = setup.g;
color.b = setup.b;
}
color.r += (r - color.r) * alpha;
color.g += (g - color.g) * alpha;
color.b += (b - color.b) * alpha;
}
}
};
var AlphaTimeline = class extends CurveTimeline1 {
slotIndex = 0;
constructor(frameCount, bezierCount, slotIndex) {
super(frameCount, bezierCount, Property.alpha + "|" + slotIndex);
this.slotIndex = slotIndex;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let slot = skeleton.slots[this.slotIndex];
if (!slot.bone.active)
return;
let color = slot.color;
if (time < this.frames[0]) {
let setup = slot.data.color;
switch (blend) {
case 0 /* setup */:
color.a = setup.a;
return;
case 1 /* first */:
color.a += (setup.a - color.a) * alpha;
}
return;
}
let a = this.getCurveValue(time);
if (alpha == 1)
color.a = a;
else {
if (blend == 0 /* setup */)
color.a = slot.data.color.a;
color.a += (a - color.a) * alpha;
}
}
};
var RGBA2Timeline = class extends CurveTimeline {
slotIndex = 0;
constructor(frameCount, bezierCount, slotIndex) {
super(frameCount, bezierCount, [
Property.rgb + "|" + slotIndex,
Property.alpha + "|" + slotIndex,
Property.rgb2 + "|" + slotIndex
]);
this.slotIndex = slotIndex;
}
getFrameEntries() {
return 8;
}
/** Sets the time in seconds, light, and dark colors for the specified key frame. */
setFrame(frame, time, r, g, b, a, r2, g2, b2) {
frame <<= 3;
this.frames[frame] = time;
this.frames[
frame + 1
/*R*/
] = r;
this.frames[
frame + 2
/*G*/
] = g;
this.frames[
frame + 3
/*B*/
] = b;
this.frames[
frame + 4
/*A*/
] = a;
this.frames[
frame + 5
/*R2*/
] = r2;
this.frames[
frame + 6
/*G2*/
] = g2;
this.frames[
frame + 7
/*B2*/
] = b2;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let slot = skeleton.slots[this.slotIndex];
if (!slot.bone.active)
return;
let frames = this.frames;
let light = slot.color, dark = slot.darkColor;
if (time < frames[0]) {
let setupLight = slot.data.color, setupDark = slot.data.darkColor;
switch (blend) {
case 0 /* setup */:
light.setFromColor(setupLight);
dark.r = setupDark.r;
dark.g = setupDark.g;
dark.b = setupDark.b;
return;
case 1 /* first */:
light.add(
(setupLight.r - light.r) * alpha,
(setupLight.g - light.g) * alpha,
(setupLight.b - light.b) * alpha,
(setupLight.a - light.a) * alpha
);
dark.r += (setupDark.r - dark.r) * alpha;
dark.g += (setupDark.g - dark.g) * alpha;
dark.b += (setupDark.b - dark.b) * alpha;
}
return;
}
let r = 0, g = 0, b = 0, a = 0, r2 = 0, g2 = 0, b2 = 0;
let i = Timeline.search(
frames,
time,
8
/*ENTRIES*/
);
let curveType = this.curves[i >> 3];
switch (curveType) {
case 0:
let before = frames[i];
r = frames[
i + 1
/*R*/
];
g = frames[
i + 2
/*G*/
];
b = frames[
i + 3
/*B*/
];
a = frames[
i + 4
/*A*/
];
r2 = frames[
i + 5
/*R2*/
];
g2 = frames[
i + 6
/*G2*/
];
b2 = frames[
i + 7
/*B2*/
];
let t = (time - before) / (frames[
i + 8
/*ENTRIES*/
] - before);
r += (frames[
i + 8 + 1
/*R*/
] - r) * t;
g += (frames[
i + 8 + 2
/*G*/
] - g) * t;
b += (frames[
i + 8 + 3
/*B*/
] - b) * t;
a += (frames[
i + 8 + 4
/*A*/
] - a) * t;
r2 += (frames[
i + 8 + 5
/*R2*/
] - r2) * t;
g2 += (frames[
i + 8 + 6
/*G2*/
] - g2) * t;
b2 += (frames[
i + 8 + 7
/*B2*/
] - b2) * t;
break;
case 1:
r = frames[
i + 1
/*R*/
];
g = frames[
i + 2
/*G*/
];
b = frames[
i + 3
/*B*/
];
a = frames[
i + 4
/*A*/
];
r2 = frames[
i + 5
/*R2*/
];
g2 = frames[
i + 6
/*G2*/
];
b2 = frames[
i + 7
/*B2*/
];
break;
default:
r = this.getBezierValue(
time,
i,
1,
curveType - 2
/*BEZIER*/
);
g = this.getBezierValue(
time,
i,
2,
curveType + 18 - 2
/*BEZIER*/
);
b = this.getBezierValue(
time,
i,
3,
curveType + 18 * 2 - 2
/*BEZIER*/
);
a = this.getBezierValue(
time,
i,
4,
curveType + 18 * 3 - 2
/*BEZIER*/
);
r2 = this.getBezierValue(
time,
i,
5,
curveType + 18 * 4 - 2
/*BEZIER*/
);
g2 = this.getBezierValue(
time,
i,
6,
curveType + 18 * 5 - 2
/*BEZIER*/
);
b2 = this.getBezierValue(
time,
i,
7,
curveType + 18 * 6 - 2
/*BEZIER*/
);
}
if (alpha == 1) {
light.set(r, g, b, a);
dark.r = r2;
dark.g = g2;
dark.b = b2;
} else {
if (blend == 0 /* setup */) {
light.setFromColor(slot.data.color);
let setupDark = slot.data.darkColor;
dark.r = setupDark.r;
dark.g = setupDark.g;
dark.b = setupDark.b;
}
light.add((r - light.r) * alpha, (g - light.g) * alpha, (b - light.b) * alpha, (a - light.a) * alpha);
dark.r += (r2 - dark.r) * alpha;
dark.g += (g2 - dark.g) * alpha;
dark.b += (b2 - dark.b) * alpha;
}
}
};
var RGB2Timeline = class extends CurveTimeline {
slotIndex = 0;
constructor(frameCount, bezierCount, slotIndex) {
super(frameCount, bezierCount, [
Property.rgb + "|" + slotIndex,
Property.rgb2 + "|" + slotIndex
]);
this.slotIndex = slotIndex;
}
getFrameEntries() {
return 7;
}
/** Sets the time in seconds, light, and dark colors for the specified key frame. */
setFrame(frame, time, r, g, b, r2, g2, b2) {
frame *= 7;
this.frames[frame] = time;
this.frames[
frame + 1
/*R*/
] = r;
this.frames[
frame + 2
/*G*/
] = g;
this.frames[
frame + 3
/*B*/
] = b;
this.frames[
frame + 4
/*R2*/
] = r2;
this.frames[
frame + 5
/*G2*/
] = g2;
this.frames[
frame + 6
/*B2*/
] = b2;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let slot = skeleton.slots[this.slotIndex];
if (!slot.bone.active)
return;
let frames = this.frames;
let light = slot.color, dark = slot.darkColor;
if (time < frames[0]) {
let setupLight = slot.data.color, setupDark = slot.data.darkColor;
switch (blend) {
case 0 /* setup */:
light.r = setupLight.r;
light.g = setupLight.g;
light.b = setupLight.b;
dark.r = setupDark.r;
dark.g = setupDark.g;
dark.b = setupDark.b;
return;
case 1 /* first */:
light.r += (setupLight.r - light.r) * alpha;
light.g += (setupLight.g - light.g) * alpha;
light.b += (setupLight.b - light.b) * alpha;
dark.r += (setupDark.r - dark.r) * alpha;
dark.g += (setupDark.g - dark.g) * alpha;
dark.b += (setupDark.b - dark.b) * alpha;
}
return;
}
let r = 0, g = 0, b = 0, a = 0, r2 = 0, g2 = 0, b2 = 0;
let i = Timeline.search(
frames,
time,
7
/*ENTRIES*/
);
let curveType = this.curves[
i / 7
/*ENTRIES*/
];
switch (curveType) {
case 0:
let before = frames[i];
r = frames[
i + 1
/*R*/
];
g = frames[
i + 2
/*G*/
];
b = frames[
i + 3
/*B*/
];
r2 = frames[
i + 4
/*R2*/
];
g2 = frames[
i + 5
/*G2*/
];
b2 = frames[
i + 6
/*B2*/
];
let t = (time - before) / (frames[
i + 7
/*ENTRIES*/
] - before);
r += (frames[
i + 7 + 1
/*R*/
] - r) * t;
g += (frames[
i + 7 + 2
/*G*/
] - g) * t;
b += (frames[
i + 7 + 3
/*B*/
] - b) * t;
r2 += (frames[
i + 7 + 4
/*R2*/
] - r2) * t;
g2 += (frames[
i + 7 + 5
/*G2*/
] - g2) * t;
b2 += (frames[
i + 7 + 6
/*B2*/
] - b2) * t;
break;
case 1:
r = frames[
i + 1
/*R*/
];
g = frames[
i + 2
/*G*/
];
b = frames[
i + 3
/*B*/
];
r2 = frames[
i + 4
/*R2*/
];
g2 = frames[
i + 5
/*G2*/
];
b2 = frames[
i + 6
/*B2*/
];
break;
default:
r = this.getBezierValue(
time,
i,
1,
curveType - 2
/*BEZIER*/
);
g = this.getBezierValue(
time,
i,
2,
curveType + 18 - 2
/*BEZIER*/
);
b = this.getBezierValue(
time,
i,
3,
curveType + 18 * 2 - 2
/*BEZIER*/
);
r2 = this.getBezierValue(
time,
i,
4,
curveType + 18 * 3 - 2
/*BEZIER*/
);
g2 = this.getBezierValue(
time,
i,
5,
curveType + 18 * 4 - 2
/*BEZIER*/
);
b2 = this.getBezierValue(
time,
i,
6,
curveType + 18 * 5 - 2
/*BEZIER*/
);
}
if (alpha == 1) {
light.r = r;
light.g = g;
light.b = b;
dark.r = r2;
dark.g = g2;
dark.b = b2;
} else {
if (blend == 0 /* setup */) {
let setupLight = slot.data.color, setupDark = slot.data.darkColor;
light.r = setupLight.r;
light.g = setupLight.g;
light.b = setupLight.b;
dark.r = setupDark.r;
dark.g = setupDark.g;
dark.b = setupDark.b;
}
light.r += (r - light.r) * alpha;
light.g += (g - light.g) * alpha;
light.b += (b - light.b) * alpha;
dark.r += (r2 - dark.r) * alpha;
dark.g += (g2 - dark.g) * alpha;
dark.b += (b2 - dark.b) * alpha;
}
}
};
var AttachmentTimeline = class extends Timeline {
slotIndex = 0;
/** The attachment name for each key frame. May contain null values to clear the attachment. */
attachmentNames;
constructor(frameCount, slotIndex) {
super(frameCount, [
Property.attachment + "|" + slotIndex
]);
this.slotIndex = slotIndex;
this.attachmentNames = new Array(frameCount);
}
getFrameCount() {
return this.frames.length;
}
/** Sets the time in seconds and the attachment name for the specified key frame. */
setFrame(frame, time, attachmentName) {
this.frames[frame] = time;
this.attachmentNames[frame] = attachmentName;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let slot = skeleton.slots[this.slotIndex];
if (!slot.bone.active)
return;
if (direction == 1 /* mixOut */) {
if (blend == 0 /* setup */)
this.setAttachment(skeleton, slot, slot.data.attachmentName);
return;
}
if (time < this.frames[0]) {
if (blend == 0 /* setup */ || blend == 1 /* first */)
this.setAttachment(skeleton, slot, slot.data.attachmentName);
return;
}
this.setAttachment(skeleton, slot, this.attachmentNames[Timeline.search1(this.frames, time)]);
}
setAttachment(skeleton, slot, attachmentName) {
slot.setAttachment(!attachmentName ? null : skeleton.getAttachment(this.slotIndex, attachmentName));
}
};
var DeformTimeline = class extends CurveTimeline {
slotIndex = 0;
/** The attachment that will be deformed. */
attachment;
/** The vertices for each key frame. */
vertices;
constructor(frameCount, bezierCount, slotIndex, attachment) {
super(frameCount, bezierCount, [
Property.deform + "|" + slotIndex + "|" + attachment.id
]);
this.slotIndex = slotIndex;
this.attachment = attachment;
this.vertices = new Array(frameCount);
}
getFrameCount() {
return this.frames.length;
}
/** Sets the time in seconds and the vertices for the specified key frame.
* @param vertices Vertex positions for an unweighted VertexAttachment, or deform offsets if it has weights. */
setFrame(frame, time, vertices) {
this.frames[frame] = time;
this.vertices[frame] = vertices;
}
/** @param value1 Ignored (0 is used for a deform timeline).
* @param value2 Ignored (1 is used for a deform timeline). */
setBezier(bezier, frame, value, time1, value1, cx1, cy1, cx2, cy2, time2, value2) {
let curves = this.curves;
let i = this.getFrameCount() + bezier * 18;
if (value == 0)
curves[frame] = 2 + i;
let tmpx = (time1 - cx1 * 2 + cx2) * 0.03, tmpy = cy2 * 0.03 - cy1 * 0.06;
let dddx = ((cx1 - cx2) * 3 - time1 + time2) * 6e-3, dddy = (cy1 - cy2 + 0.33333333) * 0.018;
let ddx = tmpx * 2 + dddx, ddy = tmpy * 2 + dddy;
let dx = (cx1 - time1) * 0.3 + tmpx + dddx * 0.16666667, dy = cy1 * 0.3 + tmpy + dddy * 0.16666667;
let x = time1 + dx, y = dy;
for (let n = i + 18; i < n; i += 2) {
curves[i] = x;
curves[i + 1] = y;
dx += ddx;
dy += ddy;
ddx += dddx;
ddy += dddy;
x += dx;
y += dy;
}
}
getCurvePercent(time, frame) {
let curves = this.curves;
let i = curves[frame];
switch (i) {
case 0:
let x2 = this.frames[frame];
return (time - x2) / (this.frames[frame + this.getFrameEntries()] - x2);
case 1:
return 0;
}
i -= 2;
if (curves[i] > time) {
let x2 = this.frames[frame];
return curves[i + 1] * (time - x2) / (curves[i] - x2);
}
let n = i + 18;
for (i += 2; i < n; i += 2) {
if (curves[i] >= time) {
let x2 = curves[i - 2], y2 = curves[i - 1];
return y2 + (time - x2) / (curves[i] - x2) * (curves[i + 1] - y2);
}
}
let x = curves[n - 2], y = curves[n - 1];
return y + (1 - y) * (time - x) / (this.frames[frame + this.getFrameEntries()] - x);
}
apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
let slot = skeleton.slots[this.slotIndex];
if (!slot.bone.active)
return;
let slotAttachment = slot.getAttachment();
if (!slotAttachment)
return;
if (!(slotAttachment instanceof VertexAttachment) || slotAttachment.timelineAttachment != this.attachment)
return;
let deform = slot.deform;
if (deform.length == 0)
blend = 0 /* setup */;
let vertices = this.vertices;
let vertexCount = vertices[0].length;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
deform.length = 0;
return;
case 1 /* first */:
if (alpha == 1) {
deform.length = 0;
return;
}
deform.length = vertexCount;
let vertexAttachment = slotAttachment;
if (!vertexAttachment.bones) {
let setupVertices = vertexAttachment.vertices;
for (var i = 0; i < vertexCount; i++)
deform[i] += (setupVertices[i] - deform[i]) * alpha;
} else {
alpha = 1 - alpha;
for (var i = 0; i < vertexCount; i++)
deform[i] *= alpha;
}
}
return;
}
deform.length = vertexCount;
if (time >= frames[frames.length - 1]) {
let lastVertices = vertices[frames.length - 1];
if (alpha == 1) {
if (blend == 3 /* add */) {
let vertexAttachment = slotAttachment;
if (!vertexAttachment.bones) {
let setupVertices = vertexAttachment.vertices;
for (let i2 = 0; i2 < vertexCount; i2++)
deform[i2] += lastVertices[i2] - setupVertices[i2];
} else {
for (let i2 = 0; i2 < vertexCount; i2++)
deform[i2] += lastVertices[i2];
}
} else
Utils.arrayCopy(lastVertices, 0, deform, 0, vertexCount);
} else {
switch (blend) {
case 0 /* setup */: {
let vertexAttachment2 = slotAttachment;
if (!vertexAttachment2.bones) {
let setupVertices = vertexAttachment2.vertices;
for (let i2 = 0; i2 < vertexCount; i2++) {
let setup = setupVertices[i2];
deform[i2] = setup + (lastVertices[i2] - setup) * alpha;
}
} else {
for (let i2 = 0; i2 < vertexCount; i2++)
deform[i2] = lastVertices[i2] * alpha;
}
break;
}
case 1 /* first */:
case 2 /* replace */:
for (let i2 = 0; i2 < vertexCount; i2++)
deform[i2] += (lastVertices[i2] - deform[i2]) * alpha;
break;
case 3 /* add */:
let vertexAttachment = slotAttachment;
if (!vertexAttachment.bones) {
let setupVertices = vertexAttachment.vertices;
for (let i2 = 0; i2 < vertexCount; i2++)
deform[i2] += (lastVertices[i2] - setupVertices[i2]) * alpha;
} else {
for (let i2 = 0; i2 < vertexCount; i2++)
deform[i2] += lastVertices[i2] * alpha;
}
}
}
return;
}
let frame = Timeline.search1(frames, time);
let percent = this.getCurvePercent(time, frame);
let prevVertices = vertices[frame];
let nextVertices = vertices[frame + 1];
if (alpha == 1) {
if (blend == 3 /* add */) {
let vertexAttachment = slotAttachment;
if (!vertexAttachment.bones) {
let setupVertices = vertexAttachment.vertices;
for (let i2 = 0; i2 < vertexCount; i2++) {
let prev = prevVertices[i2];
deform[i2] += prev + (nextVertices[i2] - prev) * percent - setupVertices[i2];
}
} else {
for (let i2 = 0; i2 < vertexCount; i2++) {
let prev = prevVertices[i2];
deform[i2] += prev + (nextVertices[i2] - prev) * percent;
}
}
} else {
for (let i2 = 0; i2 < vertexCount; i2++) {
let prev = prevVertices[i2];
deform[i2] = prev + (nextVertices[i2] - prev) * percent;
}
}
} else {
switch (blend) {
case 0 /* setup */: {
let vertexAttachment2 = slotAttachment;
if (!vertexAttachment2.bones) {
let setupVertices = vertexAttachment2.vertices;
for (let i2 = 0; i2 < vertexCount; i2++) {
let prev = prevVertices[i2], setup = setupVertices[i2];
deform[i2] = setup + (prev + (nextVertices[i2] - prev) * percent - setup) * alpha;
}
} else {
for (let i2 = 0; i2 < vertexCount; i2++) {
let prev = prevVertices[i2];
deform[i2] = (prev + (nextVertices[i2] - prev) * percent) * alpha;
}
}
break;
}
case 1 /* first */:
case 2 /* replace */:
for (let i2 = 0; i2 < vertexCount; i2++) {
let prev = prevVertices[i2];
deform[i2] += (prev + (nextVertices[i2] - prev) * percent - deform[i2]) * alpha;
}
break;
case 3 /* add */:
let vertexAttachment = slotAttachment;
if (!vertexAttachment.bones) {
let setupVertices = vertexAttachment.vertices;
for (let i2 = 0; i2 < vertexCount; i2++) {
let prev = prevVertices[i2];
deform[i2] += (prev + (nextVertices[i2] - prev) * percent - setupVertices[i2]) * alpha;
}
} else {
for (let i2 = 0; i2 < vertexCount; i2++) {
let prev = prevVertices[i2];
deform[i2] += (prev + (nextVertices[i2] - prev) * percent) * alpha;
}
}
}
}
}
};
var _EventTimeline = class extends Timeline {
/** The event for each key frame. */
events;
constructor(frameCount) {
super(frameCount, _EventTimeline.propertyIds);
this.events = new Array(frameCount);
}
getFrameCount() {
return this.frames.length;
}
/** Sets the time in seconds and the event for the specified key frame. */
setFrame(frame, event) {
this.frames[frame] = event.time;
this.events[frame] = event;
}
/** Fires events for frames > `lastTime` and <= `time`. */
apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
if (!firedEvents)
return;
let frames = this.frames;
let frameCount = this.frames.length;
if (lastTime > time) {
this.apply(skeleton, lastTime, Number.MAX_VALUE, firedEvents, alpha, blend, direction);
lastTime = -1;
} else if (lastTime >= frames[frameCount - 1])
return;
if (time < frames[0])
return;
let i = 0;
if (lastTime < frames[0])
i = 0;
else {
i = Timeline.search1(frames, lastTime) + 1;
let frameTime = frames[i];
while (i > 0) {
if (frames[i - 1] != frameTime)
break;
i--;
}
}
for (; i < frameCount && time >= frames[i]; i++)
firedEvents.push(this.events[i]);
}
};
var EventTimeline = _EventTimeline;
__publicField(EventTimeline, "propertyIds", ["" + Property.event]);
var _DrawOrderTimeline = class extends Timeline {
/** The draw order for each key frame. See {@link #setFrame(int, float, int[])}. */
drawOrders;
constructor(frameCount) {
super(frameCount, _DrawOrderTimeline.propertyIds);
this.drawOrders = new Array(frameCount);
}
getFrameCount() {
return this.frames.length;
}
/** Sets the time in seconds and the draw order for the specified key frame.
* @param drawOrder For each slot in {@link Skeleton#slots}, the index of the new draw order. May be null to use setup pose
* draw order. */
setFrame(frame, time, drawOrder) {
this.frames[frame] = time;
this.drawOrders[frame] = drawOrder;
}
apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
if (direction == 1 /* mixOut */) {
if (blend == 0 /* setup */)
Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length);
return;
}
if (time < this.frames[0]) {
if (blend == 0 /* setup */ || blend == 1 /* first */)
Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length);
return;
}
let idx = Timeline.search1(this.frames, time);
let drawOrderToSetupIndex = this.drawOrders[idx];
if (!drawOrderToSetupIndex)
Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length);
else {
let drawOrder = skeleton.drawOrder;
let slots = skeleton.slots;
for (let i = 0, n = drawOrderToSetupIndex.length; i < n; i++)
drawOrder[i] = slots[drawOrderToSetupIndex[i]];
}
}
};
var DrawOrderTimeline = _DrawOrderTimeline;
__publicField(DrawOrderTimeline, "propertyIds", ["" + Property.drawOrder]);
var IkConstraintTimeline = class extends CurveTimeline {
/** The index of the IK constraint slot in {@link Skeleton#ikConstraints} that will be changed. */
ikConstraintIndex = 0;
constructor(frameCount, bezierCount, ikConstraintIndex) {
super(frameCount, bezierCount, [
Property.ikConstraint + "|" + ikConstraintIndex
]);
this.ikConstraintIndex = ikConstraintIndex;
}
getFrameEntries() {
return 6;
}
/** Sets the time in seconds, mix, softness, bend direction, compress, and stretch for the specified key frame. */
setFrame(frame, time, mix, softness, bendDirection, compress, stretch) {
frame *= 6;
this.frames[frame] = time;
this.frames[
frame + 1
/*MIX*/
] = mix;
this.frames[
frame + 2
/*SOFTNESS*/
] = softness;
this.frames[
frame + 3
/*BEND_DIRECTION*/
] = bendDirection;
this.frames[
frame + 4
/*COMPRESS*/
] = compress ? 1 : 0;
this.frames[
frame + 5
/*STRETCH*/
] = stretch ? 1 : 0;
}
apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
let constraint = skeleton.ikConstraints[this.ikConstraintIndex];
if (!constraint.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
constraint.mix = constraint.data.mix;
constraint.softness = constraint.data.softness;
constraint.bendDirection = constraint.data.bendDirection;
constraint.compress = constraint.data.compress;
constraint.stretch = constraint.data.stretch;
return;
case 1 /* first */:
constraint.mix += (constraint.data.mix - constraint.mix) * alpha;
constraint.softness += (constraint.data.softness - constraint.softness) * alpha;
constraint.bendDirection = constraint.data.bendDirection;
constraint.compress = constraint.data.compress;
constraint.stretch = constraint.data.stretch;
}
return;
}
let mix = 0, softness = 0;
let i = Timeline.search(
frames,
time,
6
/*ENTRIES*/
);
let curveType = this.curves[
i / 6
/*ENTRIES*/
];
switch (curveType) {
case 0:
let before = frames[i];
mix = frames[
i + 1
/*MIX*/
];
softness = frames[
i + 2
/*SOFTNESS*/
];
let t = (time - before) / (frames[
i + 6
/*ENTRIES*/
] - before);
mix += (frames[
i + 6 + 1
/*MIX*/
] - mix) * t;
softness += (frames[
i + 6 + 2
/*SOFTNESS*/
] - softness) * t;
break;
case 1:
mix = frames[
i + 1
/*MIX*/
];
softness = frames[
i + 2
/*SOFTNESS*/
];
break;
default:
mix = this.getBezierValue(
time,
i,
1,
curveType - 2
/*BEZIER*/
);
softness = this.getBezierValue(
time,
i,
2,
curveType + 18 - 2
/*BEZIER*/
);
}
if (blend == 0 /* setup */) {
constraint.mix = constraint.data.mix + (mix - constraint.data.mix) * alpha;
constraint.softness = constraint.data.softness + (softness - constraint.data.softness) * alpha;
if (direction == 1 /* mixOut */) {
constraint.bendDirection = constraint.data.bendDirection;
constraint.compress = constraint.data.compress;
constraint.stretch = constraint.data.stretch;
} else {
constraint.bendDirection = frames[
i + 3
/*BEND_DIRECTION*/
];
constraint.compress = frames[
i + 4
/*COMPRESS*/
] != 0;
constraint.stretch = frames[
i + 5
/*STRETCH*/
] != 0;
}
} else {
constraint.mix += (mix - constraint.mix) * alpha;
constraint.softness += (softness - constraint.softness) * alpha;
if (direction == 0 /* mixIn */) {
constraint.bendDirection = frames[
i + 3
/*BEND_DIRECTION*/
];
constraint.compress = frames[
i + 4
/*COMPRESS*/
] != 0;
constraint.stretch = frames[
i + 5
/*STRETCH*/
] != 0;
}
}
}
};
var TransformConstraintTimeline = class extends CurveTimeline {
/** The index of the transform constraint slot in {@link Skeleton#transformConstraints} that will be changed. */
transformConstraintIndex = 0;
constructor(frameCount, bezierCount, transformConstraintIndex) {
super(frameCount, bezierCount, [
Property.transformConstraint + "|" + transformConstraintIndex
]);
this.transformConstraintIndex = transformConstraintIndex;
}
getFrameEntries() {
return 7;
}
/** The time in seconds, rotate mix, translate mix, scale mix, and shear mix for the specified key frame. */
setFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY) {
let frames = this.frames;
frame *= 7;
frames[frame] = time;
frames[
frame + 1
/*ROTATE*/
] = mixRotate;
frames[
frame + 2
/*X*/
] = mixX;
frames[
frame + 3
/*Y*/
] = mixY;
frames[
frame + 4
/*SCALEX*/
] = mixScaleX;
frames[
frame + 5
/*SCALEY*/
] = mixScaleY;
frames[
frame + 6
/*SHEARY*/
] = mixShearY;
}
apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
let constraint = skeleton.transformConstraints[this.transformConstraintIndex];
if (!constraint.active)
return;
let frames = this.frames;
if (time < frames[0]) {
let data = constraint.data;
switch (blend) {
case 0 /* setup */:
constraint.mixRotate = data.mixRotate;
constraint.mixX = data.mixX;
constraint.mixY = data.mixY;
constraint.mixScaleX = data.mixScaleX;
constraint.mixScaleY = data.mixScaleY;
constraint.mixShearY = data.mixShearY;
return;
case 1 /* first */:
constraint.mixRotate += (data.mixRotate - constraint.mixRotate) * alpha;
constraint.mixX += (data.mixX - constraint.mixX) * alpha;
constraint.mixY += (data.mixY - constraint.mixY) * alpha;
constraint.mixScaleX += (data.mixScaleX - constraint.mixScaleX) * alpha;
constraint.mixScaleY += (data.mixScaleY - constraint.mixScaleY) * alpha;
constraint.mixShearY += (data.mixShearY - constraint.mixShearY) * alpha;
}
return;
}
let rotate, x, y, scaleX, scaleY, shearY;
let i = Timeline.search(
frames,
time,
7
/*ENTRIES*/
);
let curveType = this.curves[
i / 7
/*ENTRIES*/
];
switch (curveType) {
case 0:
let before = frames[i];
rotate = frames[
i + 1
/*ROTATE*/
];
x = frames[
i + 2
/*X*/
];
y = frames[
i + 3
/*Y*/
];
scaleX = frames[
i + 4
/*SCALEX*/
];
scaleY = frames[
i + 5
/*SCALEY*/
];
shearY = frames[
i + 6
/*SHEARY*/
];
let t = (time - before) / (frames[
i + 7
/*ENTRIES*/
] - before);
rotate += (frames[
i + 7 + 1
/*ROTATE*/
] - rotate) * t;
x += (frames[
i + 7 + 2
/*X*/
] - x) * t;
y += (frames[
i + 7 + 3
/*Y*/
] - y) * t;
scaleX += (frames[
i + 7 + 4
/*SCALEX*/
] - scaleX) * t;
scaleY += (frames[
i + 7 + 5
/*SCALEY*/
] - scaleY) * t;
shearY += (frames[
i + 7 + 6
/*SHEARY*/
] - shearY) * t;
break;
case 1:
rotate = frames[
i + 1
/*ROTATE*/
];
x = frames[
i + 2
/*X*/
];
y = frames[
i + 3
/*Y*/
];
scaleX = frames[
i + 4
/*SCALEX*/
];
scaleY = frames[
i + 5
/*SCALEY*/
];
shearY = frames[
i + 6
/*SHEARY*/
];
break;
default:
rotate = this.getBezierValue(
time,
i,
1,
curveType - 2
/*BEZIER*/
);
x = this.getBezierValue(
time,
i,
2,
curveType + 18 - 2
/*BEZIER*/
);
y = this.getBezierValue(
time,
i,
3,
curveType + 18 * 2 - 2
/*BEZIER*/
);
scaleX = this.getBezierValue(
time,
i,
4,
curveType + 18 * 3 - 2
/*BEZIER*/
);
scaleY = this.getBezierValue(
time,
i,
5,
curveType + 18 * 4 - 2
/*BEZIER*/
);
shearY = this.getBezierValue(
time,
i,
6,
curveType + 18 * 5 - 2
/*BEZIER*/
);
}
if (blend == 0 /* setup */) {
let data = constraint.data;
constraint.mixRotate = data.mixRotate + (rotate - data.mixRotate) * alpha;
constraint.mixX = data.mixX + (x - data.mixX) * alpha;
constraint.mixY = data.mixY + (y - data.mixY) * alpha;
constraint.mixScaleX = data.mixScaleX + (scaleX - data.mixScaleX) * alpha;
constraint.mixScaleY = data.mixScaleY + (scaleY - data.mixScaleY) * alpha;
constraint.mixShearY = data.mixShearY + (shearY - data.mixShearY) * alpha;
} else {
constraint.mixRotate += (rotate - constraint.mixRotate) * alpha;
constraint.mixX += (x - constraint.mixX) * alpha;
constraint.mixY += (y - constraint.mixY) * alpha;
constraint.mixScaleX += (scaleX - constraint.mixScaleX) * alpha;
constraint.mixScaleY += (scaleY - constraint.mixScaleY) * alpha;
constraint.mixShearY += (shearY - constraint.mixShearY) * alpha;
}
}
};
var PathConstraintPositionTimeline = class extends CurveTimeline1 {
/** The index of the path constraint slot in {@link Skeleton#pathConstraints} that will be changed. */
pathConstraintIndex = 0;
constructor(frameCount, bezierCount, pathConstraintIndex) {
super(frameCount, bezierCount, Property.pathConstraintPosition + "|" + pathConstraintIndex);
this.pathConstraintIndex = pathConstraintIndex;
}
apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
let constraint = skeleton.pathConstraints[this.pathConstraintIndex];
if (!constraint.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
constraint.position = constraint.data.position;
return;
case 1 /* first */:
constraint.position += (constraint.data.position - constraint.position) * alpha;
}
return;
}
let position = this.getCurveValue(time);
if (blend == 0 /* setup */)
constraint.position = constraint.data.position + (position - constraint.data.position) * alpha;
else
constraint.position += (position - constraint.position) * alpha;
}
};
var PathConstraintSpacingTimeline = class extends CurveTimeline1 {
/** The index of the path constraint slot in {@link Skeleton#getPathConstraints()} that will be changed. */
pathConstraintIndex = 0;
constructor(frameCount, bezierCount, pathConstraintIndex) {
super(frameCount, bezierCount, Property.pathConstraintSpacing + "|" + pathConstraintIndex);
this.pathConstraintIndex = pathConstraintIndex;
}
apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
let constraint = skeleton.pathConstraints[this.pathConstraintIndex];
if (!constraint.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
constraint.spacing = constraint.data.spacing;
return;
case 1 /* first */:
constraint.spacing += (constraint.data.spacing - constraint.spacing) * alpha;
}
return;
}
let spacing = this.getCurveValue(time);
if (blend == 0 /* setup */)
constraint.spacing = constraint.data.spacing + (spacing - constraint.data.spacing) * alpha;
else
constraint.spacing += (spacing - constraint.spacing) * alpha;
}
};
var PathConstraintMixTimeline = class extends CurveTimeline {
/** The index of the path constraint slot in {@link Skeleton#getPathConstraints()} that will be changed. */
pathConstraintIndex = 0;
constructor(frameCount, bezierCount, pathConstraintIndex) {
super(frameCount, bezierCount, [
Property.pathConstraintMix + "|" + pathConstraintIndex
]);
this.pathConstraintIndex = pathConstraintIndex;
}
getFrameEntries() {
return 4;
}
setFrame(frame, time, mixRotate, mixX, mixY) {
let frames = this.frames;
frame <<= 2;
frames[frame] = time;
frames[
frame + 1
/*ROTATE*/
] = mixRotate;
frames[
frame + 2
/*X*/
] = mixX;
frames[
frame + 3
/*Y*/
] = mixY;
}
apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
let constraint = skeleton.pathConstraints[this.pathConstraintIndex];
if (!constraint.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
constraint.mixRotate = constraint.data.mixRotate;
constraint.mixX = constraint.data.mixX;
constraint.mixY = constraint.data.mixY;
return;
case 1 /* first */:
constraint.mixRotate += (constraint.data.mixRotate - constraint.mixRotate) * alpha;
constraint.mixX += (constraint.data.mixX - constraint.mixX) * alpha;
constraint.mixY += (constraint.data.mixY - constraint.mixY) * alpha;
}
return;
}
let rotate, x, y;
let i = Timeline.search(
frames,
time,
4
/*ENTRIES*/
);
let curveType = this.curves[i >> 2];
switch (curveType) {
case 0:
let before = frames[i];
rotate = frames[
i + 1
/*ROTATE*/
];
x = frames[
i + 2
/*X*/
];
y = frames[
i + 3
/*Y*/
];
let t = (time - before) / (frames[
i + 4
/*ENTRIES*/
] - before);
rotate += (frames[
i + 4 + 1
/*ROTATE*/
] - rotate) * t;
x += (frames[
i + 4 + 2
/*X*/
] - x) * t;
y += (frames[
i + 4 + 3
/*Y*/
] - y) * t;
break;
case 1:
rotate = frames[
i + 1
/*ROTATE*/
];
x = frames[
i + 2
/*X*/
];
y = frames[
i + 3
/*Y*/
];
break;
default:
rotate = this.getBezierValue(
time,
i,
1,
curveType - 2
/*BEZIER*/
);
x = this.getBezierValue(
time,
i,
2,
curveType + 18 - 2
/*BEZIER*/
);
y = this.getBezierValue(
time,
i,
3,
curveType + 18 * 2 - 2
/*BEZIER*/
);
}
if (blend == 0 /* setup */) {
let data = constraint.data;
constraint.mixRotate = data.mixRotate + (rotate - data.mixRotate) * alpha;
constraint.mixX = data.mixX + (x - data.mixX) * alpha;
constraint.mixY = data.mixY + (y - data.mixY) * alpha;
} else {
constraint.mixRotate += (rotate - constraint.mixRotate) * alpha;
constraint.mixX += (x - constraint.mixX) * alpha;
constraint.mixY += (y - constraint.mixY) * alpha;
}
}
};
var _SequenceTimeline = class extends Timeline {
slotIndex;
attachment;
constructor(frameCount, slotIndex, attachment) {
super(frameCount, [
Property.sequence + "|" + slotIndex + "|" + attachment.sequence.id
]);
this.slotIndex = slotIndex;
this.attachment = attachment;
}
getFrameEntries() {
return _SequenceTimeline.ENTRIES;
}
getSlotIndex() {
return this.slotIndex;
}
getAttachment() {
return this.attachment;
}
/** Sets the time, mode, index, and frame time for the specified frame.
* @param frame Between 0 and frameCount, inclusive.
* @param time Seconds between frames. */
setFrame(frame, time, mode, index, delay) {
let frames = this.frames;
frame *= _SequenceTimeline.ENTRIES;
frames[frame] = time;
frames[frame + _SequenceTimeline.MODE] = mode | index << 4;
frames[frame + _SequenceTimeline.DELAY] = delay;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let slot = skeleton.slots[this.slotIndex];
if (!slot.bone.active)
return;
let slotAttachment = slot.attachment;
let attachment = this.attachment;
if (slotAttachment != attachment) {
if (!(slotAttachment instanceof VertexAttachment) || slotAttachment.timelineAttachment != attachment)
return;
}
let frames = this.frames;
if (time < frames[0]) {
if (blend == 0 /* setup */ || blend == 1 /* first */)
slot.sequenceIndex = -1;
return;
}
let i = Timeline.search(frames, time, _SequenceTimeline.ENTRIES);
let before = frames[i];
let modeAndIndex = frames[i + _SequenceTimeline.MODE];
let delay = frames[i + _SequenceTimeline.DELAY];
if (!this.attachment.sequence)
return;
let index = modeAndIndex >> 4, count = this.attachment.sequence.regions.length;
let mode = SequenceModeValues[modeAndIndex & 15];
if (mode != 0 /* hold */) {
index += (time - before) / delay + 1e-5 | 0;
switch (mode) {
case 1 /* once */:
index = Math.min(count - 1, index);
break;
case 2 /* loop */:
index %= count;
break;
case 3 /* pingpong */: {
let n = (count << 1) - 2;
index = n == 0 ? 0 : index % n;
if (index >= count)
index = n - index;
break;
}
case 4 /* onceReverse */:
index = Math.max(count - 1 - index, 0);
break;
case 5 /* loopReverse */:
index = count - 1 - index % count;
break;
case 6 /* pingpongReverse */: {
let n = (count << 1) - 2;
index = n == 0 ? 0 : (index + count - 1) % n;
if (index >= count)
index = n - index;
}
}
}
slot.sequenceIndex = index;
}
};
var SequenceTimeline = _SequenceTimeline;
__publicField(SequenceTimeline, "ENTRIES", 3);
__publicField(SequenceTimeline, "MODE", 1);
__publicField(SequenceTimeline, "DELAY", 2);
// spine-core/src/AnimationState.ts
var _AnimationState = class {
static emptyAnimation() {
return _AnimationState._emptyAnimation;
}
/** The AnimationStateData to look up mix durations. */
data;
/** The list of tracks that currently have animations, which may contain null entries. */
tracks = new Array();
/** Multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower
* or faster. Defaults to 1.
*
* See TrackEntry {@link TrackEntry#timeScale} for affecting a single animation. */
timeScale = 1;
unkeyedState = 0;
events = new Array();
listeners = new Array();
queue = new EventQueue(this);
propertyIDs = new StringSet();
animationsChanged = false;
trackEntryPool = new Pool(() => new TrackEntry());
constructor(data) {
this.data = data;
}
/** Increments each track entry {@link TrackEntry#trackTime()}, setting queued animations as current if needed. */
update(delta) {
delta *= this.timeScale;
let tracks = this.tracks;
for (let i = 0, n = tracks.length; i < n; i++) {
let current = tracks[i];
if (!current)
continue;
current.animationLast = current.nextAnimationLast;
current.trackLast = current.nextTrackLast;
let currentDelta = delta * current.timeScale;
if (current.delay > 0) {
current.delay -= currentDelta;
if (current.delay > 0)
continue;
currentDelta = -current.delay;
current.delay = 0;
}
let next = current.next;
if (next) {
let nextTime = current.trackLast - next.delay;
if (nextTime >= 0) {
next.delay = 0;
next.trackTime += current.timeScale == 0 ? 0 : (nextTime / current.timeScale + delta) * next.timeScale;
current.trackTime += currentDelta;
this.setCurrent(i, next, true);
while (next.mixingFrom) {
next.mixTime += delta;
next = next.mixingFrom;
}
continue;
}
} else if (current.trackLast >= current.trackEnd && !current.mixingFrom) {
tracks[i] = null;
this.queue.end(current);
this.clearNext(current);
continue;
}
if (current.mixingFrom && this.updateMixingFrom(current, delta)) {
let from = current.mixingFrom;
current.mixingFrom = null;
if (from)
from.mixingTo = null;
while (from) {
this.queue.end(from);
from = from.mixingFrom;
}
}
current.trackTime += currentDelta;
}
this.queue.drain();
}
/** Returns true when all mixing from entries are complete. */
updateMixingFrom(to, delta) {
let from = to.mixingFrom;
if (!from)
return true;
let finished = this.updateMixingFrom(from, delta);
from.animationLast = from.nextAnimationLast;
from.trackLast = from.nextTrackLast;
if (to.mixTime > 0 && to.mixTime >= to.mixDuration) {
if (from.totalAlpha == 0 || to.mixDuration == 0) {
to.mixingFrom = from.mixingFrom;
if (from.mixingFrom)
from.mixingFrom.mixingTo = to;
to.interruptAlpha = from.interruptAlpha;
this.queue.end(from);
}
return finished;
}
from.trackTime += delta * from.timeScale;
to.mixTime += delta;
return false;
}
/** Poses the skeleton using the track entry animations. There are no side effects other than invoking listeners, so the
* animation state can be applied to multiple skeletons to pose them identically.
* @returns True if any animations were applied. */
apply(skeleton) {
if (!skeleton)
throw new Error("skeleton cannot be null.");
if (this.animationsChanged)
this._animationsChanged();
let events = this.events;
let tracks = this.tracks;
let applied = false;
for (let i2 = 0, n2 = tracks.length; i2 < n2; i2++) {
let current = tracks[i2];
if (!current || current.delay > 0)
continue;
applied = true;
let blend = i2 == 0 ? 1 /* first */ : current.mixBlend;
let mix = current.alpha;
if (current.mixingFrom)
mix *= this.applyMixingFrom(current, skeleton, blend);
else if (current.trackTime >= current.trackEnd && !current.next)
mix = 0;
let animationLast = current.animationLast, animationTime = current.getAnimationTime(), applyTime = animationTime;
let applyEvents = events;
if (current.reverse) {
applyTime = current.animation.duration - applyTime;
applyEvents = null;
}
let timelines = current.animation.timelines;
let timelineCount = timelines.length;
if (i2 == 0 && mix == 1 || blend == 3 /* add */) {
for (let ii = 0; ii < timelineCount; ii++) {
Utils.webkit602BugfixHelper(mix, blend);
var timeline = timelines[ii];
if (timeline instanceof AttachmentTimeline)
this.applyAttachmentTimeline(timeline, skeleton, applyTime, blend, true);
else
timeline.apply(skeleton, animationLast, applyTime, applyEvents, mix, blend, 0 /* mixIn */);
}
} else {
let timelineMode = current.timelineMode;
let shortestRotation = current.shortestRotation;
let firstFrame = !shortestRotation && current.timelinesRotation.length != timelineCount << 1;
if (firstFrame)
current.timelinesRotation.length = timelineCount << 1;
for (let ii = 0; ii < timelineCount; ii++) {
let timeline2 = timelines[ii];
let timelineBlend = timelineMode[ii] == SUBSEQUENT ? blend : 0 /* setup */;
if (!shortestRotation && timeline2 instanceof RotateTimeline) {
this.applyRotateTimeline(timeline2, skeleton, applyTime, mix, timelineBlend, current.timelinesRotation, ii << 1, firstFrame);
} else if (timeline2 instanceof AttachmentTimeline) {
this.applyAttachmentTimeline(timeline2, skeleton, applyTime, blend, true);
} else {
Utils.webkit602BugfixHelper(mix, blend);
timeline2.apply(skeleton, animationLast, applyTime, applyEvents, mix, timelineBlend, 0 /* mixIn */);
}
}
}
this.queueEvents(current, animationTime);
events.length = 0;
current.nextAnimationLast = animationTime;
current.nextTrackLast = current.trackTime;
}
var setupState = this.unkeyedState + SETUP;
var slots = skeleton.slots;
for (var i = 0, n = skeleton.slots.length; i < n; i++) {
var slot = slots[i];
if (slot.attachmentState == setupState) {
var attachmentName = slot.data.attachmentName;
slot.setAttachment(!attachmentName ? null : skeleton.getAttachment(slot.data.index, attachmentName));
}
}
this.unkeyedState += 2;
this.queue.drain();
return applied;
}
applyMixingFrom(to, skeleton, blend) {
let from = to.mixingFrom;
if (from.mixingFrom)
this.applyMixingFrom(from, skeleton, blend);
let mix = 0;
if (to.mixDuration == 0) {
mix = 1;
if (blend == 1 /* first */)
blend = 0 /* setup */;
} else {
mix = to.mixTime / to.mixDuration;
if (mix > 1)
mix = 1;
if (blend != 1 /* first */)
blend = from.mixBlend;
}
let attachments = mix < from.attachmentThreshold, drawOrder = mix < from.drawOrderThreshold;
let timelines = from.animation.timelines;
let timelineCount = timelines.length;
let alphaHold = from.alpha * to.interruptAlpha, alphaMix = alphaHold * (1 - mix);
let animationLast = from.animationLast, animationTime = from.getAnimationTime(), applyTime = animationTime;
let events = null;
if (from.reverse)
applyTime = from.animation.duration - applyTime;
else if (mix < from.eventThreshold)
events = this.events;
if (blend == 3 /* add */) {
for (let i = 0; i < timelineCount; i++)
timelines[i].apply(skeleton, animationLast, applyTime, events, alphaMix, blend, 1 /* mixOut */);
} else {
let timelineMode = from.timelineMode;
let timelineHoldMix = from.timelineHoldMix;
let shortestRotation = from.shortestRotation;
let firstFrame = !shortestRotation && from.timelinesRotation.length != timelineCount << 1;
if (firstFrame)
from.timelinesRotation.length = timelineCount << 1;
from.totalAlpha = 0;
for (let i = 0; i < timelineCount; i++) {
let timeline = timelines[i];
let direction = 1 /* mixOut */;
let timelineBlend;
let alpha = 0;
switch (timelineMode[i]) {
case SUBSEQUENT:
if (!drawOrder && timeline instanceof DrawOrderTimeline)
continue;
timelineBlend = blend;
alpha = alphaMix;
break;
case FIRST:
timelineBlend = 0 /* setup */;
alpha = alphaMix;
break;
case HOLD_SUBSEQUENT:
timelineBlend = blend;
alpha = alphaHold;
break;
case HOLD_FIRST:
timelineBlend = 0 /* setup */;
alpha = alphaHold;
break;
default:
timelineBlend = 0 /* setup */;
let holdMix = timelineHoldMix[i];
alpha = alphaHold * Math.max(0, 1 - holdMix.mixTime / holdMix.mixDuration);
break;
}
from.totalAlpha += alpha;
if (!shortestRotation && timeline instanceof RotateTimeline)
this.applyRotateTimeline(timeline, skeleton, applyTime, alpha, timelineBlend, from.timelinesRotation, i << 1, firstFrame);
else if (timeline instanceof AttachmentTimeline)
this.applyAttachmentTimeline(timeline, skeleton, applyTime, timelineBlend, attachments);
else {
Utils.webkit602BugfixHelper(alpha, blend);
if (drawOrder && timeline instanceof DrawOrderTimeline && timelineBlend == 0 /* setup */)
direction = 0 /* mixIn */;
timeline.apply(skeleton, animationLast, applyTime, events, alpha, timelineBlend, direction);
}
}
}
if (to.mixDuration > 0)
this.queueEvents(from, animationTime);
this.events.length = 0;
from.nextAnimationLast = animationTime;
from.nextTrackLast = from.trackTime;
return mix;
}
applyAttachmentTimeline(timeline, skeleton, time, blend, attachments) {
var slot = skeleton.slots[timeline.slotIndex];
if (!slot.bone.active)
return;
if (time < timeline.frames[0]) {
if (blend == 0 /* setup */ || blend == 1 /* first */)
this.setAttachment(skeleton, slot, slot.data.attachmentName, attachments);
} else
this.setAttachment(skeleton, slot, timeline.attachmentNames[Timeline.search1(timeline.frames, time)], attachments);
if (slot.attachmentState <= this.unkeyedState)
slot.attachmentState = this.unkeyedState + SETUP;
}
setAttachment(skeleton, slot, attachmentName, attachments) {
slot.setAttachment(!attachmentName ? null : skeleton.getAttachment(slot.data.index, attachmentName));
if (attachments)
slot.attachmentState = this.unkeyedState + CURRENT;
}
applyRotateTimeline(timeline, skeleton, time, alpha, blend, timelinesRotation, i, firstFrame) {
if (firstFrame)
timelinesRotation[i] = 0;
if (alpha == 1) {
timeline.apply(skeleton, 0, time, null, 1, blend, 0 /* mixIn */);
return;
}
let bone = skeleton.bones[timeline.boneIndex];
if (!bone.active)
return;
let frames = timeline.frames;
let r1 = 0, r2 = 0;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
bone.rotation = bone.data.rotation;
default:
return;
case 1 /* first */:
r1 = bone.rotation;
r2 = bone.data.rotation;
}
} else {
r1 = blend == 0 /* setup */ ? bone.data.rotation : bone.rotation;
r2 = bone.data.rotation + timeline.getCurveValue(time);
}
let total = 0, diff = r2 - r1;
diff -= (16384 - (16384.499999999996 - diff / 360 | 0)) * 360;
if (diff == 0) {
total = timelinesRotation[i];
} else {
let lastTotal = 0, lastDiff = 0;
if (firstFrame) {
lastTotal = 0;
lastDiff = diff;
} else {
lastTotal = timelinesRotation[i];
lastDiff = timelinesRotation[i + 1];
}
let current = diff > 0, dir = lastTotal >= 0;
if (MathUtils.signum(lastDiff) != MathUtils.signum(diff) && Math.abs(lastDiff) <= 90) {
if (Math.abs(lastTotal) > 180)
lastTotal += 360 * MathUtils.signum(lastTotal);
dir = current;
}
total = diff + lastTotal - lastTotal % 360;
if (dir != current)
total += 360 * MathUtils.signum(lastTotal);
timelinesRotation[i] = total;
}
timelinesRotation[i + 1] = diff;
bone.rotation = r1 + total * alpha;
}
queueEvents(entry, animationTime) {
let animationStart = entry.animationStart, animationEnd = entry.animationEnd;
let duration = animationEnd - animationStart;
let trackLastWrapped = entry.trackLast % duration;
let events = this.events;
let i = 0, n = events.length;
for (; i < n; i++) {
let event = events[i];
if (event.time < trackLastWrapped)
break;
if (event.time > animationEnd)
continue;
this.queue.event(entry, event);
}
let complete = false;
if (entry.loop)
complete = duration == 0 || trackLastWrapped > entry.trackTime % duration;
else
complete = animationTime >= animationEnd && entry.animationLast < animationEnd;
if (complete)
this.queue.complete(entry);
for (; i < n; i++) {
let event = events[i];
if (event.time < animationStart)
continue;
this.queue.event(entry, event);
}
}
/** Removes all animations from all tracks, leaving skeletons in their current pose.
*
* It may be desired to use {@link AnimationState#setEmptyAnimation()} to mix the skeletons back to the setup pose,
* rather than leaving them in their current pose. */
clearTracks() {
let oldDrainDisabled = this.queue.drainDisabled;
this.queue.drainDisabled = true;
for (let i = 0, n = this.tracks.length; i < n; i++)
this.clearTrack(i);
this.tracks.length = 0;
this.queue.drainDisabled = oldDrainDisabled;
this.queue.drain();
}
/** Removes all animations from the track, leaving skeletons in their current pose.
*
* It may be desired to use {@link AnimationState#setEmptyAnimation()} to mix the skeletons back to the setup pose,
* rather than leaving them in their current pose. */
clearTrack(trackIndex) {
if (trackIndex >= this.tracks.length)
return;
let current = this.tracks[trackIndex];
if (!current)
return;
this.queue.end(current);
this.clearNext(current);
let entry = current;
while (true) {
let from = entry.mixingFrom;
if (!from)
break;
this.queue.end(from);
entry.mixingFrom = null;
entry.mixingTo = null;
entry = from;
}
this.tracks[current.trackIndex] = null;
this.queue.drain();
}
setCurrent(index, current, interrupt) {
let from = this.expandToIndex(index);
this.tracks[index] = current;
current.previous = null;
if (from) {
if (interrupt)
this.queue.interrupt(from);
current.mixingFrom = from;
from.mixingTo = current;
current.mixTime = 0;
if (from.mixingFrom && from.mixDuration > 0)
current.interruptAlpha *= Math.min(1, from.mixTime / from.mixDuration);
from.timelinesRotation.length = 0;
}
this.queue.start(current);
}
/** Sets an animation by name.
*
* See {@link #setAnimationWith()}. */
setAnimation(trackIndex, animationName, loop = false) {
let animation = this.data.skeletonData.findAnimation(animationName);
if (!animation)
throw new Error("Animation not found: " + animationName);
return this.setAnimationWith(trackIndex, animation, loop);
}
/** Sets the current animation for a track, discarding any queued animations. If the formerly current track entry was never
* applied to a skeleton, it is replaced (not mixed from).
* @param loop If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its
* duration. In either case {@link TrackEntry#trackEnd} determines when the track is cleared.
* @returns A track entry to allow further customization of animation playback. References to the track entry must not be kept
* after the {@link AnimationStateListener#dispose()} event occurs. */
setAnimationWith(trackIndex, animation, loop = false) {
if (!animation)
throw new Error("animation cannot be null.");
let interrupt = true;
let current = this.expandToIndex(trackIndex);
if (current) {
if (current.nextTrackLast == -1) {
this.tracks[trackIndex] = current.mixingFrom;
this.queue.interrupt(current);
this.queue.end(current);
this.clearNext(current);
current = current.mixingFrom;
interrupt = false;
} else
this.clearNext(current);
}
let entry = this.trackEntry(trackIndex, animation, loop, current);
this.setCurrent(trackIndex, entry, interrupt);
this.queue.drain();
return entry;
}
/** Queues an animation by name.
*
* See {@link #addAnimationWith()}. */
addAnimation(trackIndex, animationName, loop = false, delay = 0) {
let animation = this.data.skeletonData.findAnimation(animationName);
if (!animation)
throw new Error("Animation not found: " + animationName);
return this.addAnimationWith(trackIndex, animation, loop, delay);
}
/** Adds an animation to be played after the current or last queued animation for a track. If the track is empty, it is
* equivalent to calling {@link #setAnimationWith()}.
* @param delay If > 0, sets {@link TrackEntry#delay}. If <= 0, the delay set is the duration of the previous track entry
* minus any mix duration (from the {@link AnimationStateData}) plus the specified `delay` (ie the mix
* ends at (`delay` = 0) or before (`delay` < 0) the previous track entry duration). If the
* previous entry is looping, its next loop completion is used instead of its duration.
* @returns A track entry to allow further customization of animation playback. References to the track entry must not be kept
* after the {@link AnimationStateListener#dispose()} event occurs. */
addAnimationWith(trackIndex, animation, loop = false, delay = 0) {
if (!animation)
throw new Error("animation cannot be null.");
let last = this.expandToIndex(trackIndex);
if (last) {
while (last.next)
last = last.next;
}
let entry = this.trackEntry(trackIndex, animation, loop, last);
if (!last) {
this.setCurrent(trackIndex, entry, true);
this.queue.drain();
} else {
last.next = entry;
entry.previous = last;
if (delay <= 0)
delay += last.getTrackComplete() - entry.mixDuration;
}
entry.delay = delay;
return entry;
}
/** Sets an empty animation for a track, discarding any queued animations, and sets the track entry's
* {@link TrackEntry#mixduration}. An empty animation has no timelines and serves as a placeholder for mixing in or out.
*
* Mixing out is done by setting an empty animation with a mix duration using either {@link #setEmptyAnimation()},
* {@link #setEmptyAnimations()}, or {@link #addEmptyAnimation()}. Mixing to an empty animation causes
* the previous animation to be applied less and less over the mix duration. Properties keyed in the previous animation
* transition to the value from lower tracks or to the setup pose value if no lower tracks key the property. A mix duration of
* 0 still mixes out over one frame.
*
* Mixing in is done by first setting an empty animation, then adding an animation using
* {@link #addAnimation()} and on the returned track entry, set the
* {@link TrackEntry#setMixDuration()}. Mixing from an empty animation causes the new animation to be applied more and
* more over the mix duration. Properties keyed in the new animation transition from the value from lower tracks or from the
* setup pose value if no lower tracks key the property to the value keyed in the new animation. */
setEmptyAnimation(trackIndex, mixDuration = 0) {
let entry = this.setAnimationWith(trackIndex, _AnimationState.emptyAnimation(), false);
entry.mixDuration = mixDuration;
entry.trackEnd = mixDuration;
return entry;
}
/** Adds an empty animation to be played after the current or last queued animation for a track, and sets the track entry's
* {@link TrackEntry#mixDuration}. If the track is empty, it is equivalent to calling
* {@link #setEmptyAnimation()}.
*
* See {@link #setEmptyAnimation()}.
* @param delay If > 0, sets {@link TrackEntry#delay}. If <= 0, the delay set is the duration of the previous track entry
* minus any mix duration plus the specified `delay` (ie the mix ends at (`delay` = 0) or
* before (`delay` < 0) the previous track entry duration). If the previous entry is looping, its next
* loop completion is used instead of its duration.
* @return A track entry to allow further customization of animation playback. References to the track entry must not be kept
* after the {@link AnimationStateListener#dispose()} event occurs. */
addEmptyAnimation(trackIndex, mixDuration = 0, delay = 0) {
let entry = this.addAnimationWith(trackIndex, _AnimationState.emptyAnimation(), false, delay);
if (delay <= 0)
entry.delay += entry.mixDuration - mixDuration;
entry.mixDuration = mixDuration;
entry.trackEnd = mixDuration;
return entry;
}
/** Sets an empty animation for every track, discarding any queued animations, and mixes to it over the specified mix
* duration. */
setEmptyAnimations(mixDuration = 0) {
let oldDrainDisabled = this.queue.drainDisabled;
this.queue.drainDisabled = true;
for (let i = 0, n = this.tracks.length; i < n; i++) {
let current = this.tracks[i];
if (current)
this.setEmptyAnimation(current.trackIndex, mixDuration);
}
this.queue.drainDisabled = oldDrainDisabled;
this.queue.drain();
}
expandToIndex(index) {
if (index < this.tracks.length)
return this.tracks[index];
Utils.ensureArrayCapacity(this.tracks, index + 1, null);
this.tracks.length = index + 1;
return null;
}
/** @param last May be null. */
trackEntry(trackIndex, animation, loop, last) {
let entry = this.trackEntryPool.obtain();
entry.reset();
entry.trackIndex = trackIndex;
entry.animation = animation;
entry.loop = loop;
entry.holdPrevious = false;
entry.reverse = false;
entry.shortestRotation = false;
entry.eventThreshold = 0;
entry.attachmentThreshold = 0;
entry.drawOrderThreshold = 0;
entry.animationStart = 0;
entry.animationEnd = animation.duration;
entry.animationLast = -1;
entry.nextAnimationLast = -1;
entry.delay = 0;
entry.trackTime = 0;
entry.trackLast = -1;
entry.nextTrackLast = -1;
entry.trackEnd = Number.MAX_VALUE;
entry.timeScale = 1;
entry.alpha = 1;
entry.mixTime = 0;
entry.mixDuration = !last ? 0 : this.data.getMix(last.animation, animation);
entry.interruptAlpha = 1;
entry.totalAlpha = 0;
entry.mixBlend = 2 /* replace */;
return entry;
}
/** Removes the {@link TrackEntry#getNext() next entry} and all entries after it for the specified entry. */
clearNext(entry) {
let next = entry.next;
while (next) {
this.queue.dispose(next);
next = next.next;
}
entry.next = null;
}
_animationsChanged() {
this.animationsChanged = false;
this.propertyIDs.clear();
let tracks = this.tracks;
for (let i = 0, n = tracks.length; i < n; i++) {
let entry = tracks[i];
if (!entry)
continue;
while (entry.mixingFrom)
entry = entry.mixingFrom;
do {
if (!entry.mixingTo || entry.mixBlend != 3 /* add */)
this.computeHold(entry);
entry = entry.mixingTo;
} while (entry);
}
}
computeHold(entry) {
let to = entry.mixingTo;
let timelines = entry.animation.timelines;
let timelinesCount = entry.animation.timelines.length;
let timelineMode = entry.timelineMode;
timelineMode.length = timelinesCount;
let timelineHoldMix = entry.timelineHoldMix;
timelineHoldMix.length = 0;
let propertyIDs = this.propertyIDs;
if (to && to.holdPrevious) {
for (let i = 0; i < timelinesCount; i++)
timelineMode[i] = propertyIDs.addAll(timelines[i].getPropertyIds()) ? HOLD_FIRST : HOLD_SUBSEQUENT;
return;
}
outer:
for (let i = 0; i < timelinesCount; i++) {
let timeline = timelines[i];
let ids = timeline.getPropertyIds();
if (!propertyIDs.addAll(ids))
timelineMode[i] = SUBSEQUENT;
else if (!to || timeline instanceof AttachmentTimeline || timeline instanceof DrawOrderTimeline || timeline instanceof EventTimeline || !to.animation.hasTimeline(ids)) {
timelineMode[i] = FIRST;
} else {
for (let next = to.mixingTo; next; next = next.mixingTo) {
if (next.animation.hasTimeline(ids))
continue;
if (entry.mixDuration > 0) {
timelineMode[i] = HOLD_MIX;
timelineHoldMix[i] = next;
continue outer;
}
break;
}
timelineMode[i] = HOLD_FIRST;
}
}
}
/** Returns the track entry for the animation currently playing on the track, or null if no animation is currently playing. */
getCurrent(trackIndex) {
if (trackIndex >= this.tracks.length)
return null;
return this.tracks[trackIndex];
}
/** Adds a listener to receive events for all track entries. */
addListener(listener) {
if (!listener)
throw new Error("listener cannot be null.");
this.listeners.push(listener);
}
/** Removes the listener added with {@link #addListener()}. */
removeListener(listener) {
let index = this.listeners.indexOf(listener);
if (index >= 0)
this.listeners.splice(index, 1);
}
/** Removes all listeners added with {@link #addListener()}. */
clearListeners() {
this.listeners.length = 0;
}
/** Discards all listener notifications that have not yet been delivered. This can be useful to call from an
* {@link AnimationStateListener} when it is known that further notifications that may have been already queued for delivery
* are not wanted because new animations are being set. */
clearListenerNotifications() {
this.queue.clear();
}
};
var AnimationState = _AnimationState;
__publicField(AnimationState, "_emptyAnimation", new Animation("x,y values that is the local position of the vertex.
*
* See {@link #updateOffset()}. */
offset = Utils.newFloatArray(8);
uvs = Utils.newFloatArray(8);
tempColor = new Color(1, 1, 1, 1);
constructor(name, path) {
super(name);
this.path = path;
}
/** Calculates the {@link #offset} using the region settings. Must be called after changing region settings. */
updateRegion() {
if (!this.region)
throw new Error("Region not set.");
let region = this.region;
let uvs = this.uvs;
if (region == null) {
uvs[0] = 0;
uvs[1] = 0;
uvs[2] = 0;
uvs[3] = 1;
uvs[4] = 1;
uvs[5] = 1;
uvs[6] = 1;
uvs[7] = 0;
return;
}
let regionScaleX = this.width / this.region.originalWidth * this.scaleX;
let regionScaleY = this.height / this.region.originalHeight * this.scaleY;
let localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX;
let localY = -this.height / 2 * this.scaleY + this.region.offsetY * regionScaleY;
let localX2 = localX + this.region.width * regionScaleX;
let localY2 = localY + this.region.height * regionScaleY;
let radians = this.rotation * Math.PI / 180;
let cos = Math.cos(radians);
let sin = Math.sin(radians);
let x = this.x, y = this.y;
let localXCos = localX * cos + x;
let localXSin = localX * sin;
let localYCos = localY * cos + y;
let localYSin = localY * sin;
let localX2Cos = localX2 * cos + x;
let localX2Sin = localX2 * sin;
let localY2Cos = localY2 * cos + y;
let localY2Sin = localY2 * sin;
let offset = this.offset;
offset[0] = localXCos - localYSin;
offset[1] = localYCos + localXSin;
offset[2] = localXCos - localY2Sin;
offset[3] = localY2Cos + localXSin;
offset[4] = localX2Cos - localY2Sin;
offset[5] = localY2Cos + localX2Sin;
offset[6] = localX2Cos - localYSin;
offset[7] = localYCos + localX2Sin;
if (region.degrees == 90) {
uvs[0] = region.u2;
uvs[1] = region.v2;
uvs[2] = region.u;
uvs[3] = region.v2;
uvs[4] = region.u;
uvs[5] = region.v;
uvs[6] = region.u2;
uvs[7] = region.v;
} else {
uvs[0] = region.u;
uvs[1] = region.v2;
uvs[2] = region.u;
uvs[3] = region.v;
uvs[4] = region.u2;
uvs[5] = region.v;
uvs[6] = region.u2;
uvs[7] = region.v2;
}
}
/** Transforms the attachment's four vertices to world coordinates. If the attachment has a {@link #sequence}, the region may
* be changed.
*
* See World transforms in the Spine
* Runtimes Guide.
* @param worldVertices The output world vertices. Must have a length >= offset + 8.
* @param offset The worldVertices index to begin writing values.
* @param stride The number of worldVertices entries between the value pairs written. */
computeWorldVertices(slot, worldVertices2, offset, stride) {
if (this.sequence != null)
this.sequence.apply(slot, this);
let bone = slot.bone;
let vertexOffset = this.offset;
let x = bone.worldX, y = bone.worldY;
let a = bone.a, b = bone.b, c = bone.c, d = bone.d;
let offsetX = 0, offsetY = 0;
offsetX = vertexOffset[0];
offsetY = vertexOffset[1];
worldVertices2[offset] = offsetX * a + offsetY * b + x;
worldVertices2[offset + 1] = offsetX * c + offsetY * d + y;
offset += stride;
offsetX = vertexOffset[2];
offsetY = vertexOffset[3];
worldVertices2[offset] = offsetX * a + offsetY * b + x;
worldVertices2[offset + 1] = offsetX * c + offsetY * d + y;
offset += stride;
offsetX = vertexOffset[4];
offsetY = vertexOffset[5];
worldVertices2[offset] = offsetX * a + offsetY * b + x;
worldVertices2[offset + 1] = offsetX * c + offsetY * d + y;
offset += stride;
offsetX = vertexOffset[6];
offsetY = vertexOffset[7];
worldVertices2[offset] = offsetX * a + offsetY * b + x;
worldVertices2[offset + 1] = offsetX * c + offsetY * d + y;
}
copy() {
let copy = new _RegionAttachment(this.name, this.path);
copy.region = this.region;
copy.x = this.x;
copy.y = this.y;
copy.scaleX = this.scaleX;
copy.scaleY = this.scaleY;
copy.rotation = this.rotation;
copy.width = this.width;
copy.height = this.height;
Utils.arrayCopy(this.uvs, 0, copy.uvs, 0, 8);
Utils.arrayCopy(this.offset, 0, copy.offset, 0, 8);
copy.color.setFromColor(this.color);
copy.sequence = this.sequence != null ? this.sequence.copy() : null;
return copy;
}
};
var RegionAttachment = _RegionAttachment;
__publicField(RegionAttachment, "X1", 0);
__publicField(RegionAttachment, "Y1", 1);
__publicField(RegionAttachment, "C1R", 2);
__publicField(RegionAttachment, "C1G", 3);
__publicField(RegionAttachment, "C1B", 4);
__publicField(RegionAttachment, "C1A", 5);
__publicField(RegionAttachment, "U1", 6);
__publicField(RegionAttachment, "V1", 7);
__publicField(RegionAttachment, "X2", 8);
__publicField(RegionAttachment, "Y2", 9);
__publicField(RegionAttachment, "C2R", 10);
__publicField(RegionAttachment, "C2G", 11);
__publicField(RegionAttachment, "C2B", 12);
__publicField(RegionAttachment, "C2A", 13);
__publicField(RegionAttachment, "U2", 14);
__publicField(RegionAttachment, "V2", 15);
__publicField(RegionAttachment, "X3", 16);
__publicField(RegionAttachment, "Y3", 17);
__publicField(RegionAttachment, "C3R", 18);
__publicField(RegionAttachment, "C3G", 19);
__publicField(RegionAttachment, "C3B", 20);
__publicField(RegionAttachment, "C3A", 21);
__publicField(RegionAttachment, "U3", 22);
__publicField(RegionAttachment, "V3", 23);
__publicField(RegionAttachment, "X4", 24);
__publicField(RegionAttachment, "Y4", 25);
__publicField(RegionAttachment, "C4R", 26);
__publicField(RegionAttachment, "C4G", 27);
__publicField(RegionAttachment, "C4B", 28);
__publicField(RegionAttachment, "C4A", 29);
__publicField(RegionAttachment, "U4", 30);
__publicField(RegionAttachment, "V4", 31);
// spine-core/src/AtlasAttachmentLoader.ts
var AtlasAttachmentLoader = class {
atlas;
constructor(atlas) {
this.atlas = atlas;
}
loadSequence(name, basePath, sequence) {
let regions = sequence.regions;
for (let i = 0, n = regions.length; i < n; i++) {
let path = sequence.getPath(basePath, i);
let region = this.atlas.findRegion(path);
if (region == null)
throw new Error("Region not found in atlas: " + path + " (sequence: " + name + ")");
regions[i] = region;
}
}
newRegionAttachment(skin, name, path, sequence) {
let attachment = new RegionAttachment(name, path);
if (sequence != null) {
this.loadSequence(name, path, sequence);
} else {
let region = this.atlas.findRegion(path);
if (!region)
throw new Error("Region not found in atlas: " + path + " (region attachment: " + name + ")");
attachment.region = region;
}
return attachment;
}
newMeshAttachment(skin, name, path, sequence) {
let attachment = new MeshAttachment(name, path);
if (sequence != null) {
this.loadSequence(name, path, sequence);
} else {
let region = this.atlas.findRegion(path);
if (!region)
throw new Error("Region not found in atlas: " + path + " (mesh attachment: " + name + ")");
attachment.region = region;
}
return attachment;
}
newBoundingBoxAttachment(skin, name) {
return new BoundingBoxAttachment(name);
}
newPathAttachment(skin, name) {
return new PathAttachment(name);
}
newPointAttachment(skin, name) {
return new PointAttachment(name);
}
newClippingAttachment(skin, name) {
return new ClippingAttachment(name);
}
};
// spine-core/src/BoneData.ts
var BoneData = class {
/** The index of the bone in {@link Skeleton#getBones()}. */
index = 0;
/** The name of the bone, which is unique across all bones in the skeleton. */
name;
/** @returns May be null. */
parent = null;
/** The bone's length. */
length = 0;
/** The local x translation. */
x = 0;
/** The local y translation. */
y = 0;
/** The local rotation. */
rotation = 0;
/** The local scaleX. */
scaleX = 1;
/** The local scaleY. */
scaleY = 1;
/** The local shearX. */
shearX = 0;
/** The local shearX. */
shearY = 0;
/** The transform mode for how parent world transforms affect this bone. */
transformMode = TransformMode.Normal;
/** When true, {@link Skeleton#updateWorldTransform()} only updates this bone if the {@link Skeleton#skin} contains this
* bone.
* @see Skin#bones */
skinRequired = false;
/** The color of the bone as it was in Spine. Available only when nonessential data was exported. Bones are not usually
* rendered at runtime. */
color = new Color();
constructor(index, name, parent) {
if (index < 0)
throw new Error("index must be >= 0.");
if (!name)
throw new Error("name cannot be null.");
this.index = index;
this.name = name;
this.parent = parent;
}
};
var TransformMode = /* @__PURE__ */ ((TransformMode2) => {
TransformMode2[TransformMode2["Normal"] = 0] = "Normal";
TransformMode2[TransformMode2["OnlyTranslation"] = 1] = "OnlyTranslation";
TransformMode2[TransformMode2["NoRotationOrReflection"] = 2] = "NoRotationOrReflection";
TransformMode2[TransformMode2["NoScale"] = 3] = "NoScale";
TransformMode2[TransformMode2["NoScaleOrReflection"] = 4] = "NoScaleOrReflection";
return TransformMode2;
})(TransformMode || {});
// spine-core/src/Bone.ts
var Bone = class {
/** The bone's setup pose data. */
data;
/** The skeleton this bone belongs to. */
skeleton;
/** The parent bone, or null if this is the root bone. */
parent = null;
/** The immediate children of this bone. */
children = new Array();
/** The local x translation. */
x = 0;
/** The local y translation. */
y = 0;
/** The local rotation in degrees, counter clockwise. */
rotation = 0;
/** The local scaleX. */
scaleX = 0;
/** The local scaleY. */
scaleY = 0;
/** The local shearX. */
shearX = 0;
/** The local shearY. */
shearY = 0;
/** The applied local x translation. */
ax = 0;
/** The applied local y translation. */
ay = 0;
/** The applied local rotation in degrees, counter clockwise. */
arotation = 0;
/** The applied local scaleX. */
ascaleX = 0;
/** The applied local scaleY. */
ascaleY = 0;
/** The applied local shearX. */
ashearX = 0;
/** The applied local shearY. */
ashearY = 0;
/** Part of the world transform matrix for the X axis. If changed, {@link #updateAppliedTransform()} should be called. */
a = 0;
/** Part of the world transform matrix for the Y axis. If changed, {@link #updateAppliedTransform()} should be called. */
b = 0;
/** Part of the world transform matrix for the X axis. If changed, {@link #updateAppliedTransform()} should be called. */
c = 0;
/** Part of the world transform matrix for the Y axis. If changed, {@link #updateAppliedTransform()} should be called. */
d = 0;
/** The world X position. If changed, {@link #updateAppliedTransform()} should be called. */
worldY = 0;
/** The world Y position. If changed, {@link #updateAppliedTransform()} should be called. */
worldX = 0;
sorted = false;
active = false;
/** @param parent May be null. */
constructor(data, skeleton, parent) {
if (!data)
throw new Error("data cannot be null.");
if (!skeleton)
throw new Error("skeleton cannot be null.");
this.data = data;
this.skeleton = skeleton;
this.parent = parent;
this.setToSetupPose();
}
/** Returns false when the bone has not been computed because {@link BoneData#skinRequired} is true and the
* {@link Skeleton#skin active skin} does not {@link Skin#bones contain} this bone. */
isActive() {
return this.active;
}
/** Computes the world transform using the parent bone and this bone's local applied transform. */
update() {
this.updateWorldTransformWith(this.ax, this.ay, this.arotation, this.ascaleX, this.ascaleY, this.ashearX, this.ashearY);
}
/** Computes the world transform using the parent bone and this bone's local transform.
*
* See {@link #updateWorldTransformWith()}. */
updateWorldTransform() {
this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
}
/** Computes the world transform using the parent bone and the specified local transform. The applied transform is set to the
* specified local transform. Child bones are not updated.
*
* See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine
* Runtimes Guide. */
updateWorldTransformWith(x, y, rotation, scaleX, scaleY, shearX, shearY) {
this.ax = x;
this.ay = y;
this.arotation = rotation;
this.ascaleX = scaleX;
this.ascaleY = scaleY;
this.ashearX = shearX;
this.ashearY = shearY;
let parent = this.parent;
if (!parent) {
let skeleton = this.skeleton;
let rotationY = rotation + 90 + shearY;
let sx = skeleton.scaleX;
let sy = skeleton.scaleY;
this.a = MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
this.b = MathUtils.cosDeg(rotationY) * scaleY * sx;
this.c = MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
this.d = MathUtils.sinDeg(rotationY) * scaleY * sy;
this.worldX = x * sx + skeleton.x;
this.worldY = y * sy + skeleton.y;
return;
}
let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
this.worldX = pa * x + pb * y + parent.worldX;
this.worldY = pc * x + pd * y + parent.worldY;
switch (this.data.transformMode) {
case 0 /* Normal */: {
let rotationY = rotation + 90 + shearY;
let la = MathUtils.cosDeg(rotation + shearX) * scaleX;
let lb = MathUtils.cosDeg(rotationY) * scaleY;
let lc = MathUtils.sinDeg(rotation + shearX) * scaleX;
let ld = MathUtils.sinDeg(rotationY) * scaleY;
this.a = pa * la + pb * lc;
this.b = pa * lb + pb * ld;
this.c = pc * la + pd * lc;
this.d = pc * lb + pd * ld;
return;
}
case 1 /* OnlyTranslation */: {
let rotationY = rotation + 90 + shearY;
this.a = MathUtils.cosDeg(rotation + shearX) * scaleX;
this.b = MathUtils.cosDeg(rotationY) * scaleY;
this.c = MathUtils.sinDeg(rotation + shearX) * scaleX;
this.d = MathUtils.sinDeg(rotationY) * scaleY;
break;
}
case 2 /* NoRotationOrReflection */: {
let s = pa * pa + pc * pc;
let prx = 0;
if (s > 1e-4) {
s = Math.abs(pa * pd - pb * pc) / s;
pa /= this.skeleton.scaleX;
pc /= this.skeleton.scaleY;
pb = pc * s;
pd = pa * s;
prx = Math.atan2(pc, pa) * MathUtils.radDeg;
} else {
pa = 0;
pc = 0;
prx = 90 - Math.atan2(pd, pb) * MathUtils.radDeg;
}
let rx = rotation + shearX - prx;
let ry = rotation + shearY - prx + 90;
let la = MathUtils.cosDeg(rx) * scaleX;
let lb = MathUtils.cosDeg(ry) * scaleY;
let lc = MathUtils.sinDeg(rx) * scaleX;
let ld = MathUtils.sinDeg(ry) * scaleY;
this.a = pa * la - pb * lc;
this.b = pa * lb - pb * ld;
this.c = pc * la + pd * lc;
this.d = pc * lb + pd * ld;
break;
}
case 3 /* NoScale */:
case 4 /* NoScaleOrReflection */: {
let cos = MathUtils.cosDeg(rotation);
let sin = MathUtils.sinDeg(rotation);
let za = (pa * cos + pb * sin) / this.skeleton.scaleX;
let zc = (pc * cos + pd * sin) / this.skeleton.scaleY;
let s = Math.sqrt(za * za + zc * zc);
if (s > 1e-5)
s = 1 / s;
za *= s;
zc *= s;
s = Math.sqrt(za * za + zc * zc);
if (this.data.transformMode == 3 /* NoScale */ && pa * pd - pb * pc < 0 != (this.skeleton.scaleX < 0 != this.skeleton.scaleY < 0))
s = -s;
let r = Math.PI / 2 + Math.atan2(zc, za);
let zb = Math.cos(r) * s;
let zd = Math.sin(r) * s;
let la = MathUtils.cosDeg(shearX) * scaleX;
let lb = MathUtils.cosDeg(90 + shearY) * scaleY;
let lc = MathUtils.sinDeg(shearX) * scaleX;
let ld = MathUtils.sinDeg(90 + shearY) * scaleY;
this.a = za * la + zb * lc;
this.b = za * lb + zb * ld;
this.c = zc * la + zd * lc;
this.d = zc * lb + zd * ld;
break;
}
}
this.a *= this.skeleton.scaleX;
this.b *= this.skeleton.scaleX;
this.c *= this.skeleton.scaleY;
this.d *= this.skeleton.scaleY;
}
/** Sets this bone's local transform to the setup pose. */
setToSetupPose() {
let data = this.data;
this.x = data.x;
this.y = data.y;
this.rotation = data.rotation;
this.scaleX = data.scaleX;
this.scaleY = data.scaleY;
this.shearX = data.shearX;
this.shearY = data.shearY;
}
/** The world rotation for the X axis, calculated using {@link #a} and {@link #c}. */
getWorldRotationX() {
return Math.atan2(this.c, this.a) * MathUtils.radDeg;
}
/** The world rotation for the Y axis, calculated using {@link #b} and {@link #d}. */
getWorldRotationY() {
return Math.atan2(this.d, this.b) * MathUtils.radDeg;
}
/** The magnitude (always positive) of the world scale X, calculated using {@link #a} and {@link #c}. */
getWorldScaleX() {
return Math.sqrt(this.a * this.a + this.c * this.c);
}
/** The magnitude (always positive) of the world scale Y, calculated using {@link #b} and {@link #d}. */
getWorldScaleY() {
return Math.sqrt(this.b * this.b + this.d * this.d);
}
/** Computes the applied transform values from the world transform.
*
* If the world transform is modified (by a constraint, {@link #rotateWorld(float)}, etc) then this method should be called so
* the applied transform matches the world transform. The applied transform may be needed by other code (eg to apply other
* constraints).
*
* Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. The applied transform after
* calling this method is equivalent to the local transform used to compute the world transform, but may not be identical. */
updateAppliedTransform() {
let parent = this.parent;
if (!parent) {
this.ax = this.worldX - this.skeleton.x;
this.ay = this.worldY - this.skeleton.y;
this.arotation = Math.atan2(this.c, this.a) * MathUtils.radDeg;
this.ascaleX = Math.sqrt(this.a * this.a + this.c * this.c);
this.ascaleY = Math.sqrt(this.b * this.b + this.d * this.d);
this.ashearX = 0;
this.ashearY = Math.atan2(this.a * this.b + this.c * this.d, this.a * this.d - this.b * this.c) * MathUtils.radDeg;
return;
}
let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
let pid = 1 / (pa * pd - pb * pc);
let dx = this.worldX - parent.worldX, dy = this.worldY - parent.worldY;
this.ax = dx * pd * pid - dy * pb * pid;
this.ay = dy * pa * pid - dx * pc * pid;
let ia = pid * pd;
let id = pid * pa;
let ib = pid * pb;
let ic = pid * pc;
let ra = ia * this.a - ib * this.c;
let rb = ia * this.b - ib * this.d;
let rc = id * this.c - ic * this.a;
let rd = id * this.d - ic * this.b;
this.ashearX = 0;
this.ascaleX = Math.sqrt(ra * ra + rc * rc);
if (this.ascaleX > 1e-4) {
let det = ra * rd - rb * rc;
this.ascaleY = det / this.ascaleX;
this.ashearY = Math.atan2(ra * rb + rc * rd, det) * MathUtils.radDeg;
this.arotation = Math.atan2(rc, ra) * MathUtils.radDeg;
} else {
this.ascaleX = 0;
this.ascaleY = Math.sqrt(rb * rb + rd * rd);
this.ashearY = 0;
this.arotation = 90 - Math.atan2(rd, rb) * MathUtils.radDeg;
}
}
/** Transforms a point from world coordinates to the bone's local coordinates. */
worldToLocal(world) {
let invDet = 1 / (this.a * this.d - this.b * this.c);
let x = world.x - this.worldX, y = world.y - this.worldY;
world.x = x * this.d * invDet - y * this.b * invDet;
world.y = y * this.a * invDet - x * this.c * invDet;
return world;
}
/** Transforms a point from the bone's local coordinates to world coordinates. */
localToWorld(local) {
let x = local.x, y = local.y;
local.x = x * this.a + y * this.b + this.worldX;
local.y = x * this.c + y * this.d + this.worldY;
return local;
}
/** Transforms a world rotation to a local rotation. */
worldToLocalRotation(worldRotation) {
let sin = MathUtils.sinDeg(worldRotation), cos = MathUtils.cosDeg(worldRotation);
return Math.atan2(this.a * sin - this.c * cos, this.d * cos - this.b * sin) * MathUtils.radDeg + this.rotation - this.shearX;
}
/** Transforms a local rotation to a world rotation. */
localToWorldRotation(localRotation) {
localRotation -= this.rotation - this.shearX;
let sin = MathUtils.sinDeg(localRotation), cos = MathUtils.cosDeg(localRotation);
return Math.atan2(cos * this.c + sin * this.d, cos * this.a + sin * this.b) * MathUtils.radDeg;
}
/** Rotates the world transform the specified amount.
*
* After changes are made to the world transform, {@link #updateAppliedTransform()} should be called and {@link #update()} will * need to be called on any child bones, recursively. */ rotateWorld(degrees) { let a = this.a, b = this.b, c = this.c, d = this.d; let cos = MathUtils.cosDeg(degrees), sin = MathUtils.sinDeg(degrees); this.a = cos * a - sin * c; this.b = cos * b - sin * d; this.c = sin * a + cos * c; this.d = sin * b + cos * d; } }; // spine-core/src/ConstraintData.ts var ConstraintData = class { constructor(name, order, skinRequired) { this.name = name; this.order = order; this.skinRequired = skinRequired; } }; // spine-core/src/AssetManagerBase.ts var AssetManagerBase = class { pathPrefix = ""; textureLoader; downloader; assets = {}; errors = {}; toLoad = 0; loaded = 0; constructor(textureLoader, pathPrefix = "", downloader = new Downloader()) { this.textureLoader = textureLoader; this.pathPrefix = pathPrefix; this.downloader = downloader; } start(path) { this.toLoad++; return this.pathPrefix + path; } success(callback, path, asset) { this.toLoad--; this.loaded++; this.assets[path] = asset; if (callback) callback(path, asset); } error(callback, path, message) { this.toLoad--; this.loaded++; this.errors[path] = message; if (callback) callback(path, message); } loadAll() { let promise = new Promise((resolve, reject) => { let check = () => { if (this.isLoadingComplete()) { if (this.hasErrors()) reject(this.errors); else resolve(this); return; } requestAnimationFrame(check); }; requestAnimationFrame(check); }); return promise; } setRawDataURI(path, data) { this.downloader.rawDataUris[this.pathPrefix + path] = data; } loadBinary(path, success = () => { }, error = () => { }) { path = this.start(path); this.downloader.downloadBinary(path, (data) => { this.success(success, path, data); }, (status, responseText) => { this.error(error, path, `Couldn't load binary ${path}: status ${status}, ${responseText}`); }); } 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); this.downloader.downloadJson(path, (data) => { this.success(success, path, data); }, (status, responseText) => { this.error(error, path, `Couldn't load JSON ${path}: status ${status}, ${responseText}`); }); } loadTexture(path, success = () => { }, error = () => { }) { path = this.start(path); let isBrowser = !!(typeof window !== "undefined" && typeof navigator !== "undefined" && window.document); let isWebWorker = !isBrowser; if (isWebWorker) { fetch(path, { mode: "cors" }).then((response) => { if (response.ok) return response.blob(); this.error(error, path, `Couldn't load image: ${path}`); return null; }).then((blob) => { return blob ? createImageBitmap(blob, { premultiplyAlpha: "none", colorSpaceConversion: "none" }) : null; }).then((bitmap) => { if (bitmap) this.success(success, path, this.textureLoader(bitmap)); }); } else { let image = new Image(); image.crossOrigin = "anonymous"; image.onload = () => { this.success(success, path, this.textureLoader(image)); }; image.onerror = () => { this.error(error, path, `Couldn't load image: ${path}`); }; if (this.downloader.rawDataUris[path]) path = this.downloader.rawDataUris[path]; image.src = path; } } loadTextureAtlas(path, success = () => { }, error = () => { }, fileAlias) { let index = path.lastIndexOf("/"); let parent = index >= 0 ? path.substring(0, index + 1) : ""; path = this.start(path); this.downloader.downloadText(path, (atlasText) => { try { let atlas = new TextureAtlas(atlasText); let toLoad = atlas.pages.length, abort = false; for (let page of atlas.pages) { this.loadTexture( !fileAlias ? parent + page.name : fileAlias[page.name], (imagePath, texture) => { if (!abort) { page.setTexture(texture); if (--toLoad == 0) this.success(success, path, atlas); } }, (imagePath, message) => { if (!abort) this.error(error, path, `Couldn't load texture atlas ${path} page image: ${imagePath}`); abort = true; } ); } } catch (e) { this.error(error, path, `Couldn't parse texture atlas ${path}: ${e.message}`); } }, (status, responseText) => { this.error(error, path, `Couldn't load texture atlas ${path}: status ${status}, ${responseText}`); }); } get(path) { return this.assets[this.pathPrefix + path]; } require(path) { path = this.pathPrefix + path; let asset = this.assets[path]; if (asset) return asset; let error = this.errors[path]; throw Error("Asset not found: " + path + (error ? "\n" + error : "")); } remove(path) { path = this.pathPrefix + path; let asset = this.assets[path]; if (asset.dispose) asset.dispose(); delete this.assets[path]; return asset; } removeAll() { for (let key in this.assets) { let asset = this.assets[key]; if (asset.dispose) asset.dispose(); } this.assets = {}; } isLoadingComplete() { return this.toLoad == 0; } getToLoad() { return this.toLoad; } getLoaded() { return this.loaded; } dispose() { this.removeAll(); } hasErrors() { return Object.keys(this.errors).length > 0; } getErrors() { return this.errors; } }; var Downloader = class { callbacks = {}; rawDataUris = {}; dataUriToString(dataUri) { if (!dataUri.startsWith("data:")) { throw new Error("Not a data URI."); } let base64Idx = dataUri.indexOf("base64,"); if (base64Idx != -1) { base64Idx += "base64,".length; return atob(dataUri.substr(base64Idx)); } else { return dataUri.substr(dataUri.indexOf(",") + 1); } } base64ToUint8Array(base64) { var binary_string = window.atob(base64); var len = binary_string.length; var bytes = new Uint8Array(len); for (var i = 0; i < len; i++) { bytes[i] = binary_string.charCodeAt(i); } return bytes; } dataUriToUint8Array(dataUri) { if (!dataUri.startsWith("data:")) { throw new Error("Not a data URI."); } let base64Idx = dataUri.indexOf("base64,"); if (base64Idx == -1) throw new Error("Not a binary data URI."); base64Idx += "base64,".length; return this.base64ToUint8Array(dataUri.substr(base64Idx)); } downloadText(url, success, error) { if (this.start(url, success, error)) return; if (this.rawDataUris[url]) { try { let dataUri = this.rawDataUris[url]; this.finish(url, 200, this.dataUriToString(dataUri)); } catch (e) { this.finish(url, 400, JSON.stringify(e)); } return; } let request = new XMLHttpRequest(); request.overrideMimeType("text/html"); request.open("GET", url, true); let done = () => { this.finish(url, request.status, request.responseText); }; request.onload = done; request.onerror = done; request.send(); } downloadJson(url, success, error) { this.downloadText(url, (data) => { success(JSON.parse(data)); }, error); } downloadBinary(url, success, error) { if (this.start(url, success, error)) return; if (this.rawDataUris[url]) { try { let dataUri = this.rawDataUris[url]; this.finish(url, 200, this.dataUriToUint8Array(dataUri)); } catch (e) { this.finish(url, 400, JSON.stringify(e)); } return; } let request = new XMLHttpRequest(); request.open("GET", url, true); request.responseType = "arraybuffer"; let onerror = () => { this.finish(url, request.status, request.response); }; request.onload = () => { if (request.status == 200 || request.status == 0) this.finish(url, 200, new Uint8Array(request.response)); else onerror(); }; request.onerror = onerror; request.send(); } start(url, success, error) { let callbacks = this.callbacks[url]; try { if (callbacks) return true; this.callbacks[url] = callbacks = []; } finally { callbacks.push(success, error); } } finish(url, status, data) { let callbacks = this.callbacks[url]; delete this.callbacks[url]; let args = status == 200 || status == 0 ? [data] : [status, data]; for (let i = args.length - 1, n = callbacks.length; i < n; i += 2) callbacks[i].apply(null, args); } }; // spine-core/src/Event.ts var Event = class { data; intValue = 0; floatValue = 0; stringValue = null; time = 0; volume = 0; balance = 0; constructor(time, data) { if (!data) throw new Error("data cannot be null."); this.time = time; this.data = data; } }; // spine-core/src/EventData.ts var EventData = class { name; intValue = 0; floatValue = 0; stringValue = null; audioPath = null; volume = 0; balance = 0; constructor(name) { this.name = name; } }; // spine-core/src/IkConstraint.ts var IkConstraint = class { /** The IK constraint's setup pose data. */ data; /** The bones that will be modified by this IK constraint. */ bones; /** The bone that is the IK target. */ target; /** Controls the bend direction of the IK bones, either 1 or -1. */ bendDirection = 0; /** When true and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it. */ compress = false; /** When true, if the target is out of range, the parent bone is scaled to reach it. If more than one bone is being constrained * and the parent bone has local nonuniform scale, stretch is not applied. */ stretch = false; /** A percentage (0-1) that controls the mix between the constrained and unconstrained rotations. */ mix = 1; /** For two bone IK, the distance from the maximum reach of the bones that rotation will slow. */ softness = 0; active = false; constructor(data, skeleton) { if (!data) throw new Error("data cannot be null."); if (!skeleton) throw new Error("skeleton cannot be null."); this.data = data; this.mix = data.mix; this.softness = data.softness; this.bendDirection = data.bendDirection; this.compress = data.compress; this.stretch = data.stretch; this.bones = new Array(); for (let i = 0; i < data.bones.length; i++) { let bone = skeleton.findBone(data.bones[i].name); if (!bone) throw new Error(`Couldn't find bone ${data.bones[i].name}`); this.bones.push(bone); } let target = skeleton.findBone(data.target.name); if (!target) throw new Error(`Couldn't find bone ${data.target.name}`); this.target = target; } isActive() { return this.active; } update() { if (this.mix == 0) return; let target = this.target; let bones = this.bones; switch (bones.length) { case 1: this.apply1(bones[0], target.worldX, target.worldY, this.compress, this.stretch, this.data.uniform, this.mix); break; case 2: this.apply2(bones[0], bones[1], target.worldX, target.worldY, this.bendDirection, this.stretch, this.data.uniform, this.softness, this.mix); break; } } /** Applies 1 bone IK. The target is specified in the world coordinate system. */ apply1(bone, targetX, targetY, compress, stretch, uniform, alpha) { let p = bone.parent; if (!p) throw new Error("IK bone must have parent."); let pa = p.a, pb = p.b, pc = p.c, pd = p.d; let rotationIK = -bone.ashearX - bone.arotation, tx = 0, ty = 0; switch (bone.data.transformMode) { case 1 /* OnlyTranslation */: tx = (targetX - bone.worldX) * MathUtils.signum(bone.skeleton.scaleX); ty = (targetY - bone.worldY) * MathUtils.signum(bone.skeleton.scaleY); break; case 2 /* NoRotationOrReflection */: let s = Math.abs(pa * pd - pb * pc) / Math.max(1e-4, pa * pa + pc * pc); let sa = pa / bone.skeleton.scaleX; let sc = pc / bone.skeleton.scaleY; pb = -sc * s * bone.skeleton.scaleX; pd = sa * s * bone.skeleton.scaleY; rotationIK += Math.atan2(sc, sa) * MathUtils.radDeg; default: let x = targetX - p.worldX, y = targetY - p.worldY; let d = pa * pd - pb * pc; if (Math.abs(d) <= 1e-4) { tx = 0; ty = 0; } else { tx = (x * pd - y * pb) / d - bone.ax; ty = (y * pa - x * pc) / d - bone.ay; } } rotationIK += Math.atan2(ty, tx) * MathUtils.radDeg; if (bone.ascaleX < 0) rotationIK += 180; if (rotationIK > 180) rotationIK -= 360; else if (rotationIK < -180) rotationIK += 360; let sx = bone.ascaleX, sy = bone.ascaleY; if (compress || stretch) { switch (bone.data.transformMode) { case 3 /* NoScale */: case 4 /* NoScaleOrReflection */: tx = targetX - bone.worldX; ty = targetY - bone.worldY; } let b = bone.data.length * sx, dd = Math.sqrt(tx * tx + ty * ty); if (compress && dd < b || stretch && dd > b && b > 1e-4) { let s = (dd / b - 1) * alpha + 1; sx *= s; if (uniform) sy *= s; } } bone.updateWorldTransformWith( bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, sy, bone.ashearX, bone.ashearY ); } /** Applies 2 bone IK. The target is specified in the world coordinate system. * @param child A direct descendant of the parent bone. */ apply2(parent, child, targetX, targetY, bendDir, stretch, uniform, softness, alpha) { let px = parent.ax, py = parent.ay, psx = parent.ascaleX, psy = parent.ascaleY, sx = psx, sy = psy, csx = child.ascaleX; let os1 = 0, os2 = 0, s2 = 0; if (psx < 0) { psx = -psx; os1 = 180; s2 = -1; } else { os1 = 0; s2 = 1; } if (psy < 0) { psy = -psy; s2 = -s2; } if (csx < 0) { csx = -csx; os2 = 180; } else os2 = 0; let cx = child.ax, cy = 0, cwx = 0, cwy = 0, a = parent.a, b = parent.b, c = parent.c, d = parent.d; let u = Math.abs(psx - psy) <= 1e-4; if (!u || stretch) { cy = 0; cwx = a * cx + parent.worldX; cwy = c * cx + parent.worldY; } else { cy = child.ay; cwx = a * cx + b * cy + parent.worldX; cwy = c * cx + d * cy + parent.worldY; } let pp = parent.parent; if (!pp) throw new Error("IK parent must itself have a parent."); a = pp.a; b = pp.b; c = pp.c; d = pp.d; let id = a * d - b * c, x = cwx - pp.worldX, y = cwy - pp.worldY; id = Math.abs(id) <= 1e-4 ? 0 : 1 / id; let dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py; let l1 = Math.sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1, a2; if (l1 < 1e-4) { this.apply1(parent, targetX, targetY, false, stretch, false, alpha); child.updateWorldTransformWith(cx, cy, 0, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY); return; } x = targetX - pp.worldX; y = targetY - pp.worldY; let tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py; let dd = tx * tx + ty * ty; if (softness != 0) { softness *= psx * (csx + 1) * 0.5; let td = Math.sqrt(dd), sd = td - l1 - l2 * psx + softness; if (sd > 0) { let p = Math.min(1, sd / (softness * 2)) - 1; p = (sd - softness * (1 - p * p)) / td; tx -= p * tx; ty -= p * ty; dd = tx * tx + ty * ty; } } outer: if (u) { l2 *= psx; let cos = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2); if (cos < -1) { cos = -1; a2 = Math.PI * bendDir; } else if (cos > 1) { cos = 1; a2 = 0; if (stretch) { a = (Math.sqrt(dd) / (l1 + l2) - 1) * alpha + 1; sx *= a; if (uniform) sy *= a; } } else a2 = Math.acos(cos) * bendDir; a = l1 + l2 * cos; b = l2 * Math.sin(a2); a1 = Math.atan2(ty * a - tx * b, tx * a + ty * b); } else { a = psx * l2; b = psy * l2; let aa = a * a, bb = b * b, ta = Math.atan2(ty, tx); c = bb * l1 * l1 + aa * dd - aa * bb; let c1 = -2 * bb * l1, c2 = bb - aa; d = c1 * c1 - 4 * c2 * c; if (d >= 0) { let q = Math.sqrt(d); if (c1 < 0) q = -q; q = -(c1 + q) * 0.5; let r0 = q / c2, r1 = c / q; let r = Math.abs(r0) < Math.abs(r1) ? r0 : r1; if (r * r <= dd) { y = Math.sqrt(dd - r * r) * bendDir; a1 = ta - Math.atan2(y, r); a2 = Math.atan2(y / psy, (r - l1) / psx); break outer; } } let minAngle = MathUtils.PI, minX = l1 - a, minDist = minX * minX, minY = 0; let maxAngle = 0, maxX = l1 + a, maxDist = maxX * maxX, maxY = 0; c = -a * l1 / (aa - bb); if (c >= -1 && c <= 1) { c = Math.acos(c); x = a * Math.cos(c) + l1; y = b * Math.sin(c); d = x * x + y * y; if (d < minDist) { minAngle = c; minDist = d; minX = x; minY = y; } if (d > maxDist) { maxAngle = c; maxDist = d; maxX = x; maxY = y; } } if (dd <= (minDist + maxDist) * 0.5) { a1 = ta - Math.atan2(minY * bendDir, minX); a2 = minAngle * bendDir; } else { a1 = ta - Math.atan2(maxY * bendDir, maxX); a2 = maxAngle * bendDir; } } let os = Math.atan2(cy, cx) * s2; let rotation = parent.arotation; a1 = (a1 - os) * MathUtils.radDeg + os1 - rotation; if (a1 > 180) a1 -= 360; else if (a1 < -180) a1 += 360; parent.updateWorldTransformWith(px, py, rotation + a1 * alpha, sx, sy, 0, 0); rotation = child.arotation; a2 = ((a2 + os) * MathUtils.radDeg - child.ashearX) * s2 + os2 - rotation; if (a2 > 180) a2 -= 360; else if (a2 < -180) a2 += 360; child.updateWorldTransformWith(cx, cy, rotation + a2 * alpha, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY); } }; // spine-core/src/IkConstraintData.ts var IkConstraintData = class extends ConstraintData { /** The bones that are constrained by this IK constraint. */ bones = new Array(); /** The bone that is the IK target. */ _target = null; set target(boneData) { this._target = boneData; } get target() { if (!this._target) throw new Error("BoneData not set."); else return this._target; } /** Controls the bend direction of the IK bones, either 1 or -1. */ bendDirection = 1; /** When true and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it. */ compress = false; /** When true, if the target is out of range, the parent bone is scaled to reach it. If more than one bone is being constrained * and the parent bone has local nonuniform scale, stretch is not applied. */ stretch = false; /** When true, only a single bone is being constrained, and {@link #getCompress()} or {@link #getStretch()} is used, the bone * is scaled on both the X and Y axes. */ uniform = false; /** A percentage (0-1) that controls the mix between the constrained and unconstrained rotations. */ mix = 1; /** For two bone IK, the distance from the maximum reach of the bones that rotation will slow. */ softness = 0; constructor(name) { super(name, 0, false); } }; // spine-core/src/PathConstraintData.ts var PathConstraintData = class extends ConstraintData { /** The bones that will be modified by this path constraint. */ bones = new Array(); /** The slot whose path attachment will be used to constrained the bones. */ _target = null; set target(slotData) { this._target = slotData; } get target() { if (!this._target) throw new Error("SlotData not set."); else return this._target; } /** The mode for positioning the first bone on the path. */ positionMode = PositionMode.Fixed; /** The mode for positioning the bones after the first bone on the path. */ spacingMode = SpacingMode.Fixed; /** The mode for adjusting the rotation of the bones. */ rotateMode = RotateMode.Chain; /** An offset added to the constrained bone rotation. */ offsetRotation = 0; /** The position along the path. */ position = 0; /** The spacing between bones. */ spacing = 0; mixRotate = 0; mixX = 0; mixY = 0; constructor(name) { super(name, 0, false); } }; var PositionMode = /* @__PURE__ */ ((PositionMode2) => { PositionMode2[PositionMode2["Fixed"] = 0] = "Fixed"; PositionMode2[PositionMode2["Percent"] = 1] = "Percent"; return PositionMode2; })(PositionMode || {}); var SpacingMode = /* @__PURE__ */ ((SpacingMode2) => { SpacingMode2[SpacingMode2["Length"] = 0] = "Length"; SpacingMode2[SpacingMode2["Fixed"] = 1] = "Fixed"; SpacingMode2[SpacingMode2["Percent"] = 2] = "Percent"; SpacingMode2[SpacingMode2["Proportional"] = 3] = "Proportional"; return SpacingMode2; })(SpacingMode || {}); var RotateMode = /* @__PURE__ */ ((RotateMode2) => { RotateMode2[RotateMode2["Tangent"] = 0] = "Tangent"; RotateMode2[RotateMode2["Chain"] = 1] = "Chain"; RotateMode2[RotateMode2["ChainScale"] = 2] = "ChainScale"; return RotateMode2; })(RotateMode || {}); // spine-core/src/PathConstraint.ts var _PathConstraint = class { /** The path constraint's setup pose data. */ data; /** The bones that will be modified by this path constraint. */ bones; /** The slot whose path attachment will be used to constrained the bones. */ target; /** The position along the path. */ position = 0; /** The spacing between bones. */ spacing = 0; mixRotate = 0; mixX = 0; mixY = 0; spaces = new Array(); positions = new Array(); world = new Array(); curves = new Array(); lengths = new Array(); segments = new Array(); active = false; constructor(data, skeleton) { if (!data) throw new Error("data cannot be null."); if (!skeleton) throw new Error("skeleton cannot be null."); this.data = data; this.bones = new Array(); for (let i = 0, n = data.bones.length; i < n; i++) { let bone = skeleton.findBone(data.bones[i].name); if (!bone) throw new Error(`Couldn't find bone ${data.bones[i].name}.`); this.bones.push(bone); } let target = skeleton.findSlot(data.target.name); if (!target) throw new Error(`Couldn't find target bone ${data.target.name}`); this.target = target; this.position = data.position; this.spacing = data.spacing; this.mixRotate = data.mixRotate; this.mixX = data.mixX; this.mixY = data.mixY; } isActive() { return this.active; } update() { let attachment = this.target.getAttachment(); if (!(attachment instanceof PathAttachment)) return; let mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY; if (mixRotate == 0 && mixX == 0 && mixY == 0) return; let data = this.data; let tangents = data.rotateMode == 0 /* Tangent */, scale = data.rotateMode == 2 /* ChainScale */; let bones = this.bones; let boneCount = bones.length, spacesCount = tangents ? boneCount : boneCount + 1; let spaces = Utils.setArraySize(this.spaces, spacesCount), lengths = scale ? this.lengths = Utils.setArraySize(this.lengths, boneCount) : []; let spacing = this.spacing; switch (data.spacingMode) { case 2 /* Percent */: if (scale) { for (let i = 0, n = spacesCount - 1; i < n; i++) { let bone = bones[i]; let setupLength = bone.data.length; if (setupLength < _PathConstraint.epsilon) lengths[i] = 0; else { let x = setupLength * bone.a, y = setupLength * bone.c; lengths[i] = Math.sqrt(x * x + y * y); } } } Utils.arrayFill(spaces, 1, spacesCount, spacing); break; case 3 /* Proportional */: let sum = 0; for (let i = 0, n = spacesCount - 1; i < n; ) { let bone = bones[i]; let setupLength = bone.data.length; if (setupLength < _PathConstraint.epsilon) { if (scale) lengths[i] = 0; spaces[++i] = spacing; } else { let x = setupLength * bone.a, y = setupLength * bone.c; let length = Math.sqrt(x * x + y * y); if (scale) lengths[i] = length; spaces[++i] = length; sum += length; } } if (sum > 0) { sum = spacesCount / sum * spacing; for (let i = 1; i < spacesCount; i++) spaces[i] *= sum; } break; default: let lengthSpacing = data.spacingMode == 0 /* Length */; for (let i = 0, n = spacesCount - 1; i < n; ) { let bone = bones[i]; let setupLength = bone.data.length; if (setupLength < _PathConstraint.epsilon) { if (scale) lengths[i] = 0; spaces[++i] = spacing; } else { let x = setupLength * bone.a, y = setupLength * bone.c; let length = Math.sqrt(x * x + y * y); if (scale) lengths[i] = length; spaces[++i] = (lengthSpacing ? setupLength + spacing : spacing) * length / setupLength; } } } let positions = this.computeWorldPositions(attachment, spacesCount, tangents); let boneX = positions[0], boneY = positions[1], offsetRotation = data.offsetRotation; let tip = false; if (offsetRotation == 0) tip = data.rotateMode == 1 /* Chain */; else { tip = false; let p = this.target.bone; offsetRotation *= p.a * p.d - p.b * p.c > 0 ? MathUtils.degRad : -MathUtils.degRad; } for (let i = 0, p = 3; i < boneCount; i++, p += 3) { let bone = bones[i]; bone.worldX += (boneX - bone.worldX) * mixX; bone.worldY += (boneY - bone.worldY) * mixY; let x = positions[p], y = positions[p + 1], dx = x - boneX, dy = y - boneY; if (scale) { let length = lengths[i]; if (length != 0) { let s = (Math.sqrt(dx * dx + dy * dy) / length - 1) * mixRotate + 1; bone.a *= s; bone.c *= s; } } boneX = x; boneY = y; if (mixRotate > 0) { let a = bone.a, b = bone.b, c = bone.c, d = bone.d, r = 0, cos = 0, sin = 0; if (tangents) r = positions[p - 1]; else if (spaces[i + 1] == 0) r = positions[p + 2]; else r = Math.atan2(dy, dx); r -= Math.atan2(c, a); if (tip) { cos = Math.cos(r); sin = Math.sin(r); let length = bone.data.length; boneX += (length * (cos * a - sin * c) - dx) * mixRotate; boneY += (length * (sin * a + cos * c) - dy) * mixRotate; } else { r += offsetRotation; } if (r > MathUtils.PI) r -= MathUtils.PI2; else if (r < -MathUtils.PI) r += MathUtils.PI2; r *= mixRotate; cos = Math.cos(r); sin = Math.sin(r); bone.a = cos * a - sin * c; bone.b = cos * b - sin * d; bone.c = sin * a + cos * c; bone.d = sin * b + cos * d; } bone.updateAppliedTransform(); } } computeWorldPositions(path, spacesCount, tangents) { let target = this.target; let position = this.position; let spaces = this.spaces, out = Utils.setArraySize(this.positions, spacesCount * 3 + 2), world = this.world; let closed2 = path.closed; let verticesLength = path.worldVerticesLength, curveCount = verticesLength / 6, prevCurve = _PathConstraint.NONE; if (!path.constantSpeed) { let lengths = path.lengths; curveCount -= closed2 ? 1 : 2; let pathLength2 = lengths[curveCount]; if (this.data.positionMode == 1 /* Percent */) position *= pathLength2; let multiplier2; switch (this.data.spacingMode) { case 2 /* Percent */: multiplier2 = pathLength2; break; case 3 /* Proportional */: multiplier2 = pathLength2 / spacesCount; break; default: multiplier2 = 1; } world = Utils.setArraySize(this.world, 8); for (let i = 0, o = 0, curve = 0; i < spacesCount; i++, o += 3) { let space = spaces[i] * multiplier2; position += space; let p = position; if (closed2) { p %= pathLength2; if (p < 0) p += pathLength2; curve = 0; } else if (p < 0) { if (prevCurve != _PathConstraint.BEFORE) { prevCurve = _PathConstraint.BEFORE; path.computeWorldVertices(target, 2, 4, world, 0, 2); } this.addBeforePosition(p, world, 0, out, o); continue; } else if (p > pathLength2) { if (prevCurve != _PathConstraint.AFTER) { prevCurve = _PathConstraint.AFTER; path.computeWorldVertices(target, verticesLength - 6, 4, world, 0, 2); } this.addAfterPosition(p - pathLength2, world, 0, out, o); continue; } for (; ; curve++) { let length = lengths[curve]; if (p > length) continue; if (curve == 0) p /= length; else { let prev = lengths[curve - 1]; p = (p - prev) / (length - prev); } break; } if (curve != prevCurve) { prevCurve = curve; if (closed2 && curve == curveCount) { path.computeWorldVertices(target, verticesLength - 4, 4, world, 0, 2); path.computeWorldVertices(target, 0, 4, world, 4, 2); } else path.computeWorldVertices(target, curve * 6 + 2, 8, world, 0, 2); } this.addCurvePosition( p, world[0], world[1], world[2], world[3], world[4], world[5], world[6], world[7], out, o, tangents || i > 0 && space == 0 ); } return out; } if (closed2) { verticesLength += 2; world = Utils.setArraySize(this.world, verticesLength); path.computeWorldVertices(target, 2, verticesLength - 4, world, 0, 2); path.computeWorldVertices(target, 0, 2, world, verticesLength - 4, 2); world[verticesLength - 2] = world[0]; world[verticesLength - 1] = world[1]; } else { curveCount--; verticesLength -= 4; world = Utils.setArraySize(this.world, verticesLength); path.computeWorldVertices(target, 2, verticesLength, world, 0, 2); } let curves = Utils.setArraySize(this.curves, curveCount); let pathLength = 0; let x1 = world[0], y1 = world[1], cx1 = 0, cy1 = 0, cx2 = 0, cy2 = 0, x2 = 0, y2 = 0; let tmpx = 0, tmpy = 0, dddfx = 0, dddfy = 0, ddfx = 0, ddfy = 0, dfx = 0, dfy = 0; for (let i = 0, w = 2; i < curveCount; i++, w += 6) { cx1 = world[w]; cy1 = world[w + 1]; cx2 = world[w + 2]; cy2 = world[w + 3]; x2 = world[w + 4]; y2 = world[w + 5]; tmpx = (x1 - cx1 * 2 + cx2) * 0.1875; tmpy = (y1 - cy1 * 2 + cy2) * 0.1875; dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.09375; dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.09375; ddfx = tmpx * 2 + dddfx; ddfy = tmpy * 2 + dddfy; dfx = (cx1 - x1) * 0.75 + tmpx + dddfx * 0.16666667; dfy = (cy1 - y1) * 0.75 + tmpy + dddfy * 0.16666667; pathLength += Math.sqrt(dfx * dfx + dfy * dfy); dfx += ddfx; dfy += ddfy; ddfx += dddfx; ddfy += dddfy; pathLength += Math.sqrt(dfx * dfx + dfy * dfy); dfx += ddfx; dfy += ddfy; pathLength += Math.sqrt(dfx * dfx + dfy * dfy); dfx += ddfx + dddfx; dfy += ddfy + dddfy; pathLength += Math.sqrt(dfx * dfx + dfy * dfy); curves[i] = pathLength; x1 = x2; y1 = y2; } if (this.data.positionMode == 1 /* Percent */) position *= pathLength; let multiplier; switch (this.data.spacingMode) { case 2 /* Percent */: multiplier = pathLength; break; case 3 /* Proportional */: multiplier = pathLength / spacesCount; break; default: multiplier = 1; } let segments = this.segments; let curveLength = 0; for (let i = 0, o = 0, curve = 0, segment = 0; i < spacesCount; i++, o += 3) { let space = spaces[i] * multiplier; position += space; let p = position; if (closed2) { p %= pathLength; if (p < 0) p += pathLength; curve = 0; } else if (p < 0) { this.addBeforePosition(p, world, 0, out, o); continue; } else if (p > pathLength) { this.addAfterPosition(p - pathLength, world, verticesLength - 4, out, o); continue; } for (; ; curve++) { let length = curves[curve]; if (p > length) continue; if (curve == 0) p /= length; else { let prev = curves[curve - 1]; p = (p - prev) / (length - prev); } break; } if (curve != prevCurve) { prevCurve = curve; let ii = curve * 6; x1 = world[ii]; y1 = world[ii + 1]; cx1 = world[ii + 2]; cy1 = world[ii + 3]; cx2 = world[ii + 4]; cy2 = world[ii + 5]; x2 = world[ii + 6]; y2 = world[ii + 7]; tmpx = (x1 - cx1 * 2 + cx2) * 0.03; tmpy = (y1 - cy1 * 2 + cy2) * 0.03; dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 6e-3; dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 6e-3; ddfx = tmpx * 2 + dddfx; ddfy = tmpy * 2 + dddfy; dfx = (cx1 - x1) * 0.3 + tmpx + dddfx * 0.16666667; dfy = (cy1 - y1) * 0.3 + tmpy + dddfy * 0.16666667; curveLength = Math.sqrt(dfx * dfx + dfy * dfy); segments[0] = curveLength; for (ii = 1; ii < 8; ii++) { dfx += ddfx; dfy += ddfy; ddfx += dddfx; ddfy += dddfy; curveLength += Math.sqrt(dfx * dfx + dfy * dfy); segments[ii] = curveLength; } dfx += ddfx; dfy += ddfy; curveLength += Math.sqrt(dfx * dfx + dfy * dfy); segments[8] = curveLength; dfx += ddfx + dddfx; dfy += ddfy + dddfy; curveLength += Math.sqrt(dfx * dfx + dfy * dfy); segments[9] = curveLength; segment = 0; } p *= curveLength; for (; ; segment++) { let length = segments[segment]; if (p > length) continue; if (segment == 0) p /= length; else { let prev = segments[segment - 1]; p = segment + (p - prev) / (length - prev); } break; } this.addCurvePosition(p * 0.1, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents || i > 0 && space == 0); } return out; } addBeforePosition(p, temp, i, out, o) { let x1 = temp[i], y1 = temp[i + 1], dx = temp[i + 2] - x1, dy = temp[i + 3] - y1, r = Math.atan2(dy, dx); out[o] = x1 + p * Math.cos(r); out[o + 1] = y1 + p * Math.sin(r); out[o + 2] = r; } addAfterPosition(p, temp, i, out, o) { let x1 = temp[i + 2], y1 = temp[i + 3], dx = x1 - temp[i], dy = y1 - temp[i + 1], r = Math.atan2(dy, dx); out[o] = x1 + p * Math.cos(r); out[o + 1] = y1 + p * Math.sin(r); out[o + 2] = r; } addCurvePosition(p, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents) { if (p == 0 || isNaN(p)) { out[o] = x1; out[o + 1] = y1; out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1); return; } let tt = p * p, ttt = tt * p, u = 1 - p, uu = u * u, uuu = uu * u; let ut = u * p, ut3 = ut * 3, uut3 = u * ut3, utt3 = ut3 * p; let x = x1 * uuu + cx1 * uut3 + cx2 * utt3 + x2 * ttt, y = y1 * uuu + cy1 * uut3 + cy2 * utt3 + y2 * ttt; out[o] = x; out[o + 1] = y; if (tangents) { if (p < 1e-3) out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1); else out[o + 2] = Math.atan2(y - (y1 * uu + cy1 * ut * 2 + cy2 * tt), x - (x1 * uu + cx1 * ut * 2 + cx2 * tt)); } } }; var PathConstraint = _PathConstraint; __publicField(PathConstraint, "NONE", -1); __publicField(PathConstraint, "BEFORE", -2); __publicField(PathConstraint, "AFTER", -3); __publicField(PathConstraint, "epsilon", 1e-5); // spine-core/src/Slot.ts var Slot = class { /** The slot's setup pose data. */ data; /** The bone this slot belongs to. */ bone; /** The color used to tint the slot's attachment. If {@link #getDarkColor()} is set, this is used as the light color for two * color tinting. */ color; /** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark * color's alpha is not used. */ darkColor = null; attachment = null; attachmentState = 0; /** The index of the texture region to display when the slot's attachment has a {@link Sequence}. -1 represents the * {@link Sequence#getSetupIndex()}. */ sequenceIndex = -1; /** Values to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a * weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions. * * See {@link VertexAttachment#computeWorldVertices()} and {@link DeformTimeline}. */ deform = new Array(); constructor(data, bone) { if (!data) throw new Error("data cannot be null."); if (!bone) throw new Error("bone cannot be null."); this.data = data; this.bone = bone; this.color = new Color(); this.darkColor = !data.darkColor ? null : new Color(); this.setToSetupPose(); } /** The skeleton this slot belongs to. */ getSkeleton() { return this.bone.skeleton; } /** The current attachment for the slot, or null if the slot has no attachment. */ getAttachment() { return this.attachment; } /** Sets the slot's attachment and, if the attachment changed, resets {@link #sequenceIndex} and clears the {@link #deform}. * The deform is not cleared if the old attachment has the same {@link VertexAttachment#getTimelineAttachment()} as the * specified attachment. */ setAttachment(attachment) { if (this.attachment == attachment) return; if (!(attachment instanceof VertexAttachment) || !(this.attachment instanceof VertexAttachment) || attachment.timelineAttachment != this.attachment.timelineAttachment) { this.deform.length = 0; } this.attachment = attachment; this.sequenceIndex = -1; } /** Sets this slot to the setup pose. */ setToSetupPose() { this.color.setFromColor(this.data.color); if (this.darkColor) this.darkColor.setFromColor(this.data.darkColor); if (!this.data.attachmentName) this.attachment = null; else { this.attachment = null; this.setAttachment(this.bone.skeleton.getAttachment(this.data.index, this.data.attachmentName)); } } }; // spine-core/src/TransformConstraint.ts var TransformConstraint = class { /** The transform constraint's setup pose data. */ data; /** The bones that will be modified by this transform constraint. */ bones; /** The target bone whose world transform will be copied to the constrained bones. */ target; mixRotate = 0; mixX = 0; mixY = 0; mixScaleX = 0; mixScaleY = 0; mixShearY = 0; temp = new Vector2(); active = false; constructor(data, skeleton) { if (!data) throw new Error("data cannot be null."); if (!skeleton) throw new Error("skeleton cannot be null."); this.data = data; this.mixRotate = data.mixRotate; this.mixX = data.mixX; this.mixY = data.mixY; this.mixScaleX = data.mixScaleX; this.mixScaleY = data.mixScaleY; this.mixShearY = data.mixShearY; this.bones = new Array(); for (let i = 0; i < data.bones.length; i++) { let bone = skeleton.findBone(data.bones[i].name); if (!bone) throw new Error(`Couldn't find bone ${data.bones[i].name}.`); this.bones.push(bone); } let target = skeleton.findBone(data.target.name); if (!target) throw new Error(`Couldn't find target bone ${data.target.name}.`); this.target = target; } isActive() { return this.active; } update() { if (this.mixRotate == 0 && this.mixX == 0 && this.mixY == 0 && this.mixScaleX == 0 && this.mixScaleY == 0 && this.mixShearY == 0) return; if (this.data.local) { if (this.data.relative) this.applyRelativeLocal(); else this.applyAbsoluteLocal(); } else { if (this.data.relative) this.applyRelativeWorld(); else this.applyAbsoluteWorld(); } } applyAbsoluteWorld() { let mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX, mixScaleY = this.mixScaleY, mixShearY = this.mixShearY; let translate = mixX != 0 || mixY != 0; let target = this.target; let ta = target.a, tb = target.b, tc = target.c, td = target.d; let degRadReflect = ta * td - tb * tc > 0 ? MathUtils.degRad : -MathUtils.degRad; let offsetRotation = this.data.offsetRotation * degRadReflect; let offsetShearY = this.data.offsetShearY * degRadReflect; let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; if (mixRotate != 0) { let a = bone.a, b = bone.b, c = bone.c, d = bone.d; let r = Math.atan2(tc, ta) - Math.atan2(c, a) + offsetRotation; if (r > MathUtils.PI) r -= MathUtils.PI2; else if (r < -MathUtils.PI) r += MathUtils.PI2; r *= mixRotate; let cos = Math.cos(r), sin = Math.sin(r); bone.a = cos * a - sin * c; bone.b = cos * b - sin * d; bone.c = sin * a + cos * c; bone.d = sin * b + cos * d; } if (translate) { let temp = this.temp; target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY)); bone.worldX += (temp.x - bone.worldX) * mixX; bone.worldY += (temp.y - bone.worldY) * mixY; } if (mixScaleX != 0) { let s = Math.sqrt(bone.a * bone.a + bone.c * bone.c); if (s != 0) s = (s + (Math.sqrt(ta * ta + tc * tc) - s + this.data.offsetScaleX) * mixScaleX) / s; bone.a *= s; bone.c *= s; } if (mixScaleY != 0) { let s = Math.sqrt(bone.b * bone.b + bone.d * bone.d); if (s != 0) s = (s + (Math.sqrt(tb * tb + td * td) - s + this.data.offsetScaleY) * mixScaleY) / s; bone.b *= s; bone.d *= s; } if (mixShearY > 0) { let b = bone.b, d = bone.d; let by = Math.atan2(d, b); let r = Math.atan2(td, tb) - Math.atan2(tc, ta) - (by - Math.atan2(bone.c, bone.a)); if (r > MathUtils.PI) r -= MathUtils.PI2; else if (r < -MathUtils.PI) r += MathUtils.PI2; r = by + (r + offsetShearY) * mixShearY; let s = Math.sqrt(b * b + d * d); bone.b = Math.cos(r) * s; bone.d = Math.sin(r) * s; } bone.updateAppliedTransform(); } } applyRelativeWorld() { let mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX, mixScaleY = this.mixScaleY, mixShearY = this.mixShearY; let translate = mixX != 0 || mixY != 0; let target = this.target; let ta = target.a, tb = target.b, tc = target.c, td = target.d; let degRadReflect = ta * td - tb * tc > 0 ? MathUtils.degRad : -MathUtils.degRad; let offsetRotation = this.data.offsetRotation * degRadReflect, offsetShearY = this.data.offsetShearY * degRadReflect; let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; if (mixRotate != 0) { let a = bone.a, b = bone.b, c = bone.c, d = bone.d; let r = Math.atan2(tc, ta) + offsetRotation; if (r > MathUtils.PI) r -= MathUtils.PI2; else if (r < -MathUtils.PI) r += MathUtils.PI2; r *= mixRotate; let cos = Math.cos(r), sin = Math.sin(r); bone.a = cos * a - sin * c; bone.b = cos * b - sin * d; bone.c = sin * a + cos * c; bone.d = sin * b + cos * d; } if (translate) { let temp = this.temp; target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY)); bone.worldX += temp.x * mixX; bone.worldY += temp.y * mixY; } if (mixScaleX != 0) { let s = (Math.sqrt(ta * ta + tc * tc) - 1 + this.data.offsetScaleX) * mixScaleX + 1; bone.a *= s; bone.c *= s; } if (mixScaleY != 0) { let s = (Math.sqrt(tb * tb + td * td) - 1 + this.data.offsetScaleY) * mixScaleY + 1; bone.b *= s; bone.d *= s; } if (mixShearY > 0) { let r = Math.atan2(td, tb) - Math.atan2(tc, ta); if (r > MathUtils.PI) r -= MathUtils.PI2; else if (r < -MathUtils.PI) r += MathUtils.PI2; let b = bone.b, d = bone.d; r = Math.atan2(d, b) + (r - MathUtils.PI / 2 + offsetShearY) * mixShearY; let s = Math.sqrt(b * b + d * d); bone.b = Math.cos(r) * s; bone.d = Math.sin(r) * s; } bone.updateAppliedTransform(); } } applyAbsoluteLocal() { let mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX, mixScaleY = this.mixScaleY, mixShearY = this.mixShearY; let target = this.target; let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; let rotation = bone.arotation; if (mixRotate != 0) { let r = target.arotation - rotation + this.data.offsetRotation; r -= (16384 - (16384.499999999996 - r / 360 | 0)) * 360; rotation += r * mixRotate; } let x = bone.ax, y = bone.ay; x += (target.ax - x + this.data.offsetX) * mixX; y += (target.ay - y + this.data.offsetY) * mixY; let scaleX = bone.ascaleX, scaleY = bone.ascaleY; if (mixScaleX != 0 && scaleX != 0) scaleX = (scaleX + (target.ascaleX - scaleX + this.data.offsetScaleX) * mixScaleX) / scaleX; if (mixScaleY != 0 && scaleY != 0) scaleY = (scaleY + (target.ascaleY - scaleY + this.data.offsetScaleY) * mixScaleY) / scaleY; let shearY = bone.ashearY; if (mixShearY != 0) { let r = target.ashearY - shearY + this.data.offsetShearY; r -= (16384 - (16384.499999999996 - r / 360 | 0)) * 360; shearY += r * mixShearY; } bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY); } } applyRelativeLocal() { let mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX, mixScaleY = this.mixScaleY, mixShearY = this.mixShearY; let target = this.target; let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; let rotation = bone.arotation + (target.arotation + this.data.offsetRotation) * mixRotate; let x = bone.ax + (target.ax + this.data.offsetX) * mixX; let y = bone.ay + (target.ay + this.data.offsetY) * mixY; let scaleX = bone.ascaleX * ((target.ascaleX - 1 + this.data.offsetScaleX) * mixScaleX + 1); let scaleY = bone.ascaleY * ((target.ascaleY - 1 + this.data.offsetScaleY) * mixScaleY + 1); let shearY = bone.ashearY + (target.ashearY + this.data.offsetShearY) * mixShearY; bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY); } } }; // spine-core/src/Skeleton.ts var _Skeleton = class { /** 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. */ slots; /** The skeleton's slots in the order they should be drawn. The returned array may be modified to change the draw order. */ drawOrder; /** The skeleton's IK constraints. */ ikConstraints; /** The skeleton's transform constraints. */ transformConstraints; /** The skeleton's path constraints. */ pathConstraints; /** The list of bones and constraints, sorted in the order they should be updated, as computed by {@link #updateCache()}. */ _updateCache = new Array(); /** The skeleton's current skin. May be null. */ skin = null; /** The color to tint all the skeleton's attachments. */ color; /** Scales the entire skeleton on the X axis. This affects all bones, even if the bone's transform mode disallows scale * inheritance. */ scaleX = 1; /** Scales the entire skeleton on the Y axis. This affects all bones, even if the bone's transform mode disallows scale * inheritance. */ _scaleY = 1; get scaleY() { return _Skeleton.yDown ? -this._scaleY : this._scaleY; } set scaleY(scaleY) { this._scaleY = scaleY; } /** Sets the skeleton X position, which is added to the root bone worldX position. */ x = 0; /** Sets the skeleton Y position, which is added to the root bone worldY position. */ y = 0; constructor(data) { if (!data) throw new Error("data cannot be null."); this.data = data; this.bones = new Array(); for (let i = 0; i < data.bones.length; i++) { let boneData = data.bones[i]; let bone; if (!boneData.parent) bone = new Bone(boneData, this, null); else { let parent = this.bones[boneData.parent.index]; bone = new Bone(boneData, this, parent); parent.children.push(bone); } this.bones.push(bone); } this.slots = new Array(); this.drawOrder = new Array(); for (let i = 0; i < data.slots.length; i++) { let slotData = data.slots[i]; let bone = this.bones[slotData.boneData.index]; let slot = new Slot(slotData, bone); this.slots.push(slot); this.drawOrder.push(slot); } this.ikConstraints = new Array(); for (let i = 0; i < data.ikConstraints.length; i++) { let ikConstraintData = data.ikConstraints[i]; this.ikConstraints.push(new IkConstraint(ikConstraintData, this)); } this.transformConstraints = new Array(); for (let i = 0; i < data.transformConstraints.length; i++) { let transformConstraintData = data.transformConstraints[i]; this.transformConstraints.push(new TransformConstraint(transformConstraintData, this)); } this.pathConstraints = new Array(); for (let i = 0; i < data.pathConstraints.length; i++) { let pathConstraintData = data.pathConstraints[i]; this.pathConstraints.push(new PathConstraint(pathConstraintData, this)); } this.color = new Color(1, 1, 1, 1); this.updateCache(); } /** Caches information about bones and constraints. Must be called if the {@link #getSkin()} is modified or if bones, * constraints, or weighted path attachments are added or removed. */ updateCache() { let updateCache = this._updateCache; updateCache.length = 0; let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; bone.sorted = bone.data.skinRequired; bone.active = !bone.sorted; } if (this.skin) { let skinBones = this.skin.bones; for (let i = 0, n = this.skin.bones.length; i < n; i++) { let bone = this.bones[skinBones[i].index]; do { bone.sorted = false; bone.active = true; bone = bone.parent; } while (bone); } } let ikConstraints = this.ikConstraints; let transformConstraints = this.transformConstraints; let pathConstraints = this.pathConstraints; let ikCount = ikConstraints.length, transformCount = transformConstraints.length, pathCount = pathConstraints.length; let constraintCount = ikCount + transformCount + pathCount; outer: for (let i = 0; i < constraintCount; i++) { for (let ii = 0; ii < ikCount; ii++) { let constraint = ikConstraints[ii]; if (constraint.data.order == i) { this.sortIkConstraint(constraint); continue outer; } } for (let ii = 0; ii < transformCount; ii++) { let constraint = transformConstraints[ii]; if (constraint.data.order == i) { this.sortTransformConstraint(constraint); continue outer; } } for (let ii = 0; ii < pathCount; ii++) { let constraint = pathConstraints[ii]; if (constraint.data.order == i) { this.sortPathConstraint(constraint); continue outer; } } } for (let i = 0, n = bones.length; i < n; i++) this.sortBone(bones[i]); } sortIkConstraint(constraint) { constraint.active = constraint.target.isActive() && (!constraint.data.skinRequired || this.skin && Utils.contains(this.skin.constraints, constraint.data, true)); if (!constraint.active) return; let target = constraint.target; this.sortBone(target); let constrained = constraint.bones; let parent = constrained[0]; this.sortBone(parent); if (constrained.length == 1) { this._updateCache.push(constraint); this.sortReset(parent.children); } else { let child = constrained[constrained.length - 1]; this.sortBone(child); this._updateCache.push(constraint); this.sortReset(parent.children); child.sorted = true; } } sortPathConstraint(constraint) { constraint.active = constraint.target.bone.isActive() && (!constraint.data.skinRequired || this.skin && Utils.contains(this.skin.constraints, constraint.data, true)); if (!constraint.active) return; let slot = constraint.target; let slotIndex = slot.data.index; let slotBone = slot.bone; if (this.skin) this.sortPathConstraintAttachment(this.skin, slotIndex, slotBone); if (this.data.defaultSkin && this.data.defaultSkin != this.skin) this.sortPathConstraintAttachment(this.data.defaultSkin, slotIndex, slotBone); for (let i = 0, n = this.data.skins.length; i < n; i++) this.sortPathConstraintAttachment(this.data.skins[i], slotIndex, slotBone); let attachment = slot.getAttachment(); if (attachment instanceof PathAttachment) this.sortPathConstraintAttachmentWith(attachment, slotBone); let constrained = constraint.bones; let boneCount = constrained.length; for (let i = 0; i < boneCount; i++) this.sortBone(constrained[i]); this._updateCache.push(constraint); for (let i = 0; i < boneCount; i++) this.sortReset(constrained[i].children); for (let i = 0; i < boneCount; i++) constrained[i].sorted = true; } sortTransformConstraint(constraint) { constraint.active = constraint.target.isActive() && (!constraint.data.skinRequired || this.skin && Utils.contains(this.skin.constraints, constraint.data, true)); if (!constraint.active) return; this.sortBone(constraint.target); let constrained = constraint.bones; let boneCount = constrained.length; if (constraint.data.local) { for (let i = 0; i < boneCount; i++) { let child = constrained[i]; this.sortBone(child.parent); this.sortBone(child); } } else { for (let i = 0; i < boneCount; i++) { this.sortBone(constrained[i]); } } this._updateCache.push(constraint); for (let i = 0; i < boneCount; i++) this.sortReset(constrained[i].children); for (let i = 0; i < boneCount; i++) constrained[i].sorted = true; } sortPathConstraintAttachment(skin, slotIndex, slotBone) { let attachments = skin.attachments[slotIndex]; if (!attachments) return; for (let key in attachments) { this.sortPathConstraintAttachmentWith(attachments[key], slotBone); } } sortPathConstraintAttachmentWith(attachment, slotBone) { if (!(attachment instanceof PathAttachment)) return; let pathBones = attachment.bones; if (!pathBones) this.sortBone(slotBone); else { let bones = this.bones; for (let i = 0, n = pathBones.length; i < n; ) { let nn = pathBones[i++]; nn += i; while (i < nn) this.sortBone(bones[pathBones[i++]]); } } } sortBone(bone) { if (!bone) return; if (bone.sorted) return; let parent = bone.parent; if (parent) this.sortBone(parent); bone.sorted = true; this._updateCache.push(bone); } sortReset(bones) { for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; if (!bone.active) continue; if (bone.sorted) this.sortReset(bone.children); bone.sorted = false; } } /** Updates the world transform for each bone and applies all constraints. * * See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine * Runtimes Guide. */ updateWorldTransform() { let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; bone.ax = bone.x; bone.ay = bone.y; bone.arotation = bone.rotation; bone.ascaleX = bone.scaleX; bone.ascaleY = bone.scaleY; bone.ashearX = bone.shearX; bone.ashearY = bone.shearY; } let updateCache = this._updateCache; for (let i = 0, n = updateCache.length; i < n; i++) updateCache[i].update(); } updateWorldTransformWith(parent) { let rootBone = this.getRootBone(); if (!rootBone) throw new Error("Root bone must not be null."); let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d; rootBone.worldX = pa * this.x + pb * this.y + parent.worldX; rootBone.worldY = pc * this.x + pd * this.y + parent.worldY; let rotationY = rootBone.rotation + 90 + rootBone.shearY; let la = MathUtils.cosDeg(rootBone.rotation + rootBone.shearX) * rootBone.scaleX; let lb = MathUtils.cosDeg(rotationY) * rootBone.scaleY; let lc = MathUtils.sinDeg(rootBone.rotation + rootBone.shearX) * rootBone.scaleX; let ld = MathUtils.sinDeg(rotationY) * rootBone.scaleY; rootBone.a = (pa * la + pb * lc) * this.scaleX; rootBone.b = (pa * lb + pb * ld) * this.scaleX; rootBone.c = (pc * la + pd * lc) * this.scaleY; rootBone.d = (pc * lb + pd * ld) * this.scaleY; let updateCache = this._updateCache; for (let i = 0, n = updateCache.length; i < n; i++) { let updatable = updateCache[i]; if (updatable != rootBone) updatable.update(); } } /** Sets the bones, constraints, and slots to their setup pose values. */ setToSetupPose() { this.setBonesToSetupPose(); this.setSlotsToSetupPose(); } /** Sets the bones and constraints to their setup pose values. */ setBonesToSetupPose() { let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) bones[i].setToSetupPose(); let ikConstraints = this.ikConstraints; for (let i = 0, n = ikConstraints.length; i < n; i++) { let constraint = ikConstraints[i]; constraint.mix = constraint.data.mix; constraint.softness = constraint.data.softness; constraint.bendDirection = constraint.data.bendDirection; constraint.compress = constraint.data.compress; constraint.stretch = constraint.data.stretch; } let transformConstraints = this.transformConstraints; for (let i = 0, n = transformConstraints.length; i < n; i++) { let constraint = transformConstraints[i]; let data = constraint.data; constraint.mixRotate = data.mixRotate; constraint.mixX = data.mixX; constraint.mixY = data.mixY; constraint.mixScaleX = data.mixScaleX; constraint.mixScaleY = data.mixScaleY; constraint.mixShearY = data.mixShearY; } let pathConstraints = this.pathConstraints; for (let i = 0, n = pathConstraints.length; i < n; i++) { let constraint = pathConstraints[i]; let data = constraint.data; constraint.position = data.position; constraint.spacing = data.spacing; constraint.mixRotate = data.mixRotate; constraint.mixX = data.mixX; constraint.mixY = data.mixY; } } /** Sets the slots and draw order to their setup pose values. */ setSlotsToSetupPose() { let slots = this.slots; Utils.arrayCopy(slots, 0, this.drawOrder, 0, slots.length); for (let i = 0, n = slots.length; i < n; i++) slots[i].setToSetupPose(); } /** @returns May return null. */ getRootBone() { if (this.bones.length == 0) return null; return this.bones[0]; } /** @returns May be null. */ findBone(boneName) { if (!boneName) throw new Error("boneName cannot be null."); let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; if (bone.data.name == boneName) return bone; } return null; } /** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it * repeatedly. * @returns May be null. */ findSlot(slotName) { if (!slotName) throw new Error("slotName cannot be null."); let slots = this.slots; for (let i = 0, n = slots.length; i < n; i++) { let slot = slots[i]; if (slot.data.name == slotName) return slot; } return null; } /** Sets a skin by name. * * See {@link #setSkin()}. */ setSkinByName(skinName) { let skin = this.data.findSkin(skinName); if (!skin) throw new Error("Skin not found: " + skinName); this.setSkin(skin); } /** Sets the skin used to look up attachments before looking in the {@link SkeletonData#defaultSkin default skin}. If the * skin is changed, {@link #updateCache()} is called. * * Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no * old skin, each slot's setup mode attachment is attached from the new skin. * * After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling * {@link #setSlotsToSetupPose()}. Also, often {@link AnimationState#apply()} is called before the next time the * skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin. * @param newSkin May be null. */ setSkin(newSkin) { if (newSkin == this.skin) return; if (newSkin) { if (this.skin) newSkin.attachAll(this, this.skin); else { let slots = this.slots; for (let i = 0, n = slots.length; i < n; i++) { let slot = slots[i]; let name = slot.data.attachmentName; if (name) { let attachment = newSkin.getAttachment(i, name); if (attachment) slot.setAttachment(attachment); } } } } this.skin = newSkin; this.updateCache(); } /** Finds an attachment by looking in the {@link #skin} and {@link SkeletonData#defaultSkin} using the slot name and attachment * name. * * See {@link #getAttachment()}. * @returns May be null. */ getAttachmentByName(slotName, attachmentName) { let slot = this.data.findSlot(slotName); if (!slot) throw new Error(`Can't find slot with name ${slotName}`); return this.getAttachment(slot.index, attachmentName); } /** Finds an attachment by looking in the {@link #skin} and {@link SkeletonData#defaultSkin} using the slot index and * attachment name. First the skin is checked and if the attachment was not found, the default skin is checked. * * See [Runtime skins](http://esotericsoftware.com/spine-runtime-skins) in the Spine Runtimes Guide. * @returns May be null. */ getAttachment(slotIndex, attachmentName) { if (!attachmentName) throw new Error("attachmentName cannot be null."); if (this.skin) { let attachment = this.skin.getAttachment(slotIndex, attachmentName); if (attachment) return attachment; } if (this.data.defaultSkin) return this.data.defaultSkin.getAttachment(slotIndex, attachmentName); return null; } /** A convenience method to set an attachment by finding the slot with {@link #findSlot()}, finding the attachment with * {@link #getAttachment()}, then setting the slot's {@link Slot#attachment}. * @param attachmentName May be null to clear the slot's attachment. */ setAttachment(slotName, attachmentName) { if (!slotName) throw new Error("slotName cannot be null."); let slots = this.slots; for (let i = 0, n = slots.length; i < n; i++) { let slot = slots[i]; if (slot.data.name == slotName) { let attachment = null; if (attachmentName) { attachment = this.getAttachment(i, attachmentName); if (!attachment) throw new Error("Attachment not found: " + attachmentName + ", for slot: " + slotName); } slot.setAttachment(attachment); return; } } throw new Error("Slot not found: " + slotName); } /** Finds an IK constraint by comparing each IK constraint's name. It is more efficient to cache the results of this method * than to call it repeatedly. * @return May be null. */ findIkConstraint(constraintName) { if (!constraintName) throw new Error("constraintName cannot be null."); let ikConstraints = this.ikConstraints; for (let i = 0, n = ikConstraints.length; i < n; i++) { let ikConstraint = ikConstraints[i]; if (ikConstraint.data.name == constraintName) return ikConstraint; } return null; } /** Finds a transform constraint by comparing each transform constraint's name. It is more efficient to cache the results of * this method than to call it repeatedly. * @return May be null. */ findTransformConstraint(constraintName) { if (!constraintName) throw new Error("constraintName cannot be null."); let transformConstraints = this.transformConstraints; for (let i = 0, n = transformConstraints.length; i < n; i++) { let constraint = transformConstraints[i]; if (constraint.data.name == constraintName) return constraint; } return null; } /** Finds a path constraint by comparing each path constraint's name. It is more efficient to cache the results of this method * than to call it repeatedly. * @return May be null. */ findPathConstraint(constraintName) { if (!constraintName) throw new Error("constraintName cannot be null."); let pathConstraints = this.pathConstraints; for (let i = 0, n = pathConstraints.length; i < n; i++) { let constraint = pathConstraints[i]; if (constraint.data.name == constraintName) return constraint; } return null; } /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose as `{ x: number, y: number, width: number, height: number }`. * Note that this method will create temporary objects which can add to garbage collection pressure. Use `getBounds()` if garbage collection is a concern. */ getBoundsRect() { let offset = new Vector2(); let size = new Vector2(); this.getBounds(offset, size); return { x: offset.x, y: offset.y, width: size.x, height: size.y }; } /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose. * @param offset An output value, the distance from the skeleton origin to the bottom left corner of the AABB. * @param size An output value, the width and height of the AABB. * @param temp Working memory to temporarily store attachments' computed world vertices. */ getBounds(offset, size, temp = new Array(2)) { if (!offset) throw new Error("offset cannot be null."); if (!size) throw new Error("size cannot be null."); let drawOrder = this.drawOrder; let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY; for (let i = 0, n = drawOrder.length; i < n; i++) { let slot = drawOrder[i]; if (!slot.bone.active) continue; let verticesLength = 0; let vertices = null; let attachment = slot.getAttachment(); if (attachment instanceof RegionAttachment) { verticesLength = 8; vertices = Utils.setArraySize(temp, verticesLength, 0); attachment.computeWorldVertices(slot, vertices, 0, 2); } else if (attachment instanceof MeshAttachment) { let mesh = attachment; verticesLength = mesh.worldVerticesLength; vertices = Utils.setArraySize(temp, verticesLength, 0); mesh.computeWorldVertices(slot, 0, verticesLength, vertices, 0, 2); } if (vertices) { for (let ii = 0, nn = vertices.length; ii < nn; ii += 2) { let x = vertices[ii], y = vertices[ii + 1]; minX = Math.min(minX, x); minY = Math.min(minY, y); maxX = Math.max(maxX, x); maxY = Math.max(maxY, y); } } } offset.set(minX, minY); size.set(maxX - minX, maxY - minY); } }; var Skeleton = _Skeleton; __publicField(Skeleton, "yDown", false); // spine-core/src/SkeletonData.ts var SkeletonData = class { /** The skeleton's name, which by default is the name of the skeleton data file, if possible. May be null. */ name = null; /** The skeleton's bones, sorted parent first. The root bone is always the first bone. */ bones = new Array(); // Ordered parents first. /** The skeleton's slots. */ slots = new Array(); // Setup pose draw order. skins = new Array(); /** The skeleton's default skin. By default this skin contains all attachments that were not in a skin in Spine. * * See {@link Skeleton#getAttachmentByName()}. * May be null. */ defaultSkin = null; /** The skeleton's events. */ events = new Array(); /** The skeleton's animations. */ animations = new Array(); /** The skeleton's IK constraints. */ ikConstraints = new Array(); /** The skeleton's transform constraints. */ transformConstraints = new Array(); /** The skeleton's path constraints. */ pathConstraints = new Array(); /** The 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; /** The Spine version used to export the skeleton data, or null. */ version = null; /** The skeleton data hash. This value will change if any of the skeleton data has changed. May be null. */ hash = null; // Nonessential /** The dopesheet FPS in Spine. Available only when nonessential data was exported. */ fps = 0; /** The path to the images directory as defined in Spine. Available only when nonessential data was exported. May be null. */ imagesPath = null; /** The path to the audio directory as defined in Spine. Available only when nonessential data was exported. May be null. */ audioPath = null; /** Finds a bone by comparing each bone's name. It is more efficient to cache the results of this method than to call it * multiple times. * @returns May be null. */ findBone(boneName) { if (!boneName) throw new Error("boneName cannot be null."); let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; if (bone.name == boneName) return bone; } return null; } /** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it * multiple times. * @returns May be null. */ findSlot(slotName) { if (!slotName) throw new Error("slotName cannot be null."); let slots = this.slots; for (let i = 0, n = slots.length; i < n; i++) { let slot = slots[i]; if (slot.name == slotName) return slot; } return null; } /** Finds a skin by comparing each skin's name. It is more efficient to cache the results of this method than to call it * multiple times. * @returns May be null. */ findSkin(skinName) { if (!skinName) throw new Error("skinName cannot be null."); let skins = this.skins; for (let i = 0, n = skins.length; i < n; i++) { let skin = skins[i]; if (skin.name == skinName) return skin; } return null; } /** Finds an event by comparing each events's name. It is more efficient to cache the results of this method than to call it * multiple times. * @returns May be null. */ findEvent(eventDataName) { if (!eventDataName) throw new Error("eventDataName cannot be null."); let events = this.events; for (let i = 0, n = events.length; i < n; i++) { let event = events[i]; if (event.name == eventDataName) return event; } return null; } /** Finds an animation by comparing each animation's name. It is more efficient to cache the results of this method than to * call it multiple times. * @returns May be null. */ findAnimation(animationName) { if (!animationName) throw new Error("animationName cannot be null."); let animations = this.animations; for (let i = 0, n = animations.length; i < n; i++) { let animation = animations[i]; if (animation.name == animationName) return animation; } return null; } /** Finds an IK constraint by comparing each IK constraint's name. It is more efficient to cache the results of this method * than to call it multiple times. * @return May be null. */ findIkConstraint(constraintName) { if (!constraintName) throw new Error("constraintName cannot be null."); let ikConstraints = this.ikConstraints; for (let i = 0, n = ikConstraints.length; i < n; i++) { let constraint = ikConstraints[i]; if (constraint.name == constraintName) return constraint; } return null; } /** Finds a transform constraint by comparing each transform constraint's name. It is more efficient to cache the results of * this method than to call it multiple times. * @return May be null. */ findTransformConstraint(constraintName) { if (!constraintName) throw new Error("constraintName cannot be null."); let transformConstraints = this.transformConstraints; for (let i = 0, n = transformConstraints.length; i < n; i++) { let constraint = transformConstraints[i]; if (constraint.name == constraintName) return constraint; } return null; } /** Finds a path constraint by comparing each path constraint's name. It is more efficient to cache the results of this method * than to call it multiple times. * @return May be null. */ findPathConstraint(constraintName) { if (!constraintName) throw new Error("constraintName cannot be null."); let pathConstraints = this.pathConstraints; for (let i = 0, n = pathConstraints.length; i < n; i++) { let constraint = pathConstraints[i]; if (constraint.name == constraintName) return constraint; } return null; } }; // spine-core/src/Skin.ts var SkinEntry = class { constructor(slotIndex = 0, name, attachment) { this.slotIndex = slotIndex; this.name = name; this.attachment = attachment; } }; var Skin = class { /** The skin's name, which is unique across all skins in the skeleton. */ name; attachments = new Array(); bones = Array(); constraints = new Array(); constructor(name) { if (!name) throw new Error("name cannot be null."); this.name = name; } /** Adds an attachment to the skin for the specified slot index and name. */ setAttachment(slotIndex, name, attachment) { if (!attachment) throw new Error("attachment cannot be null."); let attachments = this.attachments; if (slotIndex >= attachments.length) attachments.length = slotIndex + 1; if (!attachments[slotIndex]) attachments[slotIndex] = {}; attachments[slotIndex][name] = attachment; } /** Adds all attachments, bones, and constraints from the specified skin to this skin. */ addSkin(skin) { for (let i = 0; i < skin.bones.length; i++) { let bone = skin.bones[i]; let contained = false; for (let ii = 0; ii < this.bones.length; ii++) { if (this.bones[ii] == bone) { contained = true; break; } } if (!contained) this.bones.push(bone); } for (let i = 0; i < skin.constraints.length; i++) { let constraint = skin.constraints[i]; let contained = false; for (let ii = 0; ii < this.constraints.length; ii++) { if (this.constraints[ii] == constraint) { contained = true; break; } } if (!contained) this.constraints.push(constraint); } let attachments = skin.getAttachments(); for (let i = 0; i < attachments.length; i++) { var attachment = attachments[i]; this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment); } } /** Adds all bones and constraints and copies of all attachments from the specified skin to this skin. Mesh attachments are not * copied, instead a new linked mesh is created. The attachment copies can be modified without affecting the originals. */ copySkin(skin) { for (let i = 0; i < skin.bones.length; i++) { let bone = skin.bones[i]; let contained = false; for (let ii = 0; ii < this.bones.length; ii++) { if (this.bones[ii] == bone) { contained = true; break; } } if (!contained) this.bones.push(bone); } for (let i = 0; i < skin.constraints.length; i++) { let constraint = skin.constraints[i]; let contained = false; for (let ii = 0; ii < this.constraints.length; ii++) { if (this.constraints[ii] == constraint) { contained = true; break; } } if (!contained) this.constraints.push(constraint); } let attachments = skin.getAttachments(); for (let i = 0; i < attachments.length; i++) { var attachment = attachments[i]; if (!attachment.attachment) continue; if (attachment.attachment instanceof MeshAttachment) { attachment.attachment = attachment.attachment.newLinkedMesh(); this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment); } else { attachment.attachment = attachment.attachment.copy(); this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment); } } } /** Returns the attachment for the specified slot index and name, or null. */ getAttachment(slotIndex, name) { let dictionary = this.attachments[slotIndex]; return dictionary ? dictionary[name] : null; } /** Removes the attachment in the skin for the specified slot index and name, if any. */ removeAttachment(slotIndex, name) { let dictionary = this.attachments[slotIndex]; if (dictionary) delete dictionary[name]; } /** Returns all attachments in this skin. */ getAttachments() { let entries = new Array(); for (var i = 0; i < this.attachments.length; i++) { let slotAttachments = this.attachments[i]; if (slotAttachments) { for (let name in slotAttachments) { let attachment = slotAttachments[name]; if (attachment) entries.push(new SkinEntry(i, name, attachment)); } } } return entries; } /** Returns all attachments in this skin for the specified slot index. */ getAttachmentsForSlot(slotIndex, attachments) { let slotAttachments = this.attachments[slotIndex]; if (slotAttachments) { for (let name in slotAttachments) { let attachment = slotAttachments[name]; if (attachment) attachments.push(new SkinEntry(slotIndex, name, attachment)); } } } /** Clears all attachments, bones, and constraints. */ clear() { this.attachments.length = 0; this.bones.length = 0; this.constraints.length = 0; } /** Attach each attachment in this skin if the corresponding attachment in the old skin is currently attached. */ attachAll(skeleton, oldSkin) { let slotIndex = 0; for (let i = 0; i < skeleton.slots.length; i++) { let slot = skeleton.slots[i]; let slotAttachment = slot.getAttachment(); if (slotAttachment && slotIndex < oldSkin.attachments.length) { let dictionary = oldSkin.attachments[slotIndex]; for (let key in dictionary) { let skinAttachment = dictionary[key]; if (slotAttachment == skinAttachment) { let attachment = this.getAttachment(slotIndex, key); if (attachment) slot.setAttachment(attachment); break; } } } slotIndex++; } } }; // spine-core/src/SlotData.ts var SlotData = class { /** The index of the slot in {@link Skeleton#getSlots()}. */ index = 0; /** The name of the slot, which is unique across all slots in the skeleton. */ name; /** The bone this slot belongs to. */ boneData; /** The color used to tint the slot's attachment. If {@link #getDarkColor()} is set, this is used as the light color for two * color tinting. */ color = new Color(1, 1, 1, 1); /** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark * color's alpha is not used. */ darkColor = null; /** The name of the attachment that is visible for this slot in the setup pose, or null if no attachment is visible. */ attachmentName = null; /** The blend mode for drawing the slot's attachment. */ blendMode = BlendMode.Normal; constructor(index, name, boneData) { if (index < 0) throw new Error("index must be >= 0."); if (!name) throw new Error("name cannot be null."); if (!boneData) throw new Error("boneData cannot be null."); this.index = index; this.name = name; this.boneData = boneData; } }; var BlendMode = /* @__PURE__ */ ((BlendMode3) => { BlendMode3[BlendMode3["Normal"] = 0] = "Normal"; BlendMode3[BlendMode3["Additive"] = 1] = "Additive"; BlendMode3[BlendMode3["Multiply"] = 2] = "Multiply"; BlendMode3[BlendMode3["Screen"] = 3] = "Screen"; return BlendMode3; })(BlendMode || {}); // spine-core/src/TransformConstraintData.ts var TransformConstraintData = class extends ConstraintData { /** The bones that will be modified by this transform constraint. */ bones = new Array(); /** The target bone whose world transform will be copied to the constrained bones. */ _target = null; set target(boneData) { this._target = boneData; } get target() { if (!this._target) throw new Error("BoneData not set."); else return this._target; } mixRotate = 0; mixX = 0; mixY = 0; mixScaleX = 0; mixScaleY = 0; mixShearY = 0; /** An offset added to the constrained bone rotation. */ offsetRotation = 0; /** An offset added to the constrained bone X translation. */ offsetX = 0; /** An offset added to the constrained bone Y translation. */ offsetY = 0; /** An offset added to the constrained bone scaleX. */ offsetScaleX = 0; /** An offset added to the constrained bone scaleY. */ offsetScaleY = 0; /** An offset added to the constrained bone shearY. */ offsetShearY = 0; relative = false; local = false; constructor(name) { super(name, 0, false); } }; // spine-core/src/SkeletonBinary.ts var SkeletonBinary = class { /** Scales bone positions, image sizes, and translations as they are loaded. This allows different size images to be used at * runtime than were used in Spine. * * See [Scaling](http://esotericsoftware.com/spine-loading-skeleton-data#Scaling) in the Spine Runtimes Guide. */ scale = 1; attachmentLoader; linkedMeshes = new Array(); constructor(attachmentLoader) { this.attachmentLoader = attachmentLoader; } readSkeletonData(binary) { let scale = this.scale; let skeletonData = new SkeletonData(); skeletonData.name = ""; let input = new BinaryInput(binary); let lowHash = input.readInt32(); let highHash = input.readInt32(); skeletonData.hash = highHash == 0 && lowHash == 0 ? null : highHash.toString(16) + lowHash.toString(16); skeletonData.version = input.readString(); skeletonData.x = input.readFloat(); skeletonData.y = input.readFloat(); skeletonData.width = input.readFloat(); skeletonData.height = input.readFloat(); let nonessential = input.readBoolean(); if (nonessential) { skeletonData.fps = input.readFloat(); skeletonData.imagesPath = input.readString(); skeletonData.audioPath = input.readString(); } let n = 0; n = input.readInt(true); for (let i = 0; i < n; i++) { let str = input.readString(); if (!str) throw new Error("String in string table must not be null."); input.strings.push(str); } n = input.readInt(true); for (let i = 0; i < n; i++) { let name = input.readString(); if (!name) throw new Error("Bone name must not be null."); let parent = i == 0 ? null : skeletonData.bones[input.readInt(true)]; let data = new BoneData(i, name, parent); data.rotation = input.readFloat(); data.x = input.readFloat() * scale; data.y = input.readFloat() * scale; data.scaleX = input.readFloat(); data.scaleY = input.readFloat(); data.shearX = input.readFloat(); data.shearY = input.readFloat(); data.length = input.readFloat() * scale; data.transformMode = input.readInt(true); data.skinRequired = input.readBoolean(); if (nonessential) Color.rgba8888ToColor(data.color, input.readInt32()); skeletonData.bones.push(data); } n = input.readInt(true); for (let i = 0; i < n; i++) { let slotName = input.readString(); if (!slotName) throw new Error("Slot name must not be null."); let boneData = skeletonData.bones[input.readInt(true)]; let data = new SlotData(i, slotName, boneData); Color.rgba8888ToColor(data.color, input.readInt32()); let darkColor = input.readInt32(); if (darkColor != -1) Color.rgb888ToColor(data.darkColor = new Color(), darkColor); data.attachmentName = input.readStringRef(); data.blendMode = input.readInt(true); skeletonData.slots.push(data); } n = input.readInt(true); for (let i = 0, nn; i < n; i++) { let name = input.readString(); if (!name) throw new Error("IK constraint data name must not be null."); let data = new IkConstraintData(name); data.order = input.readInt(true); data.skinRequired = input.readBoolean(); nn = input.readInt(true); for (let ii = 0; ii < nn; ii++) data.bones.push(skeletonData.bones[input.readInt(true)]); data.target = skeletonData.bones[input.readInt(true)]; data.mix = input.readFloat(); data.softness = input.readFloat() * scale; data.bendDirection = input.readByte(); data.compress = input.readBoolean(); data.stretch = input.readBoolean(); data.uniform = input.readBoolean(); skeletonData.ikConstraints.push(data); } n = input.readInt(true); for (let i = 0, nn; i < n; i++) { let name = input.readString(); if (!name) throw new Error("Transform constraint data name must not be null."); let data = new TransformConstraintData(name); data.order = input.readInt(true); data.skinRequired = input.readBoolean(); nn = input.readInt(true); for (let ii = 0; ii < nn; ii++) data.bones.push(skeletonData.bones[input.readInt(true)]); data.target = skeletonData.bones[input.readInt(true)]; data.local = input.readBoolean(); data.relative = input.readBoolean(); data.offsetRotation = input.readFloat(); data.offsetX = input.readFloat() * scale; data.offsetY = input.readFloat() * scale; data.offsetScaleX = input.readFloat(); data.offsetScaleY = input.readFloat(); data.offsetShearY = input.readFloat(); data.mixRotate = input.readFloat(); data.mixX = input.readFloat(); data.mixY = input.readFloat(); data.mixScaleX = input.readFloat(); data.mixScaleY = input.readFloat(); data.mixShearY = input.readFloat(); skeletonData.transformConstraints.push(data); } n = input.readInt(true); for (let i = 0, nn; i < n; i++) { let name = input.readString(); if (!name) throw new Error("Path constraint data name must not be null."); let data = new PathConstraintData(name); data.order = input.readInt(true); data.skinRequired = input.readBoolean(); nn = input.readInt(true); for (let ii = 0; ii < nn; ii++) data.bones.push(skeletonData.bones[input.readInt(true)]); data.target = skeletonData.slots[input.readInt(true)]; data.positionMode = input.readInt(true); data.spacingMode = input.readInt(true); data.rotateMode = input.readInt(true); data.offsetRotation = input.readFloat(); data.position = input.readFloat(); if (data.positionMode == 0 /* Fixed */) data.position *= scale; data.spacing = input.readFloat(); if (data.spacingMode == 0 /* Length */ || data.spacingMode == 1 /* Fixed */) data.spacing *= scale; data.mixRotate = input.readFloat(); data.mixX = input.readFloat(); data.mixY = input.readFloat(); skeletonData.pathConstraints.push(data); } let defaultSkin = this.readSkin(input, skeletonData, true, nonessential); if (defaultSkin) { skeletonData.defaultSkin = defaultSkin; skeletonData.skins.push(defaultSkin); } { let i = skeletonData.skins.length; Utils.setArraySize(skeletonData.skins, n = i + input.readInt(true)); for (; i < n; i++) { let skin = this.readSkin(input, skeletonData, false, nonessential); if (!skin) throw new Error("readSkin() should not have returned null."); skeletonData.skins[i] = skin; } } n = this.linkedMeshes.length; for (let i = 0; i < n; i++) { let linkedMesh = this.linkedMeshes[i]; let skin = !linkedMesh.skin ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin); if (!skin) throw new Error("Not skin found for linked mesh."); if (!linkedMesh.parent) throw new Error("Linked mesh parent must not be null"); let parent = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent); if (!parent) throw new Error(`Parent mesh not found: ${linkedMesh.parent}`); linkedMesh.mesh.timelineAttachment = linkedMesh.inheritTimeline ? parent : linkedMesh.mesh; linkedMesh.mesh.setParentMesh(parent); if (linkedMesh.mesh.region != null) linkedMesh.mesh.updateRegion(); } this.linkedMeshes.length = 0; n = input.readInt(true); for (let i = 0; i < n; i++) { let eventName = input.readStringRef(); if (!eventName) throw new Error(); let data = new EventData(eventName); data.intValue = input.readInt(false); data.floatValue = input.readFloat(); data.stringValue = input.readString(); data.audioPath = input.readString(); if (data.audioPath) { data.volume = input.readFloat(); data.balance = input.readFloat(); } skeletonData.events.push(data); } n = input.readInt(true); for (let i = 0; i < n; i++) { let animationName = input.readString(); if (!animationName) throw new Error("Animatio name must not be null."); skeletonData.animations.push(this.readAnimation(input, animationName, skeletonData)); } return skeletonData; } readSkin(input, skeletonData, defaultSkin, nonessential) { let skin = null; let slotCount = 0; if (defaultSkin) { slotCount = input.readInt(true); if (slotCount == 0) return null; skin = new Skin("default"); } else { let skinName = input.readStringRef(); if (!skinName) throw new Error("Skin name must not be null."); skin = new Skin(skinName); skin.bones.length = input.readInt(true); for (let i = 0, n = skin.bones.length; i < n; i++) skin.bones[i] = skeletonData.bones[input.readInt(true)]; for (let i = 0, n = input.readInt(true); i < n; i++) skin.constraints.push(skeletonData.ikConstraints[input.readInt(true)]); for (let i = 0, n = input.readInt(true); i < n; i++) skin.constraints.push(skeletonData.transformConstraints[input.readInt(true)]); for (let i = 0, n = input.readInt(true); i < n; i++) skin.constraints.push(skeletonData.pathConstraints[input.readInt(true)]); slotCount = input.readInt(true); } for (let i = 0; i < slotCount; i++) { let slotIndex = input.readInt(true); for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) { let name = input.readStringRef(); if (!name) throw new Error("Attachment name must not be null"); let attachment = this.readAttachment(input, skeletonData, skin, slotIndex, name, nonessential); if (attachment) skin.setAttachment(slotIndex, name, attachment); } } return skin; } readAttachment(input, skeletonData, skin, slotIndex, attachmentName, nonessential) { let scale = this.scale; let name = input.readStringRef(); if (!name) name = attachmentName; switch (input.readByte()) { case AttachmentType.Region: { let path = input.readStringRef(); let rotation = input.readFloat(); let x = input.readFloat(); let y = input.readFloat(); let scaleX = input.readFloat(); let scaleY = input.readFloat(); let width = input.readFloat(); let height = input.readFloat(); let color = input.readInt32(); let sequence = this.readSequence(input); if (!path) path = name; let region = this.attachmentLoader.newRegionAttachment(skin, name, path, sequence); if (!region) return null; region.path = path; region.x = x * scale; region.y = y * scale; region.scaleX = scaleX; region.scaleY = scaleY; region.rotation = rotation; region.width = width * scale; region.height = height * scale; Color.rgba8888ToColor(region.color, color); region.sequence = sequence; if (sequence == null) region.updateRegion(); return region; } case AttachmentType.BoundingBox: { let vertexCount = input.readInt(true); let vertices = this.readVertices(input, vertexCount); let color = nonessential ? input.readInt32() : 0; let box = this.attachmentLoader.newBoundingBoxAttachment(skin, name); if (!box) return null; box.worldVerticesLength = vertexCount << 1; box.vertices = vertices.vertices; box.bones = vertices.bones; if (nonessential) Color.rgba8888ToColor(box.color, color); return box; } case AttachmentType.Mesh: { let path = input.readStringRef(); let color = input.readInt32(); let vertexCount = input.readInt(true); let uvs = this.readFloatArray(input, vertexCount << 1, 1); let triangles = this.readShortArray(input); let vertices = this.readVertices(input, vertexCount); let hullLength = input.readInt(true); let sequence = this.readSequence(input); let edges = []; let width = 0, height = 0; if (nonessential) { edges = this.readShortArray(input); width = input.readFloat(); height = input.readFloat(); } if (!path) path = name; let mesh = this.attachmentLoader.newMeshAttachment(skin, name, path, sequence); if (!mesh) return null; mesh.path = path; Color.rgba8888ToColor(mesh.color, color); mesh.bones = vertices.bones; mesh.vertices = vertices.vertices; mesh.worldVerticesLength = vertexCount << 1; mesh.triangles = triangles; mesh.regionUVs = uvs; if (sequence == null) mesh.updateRegion(); mesh.hullLength = hullLength << 1; mesh.sequence = sequence; if (nonessential) { mesh.edges = edges; mesh.width = width * scale; mesh.height = height * scale; } return mesh; } case AttachmentType.LinkedMesh: { let path = input.readStringRef(); let color = input.readInt32(); let skinName = input.readStringRef(); let parent = input.readStringRef(); let inheritTimelines = input.readBoolean(); let sequence = this.readSequence(input); let width = 0, height = 0; if (nonessential) { width = input.readFloat(); height = input.readFloat(); } if (!path) path = name; let mesh = this.attachmentLoader.newMeshAttachment(skin, name, path, sequence); if (!mesh) return null; mesh.path = path; Color.rgba8888ToColor(mesh.color, color); mesh.sequence = sequence; if (nonessential) { mesh.width = width * scale; mesh.height = height * scale; } this.linkedMeshes.push(new LinkedMesh(mesh, skinName, slotIndex, parent, inheritTimelines)); return mesh; } case AttachmentType.Path: { let closed2 = input.readBoolean(); let constantSpeed = input.readBoolean(); let vertexCount = input.readInt(true); let vertices = this.readVertices(input, vertexCount); let lengths = Utils.newArray(vertexCount / 3, 0); for (let i = 0, n = lengths.length; i < n; i++) lengths[i] = input.readFloat() * scale; let color = nonessential ? input.readInt32() : 0; let path = this.attachmentLoader.newPathAttachment(skin, name); if (!path) return null; path.closed = closed2; path.constantSpeed = constantSpeed; path.worldVerticesLength = vertexCount << 1; path.vertices = vertices.vertices; path.bones = vertices.bones; path.lengths = lengths; if (nonessential) Color.rgba8888ToColor(path.color, color); return path; } case AttachmentType.Point: { let rotation = input.readFloat(); let x = input.readFloat(); let y = input.readFloat(); let color = nonessential ? input.readInt32() : 0; let point = this.attachmentLoader.newPointAttachment(skin, name); if (!point) return null; point.x = x * scale; point.y = y * scale; point.rotation = rotation; if (nonessential) Color.rgba8888ToColor(point.color, color); return point; } case AttachmentType.Clipping: { let endSlotIndex = input.readInt(true); let vertexCount = input.readInt(true); let vertices = this.readVertices(input, vertexCount); let color = nonessential ? input.readInt32() : 0; let clip = this.attachmentLoader.newClippingAttachment(skin, name); if (!clip) return null; clip.endSlot = skeletonData.slots[endSlotIndex]; clip.worldVerticesLength = vertexCount << 1; clip.vertices = vertices.vertices; clip.bones = vertices.bones; if (nonessential) Color.rgba8888ToColor(clip.color, color); return clip; } } return null; } readSequence(input) { if (!input.readBoolean()) return null; let sequence = new Sequence(input.readInt(true)); sequence.start = input.readInt(true); sequence.digits = input.readInt(true); sequence.setupIndex = input.readInt(true); return sequence; } readVertices(input, vertexCount) { let scale = this.scale; let verticesLength = vertexCount << 1; let vertices = new Vertices(); if (!input.readBoolean()) { vertices.vertices = this.readFloatArray(input, verticesLength, scale); return vertices; } let weights = new Array(); let bonesArray = new Array(); for (let i = 0; i < vertexCount; i++) { let boneCount = input.readInt(true); bonesArray.push(boneCount); for (let ii = 0; ii < boneCount; ii++) { bonesArray.push(input.readInt(true)); weights.push(input.readFloat() * scale); weights.push(input.readFloat() * scale); weights.push(input.readFloat()); } } vertices.vertices = Utils.toFloatArray(weights); vertices.bones = bonesArray; return vertices; } readFloatArray(input, n, scale) { let array = new Array(n); if (scale == 1) { for (let i = 0; i < n; i++) array[i] = input.readFloat(); } else { for (let i = 0; i < n; i++) array[i] = input.readFloat() * scale; } return array; } readShortArray(input) { let n = input.readInt(true); let array = new Array(n); for (let i = 0; i < n; i++) array[i] = input.readShort(); return array; } readAnimation(input, name, skeletonData) { input.readInt(true); let timelines = new Array(); let scale = this.scale; let tempColor1 = new Color(); let tempColor2 = new Color(); for (let i = 0, n = input.readInt(true); i < n; i++) { let slotIndex = input.readInt(true); for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) { let timelineType = input.readByte(); let frameCount = input.readInt(true); let frameLast = frameCount - 1; switch (timelineType) { case SLOT_ATTACHMENT: { let timeline = new AttachmentTimeline(frameCount, slotIndex); for (let frame = 0; frame < frameCount; frame++) timeline.setFrame(frame, input.readFloat(), input.readStringRef()); timelines.push(timeline); break; } case SLOT_RGBA: { let bezierCount = input.readInt(true); let timeline = new RGBATimeline(frameCount, bezierCount, slotIndex); let time = input.readFloat(); let r = input.readUnsignedByte() / 255; let g = input.readUnsignedByte() / 255; let b = input.readUnsignedByte() / 255; let a = input.readUnsignedByte() / 255; for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, r, g, b, a); if (frame == frameLast) break; let time2 = input.readFloat(); let r2 = input.readUnsignedByte() / 255; let g2 = input.readUnsignedByte() / 255; let b2 = input.readUnsignedByte() / 255; let a2 = input.readUnsignedByte() / 255; switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, r, r2, 1); setBezier(input, timeline, bezier++, frame, 1, time, time2, g, g2, 1); setBezier(input, timeline, bezier++, frame, 2, time, time2, b, b2, 1); setBezier(input, timeline, bezier++, frame, 3, time, time2, a, a2, 1); } time = time2; r = r2; g = g2; b = b2; a = a2; } timelines.push(timeline); break; } case SLOT_RGB: { let bezierCount = input.readInt(true); let timeline = new RGBTimeline(frameCount, bezierCount, slotIndex); let time = input.readFloat(); let r = input.readUnsignedByte() / 255; let g = input.readUnsignedByte() / 255; let b = input.readUnsignedByte() / 255; for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, r, g, b); if (frame == frameLast) break; let time2 = input.readFloat(); let r2 = input.readUnsignedByte() / 255; let g2 = input.readUnsignedByte() / 255; let b2 = input.readUnsignedByte() / 255; switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, r, r2, 1); setBezier(input, timeline, bezier++, frame, 1, time, time2, g, g2, 1); setBezier(input, timeline, bezier++, frame, 2, time, time2, b, b2, 1); } time = time2; r = r2; g = g2; b = b2; } timelines.push(timeline); break; } case SLOT_RGBA2: { let bezierCount = input.readInt(true); let timeline = new RGBA2Timeline(frameCount, bezierCount, slotIndex); let time = input.readFloat(); let r = input.readUnsignedByte() / 255; let g = input.readUnsignedByte() / 255; let b = input.readUnsignedByte() / 255; let a = input.readUnsignedByte() / 255; let r2 = input.readUnsignedByte() / 255; let g2 = input.readUnsignedByte() / 255; let b2 = input.readUnsignedByte() / 255; for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, r, g, b, a, r2, g2, b2); if (frame == frameLast) break; let time2 = input.readFloat(); let nr = input.readUnsignedByte() / 255; let ng = input.readUnsignedByte() / 255; let nb = input.readUnsignedByte() / 255; let na = input.readUnsignedByte() / 255; let nr2 = input.readUnsignedByte() / 255; let ng2 = input.readUnsignedByte() / 255; let nb2 = input.readUnsignedByte() / 255; switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, r, nr, 1); setBezier(input, timeline, bezier++, frame, 1, time, time2, g, ng, 1); setBezier(input, timeline, bezier++, frame, 2, time, time2, b, nb, 1); setBezier(input, timeline, bezier++, frame, 3, time, time2, a, na, 1); setBezier(input, timeline, bezier++, frame, 4, time, time2, r2, nr2, 1); setBezier(input, timeline, bezier++, frame, 5, time, time2, g2, ng2, 1); setBezier(input, timeline, bezier++, frame, 6, time, time2, b2, nb2, 1); } time = time2; r = nr; g = ng; b = nb; a = na; r2 = nr2; g2 = ng2; b2 = nb2; } timelines.push(timeline); break; } case SLOT_RGB2: { let bezierCount = input.readInt(true); let timeline = new RGB2Timeline(frameCount, bezierCount, slotIndex); let time = input.readFloat(); let r = input.readUnsignedByte() / 255; let g = input.readUnsignedByte() / 255; let b = input.readUnsignedByte() / 255; let r2 = input.readUnsignedByte() / 255; let g2 = input.readUnsignedByte() / 255; let b2 = input.readUnsignedByte() / 255; for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, r, g, b, r2, g2, b2); if (frame == frameLast) break; let time2 = input.readFloat(); let nr = input.readUnsignedByte() / 255; let ng = input.readUnsignedByte() / 255; let nb = input.readUnsignedByte() / 255; let nr2 = input.readUnsignedByte() / 255; let ng2 = input.readUnsignedByte() / 255; let nb2 = input.readUnsignedByte() / 255; switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, r, nr, 1); setBezier(input, timeline, bezier++, frame, 1, time, time2, g, ng, 1); setBezier(input, timeline, bezier++, frame, 2, time, time2, b, nb, 1); setBezier(input, timeline, bezier++, frame, 3, time, time2, r2, nr2, 1); setBezier(input, timeline, bezier++, frame, 4, time, time2, g2, ng2, 1); setBezier(input, timeline, bezier++, frame, 5, time, time2, b2, nb2, 1); } time = time2; r = nr; g = ng; b = nb; r2 = nr2; g2 = ng2; b2 = nb2; } timelines.push(timeline); break; } case SLOT_ALPHA: { let timeline = new AlphaTimeline(frameCount, input.readInt(true), slotIndex); let time = input.readFloat(), a = input.readUnsignedByte() / 255; for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, a); if (frame == frameLast) break; let time2 = input.readFloat(); let a2 = input.readUnsignedByte() / 255; switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, a, a2, 1); } time = time2; a = a2; } timelines.push(timeline); } } } } for (let i = 0, n = input.readInt(true); i < n; i++) { let boneIndex = input.readInt(true); for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) { let type = input.readByte(), frameCount = input.readInt(true), bezierCount = input.readInt(true); switch (type) { case BONE_ROTATE: timelines.push(readTimeline1(input, new RotateTimeline(frameCount, bezierCount, boneIndex), 1)); break; case BONE_TRANSLATE: timelines.push(readTimeline2(input, new TranslateTimeline(frameCount, bezierCount, boneIndex), scale)); break; case BONE_TRANSLATEX: timelines.push(readTimeline1(input, new TranslateXTimeline(frameCount, bezierCount, boneIndex), scale)); break; case BONE_TRANSLATEY: timelines.push(readTimeline1(input, new TranslateYTimeline(frameCount, bezierCount, boneIndex), scale)); break; case BONE_SCALE: timelines.push(readTimeline2(input, new ScaleTimeline(frameCount, bezierCount, boneIndex), 1)); break; case BONE_SCALEX: timelines.push(readTimeline1(input, new ScaleXTimeline(frameCount, bezierCount, boneIndex), 1)); break; case BONE_SCALEY: timelines.push(readTimeline1(input, new ScaleYTimeline(frameCount, bezierCount, boneIndex), 1)); break; case BONE_SHEAR: timelines.push(readTimeline2(input, new ShearTimeline(frameCount, bezierCount, boneIndex), 1)); break; case BONE_SHEARX: timelines.push(readTimeline1(input, new ShearXTimeline(frameCount, bezierCount, boneIndex), 1)); break; case BONE_SHEARY: timelines.push(readTimeline1(input, new ShearYTimeline(frameCount, bezierCount, boneIndex), 1)); } } } for (let i = 0, n = input.readInt(true); i < n; i++) { let index = input.readInt(true), frameCount = input.readInt(true), frameLast = frameCount - 1; let timeline = new IkConstraintTimeline(frameCount, input.readInt(true), index); let time = input.readFloat(), mix = input.readFloat(), softness = input.readFloat() * scale; for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, mix, softness, input.readByte(), input.readBoolean(), input.readBoolean()); if (frame == frameLast) break; let time2 = input.readFloat(), mix2 = input.readFloat(), softness2 = input.readFloat() * scale; switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, mix, mix2, 1); setBezier(input, timeline, bezier++, frame, 1, time, time2, softness, softness2, scale); } time = time2; mix = mix2; softness = softness2; } timelines.push(timeline); } for (let i = 0, n = input.readInt(true); i < n; i++) { let index = input.readInt(true), frameCount = input.readInt(true), frameLast = frameCount - 1; let timeline = new TransformConstraintTimeline(frameCount, input.readInt(true), index); let time = input.readFloat(), mixRotate = input.readFloat(), mixX = input.readFloat(), mixY = input.readFloat(), mixScaleX = input.readFloat(), mixScaleY = input.readFloat(), mixShearY = input.readFloat(); for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY); if (frame == frameLast) break; let time2 = input.readFloat(), mixRotate2 = input.readFloat(), mixX2 = input.readFloat(), mixY2 = input.readFloat(), mixScaleX2 = input.readFloat(), mixScaleY2 = input.readFloat(), mixShearY2 = input.readFloat(); switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, mixRotate, mixRotate2, 1); setBezier(input, timeline, bezier++, frame, 1, time, time2, mixX, mixX2, 1); setBezier(input, timeline, bezier++, frame, 2, time, time2, mixY, mixY2, 1); setBezier(input, timeline, bezier++, frame, 3, time, time2, mixScaleX, mixScaleX2, 1); setBezier(input, timeline, bezier++, frame, 4, time, time2, mixScaleY, mixScaleY2, 1); setBezier(input, timeline, bezier++, frame, 5, time, time2, mixShearY, mixShearY2, 1); } time = time2; mixRotate = mixRotate2; mixX = mixX2; mixY = mixY2; mixScaleX = mixScaleX2; mixScaleY = mixScaleY2; mixShearY = mixShearY2; } timelines.push(timeline); } for (let i = 0, n = input.readInt(true); i < n; i++) { let index = input.readInt(true); let data = skeletonData.pathConstraints[index]; for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) { switch (input.readByte()) { case PATH_POSITION: timelines.push(readTimeline1( input, new PathConstraintPositionTimeline(input.readInt(true), input.readInt(true), index), data.positionMode == 0 /* Fixed */ ? scale : 1 )); break; case PATH_SPACING: timelines.push(readTimeline1( input, new PathConstraintSpacingTimeline(input.readInt(true), input.readInt(true), index), data.spacingMode == 0 /* Length */ || data.spacingMode == 1 /* Fixed */ ? scale : 1 )); break; case PATH_MIX: let timeline = new PathConstraintMixTimeline(input.readInt(true), input.readInt(true), index); let time = input.readFloat(), mixRotate = input.readFloat(), mixX = input.readFloat(), mixY = input.readFloat(); for (let frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1; ; frame++) { timeline.setFrame(frame, time, mixRotate, mixX, mixY); if (frame == frameLast) break; let time2 = input.readFloat(), mixRotate2 = input.readFloat(), mixX2 = input.readFloat(), mixY2 = input.readFloat(); switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, mixRotate, mixRotate2, 1); setBezier(input, timeline, bezier++, frame, 1, time, time2, mixX, mixX2, 1); setBezier(input, timeline, bezier++, frame, 2, time, time2, mixY, mixY2, 1); } time = time2; mixRotate = mixRotate2; mixX = mixX2; mixY = mixY2; } timelines.push(timeline); } } } for (let i = 0, n = input.readInt(true); i < n; i++) { let skin = skeletonData.skins[input.readInt(true)]; for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) { let slotIndex = input.readInt(true); for (let iii = 0, nnn = input.readInt(true); iii < nnn; iii++) { let attachmentName = input.readStringRef(); if (!attachmentName) throw new Error("attachmentName must not be null."); let attachment = skin.getAttachment(slotIndex, attachmentName); let timelineType = input.readByte(); let frameCount = input.readInt(true); let frameLast = frameCount - 1; switch (timelineType) { case ATTACHMENT_DEFORM: { let vertexAttachment = attachment; let weighted = vertexAttachment.bones; let vertices = vertexAttachment.vertices; let deformLength = weighted ? vertices.length / 3 * 2 : vertices.length; let bezierCount = input.readInt(true); let timeline = new DeformTimeline(frameCount, bezierCount, slotIndex, vertexAttachment); let time = input.readFloat(); for (let frame = 0, bezier = 0; ; frame++) { let deform; let end = input.readInt(true); if (end == 0) deform = weighted ? Utils.newFloatArray(deformLength) : vertices; else { deform = Utils.newFloatArray(deformLength); let start = input.readInt(true); end += start; if (scale == 1) { for (let v = start; v < end; v++) deform[v] = input.readFloat(); } else { for (let v = start; v < end; v++) deform[v] = input.readFloat() * scale; } if (!weighted) { for (let v = 0, vn = deform.length; v < vn; v++) deform[v] += vertices[v]; } } timeline.setFrame(frame, time, deform); if (frame == frameLast) break; let time2 = input.readFloat(); switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, 0, 1, 1); } time = time2; } timelines.push(timeline); break; } case ATTACHMENT_SEQUENCE: { let timeline = new SequenceTimeline(frameCount, slotIndex, attachment); for (let frame = 0; frame < frameCount; frame++) { let time = input.readFloat(); let modeAndIndex = input.readInt32(); timeline.setFrame( frame, time, SequenceModeValues[modeAndIndex & 15], modeAndIndex >> 4, input.readFloat() ); } timelines.push(timeline); break; } } } } } let drawOrderCount = input.readInt(true); if (drawOrderCount > 0) { let timeline = new DrawOrderTimeline(drawOrderCount); let slotCount = skeletonData.slots.length; for (let i = 0; i < drawOrderCount; i++) { let time = input.readFloat(); let offsetCount = input.readInt(true); let drawOrder = Utils.newArray(slotCount, 0); for (let ii = slotCount - 1; ii >= 0; ii--) drawOrder[ii] = -1; let unchanged = Utils.newArray(slotCount - offsetCount, 0); let originalIndex = 0, unchangedIndex = 0; for (let ii = 0; ii < offsetCount; ii++) { let slotIndex = input.readInt(true); while (originalIndex != slotIndex) unchanged[unchangedIndex++] = originalIndex++; drawOrder[originalIndex + input.readInt(true)] = originalIndex++; } while (originalIndex < slotCount) unchanged[unchangedIndex++] = originalIndex++; for (let ii = slotCount - 1; ii >= 0; ii--) if (drawOrder[ii] == -1) drawOrder[ii] = unchanged[--unchangedIndex]; timeline.setFrame(i, time, drawOrder); } timelines.push(timeline); } let eventCount = input.readInt(true); if (eventCount > 0) { let timeline = new EventTimeline(eventCount); for (let i = 0; i < eventCount; i++) { let time = input.readFloat(); let eventData = skeletonData.events[input.readInt(true)]; let event = new Event(time, eventData); event.intValue = input.readInt(false); event.floatValue = input.readFloat(); event.stringValue = input.readBoolean() ? input.readString() : eventData.stringValue; if (event.data.audioPath) { event.volume = input.readFloat(); event.balance = input.readFloat(); } timeline.setFrame(i, event); } timelines.push(timeline); } let duration = 0; for (let i = 0, n = timelines.length; i < n; i++) duration = Math.max(duration, timelines[i].getDuration()); return new Animation(name, timelines, duration); } }; var BinaryInput = class { constructor(data, strings = new Array(), index = 0, buffer = new DataView(data.buffer)) { this.strings = strings; this.index = index; this.buffer = buffer; } readByte() { return this.buffer.getInt8(this.index++); } readUnsignedByte() { return this.buffer.getUint8(this.index++); } readShort() { let value = this.buffer.getInt16(this.index); this.index += 2; return value; } readInt32() { let value = this.buffer.getInt32(this.index); this.index += 4; return value; } readInt(optimizePositive) { let b = this.readByte(); let result = b & 127; if ((b & 128) != 0) { b = this.readByte(); result |= (b & 127) << 7; if ((b & 128) != 0) { b = this.readByte(); result |= (b & 127) << 14; if ((b & 128) != 0) { b = this.readByte(); result |= (b & 127) << 21; if ((b & 128) != 0) { b = this.readByte(); result |= (b & 127) << 28; } } } } return optimizePositive ? result : result >>> 1 ^ -(result & 1); } readStringRef() { let index = this.readInt(true); return index == 0 ? null : this.strings[index - 1]; } readString() { let byteCount = this.readInt(true); switch (byteCount) { case 0: return null; case 1: return ""; } byteCount--; let chars = ""; let charCount = 0; for (let i = 0; i < byteCount; ) { let b = this.readUnsignedByte(); switch (b >> 4) { case 12: case 13: chars += String.fromCharCode((b & 31) << 6 | this.readByte() & 63); i += 2; break; case 14: chars += String.fromCharCode((b & 15) << 12 | (this.readByte() & 63) << 6 | this.readByte() & 63); i += 3; break; default: chars += String.fromCharCode(b); i++; } } return chars; } readFloat() { let value = this.buffer.getFloat32(this.index); this.index += 4; return value; } readBoolean() { return this.readByte() != 0; } }; var LinkedMesh = class { parent; skin; slotIndex; mesh; inheritTimeline; constructor(mesh, skin, slotIndex, parent, inheritDeform) { this.mesh = mesh; this.skin = skin; this.slotIndex = slotIndex; this.parent = parent; this.inheritTimeline = inheritDeform; } }; var Vertices = class { constructor(bones = null, vertices = null) { this.bones = bones; this.vertices = vertices; } }; var AttachmentType = /* @__PURE__ */ ((AttachmentType2) => { AttachmentType2[AttachmentType2["Region"] = 0] = "Region"; AttachmentType2[AttachmentType2["BoundingBox"] = 1] = "BoundingBox"; AttachmentType2[AttachmentType2["Mesh"] = 2] = "Mesh"; AttachmentType2[AttachmentType2["LinkedMesh"] = 3] = "LinkedMesh"; AttachmentType2[AttachmentType2["Path"] = 4] = "Path"; AttachmentType2[AttachmentType2["Point"] = 5] = "Point"; AttachmentType2[AttachmentType2["Clipping"] = 6] = "Clipping"; return AttachmentType2; })(AttachmentType || {}); function readTimeline1(input, timeline, scale) { let time = input.readFloat(), value = input.readFloat() * scale; for (let frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1; ; frame++) { timeline.setFrame(frame, time, value); if (frame == frameLast) break; let time2 = input.readFloat(), value2 = input.readFloat() * scale; switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, value, value2, scale); } time = time2; value = value2; } return timeline; } function readTimeline2(input, timeline, scale) { let time = input.readFloat(), value1 = input.readFloat() * scale, value2 = input.readFloat() * scale; for (let frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1; ; frame++) { timeline.setFrame(frame, time, value1, value2); if (frame == frameLast) break; let time2 = input.readFloat(), nvalue1 = input.readFloat() * scale, nvalue2 = input.readFloat() * scale; switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, value1, nvalue1, scale); setBezier(input, timeline, bezier++, frame, 1, time, time2, value2, nvalue2, scale); } time = time2; value1 = nvalue1; value2 = nvalue2; } return timeline; } function setBezier(input, timeline, bezier, frame, value, time1, time2, value1, value2, scale) { timeline.setBezier(bezier, frame, value, time1, value1, input.readFloat(), input.readFloat() * scale, input.readFloat(), input.readFloat() * scale, time2, value2); } var BONE_ROTATE = 0; var BONE_TRANSLATE = 1; var BONE_TRANSLATEX = 2; var BONE_TRANSLATEY = 3; var BONE_SCALE = 4; var BONE_SCALEX = 5; var BONE_SCALEY = 6; var BONE_SHEAR = 7; var BONE_SHEARX = 8; var BONE_SHEARY = 9; var SLOT_ATTACHMENT = 0; var SLOT_RGBA = 1; var SLOT_RGB = 2; var SLOT_RGBA2 = 3; var SLOT_RGB2 = 4; var SLOT_ALPHA = 5; var ATTACHMENT_DEFORM = 0; var ATTACHMENT_SEQUENCE = 1; var PATH_POSITION = 0; var PATH_SPACING = 1; var PATH_MIX = 2; var CURVE_STEPPED = 1; var CURVE_BEZIER = 2; // spine-core/src/SkeletonBounds.ts var SkeletonBounds = class { /** The left edge of the axis aligned bounding box. */ minX = 0; /** The bottom edge of the axis aligned bounding box. */ minY = 0; /** The right edge of the axis aligned bounding box. */ maxX = 0; /** The top edge of the axis aligned bounding box. */ maxY = 0; /** The visible bounding boxes. */ boundingBoxes = new Array(); /** The world vertices for the bounding box polygons. */ polygons = new Array(); polygonPool = new Pool(() => { return Utils.newFloatArray(16); }); /** Clears any previous polygons, finds all visible bounding box attachments, and computes the world vertices for each bounding * box's polygon. * @param updateAabb If true, the axis aligned bounding box containing all the polygons is computed. If false, the * SkeletonBounds AABB methods will always return true. */ update(skeleton, updateAabb) { if (!skeleton) throw new Error("skeleton cannot be null."); let boundingBoxes = this.boundingBoxes; let polygons = this.polygons; let polygonPool = this.polygonPool; let slots = skeleton.slots; let slotCount = slots.length; boundingBoxes.length = 0; polygonPool.freeAll(polygons); polygons.length = 0; for (let i = 0; i < slotCount; i++) { let slot = slots[i]; if (!slot.bone.active) continue; let attachment = slot.getAttachment(); if (attachment instanceof BoundingBoxAttachment) { let boundingBox = attachment; boundingBoxes.push(boundingBox); let polygon = polygonPool.obtain(); if (polygon.length != boundingBox.worldVerticesLength) { polygon = Utils.newFloatArray(boundingBox.worldVerticesLength); } polygons.push(polygon); boundingBox.computeWorldVertices(slot, 0, boundingBox.worldVerticesLength, polygon, 0, 2); } } if (updateAabb) { this.aabbCompute(); } else { this.minX = Number.POSITIVE_INFINITY; this.minY = Number.POSITIVE_INFINITY; this.maxX = Number.NEGATIVE_INFINITY; this.maxY = Number.NEGATIVE_INFINITY; } } aabbCompute() { let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY; let polygons = this.polygons; for (let i = 0, n = polygons.length; i < n; i++) { let polygon = polygons[i]; let vertices = polygon; for (let ii = 0, nn = polygon.length; ii < nn; ii += 2) { let x = vertices[ii]; let y = vertices[ii + 1]; minX = Math.min(minX, x); minY = Math.min(minY, y); maxX = Math.max(maxX, x); maxY = Math.max(maxY, y); } } this.minX = minX; this.minY = minY; this.maxX = maxX; this.maxY = maxY; } /** Returns true if the axis aligned bounding box contains the point. */ aabbContainsPoint(x, y) { return x >= this.minX && x <= this.maxX && y >= this.minY && y <= this.maxY; } /** Returns true if the axis aligned bounding box intersects the line segment. */ aabbIntersectsSegment(x1, y1, x2, y2) { let minX = this.minX; let minY = this.minY; let maxX = this.maxX; let maxY = this.maxY; if (x1 <= minX && x2 <= minX || y1 <= minY && y2 <= minY || x1 >= maxX && x2 >= maxX || y1 >= maxY && y2 >= maxY) return false; let m = (y2 - y1) / (x2 - x1); let y = m * (minX - x1) + y1; if (y > minY && y < maxY) return true; y = m * (maxX - x1) + y1; if (y > minY && y < maxY) return true; let x = (minY - y1) / m + x1; if (x > minX && x < maxX) return true; x = (maxY - y1) / m + x1; if (x > minX && x < maxX) return true; return false; } /** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */ aabbIntersectsSkeleton(bounds) { return this.minX < bounds.maxX && this.maxX > bounds.minX && this.minY < bounds.maxY && this.maxY > bounds.minY; } /** Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more * efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true. */ containsPoint(x, y) { let polygons = this.polygons; for (let i = 0, n = polygons.length; i < n; i++) if (this.containsPointPolygon(polygons[i], x, y)) return this.boundingBoxes[i]; return null; } /** Returns true if the polygon contains the point. */ containsPointPolygon(polygon, x, y) { let vertices = polygon; let nn = polygon.length; let prevIndex = nn - 2; let inside = false; for (let ii = 0; ii < nn; ii += 2) { let vertexY = vertices[ii + 1]; let prevY = vertices[prevIndex + 1]; if (vertexY < y && prevY >= y || prevY < y && vertexY >= y) { let vertexX = vertices[ii]; if (vertexX + (y - vertexY) / (prevY - vertexY) * (vertices[prevIndex] - vertexX) < x) inside = !inside; } prevIndex = ii; } return inside; } /** Returns the first bounding box attachment that contains any part of the line segment, or null. When doing many checks, it * is usually more efficient to only call this method if {@link #aabbIntersectsSegment()} returns * true. */ intersectsSegment(x1, y1, x2, y2) { let polygons = this.polygons; for (let i = 0, n = polygons.length; i < n; i++) if (this.intersectsSegmentPolygon(polygons[i], x1, y1, x2, y2)) return this.boundingBoxes[i]; return null; } /** Returns true if the polygon contains any part of the line segment. */ intersectsSegmentPolygon(polygon, x1, y1, x2, y2) { let vertices = polygon; let nn = polygon.length; let width12 = x1 - x2, height12 = y1 - y2; let det1 = x1 * y2 - y1 * x2; let x3 = vertices[nn - 2], y3 = vertices[nn - 1]; for (let ii = 0; ii < nn; ii += 2) { let x4 = vertices[ii], y4 = vertices[ii + 1]; let det2 = x3 * y4 - y3 * x4; let width34 = x3 - x4, height34 = y3 - y4; let det3 = width12 * height34 - height12 * width34; let x = (det1 * width34 - width12 * det2) / det3; if ((x >= x3 && x <= x4 || x >= x4 && x <= x3) && (x >= x1 && x <= x2 || x >= x2 && x <= x1)) { let y = (det1 * height34 - height12 * det2) / det3; if ((y >= y3 && y <= y4 || y >= y4 && y <= y3) && (y >= y1 && y <= y2 || y >= y2 && y <= y1)) return true; } x3 = x4; y3 = y4; } return false; } /** Returns the polygon for the specified bounding box, or null. */ getPolygon(boundingBox) { if (!boundingBox) throw new Error("boundingBox cannot be null."); let index = this.boundingBoxes.indexOf(boundingBox); return index == -1 ? null : this.polygons[index]; } /** The width of the axis aligned bounding box. */ getWidth() { return this.maxX - this.minX; } /** The height of the axis aligned bounding box. */ getHeight() { return this.maxY - this.minY; } }; // spine-core/src/Triangulator.ts var Triangulator = class { convexPolygons = new Array(); convexPolygonsIndices = new Array(); indicesArray = new Array(); isConcaveArray = new Array(); triangles = new Array(); polygonPool = new Pool(() => { return new Array(); }); polygonIndicesPool = new Pool(() => { return new Array(); }); triangulate(verticesArray) { let vertices = verticesArray; let vertexCount = verticesArray.length >> 1; let indices = this.indicesArray; indices.length = 0; for (let i = 0; i < vertexCount; i++) indices[i] = i; let isConcave = this.isConcaveArray; isConcave.length = 0; for (let i = 0, n = vertexCount; i < n; ++i) isConcave[i] = Triangulator.isConcave(i, vertexCount, vertices, indices); let triangles = this.triangles; triangles.length = 0; while (vertexCount > 3) { let previous = vertexCount - 1, i = 0, next = 1; while (true) { outer: if (!isConcave[i]) { let p1 = indices[previous] << 1, p2 = indices[i] << 1, p3 = indices[next] << 1; let p1x = vertices[p1], p1y = vertices[p1 + 1]; let p2x = vertices[p2], p2y = vertices[p2 + 1]; let p3x = vertices[p3], p3y = vertices[p3 + 1]; for (let ii = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount) { if (!isConcave[ii]) continue; let v = indices[ii] << 1; let vx = vertices[v], vy = vertices[v + 1]; if (Triangulator.positiveArea(p3x, p3y, p1x, p1y, vx, vy)) { if (Triangulator.positiveArea(p1x, p1y, p2x, p2y, vx, vy)) { if (Triangulator.positiveArea(p2x, p2y, p3x, p3y, vx, vy)) break outer; } } } break; } if (next == 0) { do { if (!isConcave[i]) break; i--; } while (i > 0); break; } previous = i; i = next; next = (next + 1) % vertexCount; } triangles.push(indices[(vertexCount + i - 1) % vertexCount]); triangles.push(indices[i]); triangles.push(indices[(i + 1) % vertexCount]); indices.splice(i, 1); isConcave.splice(i, 1); vertexCount--; let previousIndex = (vertexCount + i - 1) % vertexCount; let nextIndex = i == vertexCount ? 0 : i; isConcave[previousIndex] = Triangulator.isConcave(previousIndex, vertexCount, vertices, indices); isConcave[nextIndex] = Triangulator.isConcave(nextIndex, vertexCount, vertices, indices); } if (vertexCount == 3) { triangles.push(indices[2]); triangles.push(indices[0]); triangles.push(indices[1]); } return triangles; } decompose(verticesArray, triangles) { let vertices = verticesArray; let convexPolygons = this.convexPolygons; this.polygonPool.freeAll(convexPolygons); convexPolygons.length = 0; let convexPolygonsIndices = this.convexPolygonsIndices; this.polygonIndicesPool.freeAll(convexPolygonsIndices); convexPolygonsIndices.length = 0; let polygonIndices = this.polygonIndicesPool.obtain(); polygonIndices.length = 0; let polygon = this.polygonPool.obtain(); polygon.length = 0; let fanBaseIndex = -1, lastWinding = 0; for (let i = 0, n = triangles.length; i < n; i += 3) { let t1 = triangles[i] << 1, t2 = triangles[i + 1] << 1, t3 = triangles[i + 2] << 1; let x1 = vertices[t1], y1 = vertices[t1 + 1]; let x2 = vertices[t2], y2 = vertices[t2 + 1]; let x3 = vertices[t3], y3 = vertices[t3 + 1]; let merged = false; if (fanBaseIndex == t1) { let o = polygon.length - 4; let winding1 = Triangulator.winding(polygon[o], polygon[o + 1], polygon[o + 2], polygon[o + 3], x3, y3); let winding2 = Triangulator.winding(x3, y3, polygon[0], polygon[1], polygon[2], polygon[3]); if (winding1 == lastWinding && winding2 == lastWinding) { polygon.push(x3); polygon.push(y3); polygonIndices.push(t3); merged = true; } } if (!merged) { if (polygon.length > 0) { convexPolygons.push(polygon); convexPolygonsIndices.push(polygonIndices); } else { this.polygonPool.free(polygon); this.polygonIndicesPool.free(polygonIndices); } polygon = this.polygonPool.obtain(); polygon.length = 0; polygon.push(x1); polygon.push(y1); polygon.push(x2); polygon.push(y2); polygon.push(x3); polygon.push(y3); polygonIndices = this.polygonIndicesPool.obtain(); polygonIndices.length = 0; polygonIndices.push(t1); polygonIndices.push(t2); polygonIndices.push(t3); lastWinding = Triangulator.winding(x1, y1, x2, y2, x3, y3); fanBaseIndex = t1; } } if (polygon.length > 0) { convexPolygons.push(polygon); convexPolygonsIndices.push(polygonIndices); } for (let i = 0, n = convexPolygons.length; i < n; i++) { polygonIndices = convexPolygonsIndices[i]; if (polygonIndices.length == 0) continue; let firstIndex = polygonIndices[0]; let lastIndex = polygonIndices[polygonIndices.length - 1]; polygon = convexPolygons[i]; let o = polygon.length - 4; let prevPrevX = polygon[o], prevPrevY = polygon[o + 1]; let prevX = polygon[o + 2], prevY = polygon[o + 3]; let firstX = polygon[0], firstY = polygon[1]; let secondX = polygon[2], secondY = polygon[3]; let winding = Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY); for (let ii = 0; ii < n; ii++) { if (ii == i) continue; let otherIndices = convexPolygonsIndices[ii]; if (otherIndices.length != 3) continue; let otherFirstIndex = otherIndices[0]; let otherSecondIndex = otherIndices[1]; let otherLastIndex = otherIndices[2]; let otherPoly = convexPolygons[ii]; let x3 = otherPoly[otherPoly.length - 2], y3 = otherPoly[otherPoly.length - 1]; if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex) continue; let winding1 = Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3); let winding2 = Triangulator.winding(x3, y3, firstX, firstY, secondX, secondY); if (winding1 == winding && winding2 == winding) { otherPoly.length = 0; otherIndices.length = 0; polygon.push(x3); polygon.push(y3); polygonIndices.push(otherLastIndex); prevPrevX = prevX; prevPrevY = prevY; prevX = x3; prevY = y3; ii = 0; } } } for (let i = convexPolygons.length - 1; i >= 0; i--) { polygon = convexPolygons[i]; if (polygon.length == 0) { convexPolygons.splice(i, 1); this.polygonPool.free(polygon); polygonIndices = convexPolygonsIndices[i]; convexPolygonsIndices.splice(i, 1); this.polygonIndicesPool.free(polygonIndices); } } return convexPolygons; } static isConcave(index, vertexCount, vertices, indices) { let previous = indices[(vertexCount + index - 1) % vertexCount] << 1; let current = indices[index] << 1; let next = indices[(index + 1) % vertexCount] << 1; return !this.positiveArea( vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next], vertices[next + 1] ); } static positiveArea(p1x, p1y, p2x, p2y, p3x, p3y) { return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0; } static winding(p1x, p1y, p2x, p2y, p3x, p3y) { let px = p2x - p1x, py = p2y - p1y; return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1; } }; // spine-core/src/SkeletonClipping.ts var SkeletonClipping = class { triangulator = new Triangulator(); clippingPolygon = new Array(); clipOutput = new Array(); clippedVertices = new Array(); clippedTriangles = new Array(); scratch = new Array(); clipAttachment = null; clippingPolygons = null; clipStart(slot, clip) { if (this.clipAttachment) return 0; this.clipAttachment = clip; let n = clip.worldVerticesLength; let vertices = Utils.setArraySize(this.clippingPolygon, n); clip.computeWorldVertices(slot, 0, n, vertices, 0, 2); let clippingPolygon = this.clippingPolygon; SkeletonClipping.makeClockwise(clippingPolygon); let clippingPolygons = this.clippingPolygons = this.triangulator.decompose(clippingPolygon, this.triangulator.triangulate(clippingPolygon)); for (let i = 0, n2 = clippingPolygons.length; i < n2; i++) { let polygon = clippingPolygons[i]; SkeletonClipping.makeClockwise(polygon); polygon.push(polygon[0]); polygon.push(polygon[1]); } return clippingPolygons.length; } clipEndWithSlot(slot) { if (this.clipAttachment && this.clipAttachment.endSlot == slot.data) this.clipEnd(); } clipEnd() { if (!this.clipAttachment) return; this.clipAttachment = null; this.clippingPolygons = null; this.clippedVertices.length = 0; this.clippedTriangles.length = 0; this.clippingPolygon.length = 0; } isClipping() { return this.clipAttachment != null; } clipTriangles(vertices, verticesLength, triangles, trianglesLength, uvs, light, dark, twoColor) { let clipOutput = this.clipOutput, clippedVertices = this.clippedVertices; let clippedTriangles = this.clippedTriangles; let polygons = this.clippingPolygons; let polygonsCount = polygons.length; let vertexSize = twoColor ? 12 : 8; let index = 0; clippedVertices.length = 0; clippedTriangles.length = 0; outer: for (let i = 0; i < trianglesLength; i += 3) { let vertexOffset = triangles[i] << 1; let x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1]; let u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1]; vertexOffset = triangles[i + 1] << 1; let x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1]; let u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1]; vertexOffset = triangles[i + 2] << 1; let x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1]; let u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1]; for (let p = 0; p < polygonsCount; p++) { let s = clippedVertices.length; if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) { let clipOutputLength = clipOutput.length; if (clipOutputLength == 0) continue; let d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1; let d = 1 / (d0 * d2 + d1 * (y1 - y3)); let clipOutputCount = clipOutputLength >> 1; let clipOutputItems = this.clipOutput; let clippedVerticesItems = Utils.setArraySize(clippedVertices, s + clipOutputCount * vertexSize); for (let ii = 0; ii < clipOutputLength; ii += 2) { let x = clipOutputItems[ii], y = clipOutputItems[ii + 1]; clippedVerticesItems[s] = x; clippedVerticesItems[s + 1] = y; clippedVerticesItems[s + 2] = light.r; clippedVerticesItems[s + 3] = light.g; clippedVerticesItems[s + 4] = light.b; clippedVerticesItems[s + 5] = light.a; let c0 = x - x3, c1 = y - y3; let a = (d0 * c0 + d1 * c1) * d; let b = (d4 * c0 + d2 * c1) * d; let c = 1 - a - b; clippedVerticesItems[s + 6] = u1 * a + u2 * b + u3 * c; clippedVerticesItems[s + 7] = v1 * a + v2 * b + v3 * c; if (twoColor) { clippedVerticesItems[s + 8] = dark.r; clippedVerticesItems[s + 9] = dark.g; clippedVerticesItems[s + 10] = dark.b; clippedVerticesItems[s + 11] = dark.a; } s += vertexSize; } s = clippedTriangles.length; let clippedTrianglesItems = Utils.setArraySize(clippedTriangles, s + 3 * (clipOutputCount - 2)); clipOutputCount--; for (let ii = 1; ii < clipOutputCount; ii++) { clippedTrianglesItems[s] = index; clippedTrianglesItems[s + 1] = index + ii; clippedTrianglesItems[s + 2] = index + ii + 1; s += 3; } index += clipOutputCount + 1; } else { let clippedVerticesItems = Utils.setArraySize(clippedVertices, s + 3 * vertexSize); clippedVerticesItems[s] = x1; clippedVerticesItems[s + 1] = y1; clippedVerticesItems[s + 2] = light.r; clippedVerticesItems[s + 3] = light.g; clippedVerticesItems[s + 4] = light.b; clippedVerticesItems[s + 5] = light.a; if (!twoColor) { clippedVerticesItems[s + 6] = u1; clippedVerticesItems[s + 7] = v1; clippedVerticesItems[s + 8] = x2; clippedVerticesItems[s + 9] = y2; clippedVerticesItems[s + 10] = light.r; clippedVerticesItems[s + 11] = light.g; clippedVerticesItems[s + 12] = light.b; clippedVerticesItems[s + 13] = light.a; clippedVerticesItems[s + 14] = u2; clippedVerticesItems[s + 15] = v2; clippedVerticesItems[s + 16] = x3; clippedVerticesItems[s + 17] = y3; clippedVerticesItems[s + 18] = light.r; clippedVerticesItems[s + 19] = light.g; clippedVerticesItems[s + 20] = light.b; clippedVerticesItems[s + 21] = light.a; clippedVerticesItems[s + 22] = u3; clippedVerticesItems[s + 23] = v3; } else { clippedVerticesItems[s + 6] = u1; clippedVerticesItems[s + 7] = v1; clippedVerticesItems[s + 8] = dark.r; clippedVerticesItems[s + 9] = dark.g; clippedVerticesItems[s + 10] = dark.b; clippedVerticesItems[s + 11] = dark.a; clippedVerticesItems[s + 12] = x2; clippedVerticesItems[s + 13] = y2; clippedVerticesItems[s + 14] = light.r; clippedVerticesItems[s + 15] = light.g; clippedVerticesItems[s + 16] = light.b; clippedVerticesItems[s + 17] = light.a; clippedVerticesItems[s + 18] = u2; clippedVerticesItems[s + 19] = v2; clippedVerticesItems[s + 20] = dark.r; clippedVerticesItems[s + 21] = dark.g; clippedVerticesItems[s + 22] = dark.b; clippedVerticesItems[s + 23] = dark.a; clippedVerticesItems[s + 24] = x3; clippedVerticesItems[s + 25] = y3; clippedVerticesItems[s + 26] = light.r; clippedVerticesItems[s + 27] = light.g; clippedVerticesItems[s + 28] = light.b; clippedVerticesItems[s + 29] = light.a; clippedVerticesItems[s + 30] = u3; clippedVerticesItems[s + 31] = v3; clippedVerticesItems[s + 32] = dark.r; clippedVerticesItems[s + 33] = dark.g; clippedVerticesItems[s + 34] = dark.b; clippedVerticesItems[s + 35] = dark.a; } s = clippedTriangles.length; let clippedTrianglesItems = Utils.setArraySize(clippedTriangles, s + 3); clippedTrianglesItems[s] = index; clippedTrianglesItems[s + 1] = index + 1; clippedTrianglesItems[s + 2] = index + 2; index += 3; continue outer; } } } } /** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping * area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list. */ clip(x1, y1, x2, y2, x3, y3, clippingArea, output) { let originalOutput = output; let clipped = false; let input; if (clippingArea.length % 4 >= 2) { input = output; output = this.scratch; } else input = this.scratch; input.length = 0; input.push(x1); input.push(y1); input.push(x2); input.push(y2); input.push(x3); input.push(y3); input.push(x1); input.push(y1); output.length = 0; let clippingVertices = clippingArea; let clippingVerticesLast = clippingArea.length - 4; for (let i = 0; ; i += 2) { let edgeX = clippingVertices[i], edgeY = clippingVertices[i + 1]; let edgeX2 = clippingVertices[i + 2], edgeY2 = clippingVertices[i + 3]; let deltaX = edgeX - edgeX2, deltaY = edgeY - edgeY2; let inputVertices = input; let inputVerticesLength = input.length - 2, outputStart = output.length; for (let ii = 0; ii < inputVerticesLength; ii += 2) { let inputX = inputVertices[ii], inputY = inputVertices[ii + 1]; let inputX2 = inputVertices[ii + 2], inputY2 = inputVertices[ii + 3]; let side2 = deltaX * (inputY2 - edgeY2) - deltaY * (inputX2 - edgeX2) > 0; if (deltaX * (inputY - edgeY2) - deltaY * (inputX - edgeX2) > 0) { if (side2) { output.push(inputX2); output.push(inputY2); continue; } let c0 = inputY2 - inputY, c2 = inputX2 - inputX; let s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY); if (Math.abs(s) > 1e-6) { let ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s; output.push(edgeX + (edgeX2 - edgeX) * ua); output.push(edgeY + (edgeY2 - edgeY) * ua); } else { output.push(edgeX); output.push(edgeY); } } else if (side2) { let c0 = inputY2 - inputY, c2 = inputX2 - inputX; let s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY); if (Math.abs(s) > 1e-6) { let ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s; output.push(edgeX + (edgeX2 - edgeX) * ua); output.push(edgeY + (edgeY2 - edgeY) * ua); } else { output.push(edgeX); output.push(edgeY); } output.push(inputX2); output.push(inputY2); } clipped = true; } if (outputStart == output.length) { originalOutput.length = 0; return true; } output.push(output[0]); output.push(output[1]); if (i == clippingVerticesLast) break; let temp = output; output = input; output.length = 0; input = temp; } if (originalOutput != output) { originalOutput.length = 0; for (let i = 0, n = output.length - 2; i < n; i++) originalOutput[i] = output[i]; } else originalOutput.length = originalOutput.length - 2; return clipped; } static makeClockwise(polygon) { let vertices = polygon; let verticeslength = polygon.length; let area = vertices[verticeslength - 2] * vertices[1] - vertices[0] * vertices[verticeslength - 1], p1x = 0, p1y = 0, p2x = 0, p2y = 0; for (let i = 0, n = verticeslength - 3; i < n; i += 2) { p1x = vertices[i]; p1y = vertices[i + 1]; p2x = vertices[i + 2]; p2y = vertices[i + 3]; area += p1x * p2y - p2x * p1y; } if (area < 0) return; for (let i = 0, lastX = verticeslength - 2, n = verticeslength >> 1; i < n; i += 2) { let x = vertices[i], y = vertices[i + 1]; let other = lastX - i; vertices[i] = vertices[other]; vertices[i + 1] = vertices[other + 1]; vertices[other] = x; vertices[other + 1] = y; } } }; // spine-core/src/SkeletonJson.ts var SkeletonJson = class { attachmentLoader; /** Scales bone positions, image sizes, and translations as they are loaded. This allows different size images to be used at * runtime than were used in Spine. * * See [Scaling](http://esotericsoftware.com/spine-loading-skeleton-data#Scaling) in the Spine Runtimes Guide. */ scale = 1; linkedMeshes = new Array(); constructor(attachmentLoader) { this.attachmentLoader = attachmentLoader; } readSkeletonData(json) { let scale = this.scale; let skeletonData = new SkeletonData(); let root = typeof json === "string" ? JSON.parse(json) : json; let skeletonMap = root.skeleton; if (skeletonMap) { skeletonData.hash = skeletonMap.hash; skeletonData.version = skeletonMap.spine; skeletonData.x = skeletonMap.x; skeletonData.y = skeletonMap.y; skeletonData.width = skeletonMap.width; skeletonData.height = skeletonMap.height; skeletonData.fps = skeletonMap.fps; skeletonData.imagesPath = skeletonMap.images; } if (root.bones) { for (let i = 0; i < root.bones.length; i++) { let boneMap = root.bones[i]; let parent = null; let parentName = getValue(boneMap, "parent", null); if (parentName) parent = skeletonData.findBone(parentName); let data = new BoneData(skeletonData.bones.length, boneMap.name, parent); data.length = getValue(boneMap, "length", 0) * scale; data.x = getValue(boneMap, "x", 0) * scale; data.y = getValue(boneMap, "y", 0) * scale; data.rotation = getValue(boneMap, "rotation", 0); data.scaleX = getValue(boneMap, "scaleX", 1); data.scaleY = getValue(boneMap, "scaleY", 1); data.shearX = getValue(boneMap, "shearX", 0); data.shearY = getValue(boneMap, "shearY", 0); data.transformMode = Utils.enumValue(TransformMode, getValue(boneMap, "transform", "Normal")); data.skinRequired = getValue(boneMap, "skin", false); let color = getValue(boneMap, "color", null); if (color) data.color.setFromString(color); skeletonData.bones.push(data); } } if (root.slots) { for (let i = 0; i < root.slots.length; i++) { let slotMap = root.slots[i]; let boneData = skeletonData.findBone(slotMap.bone); if (!boneData) throw new Error(`Couldn't find bone ${slotMap.bone} for slot ${slotMap.name}`); let data = new SlotData(skeletonData.slots.length, slotMap.name, boneData); let color = getValue(slotMap, "color", null); if (color) data.color.setFromString(color); let dark = getValue(slotMap, "dark", null); if (dark) data.darkColor = Color.fromString(dark); data.attachmentName = getValue(slotMap, "attachment", null); data.blendMode = Utils.enumValue(BlendMode, getValue(slotMap, "blend", "normal")); skeletonData.slots.push(data); } } if (root.ik) { for (let i = 0; i < root.ik.length; i++) { let constraintMap = root.ik[i]; let data = new IkConstraintData(constraintMap.name); data.order = getValue(constraintMap, "order", 0); data.skinRequired = getValue(constraintMap, "skin", false); for (let ii = 0; ii < constraintMap.bones.length; ii++) { let bone = skeletonData.findBone(constraintMap.bones[ii]); if (!bone) throw new Error(`Couldn't find bone ${constraintMap.bones[ii]} for IK constraint ${constraintMap.name}.`); data.bones.push(bone); } let target = skeletonData.findBone(constraintMap.target); ; if (!target) throw new Error(`Couldn't find target bone ${constraintMap.target} for IK constraint ${constraintMap.name}.`); data.target = target; data.mix = getValue(constraintMap, "mix", 1); data.softness = getValue(constraintMap, "softness", 0) * scale; data.bendDirection = getValue(constraintMap, "bendPositive", true) ? 1 : -1; data.compress = getValue(constraintMap, "compress", false); data.stretch = getValue(constraintMap, "stretch", false); data.uniform = getValue(constraintMap, "uniform", false); skeletonData.ikConstraints.push(data); } } if (root.transform) { for (let i = 0; i < root.transform.length; i++) { let constraintMap = root.transform[i]; let data = new TransformConstraintData(constraintMap.name); data.order = getValue(constraintMap, "order", 0); data.skinRequired = getValue(constraintMap, "skin", false); for (let ii = 0; ii < constraintMap.bones.length; ii++) { let boneName = constraintMap.bones[ii]; let bone = skeletonData.findBone(boneName); if (!bone) throw new Error(`Couldn't find bone ${boneName} for transform constraint ${constraintMap.name}.`); data.bones.push(bone); } let targetName = constraintMap.target; let target = skeletonData.findBone(targetName); if (!target) throw new Error(`Couldn't find target bone ${targetName} for transform constraint ${constraintMap.name}.`); data.target = target; data.local = getValue(constraintMap, "local", false); data.relative = getValue(constraintMap, "relative", false); data.offsetRotation = getValue(constraintMap, "rotation", 0); data.offsetX = getValue(constraintMap, "x", 0) * scale; data.offsetY = getValue(constraintMap, "y", 0) * scale; data.offsetScaleX = getValue(constraintMap, "scaleX", 0); data.offsetScaleY = getValue(constraintMap, "scaleY", 0); data.offsetShearY = getValue(constraintMap, "shearY", 0); data.mixRotate = getValue(constraintMap, "mixRotate", 1); data.mixX = getValue(constraintMap, "mixX", 1); data.mixY = getValue(constraintMap, "mixY", data.mixX); data.mixScaleX = getValue(constraintMap, "mixScaleX", 1); data.mixScaleY = getValue(constraintMap, "mixScaleY", data.mixScaleX); data.mixShearY = getValue(constraintMap, "mixShearY", 1); skeletonData.transformConstraints.push(data); } } if (root.path) { for (let i = 0; i < root.path.length; i++) { let constraintMap = root.path[i]; let data = new PathConstraintData(constraintMap.name); data.order = getValue(constraintMap, "order", 0); data.skinRequired = getValue(constraintMap, "skin", false); for (let ii = 0; ii < constraintMap.bones.length; ii++) { let boneName = constraintMap.bones[ii]; let bone = skeletonData.findBone(boneName); if (!bone) throw new Error(`Couldn't find bone ${boneName} for path constraint ${constraintMap.name}.`); data.bones.push(bone); } let targetName = constraintMap.target; let target = skeletonData.findSlot(targetName); if (!target) throw new Error(`Couldn't find target slot ${targetName} for path constraint ${constraintMap.name}.`); data.target = target; data.positionMode = Utils.enumValue(PositionMode, getValue(constraintMap, "positionMode", "Percent")); data.spacingMode = Utils.enumValue(SpacingMode, getValue(constraintMap, "spacingMode", "Length")); data.rotateMode = Utils.enumValue(RotateMode, getValue(constraintMap, "rotateMode", "Tangent")); data.offsetRotation = getValue(constraintMap, "rotation", 0); data.position = getValue(constraintMap, "position", 0); if (data.positionMode == 0 /* Fixed */) data.position *= scale; data.spacing = getValue(constraintMap, "spacing", 0); if (data.spacingMode == 0 /* Length */ || data.spacingMode == 1 /* Fixed */) data.spacing *= scale; data.mixRotate = getValue(constraintMap, "mixRotate", 1); data.mixX = getValue(constraintMap, "mixX", 1); data.mixY = getValue(constraintMap, "mixY", data.mixX); skeletonData.pathConstraints.push(data); } } if (root.skins) { for (let i = 0; i < root.skins.length; i++) { let skinMap = root.skins[i]; let skin = new Skin(skinMap.name); if (skinMap.bones) { for (let ii = 0; ii < skinMap.bones.length; ii++) { let boneName = skinMap.bones[ii]; let bone = skeletonData.findBone(boneName); if (!bone) throw new Error(`Couldn't find bone ${boneName} for skin ${skinMap.name}.`); skin.bones.push(bone); } } if (skinMap.ik) { for (let ii = 0; ii < skinMap.ik.length; ii++) { let constraintName = skinMap.ik[ii]; let constraint = skeletonData.findIkConstraint(constraintName); if (!constraint) throw new Error(`Couldn't find IK constraint ${constraintName} for skin ${skinMap.name}.`); skin.constraints.push(constraint); } } if (skinMap.transform) { for (let ii = 0; ii < skinMap.transform.length; ii++) { let constraintName = skinMap.transform[ii]; let constraint = skeletonData.findTransformConstraint(constraintName); if (!constraint) throw new Error(`Couldn't find transform constraint ${constraintName} for skin ${skinMap.name}.`); skin.constraints.push(constraint); } } if (skinMap.path) { for (let ii = 0; ii < skinMap.path.length; ii++) { let constraintName = skinMap.path[ii]; let constraint = skeletonData.findPathConstraint(constraintName); if (!constraint) throw new Error(`Couldn't find path constraint ${constraintName} for skin ${skinMap.name}.`); skin.constraints.push(constraint); } } for (let slotName in skinMap.attachments) { let slot = skeletonData.findSlot(slotName); if (!slot) throw new Error(`Couldn't find slot ${slotName} for skin ${skinMap.name}.`); let slotMap = skinMap.attachments[slotName]; for (let entryName in slotMap) { let attachment = this.readAttachment(slotMap[entryName], skin, slot.index, entryName, skeletonData); if (attachment) skin.setAttachment(slot.index, entryName, attachment); } } skeletonData.skins.push(skin); if (skin.name == "default") skeletonData.defaultSkin = skin; } } for (let i = 0, n = this.linkedMeshes.length; i < n; i++) { let linkedMesh = this.linkedMeshes[i]; let skin = !linkedMesh.skin ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin); if (!skin) throw new Error(`Skin not found: ${linkedMesh.skin}`); let parent = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent); if (!parent) throw new Error(`Parent mesh not found: ${linkedMesh.parent}`); linkedMesh.mesh.timelineAttachment = linkedMesh.inheritTimeline ? parent : linkedMesh.mesh; linkedMesh.mesh.setParentMesh(parent); if (linkedMesh.mesh.region != null) linkedMesh.mesh.updateRegion(); } this.linkedMeshes.length = 0; if (root.events) { for (let eventName in root.events) { let eventMap = root.events[eventName]; let data = new EventData(eventName); data.intValue = getValue(eventMap, "int", 0); data.floatValue = getValue(eventMap, "float", 0); data.stringValue = getValue(eventMap, "string", ""); data.audioPath = getValue(eventMap, "audio", null); if (data.audioPath) { data.volume = getValue(eventMap, "volume", 1); data.balance = getValue(eventMap, "balance", 0); } skeletonData.events.push(data); } } if (root.animations) { for (let animationName in root.animations) { let animationMap = root.animations[animationName]; this.readAnimation(animationMap, animationName, skeletonData); } } return skeletonData; } readAttachment(map, skin, slotIndex, name, skeletonData) { let scale = this.scale; name = getValue(map, "name", name); switch (getValue(map, "type", "region")) { case "region": { let path = getValue(map, "path", name); let sequence = this.readSequence(getValue(map, "sequence", null)); let region = this.attachmentLoader.newRegionAttachment(skin, name, path, sequence); if (!region) return null; region.path = path; region.x = getValue(map, "x", 0) * scale; region.y = getValue(map, "y", 0) * scale; region.scaleX = getValue(map, "scaleX", 1); region.scaleY = getValue(map, "scaleY", 1); region.rotation = getValue(map, "rotation", 0); region.width = map.width * scale; region.height = map.height * scale; region.sequence = sequence; let color = getValue(map, "color", null); if (color) region.color.setFromString(color); if (region.region != null) region.updateRegion(); return region; } case "boundingbox": { let box = this.attachmentLoader.newBoundingBoxAttachment(skin, name); if (!box) return null; this.readVertices(map, box, map.vertexCount << 1); let color = getValue(map, "color", null); if (color) box.color.setFromString(color); return box; } case "mesh": case "linkedmesh": { let path = getValue(map, "path", name); let sequence = this.readSequence(getValue(map, "sequence", null)); let mesh = this.attachmentLoader.newMeshAttachment(skin, name, path, sequence); if (!mesh) return null; mesh.path = path; let color = getValue(map, "color", null); if (color) mesh.color.setFromString(color); mesh.width = getValue(map, "width", 0) * scale; mesh.height = getValue(map, "height", 0) * scale; mesh.sequence = sequence; let parent = getValue(map, "parent", null); if (parent) { this.linkedMeshes.push(new LinkedMesh2(mesh, getValue(map, "skin", null), slotIndex, parent, getValue(map, "timelines", true))); return mesh; } let uvs = map.uvs; this.readVertices(map, mesh, uvs.length); mesh.triangles = map.triangles; mesh.regionUVs = uvs; if (mesh.region != null) mesh.updateRegion(); mesh.edges = getValue(map, "edges", null); mesh.hullLength = getValue(map, "hull", 0) * 2; return mesh; } case "path": { let path = this.attachmentLoader.newPathAttachment(skin, name); if (!path) return null; path.closed = getValue(map, "closed", false); path.constantSpeed = getValue(map, "constantSpeed", true); let vertexCount = map.vertexCount; this.readVertices(map, path, vertexCount << 1); let lengths = Utils.newArray(vertexCount / 3, 0); for (let i = 0; i < map.lengths.length; i++) lengths[i] = map.lengths[i] * scale; path.lengths = lengths; let color = getValue(map, "color", null); if (color) path.color.setFromString(color); return path; } case "point": { let point = this.attachmentLoader.newPointAttachment(skin, name); if (!point) return null; point.x = getValue(map, "x", 0) * scale; point.y = getValue(map, "y", 0) * scale; point.rotation = getValue(map, "rotation", 0); let color = getValue(map, "color", null); if (color) point.color.setFromString(color); return point; } case "clipping": { let clip = this.attachmentLoader.newClippingAttachment(skin, name); if (!clip) return null; let end = getValue(map, "end", null); if (end) clip.endSlot = skeletonData.findSlot(end); let vertexCount = map.vertexCount; this.readVertices(map, clip, vertexCount << 1); let color = getValue(map, "color", null); if (color) clip.color.setFromString(color); return clip; } } return null; } readSequence(map) { if (map == null) return null; let sequence = new Sequence(getValue(map, "count", 0)); sequence.start = getValue(map, "start", 1); sequence.digits = getValue(map, "digits", 0); sequence.setupIndex = getValue(map, "setup", 0); return sequence; } readVertices(map, attachment, verticesLength) { let scale = this.scale; attachment.worldVerticesLength = verticesLength; let vertices = map.vertices; if (verticesLength == vertices.length) { let scaledVertices = Utils.toFloatArray(vertices); if (scale != 1) { for (let i = 0, n = vertices.length; i < n; i++) scaledVertices[i] *= scale; } attachment.vertices = scaledVertices; return; } let weights = new Array(); let bones = new Array(); for (let i = 0, n = vertices.length; i < n; ) { let boneCount = vertices[i++]; bones.push(boneCount); for (let nn = i + boneCount * 4; i < nn; i += 4) { bones.push(vertices[i]); weights.push(vertices[i + 1] * scale); weights.push(vertices[i + 2] * scale); weights.push(vertices[i + 3]); } } attachment.bones = bones; attachment.vertices = Utils.toFloatArray(weights); } readAnimation(map, name, skeletonData) { let scale = this.scale; let timelines = new Array(); if (map.slots) { for (let slotName in map.slots) { let slotMap = map.slots[slotName]; let slot = skeletonData.findSlot(slotName); if (!slot) throw new Error("Slot not found: " + slotName); let slotIndex = slot.index; for (let timelineName in slotMap) { let timelineMap = slotMap[timelineName]; if (!timelineMap) continue; let frames = timelineMap.length; if (timelineName == "attachment") { let timeline = new AttachmentTimeline(frames, slotIndex); for (let frame = 0; frame < frames; frame++) { let keyMap = timelineMap[frame]; timeline.setFrame(frame, getValue(keyMap, "time", 0), getValue(keyMap, "name", null)); } timelines.push(timeline); } else if (timelineName == "rgba") { let timeline = new RGBATimeline(frames, frames << 2, slotIndex); let keyMap = timelineMap[0]; let time = getValue(keyMap, "time", 0); let color = Color.fromString(keyMap.color); for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, color.r, color.g, color.b, color.a); let nextMap = timelineMap[frame + 1]; if (!nextMap) { timeline.shrink(bezier); break; } let time2 = getValue(nextMap, "time", 0); let newColor = Color.fromString(nextMap.color); let curve = keyMap.curve; if (curve) { bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, color.r, newColor.r, 1); bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, color.g, newColor.g, 1); bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, color.b, newColor.b, 1); bezier = readCurve(curve, timeline, bezier, frame, 3, time, time2, color.a, newColor.a, 1); } time = time2; color = newColor; keyMap = nextMap; } timelines.push(timeline); } else if (timelineName == "rgb") { let timeline = new RGBTimeline(frames, frames * 3, slotIndex); let keyMap = timelineMap[0]; let time = getValue(keyMap, "time", 0); let color = Color.fromString(keyMap.color); for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, color.r, color.g, color.b); let nextMap = timelineMap[frame + 1]; if (!nextMap) { timeline.shrink(bezier); break; } let time2 = getValue(nextMap, "time", 0); let newColor = Color.fromString(nextMap.color); let curve = keyMap.curve; if (curve) { bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, color.r, newColor.r, 1); bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, color.g, newColor.g, 1); bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, color.b, newColor.b, 1); } time = time2; color = newColor; keyMap = nextMap; } timelines.push(timeline); } else if (timelineName == "alpha") { timelines.push(readTimeline12(timelineMap, new AlphaTimeline(frames, frames, slotIndex), 0, 1)); } else if (timelineName == "rgba2") { let timeline = new RGBA2Timeline(frames, frames * 7, slotIndex); let keyMap = timelineMap[0]; let time = getValue(keyMap, "time", 0); let color = Color.fromString(keyMap.light); let color2 = Color.fromString(keyMap.dark); for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, color.r, color.g, color.b, color.a, color2.r, color2.g, color2.b); let nextMap = timelineMap[frame + 1]; if (!nextMap) { timeline.shrink(bezier); break; } let time2 = getValue(nextMap, "time", 0); let newColor = Color.fromString(nextMap.light); let newColor2 = Color.fromString(nextMap.dark); let curve = keyMap.curve; if (curve) { bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, color.r, newColor.r, 1); bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, color.g, newColor.g, 1); bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, color.b, newColor.b, 1); bezier = readCurve(curve, timeline, bezier, frame, 3, time, time2, color.a, newColor.a, 1); bezier = readCurve(curve, timeline, bezier, frame, 4, time, time2, color2.r, newColor2.r, 1); bezier = readCurve(curve, timeline, bezier, frame, 5, time, time2, color2.g, newColor2.g, 1); bezier = readCurve(curve, timeline, bezier, frame, 6, time, time2, color2.b, newColor2.b, 1); } time = time2; color = newColor; color2 = newColor2; keyMap = nextMap; } timelines.push(timeline); } else if (timelineName == "rgb2") { let timeline = new RGB2Timeline(frames, frames * 6, slotIndex); let keyMap = timelineMap[0]; let time = getValue(keyMap, "time", 0); let color = Color.fromString(keyMap.light); let color2 = Color.fromString(keyMap.dark); for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, color.r, color.g, color.b, color2.r, color2.g, color2.b); let nextMap = timelineMap[frame + 1]; if (!nextMap) { timeline.shrink(bezier); break; } let time2 = getValue(nextMap, "time", 0); let newColor = Color.fromString(nextMap.light); let newColor2 = Color.fromString(nextMap.dark); let curve = keyMap.curve; if (curve) { bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, color.r, newColor.r, 1); bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, color.g, newColor.g, 1); bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, color.b, newColor.b, 1); bezier = readCurve(curve, timeline, bezier, frame, 3, time, time2, color2.r, newColor2.r, 1); bezier = readCurve(curve, timeline, bezier, frame, 4, time, time2, color2.g, newColor2.g, 1); bezier = readCurve(curve, timeline, bezier, frame, 5, time, time2, color2.b, newColor2.b, 1); } time = time2; color = newColor; color2 = newColor2; keyMap = nextMap; } timelines.push(timeline); } } } } if (map.bones) { for (let boneName in map.bones) { let boneMap = map.bones[boneName]; let bone = skeletonData.findBone(boneName); if (!bone) throw new Error("Bone not found: " + boneName); let boneIndex = bone.index; for (let timelineName in boneMap) { let timelineMap = boneMap[timelineName]; let frames = timelineMap.length; if (frames == 0) continue; if (timelineName === "rotate") { timelines.push(readTimeline12(timelineMap, new RotateTimeline(frames, frames, boneIndex), 0, 1)); } else if (timelineName === "translate") { let timeline = new TranslateTimeline(frames, frames << 1, boneIndex); timelines.push(readTimeline22(timelineMap, timeline, "x", "y", 0, scale)); } else if (timelineName === "translatex") { let timeline = new TranslateXTimeline(frames, frames, boneIndex); timelines.push(readTimeline12(timelineMap, timeline, 0, scale)); } else if (timelineName === "translatey") { let timeline = new TranslateYTimeline(frames, frames, boneIndex); timelines.push(readTimeline12(timelineMap, timeline, 0, scale)); } else if (timelineName === "scale") { let timeline = new ScaleTimeline(frames, frames << 1, boneIndex); timelines.push(readTimeline22(timelineMap, timeline, "x", "y", 1, 1)); } else if (timelineName === "scalex") { let timeline = new ScaleXTimeline(frames, frames, boneIndex); timelines.push(readTimeline12(timelineMap, timeline, 1, 1)); } else if (timelineName === "scaley") { let timeline = new ScaleYTimeline(frames, frames, boneIndex); timelines.push(readTimeline12(timelineMap, timeline, 1, 1)); } else if (timelineName === "shear") { let timeline = new ShearTimeline(frames, frames << 1, boneIndex); timelines.push(readTimeline22(timelineMap, timeline, "x", "y", 0, 1)); } else if (timelineName === "shearx") { let timeline = new ShearXTimeline(frames, frames, boneIndex); timelines.push(readTimeline12(timelineMap, timeline, 0, 1)); } else if (timelineName === "sheary") { let timeline = new ShearYTimeline(frames, frames, boneIndex); timelines.push(readTimeline12(timelineMap, timeline, 0, 1)); } } } } if (map.ik) { for (let constraintName in map.ik) { let constraintMap = map.ik[constraintName]; let keyMap = constraintMap[0]; if (!keyMap) continue; let constraint = skeletonData.findIkConstraint(constraintName); if (!constraint) throw new Error("IK Constraint not found: " + constraintName); let constraintIndex = skeletonData.ikConstraints.indexOf(constraint); let timeline = new IkConstraintTimeline(constraintMap.length, constraintMap.length << 1, constraintIndex); let time = getValue(keyMap, "time", 0); let mix = getValue(keyMap, "mix", 1); let softness = getValue(keyMap, "softness", 0) * scale; for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, mix, softness, getValue(keyMap, "bendPositive", true) ? 1 : -1, getValue(keyMap, "compress", false), getValue(keyMap, "stretch", false)); let nextMap = constraintMap[frame + 1]; if (!nextMap) { timeline.shrink(bezier); break; } let time2 = getValue(nextMap, "time", 0); let mix2 = getValue(nextMap, "mix", 1); let softness2 = getValue(nextMap, "softness", 0) * scale; let curve = keyMap.curve; if (curve) { bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, mix, mix2, 1); bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, softness, softness2, scale); } time = time2; mix = mix2; softness = softness2; keyMap = nextMap; } timelines.push(timeline); } } if (map.transform) { for (let constraintName in map.transform) { let timelineMap = map.transform[constraintName]; let keyMap = timelineMap[0]; if (!keyMap) continue; let constraint = skeletonData.findTransformConstraint(constraintName); if (!constraint) throw new Error("Transform constraint not found: " + constraintName); let constraintIndex = skeletonData.transformConstraints.indexOf(constraint); let timeline = new TransformConstraintTimeline(timelineMap.length, timelineMap.length * 6, constraintIndex); let time = getValue(keyMap, "time", 0); let mixRotate = getValue(keyMap, "mixRotate", 1); let mixX = getValue(keyMap, "mixX", 1); let mixY = getValue(keyMap, "mixY", mixX); let mixScaleX = getValue(keyMap, "mixScaleX", 1); let mixScaleY = getValue(keyMap, "mixScaleY", mixScaleX); let mixShearY = getValue(keyMap, "mixShearY", 1); for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY); let nextMap = timelineMap[frame + 1]; if (!nextMap) { timeline.shrink(bezier); break; } let time2 = getValue(nextMap, "time", 0); let mixRotate2 = getValue(nextMap, "mixRotate", 1); let mixX2 = getValue(nextMap, "mixX", 1); let mixY2 = getValue(nextMap, "mixY", mixX2); let mixScaleX2 = getValue(nextMap, "mixScaleX", 1); let mixScaleY2 = getValue(nextMap, "mixScaleY", mixScaleX2); let mixShearY2 = getValue(nextMap, "mixShearY", 1); let curve = keyMap.curve; if (curve) { bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, mixRotate, mixRotate2, 1); bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, mixX, mixX2, 1); bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, mixY, mixY2, 1); bezier = readCurve(curve, timeline, bezier, frame, 3, time, time2, mixScaleX, mixScaleX2, 1); bezier = readCurve(curve, timeline, bezier, frame, 4, time, time2, mixScaleY, mixScaleY2, 1); bezier = readCurve(curve, timeline, bezier, frame, 5, time, time2, mixShearY, mixShearY2, 1); } time = time2; mixRotate = mixRotate2; mixX = mixX2; mixY = mixY2; mixScaleX = mixScaleX2; mixScaleY = mixScaleY2; mixScaleX = mixScaleX2; keyMap = nextMap; } timelines.push(timeline); } } if (map.path) { for (let constraintName in map.path) { let constraintMap = map.path[constraintName]; let constraint = skeletonData.findPathConstraint(constraintName); if (!constraint) throw new Error("Path constraint not found: " + constraintName); let constraintIndex = skeletonData.pathConstraints.indexOf(constraint); for (let timelineName in constraintMap) { let timelineMap = constraintMap[timelineName]; let keyMap = timelineMap[0]; if (!keyMap) continue; let frames = timelineMap.length; if (timelineName === "position") { let timeline = new PathConstraintPositionTimeline(frames, frames, constraintIndex); timelines.push(readTimeline12(timelineMap, timeline, 0, constraint.positionMode == 0 /* Fixed */ ? scale : 1)); } else if (timelineName === "spacing") { let timeline = new PathConstraintSpacingTimeline(frames, frames, constraintIndex); timelines.push(readTimeline12(timelineMap, timeline, 0, constraint.spacingMode == 0 /* Length */ || constraint.spacingMode == 1 /* Fixed */ ? scale : 1)); } else if (timelineName === "mix") { let timeline = new PathConstraintMixTimeline(frames, frames * 3, constraintIndex); let time = getValue(keyMap, "time", 0); let mixRotate = getValue(keyMap, "mixRotate", 1); let mixX = getValue(keyMap, "mixX", 1); let mixY = getValue(keyMap, "mixY", mixX); for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, mixRotate, mixX, mixY); let nextMap = timelineMap[frame + 1]; if (!nextMap) { timeline.shrink(bezier); break; } let time2 = getValue(nextMap, "time", 0); let mixRotate2 = getValue(nextMap, "mixRotate", 1); let mixX2 = getValue(nextMap, "mixX", 1); let mixY2 = getValue(nextMap, "mixY", mixX2); let curve = keyMap.curve; if (curve) { bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, mixRotate, mixRotate2, 1); bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, mixX, mixX2, 1); bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, mixY, mixY2, 1); } time = time2; mixRotate = mixRotate2; mixX = mixX2; mixY = mixY2; keyMap = nextMap; } timelines.push(timeline); } } } } if (map.attachments) { for (let attachmentsName in map.attachments) { let attachmentsMap = map.attachments[attachmentsName]; let skin = skeletonData.findSkin(attachmentsName); if (!skin) throw new Error("Skin not found: " + attachmentsName); for (let slotMapName in attachmentsMap) { let slotMap = attachmentsMap[slotMapName]; let slot = skeletonData.findSlot(slotMapName); if (!slot) throw new Error("Slot not found: " + slotMapName); let slotIndex = slot.index; for (let attachmentMapName in slotMap) { let attachmentMap = slotMap[attachmentMapName]; let attachment = skin.getAttachment(slotIndex, attachmentMapName); for (let timelineMapName in attachmentMap) { let timelineMap = attachmentMap[timelineMapName]; let keyMap = timelineMap[0]; if (!keyMap) continue; if (timelineMapName == "deform") { let weighted = attachment.bones; let vertices = attachment.vertices; let deformLength = weighted ? vertices.length / 3 * 2 : vertices.length; let timeline = new DeformTimeline(timelineMap.length, timelineMap.length, slotIndex, attachment); let time = getValue(keyMap, "time", 0); for (let frame = 0, bezier = 0; ; frame++) { let deform; let verticesValue = getValue(keyMap, "vertices", null); if (!verticesValue) deform = weighted ? Utils.newFloatArray(deformLength) : vertices; else { deform = Utils.newFloatArray(deformLength); let start = getValue(keyMap, "offset", 0); Utils.arrayCopy(verticesValue, 0, deform, start, verticesValue.length); if (scale != 1) { for (let i = start, n = i + verticesValue.length; i < n; i++) deform[i] *= scale; } if (!weighted) { for (let i = 0; i < deformLength; i++) deform[i] += vertices[i]; } } timeline.setFrame(frame, time, deform); let nextMap = timelineMap[frame + 1]; if (!nextMap) { timeline.shrink(bezier); break; } let time2 = getValue(nextMap, "time", 0); let curve = keyMap.curve; if (curve) bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, 0, 1, 1); time = time2; keyMap = nextMap; } timelines.push(timeline); } else if (timelineMapName == "sequence") { let timeline = new SequenceTimeline(timelineMap.length, slotIndex, attachment); let lastDelay = 0; for (let frame = 0; frame < timelineMap.length; frame++) { let delay = getValue(keyMap, "delay", lastDelay); let time = getValue(keyMap, "time", 0); let mode = SequenceMode[getValue(keyMap, "mode", "hold")]; let index = getValue(keyMap, "index", 0); timeline.setFrame(frame, time, mode, index, delay); lastDelay = delay; keyMap = timelineMap[frame + 1]; } timelines.push(timeline); } } } } } } if (map.drawOrder) { let timeline = new DrawOrderTimeline(map.drawOrder.length); let slotCount = skeletonData.slots.length; let frame = 0; for (let i = 0; i < map.drawOrder.length; i++, frame++) { let drawOrderMap = map.drawOrder[i]; let drawOrder = null; let offsets = getValue(drawOrderMap, "offsets", null); if (offsets) { drawOrder = Utils.newArray(slotCount, -1); let unchanged = Utils.newArray(slotCount - offsets.length, 0); let originalIndex = 0, unchangedIndex = 0; for (let ii = 0; ii < offsets.length; ii++) { let offsetMap = offsets[ii]; let slot = skeletonData.findSlot(offsetMap.slot); if (!slot) throw new Error("Slot not found: " + slot); let slotIndex = slot.index; while (originalIndex != slotIndex) unchanged[unchangedIndex++] = originalIndex++; drawOrder[originalIndex + offsetMap.offset] = originalIndex++; } while (originalIndex < slotCount) unchanged[unchangedIndex++] = originalIndex++; for (let ii = slotCount - 1; ii >= 0; ii--) if (drawOrder[ii] == -1) drawOrder[ii] = unchanged[--unchangedIndex]; } timeline.setFrame(frame, getValue(drawOrderMap, "time", 0), drawOrder); } timelines.push(timeline); } if (map.events) { let timeline = new EventTimeline(map.events.length); let frame = 0; for (let i = 0; i < map.events.length; i++, frame++) { let eventMap = map.events[i]; let eventData = skeletonData.findEvent(eventMap.name); if (!eventData) throw new Error("Event not found: " + eventMap.name); let event = new Event(Utils.toSinglePrecision(getValue(eventMap, "time", 0)), eventData); event.intValue = getValue(eventMap, "int", eventData.intValue); event.floatValue = getValue(eventMap, "float", eventData.floatValue); event.stringValue = getValue(eventMap, "string", eventData.stringValue); if (event.data.audioPath) { event.volume = getValue(eventMap, "volume", 1); event.balance = getValue(eventMap, "balance", 0); } timeline.setFrame(frame, event); } timelines.push(timeline); } let duration = 0; for (let i = 0, n = timelines.length; i < n; i++) duration = Math.max(duration, timelines[i].getDuration()); skeletonData.animations.push(new Animation(name, timelines, duration)); } }; var LinkedMesh2 = class { parent; skin; slotIndex; mesh; inheritTimeline; constructor(mesh, skin, slotIndex, parent, inheritDeform) { this.mesh = mesh; this.skin = skin; this.slotIndex = slotIndex; this.parent = parent; this.inheritTimeline = inheritDeform; } }; function readTimeline12(keys, timeline, defaultValue, scale) { let keyMap = keys[0]; let time = getValue(keyMap, "time", 0); let value = getValue(keyMap, "value", defaultValue) * scale; let bezier = 0; for (let frame = 0; ; frame++) { timeline.setFrame(frame, time, value); let nextMap = keys[frame + 1]; if (!nextMap) { timeline.shrink(bezier); return timeline; } let time2 = getValue(nextMap, "time", 0); let value2 = getValue(nextMap, "value", defaultValue) * scale; if (keyMap.curve) bezier = readCurve(keyMap.curve, timeline, bezier, frame, 0, time, time2, value, value2, scale); time = time2; value = value2; keyMap = nextMap; } } function readTimeline22(keys, timeline, name1, name2, defaultValue, scale) { let keyMap = keys[0]; let time = getValue(keyMap, "time", 0); let value1 = getValue(keyMap, name1, defaultValue) * scale; let value2 = getValue(keyMap, name2, defaultValue) * scale; let bezier = 0; for (let frame = 0; ; frame++) { timeline.setFrame(frame, time, value1, value2); let nextMap = keys[frame + 1]; if (!nextMap) { timeline.shrink(bezier); return timeline; } let time2 = getValue(nextMap, "time", 0); let nvalue1 = getValue(nextMap, name1, defaultValue) * scale; let nvalue2 = getValue(nextMap, name2, defaultValue) * scale; let curve = keyMap.curve; if (curve) { bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, value1, nvalue1, scale); bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, value2, nvalue2, scale); } time = time2; value1 = nvalue1; value2 = nvalue2; keyMap = nextMap; } } function readCurve(curve, timeline, bezier, frame, value, time1, time2, value1, value2, scale) { if (curve == "stepped") { timeline.setStepped(frame); return bezier; } let i = value << 2; let cx1 = curve[i]; let cy1 = curve[i + 1] * scale; let cx2 = curve[i + 2]; let cy2 = curve[i + 3] * scale; timeline.setBezier(bezier, frame, value, time1, value1, cx1, cy1, cx2, cy2, time2, value2); return bezier + 1; } function getValue(map, property, defaultValue) { return map[property] !== void 0 ? map[property] : defaultValue; } // spine-core/src/polyfills.ts (() => { if (typeof Math.fround === "undefined") { Math.fround = function(array) { return function(x) { return array[0] = x, array[0]; }; }(new Float32Array(1)); } })(); // spine-canvas/src/CanvasTexture.ts var CanvasTexture = class extends Texture { constructor(image) { super(image); } setFilters(minFilter, magFilter) { } setWraps(uWrap, vWrap) { } dispose() { } }; // spine-canvas/src/AssetManager.ts var AssetManager = class extends AssetManagerBase { constructor(pathPrefix = "", downloader = new Downloader()) { super((image) => { return new CanvasTexture(image); }, pathPrefix, downloader); } }; // spine-canvas/src/SkeletonRenderer.ts var worldVertices = Utils.newFloatArray(8); var _SkeletonRenderer = class { ctx; triangleRendering = false; debugRendering = false; vertices = Utils.newFloatArray(8 * 1024); tempColor = new Color(); constructor(context) { this.ctx = context; } draw(skeleton) { if (this.triangleRendering) this.drawTriangles(skeleton); else this.drawImages(skeleton); } drawImages(skeleton) { let ctx = this.ctx; let color = this.tempColor; let skeletonColor = skeleton.color; let drawOrder = skeleton.drawOrder; if (this.debugRendering) ctx.strokeStyle = "green"; for (let i = 0, n = drawOrder.length; i < n; i++) { let slot = drawOrder[i]; let bone = slot.bone; if (!bone.active) continue; let attachment = slot.getAttachment(); if (!(attachment instanceof RegionAttachment)) continue; attachment.computeWorldVertices(slot, worldVertices, 0, 2); let region = attachment.region; let image = region.texture.getImage(); let slotColor = slot.color; let regionColor = attachment.color; color.set( skeletonColor.r * slotColor.r * regionColor.r, skeletonColor.g * slotColor.g * regionColor.g, skeletonColor.b * slotColor.b * regionColor.b, skeletonColor.a * slotColor.a * regionColor.a ); ctx.save(); ctx.transform(bone.a, bone.c, bone.b, bone.d, bone.worldX, bone.worldY); ctx.translate(attachment.offset[0], attachment.offset[1]); ctx.rotate(attachment.rotation * Math.PI / 180); let atlasScale = attachment.width / region.originalWidth; ctx.scale(atlasScale * attachment.scaleX, atlasScale * attachment.scaleY); let w = region.width, h = region.height; ctx.translate(w / 2, h / 2); if (attachment.region.degrees == 90) { let t = w; w = h; h = t; ctx.rotate(-Math.PI / 2); } ctx.scale(1, -1); ctx.translate(-w / 2, -h / 2); ctx.globalAlpha = color.a; ctx.drawImage(image, image.width * region.u, image.height * region.v, w, h, 0, 0, w, h); if (this.debugRendering) ctx.strokeRect(0, 0, w, h); ctx.restore(); } } drawTriangles(skeleton) { let ctx = this.ctx; let color = this.tempColor; let skeletonColor = skeleton.color; let drawOrder = skeleton.drawOrder; let blendMode = null; let vertices = this.vertices; let triangles = null; for (let i = 0, n = drawOrder.length; i < n; i++) { let slot = drawOrder[i]; let attachment = slot.getAttachment(); let texture; let region; if (attachment instanceof RegionAttachment) { let regionAttachment = attachment; vertices = this.computeRegionVertices(slot, regionAttachment, false); triangles = _SkeletonRenderer.QUAD_TRIANGLES; texture = regionAttachment.region.texture.getImage(); } else if (attachment instanceof MeshAttachment) { let mesh = attachment; vertices = this.computeMeshVertices(slot, mesh, false); triangles = mesh.triangles; texture = mesh.region.texture.getImage(); } else continue; if (texture) { if (slot.data.blendMode != blendMode) blendMode = slot.data.blendMode; let slotColor = slot.color; let attachmentColor = attachment.color; color.set( skeletonColor.r * slotColor.r * attachmentColor.r, skeletonColor.g * slotColor.g * attachmentColor.g, skeletonColor.b * slotColor.b * attachmentColor.b, skeletonColor.a * slotColor.a * attachmentColor.a ); ctx.globalAlpha = color.a; for (var j = 0; j < triangles.length; j += 3) { let t1 = triangles[j] * 8, t2 = triangles[j + 1] * 8, t3 = triangles[j + 2] * 8; let x0 = vertices[t1], y0 = vertices[t1 + 1], u0 = vertices[t1 + 6], v0 = vertices[t1 + 7]; let x1 = vertices[t2], y1 = vertices[t2 + 1], u1 = vertices[t2 + 6], v1 = vertices[t2 + 7]; let x2 = vertices[t3], y2 = vertices[t3 + 1], u2 = vertices[t3 + 6], v2 = vertices[t3 + 7]; this.drawTriangle(texture, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2); if (this.debugRendering) { ctx.strokeStyle = "green"; ctx.beginPath(); ctx.moveTo(x0, y0); ctx.lineTo(x1, y1); ctx.lineTo(x2, y2); ctx.lineTo(x0, y0); ctx.stroke(); } } } } this.ctx.globalAlpha = 1; } // Adapted from http://extremelysatisfactorytotalitarianism.com/blog/?p=2120 // Apache 2 licensed drawTriangle(img, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2) { let ctx = this.ctx; u0 *= img.width; v0 *= img.height; u1 *= img.width; v1 *= img.height; u2 *= img.width; v2 *= img.height; ctx.beginPath(); ctx.moveTo(x0, y0); ctx.lineTo(x1, y1); ctx.lineTo(x2, y2); ctx.closePath(); x1 -= x0; y1 -= y0; x2 -= x0; y2 -= y0; u1 -= u0; v1 -= v0; u2 -= u0; v2 -= v0; var det = 1 / (u1 * v2 - u2 * v1), a = (v2 * x1 - v1 * x2) * det, b = (v2 * y1 - v1 * y2) * det, c = (u1 * x2 - u2 * x1) * det, d = (u1 * y2 - u2 * y1) * det, e = x0 - a * u0 - c * v0, f = y0 - b * u0 - d * v0; ctx.save(); ctx.transform(a, b, c, d, e, f); ctx.clip(); ctx.drawImage(img, 0, 0); ctx.restore(); } computeRegionVertices(slot, region, pma) { let skeletonColor = slot.bone.skeleton.color; let slotColor = slot.color; let regionColor = region.color; let alpha = skeletonColor.a * slotColor.a * regionColor.a; let multiplier = pma ? alpha : 1; let color = this.tempColor; color.set( skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha ); region.computeWorldVertices(slot, this.vertices, 0, _SkeletonRenderer.VERTEX_SIZE); let vertices = this.vertices; let uvs = region.uvs; vertices[RegionAttachment.C1R] = color.r; vertices[RegionAttachment.C1G] = color.g; vertices[RegionAttachment.C1B] = color.b; vertices[RegionAttachment.C1A] = color.a; vertices[RegionAttachment.U1] = uvs[0]; vertices[RegionAttachment.V1] = uvs[1]; vertices[RegionAttachment.C2R] = color.r; vertices[RegionAttachment.C2G] = color.g; vertices[RegionAttachment.C2B] = color.b; vertices[RegionAttachment.C2A] = color.a; vertices[RegionAttachment.U2] = uvs[2]; vertices[RegionAttachment.V2] = uvs[3]; vertices[RegionAttachment.C3R] = color.r; vertices[RegionAttachment.C3G] = color.g; vertices[RegionAttachment.C3B] = color.b; vertices[RegionAttachment.C3A] = color.a; vertices[RegionAttachment.U3] = uvs[4]; vertices[RegionAttachment.V3] = uvs[5]; vertices[RegionAttachment.C4R] = color.r; vertices[RegionAttachment.C4G] = color.g; vertices[RegionAttachment.C4B] = color.b; vertices[RegionAttachment.C4A] = color.a; vertices[RegionAttachment.U4] = uvs[6]; vertices[RegionAttachment.V4] = uvs[7]; return vertices; } computeMeshVertices(slot, mesh, pma) { let skeletonColor = slot.bone.skeleton.color; let slotColor = slot.color; let regionColor = mesh.color; let alpha = skeletonColor.a * slotColor.a * regionColor.a; let multiplier = pma ? alpha : 1; let color = this.tempColor; color.set( skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha ); let vertexCount = mesh.worldVerticesLength / 2; let vertices = this.vertices; if (vertices.length < mesh.worldVerticesLength) this.vertices = vertices = Utils.newFloatArray(mesh.worldVerticesLength); mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, _SkeletonRenderer.VERTEX_SIZE); let uvs = mesh.uvs; for (let i = 0, u = 0, v = 2; i < vertexCount; i++) { vertices[v++] = color.r; vertices[v++] = color.g; vertices[v++] = color.b; vertices[v++] = color.a; vertices[v++] = uvs[u++]; vertices[v++] = uvs[u++]; v += 2; } return vertices; } }; var SkeletonRenderer = _SkeletonRenderer; __publicField(SkeletonRenderer, "QUAD_TRIANGLES", [0, 1, 2, 2, 3, 0]); __publicField(SkeletonRenderer, "VERTEX_SIZE", 2 + 2 + 4); return __toCommonJS(src_exports); })(); //# sourceMappingURL=spine-canvas.js.map