微信小程序-省心预览工具

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Spine Runtimes License Agreement
Last updated April 5, 2025. Replaces all prior versions.
Copyright (c) 2013-2025, Esoteric Software LLC
Integration of the Spine Runtimes into software or otherwise creating
derivative works of the Spine Runtimes is permitted under the terms and
conditions of Section 2 of the Spine Editor License Agreement:
http://esotericsoftware.com/spine-editor-license
Otherwise, it is permitted to integrate the Spine Runtimes into software
or otherwise create derivative works of the Spine Runtimes (collectively,
"Products"), provided that each user of the Products must obtain their own
Spine Editor license and redistribution of the Products in any form must
include this license and copyright notice.
THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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# spine-ts WebGL
Please see the top-level [README.md](../README.md) for more information.
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { AssetManagerBase, Downloader } from "@esotericsoftware/spine-core";
import { ManagedWebGLRenderingContext } from "./WebGL.js";
export declare class AssetManager extends AssetManagerBase {
constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, pathPrefix?: string, downloader?: Downloader);
}
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { AssetManagerBase, Downloader } from "@esotericsoftware/spine-core";
import { GLTexture } from "./GLTexture.js";
export class AssetManager extends AssetManagerBase {
constructor(context, pathPrefix = "", downloader = new Downloader()) {
super((image) => {
return new GLTexture(context, image);
}, pathPrefix, downloader);
}
}
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Matrix4 } from "./Matrix4.js";
import { Vector3 } from "./Vector3.js";
export declare class OrthoCamera {
position: Vector3;
direction: Vector3;
up: Vector3;
near: number;
far: number;
zoom: number;
viewportWidth: number;
viewportHeight: number;
projectionView: Matrix4;
inverseProjectionView: Matrix4;
projection: Matrix4;
view: Matrix4;
constructor(viewportWidth: number, viewportHeight: number);
update(): void;
screenToWorld(screenCoords: Vector3, screenWidth: number, screenHeight: number): Vector3;
worldToScreen(worldCoords: Vector3, screenWidth: number, screenHeight: number): Vector3;
setViewport(viewportWidth: number, viewportHeight: number): void;
}
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Matrix4 } from "./Matrix4.js";
import { Vector3 } from "./Vector3.js";
export class OrthoCamera {
position = new Vector3(0, 0, 0);
direction = new Vector3(0, 0, -1);
up = new Vector3(0, 1, 0);
near = 0;
far = 100;
zoom = 1;
viewportWidth = 0;
viewportHeight = 0;
projectionView = new Matrix4();
inverseProjectionView = new Matrix4();
projection = new Matrix4();
view = new Matrix4();
constructor(viewportWidth, viewportHeight) {
this.viewportWidth = viewportWidth;
this.viewportHeight = viewportHeight;
this.update();
}
update() {
let projection = this.projection;
let view = this.view;
let projectionView = this.projectionView;
let inverseProjectionView = this.inverseProjectionView;
let zoom = this.zoom, viewportWidth = this.viewportWidth, viewportHeight = this.viewportHeight;
projection.ortho(zoom * (-viewportWidth / 2), zoom * (viewportWidth / 2), zoom * (-viewportHeight / 2), zoom * (viewportHeight / 2), this.near, this.far);
view.lookAt(this.position, this.direction, this.up);
projectionView.set(projection.values);
projectionView.multiply(view);
inverseProjectionView.set(projectionView.values).invert();
}
screenToWorld(screenCoords, screenWidth, screenHeight) {
let x = screenCoords.x, y = screenHeight - screenCoords.y - 1;
screenCoords.x = (2 * x) / screenWidth - 1;
screenCoords.y = (2 * y) / screenHeight - 1;
screenCoords.z = (2 * screenCoords.z) - 1;
screenCoords.project(this.inverseProjectionView);
return screenCoords;
}
worldToScreen(worldCoords, screenWidth, screenHeight) {
worldCoords.project(this.projectionView);
worldCoords.x = screenWidth * (worldCoords.x + 1) / 2;
worldCoords.y = screenHeight * (worldCoords.y + 1) / 2;
worldCoords.z = (worldCoords.z + 1) / 2;
return worldCoords;
}
setViewport(viewportWidth, viewportHeight) {
this.viewportWidth = viewportWidth;
this.viewportHeight = viewportHeight;
}
}
//# 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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { OrthoCamera } from "./Camera.js";
export declare class CameraController {
canvas: HTMLElement;
camera: OrthoCamera;
constructor(canvas: HTMLElement, camera: OrthoCamera);
}
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Input } from "./Input.js";
import { Vector3 } from "./Vector3.js";
export class CameraController {
canvas;
camera;
constructor(canvas, camera) {
this.canvas = canvas;
this.camera = camera;
let cameraX = 0, cameraY = 0, cameraZoom = 0;
let mouseX = 0, mouseY = 0;
let lastX = 0, lastY = 0;
let initialZoom = 0;
new Input(canvas).addListener({
down: (x, y) => {
cameraX = camera.position.x;
cameraY = camera.position.y;
mouseX = lastX = x;
mouseY = lastY = y;
initialZoom = camera.zoom;
},
dragged: (x, y) => {
let deltaX = x - mouseX;
let deltaY = y - mouseY;
let originWorld = camera.screenToWorld(new Vector3(0, 0), canvas.clientWidth, canvas.clientHeight);
let deltaWorld = camera.screenToWorld(new Vector3(deltaX, deltaY), canvas.clientWidth, canvas.clientHeight).sub(originWorld);
camera.position.set(cameraX - deltaWorld.x, cameraY - deltaWorld.y, 0);
camera.update();
lastX = x;
lastY = y;
},
wheel: (delta) => {
let zoomAmount = delta / 200 * camera.zoom;
let newZoom = camera.zoom + zoomAmount;
if (newZoom > 0) {
let x = 0, y = 0;
if (delta < 0) {
x = lastX;
y = lastY;
}
else {
let viewCenter = new Vector3(canvas.clientWidth / 2 + 15, canvas.clientHeight / 2);
let mouseToCenterX = lastX - viewCenter.x;
let mouseToCenterY = canvas.clientHeight - 1 - lastY - viewCenter.y;
x = viewCenter.x - mouseToCenterX;
y = canvas.clientHeight - 1 - viewCenter.y + mouseToCenterY;
}
let oldDistance = camera.screenToWorld(new Vector3(x, y), canvas.clientWidth, canvas.clientHeight);
camera.zoom = newZoom;
camera.update();
let newDistance = camera.screenToWorld(new Vector3(x, y), canvas.clientWidth, canvas.clientHeight);
camera.position.add(oldDistance.sub(newDistance));
camera.update();
}
},
zoom: (initialDistance, distance) => {
let newZoom = initialDistance / distance;
camera.zoom = initialZoom * newZoom;
},
up: (x, y) => {
lastX = x;
lastY = y;
},
moved: (x, y) => {
lastX = x;
lastY = y;
},
});
}
}
//# 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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Texture, Disposable, Restorable, TextureFilter, TextureWrap } from "@esotericsoftware/spine-core";
import { ManagedWebGLRenderingContext } from "./WebGL.js";
export declare class GLTexture extends Texture implements Disposable, Restorable {
context: ManagedWebGLRenderingContext;
private texture;
private boundUnit;
private useMipMaps;
static DISABLE_UNPACK_PREMULTIPLIED_ALPHA_WEBGL: boolean;
constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, image: HTMLImageElement | ImageBitmap, useMipMaps?: boolean);
setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
static validateMagFilter(magFilter: TextureFilter): TextureFilter.Nearest | TextureFilter.Linear;
static usesMipMaps(filter: TextureFilter): boolean;
setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
update(useMipMaps: boolean): void;
restore(): void;
bind(unit?: number): void;
unbind(): void;
dispose(): void;
}
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Texture, TextureFilter } from "@esotericsoftware/spine-core";
import { ManagedWebGLRenderingContext } from "./WebGL.js";
export class GLTexture extends Texture {
context;
texture = null;
boundUnit = 0;
useMipMaps = false;
static DISABLE_UNPACK_PREMULTIPLIED_ALPHA_WEBGL = false;
constructor(context, image, useMipMaps = false) {
super(image);
this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context);
this.useMipMaps = useMipMaps;
this.restore();
this.context.addRestorable(this);
}
setFilters(minFilter, magFilter) {
let gl = this.context.gl;
this.bind();
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, GLTexture.validateMagFilter(magFilter));
this.useMipMaps = GLTexture.usesMipMaps(minFilter);
if (this.useMipMaps)
gl.generateMipmap(gl.TEXTURE_2D);
}
static validateMagFilter(magFilter) {
switch (magFilter) {
case TextureFilter.MipMapLinearLinear:
case TextureFilter.MipMapLinearNearest:
case TextureFilter.MipMapNearestLinear:
case TextureFilter.MipMapNearestNearest:
return TextureFilter.Linear;
default:
return magFilter;
}
}
static usesMipMaps(filter) {
switch (filter) {
case TextureFilter.MipMapLinearLinear:
case TextureFilter.MipMapLinearNearest:
case TextureFilter.MipMapNearestLinear:
case TextureFilter.MipMapNearestNearest:
return true;
default:
return false;
}
}
setWraps(uWrap, vWrap) {
let gl = this.context.gl;
this.bind();
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, uWrap);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, vWrap);
}
update(useMipMaps) {
let gl = this.context.gl;
if (!this.texture)
this.texture = this.context.gl.createTexture();
this.bind();
if (GLTexture.DISABLE_UNPACK_PREMULTIPLIED_ALPHA_WEBGL)
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this._image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, useMipMaps ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
if (useMipMaps)
gl.generateMipmap(gl.TEXTURE_2D);
}
restore() {
this.texture = null;
this.update(this.useMipMaps);
}
bind(unit = 0) {
let gl = this.context.gl;
this.boundUnit = unit;
gl.activeTexture(gl.TEXTURE0 + unit);
gl.bindTexture(gl.TEXTURE_2D, this.texture);
}
unbind() {
let gl = this.context.gl;
gl.activeTexture(gl.TEXTURE0 + this.boundUnit);
gl.bindTexture(gl.TEXTURE_2D, null);
}
dispose() {
this.context.removeRestorable(this);
let gl = this.context.gl;
gl.deleteTexture(this.texture);
}
}
//# 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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Disposable } from "./index.js";
export declare class Input implements Disposable {
element: HTMLElement;
mouseX: number;
mouseY: number;
buttonDown: boolean;
touch0: Touch | null;
touch1: Touch | null;
initialPinchDistance: number;
private listeners;
private autoPreventDefault;
private isTouch;
private callbacks;
constructor(element: HTMLElement, autoPreventDefault?: boolean);
private setupCallbacks;
dispose(): void;
addListener(listener: InputListener): void;
removeListener(listener: InputListener): void;
}
export declare class Touch {
identifier: number;
x: number;
y: number;
constructor(identifier: number, x: number, y: number);
}
export interface InputListener {
down?(x: number, y: number, ev?: MouseEvent | TouchEvent): void;
up?(x: number, y: number, ev?: MouseEvent | TouchEvent): void;
moved?(x: number, y: number, ev?: MouseEvent | TouchEvent): void;
dragged?(x: number, y: number, ev?: MouseEvent | TouchEvent): void;
wheel?(delta: number, ev?: MouseEvent | TouchEvent): void;
zoom?(initialDistance: number, distance: number, ev?: MouseEvent | TouchEvent): void;
}
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
export class Input {
element;
mouseX = 0;
mouseY = 0;
buttonDown = false;
touch0 = null;
touch1 = null;
initialPinchDistance = 0;
listeners = new Array();
autoPreventDefault;
// this is needed because browsers sends mousedown-mousemove-mousesup after a touch sequence, unless touch end preventDefault
// but preventing default will result in preventing interaction with the page.
isTouch = false;
callbacks;
constructor(element, autoPreventDefault = true) {
this.element = element;
this.autoPreventDefault = autoPreventDefault;
this.callbacks = this.setupCallbacks(element);
}
setupCallbacks(element) {
const mouseDown = (ev) => {
if (ev instanceof MouseEvent && !this.isTouch) {
let rect = element.getBoundingClientRect();
this.mouseX = ev.clientX - rect.left;
this.mouseY = ev.clientY - rect.top;
this.buttonDown = true;
this.listeners.map((listener) => { if (listener.down)
listener.down(this.mouseX, this.mouseY, ev); });
}
};
const mouseMove = (ev) => {
if (ev instanceof MouseEvent && !this.isTouch) {
let rect = element.getBoundingClientRect();
this.mouseX = ev.clientX - rect.left;
this.mouseY = ev.clientY - rect.top;
this.listeners.map((listener) => {
if (this.buttonDown) {
if (listener.dragged)
listener.dragged(this.mouseX, this.mouseY, ev);
}
else {
if (listener.moved)
listener.moved(this.mouseX, this.mouseY, ev);
}
});
}
};
const mouseUp = (ev) => {
if (ev instanceof MouseEvent && !this.isTouch) {
let rect = element.getBoundingClientRect();
this.mouseX = ev.clientX - rect.left;
;
this.mouseY = ev.clientY - rect.top;
this.buttonDown = false;
this.listeners.map((listener) => { if (listener.up)
listener.up(this.mouseX, this.mouseY, ev); });
}
};
const mouseWheel = (ev) => {
if (this.autoPreventDefault)
ev.preventDefault();
let deltaY = ev.deltaY;
if (ev.deltaMode == WheelEvent.DOM_DELTA_LINE)
deltaY *= 8;
if (ev.deltaMode == WheelEvent.DOM_DELTA_PAGE)
deltaY *= 24;
this.listeners.map((listener) => { if (listener.wheel)
listener.wheel(ev.deltaY, ev); });
};
const touchStart = (ev) => {
this.isTouch = true;
if (!this.touch0 || !this.touch1) {
var touches = ev.changedTouches;
let nativeTouch = touches.item(0);
if (!nativeTouch)
return;
let rect = element.getBoundingClientRect();
let x = nativeTouch.clientX - rect.left;
let y = nativeTouch.clientY - rect.top;
let touch = new Touch(nativeTouch.identifier, x, y);
this.mouseX = x;
this.mouseY = y;
this.buttonDown = true;
if (!this.touch0) {
this.touch0 = touch;
this.listeners.map((listener) => { if (listener.down)
listener.down(touch.x, touch.y, ev); });
}
else if (!this.touch1) {
this.touch1 = touch;
let dx = this.touch1.x - this.touch0.x;
let dy = this.touch1.x - this.touch0.x;
this.initialPinchDistance = Math.sqrt(dx * dx + dy * dy);
this.listeners.map((listener) => { if (listener.zoom)
listener.zoom(this.initialPinchDistance, this.initialPinchDistance, ev); });
}
}
if (this.autoPreventDefault)
ev.preventDefault();
};
const touchMove = (ev) => {
this.isTouch = true;
if (this.touch0) {
var touches = ev.changedTouches;
let rect = element.getBoundingClientRect();
for (var i = 0; i < touches.length; i++) {
var nativeTouch = touches[i];
let x = nativeTouch.clientX - rect.left;
let y = nativeTouch.clientY - rect.top;
if (this.touch0.identifier === nativeTouch.identifier) {
this.touch0.x = this.mouseX = x;
this.touch0.y = this.mouseY = y;
this.listeners.map((listener) => { if (listener.dragged)
listener.dragged(x, y, ev); });
}
if (this.touch1 && this.touch1.identifier === nativeTouch.identifier) {
this.touch1.x = this.mouseX = x;
this.touch1.y = this.mouseY = y;
}
}
if (this.touch0 && this.touch1) {
let dx = this.touch1.x - this.touch0.x;
let dy = this.touch1.x - this.touch0.x;
let distance = Math.sqrt(dx * dx + dy * dy);
this.listeners.map((listener) => { if (listener.zoom)
listener.zoom(this.initialPinchDistance, distance, ev); });
}
}
if (this.autoPreventDefault)
ev.preventDefault();
};
const touchEnd = (ev) => {
this.isTouch = true;
if (this.touch0) {
var touches = ev.changedTouches;
let rect = element.getBoundingClientRect();
for (var i = 0; i < touches.length; i++) {
var nativeTouch = touches[i];
let x = nativeTouch.clientX - rect.left;
let y = nativeTouch.clientY - rect.top;
if (this.touch0.identifier === nativeTouch.identifier) {
this.touch0 = null;
this.mouseX = x;
this.mouseY = y;
this.listeners.map((listener) => { if (listener.up)
listener.up(x, y, ev); });
if (!this.touch1) {
this.buttonDown = false;
break;
}
else {
this.touch0 = this.touch1;
this.touch1 = null;
this.mouseX = this.touch0.x;
this.mouseX = this.touch0.x;
this.buttonDown = true;
this.listeners.map((listener) => { if (listener.down)
listener.down(this.touch0.x, this.touch0.y, ev); });
}
}
if (this.touch1 && this.touch1.identifier) {
this.touch1 = null;
}
}
}
if (this.autoPreventDefault)
ev.preventDefault();
};
element.addEventListener("mousedown", mouseDown, true);
element.addEventListener("mousemove", mouseMove, true);
element.addEventListener("mouseup", mouseUp, true);
element.addEventListener("wheel", mouseWheel, true);
element.addEventListener("touchstart", touchStart, { passive: false, capture: false });
element.addEventListener("touchmove", touchMove, { passive: false, capture: false });
element.addEventListener("touchend", touchEnd, { passive: false, capture: false });
element.addEventListener("touchcancel", touchEnd);
return {
mouseDown,
mouseMove,
mouseUp,
mouseWheel,
touchStart,
touchMove,
touchEnd,
};
}
dispose() {
const element = this.element;
element.removeEventListener("mousedown", this.callbacks.mouseDown, true);
element.removeEventListener("mousemove", this.callbacks.mouseMove, true);
element.removeEventListener("mouseup", this.callbacks.mouseUp, true);
element.removeEventListener("wheel", this.callbacks.mouseWheel, true);
element.removeEventListener("touchstart", this.callbacks.touchStart, { capture: false });
element.removeEventListener("touchmove", this.callbacks.touchMove, { capture: false });
element.removeEventListener("touchend", this.callbacks.touchEnd, { capture: false });
element.removeEventListener("touchcancel", this.callbacks.touchEnd);
this.listeners.length = 0;
}
addListener(listener) {
this.listeners.push(listener);
}
removeListener(listener) {
let idx = this.listeners.indexOf(listener);
if (idx > -1) {
this.listeners.splice(idx, 1);
}
}
}
export class Touch {
identifier;
x;
y;
constructor(identifier, x, y) {
this.identifier = identifier;
this.x = x;
this.y = y;
}
}
//# 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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Color, Disposable } from "@esotericsoftware/spine-core";
import { SceneRenderer } from "./SceneRenderer.js";
export declare class LoadingScreen implements Disposable {
private renderer;
private logo;
private spinner;
private angle;
private fadeOut;
private fadeIn;
private timeKeeper;
backgroundColor: Color;
private tempColor;
constructor(renderer: SceneRenderer);
dispose(): void;
draw(complete?: boolean): void;
drawInCoordinates(x: number, y: number): void;
}
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { BlendMode, Color, TimeKeeper } from "@esotericsoftware/spine-core";
import { GLTexture } from "./GLTexture.js";
import { ResizeMode } from "./SceneRenderer.js";
let spinnerImage;
let logoImage;
let loaded = 0;
const FADE_IN = 1, FADE_OUT = 1;
const logoWidth = 165, logoHeight = 108, spinnerSize = 163;
export class LoadingScreen {
renderer;
logo = null;
spinner = null;
angle = 0;
fadeOut = 0;
fadeIn = 0;
timeKeeper = new TimeKeeper();
backgroundColor = new Color(0.135, 0.135, 0.135, 1);
tempColor = new Color();
constructor(renderer) {
this.renderer = renderer;
this.timeKeeper.maxDelta = 9;
if (!logoImage) {
let isSafari = navigator.userAgent.indexOf("Safari") > -1; // Thank you Apple Inc.
let onload = () => loaded++;
logoImage = new Image();
logoImage.src = SPINE_LOGO_DATA;
if (!isSafari)
logoImage.crossOrigin = "anonymous";
logoImage.onload = onload;
spinnerImage = new Image();
spinnerImage.src = SPINNER_DATA;
if (!isSafari)
spinnerImage.crossOrigin = "anonymous";
spinnerImage.onload = onload;
}
}
dispose() {
this.logo?.dispose();
this.spinner?.dispose();
}
draw(complete = false) {
if (loaded < 2 || (complete && this.fadeOut > FADE_OUT))
return;
this.timeKeeper.update();
let a = Math.abs(Math.sin(this.timeKeeper.totalTime + 0.25));
this.angle -= this.timeKeeper.delta * 200 * (1 + 1.5 * Math.pow(a, 5));
let tempColor = this.tempColor;
let renderer = this.renderer;
let canvas = renderer.canvas;
let gl = renderer.context.gl;
renderer.resize(ResizeMode.Expand);
renderer.camera.position.set(canvas.width / 2, canvas.height / 2, 0);
renderer.batcher.setBlendMode(BlendMode.Normal, true);
if (complete) {
this.fadeOut += this.timeKeeper.delta * (this.timeKeeper.totalTime < 1 ? 2 : 1);
if (this.fadeOut > FADE_OUT)
return;
tempColor.setFromColor(this.backgroundColor);
a = 1 - this.fadeOut / FADE_OUT;
a = 1 - (a - 1) * (a - 1);
tempColor.a *= a;
if (tempColor.a > 0) {
renderer.camera.zoom = 1;
renderer.begin();
renderer.quad(true, 0, 0, canvas.width, 0, canvas.width, canvas.height, 0, canvas.height, tempColor, tempColor, tempColor, tempColor);
renderer.end();
}
}
else {
this.fadeIn += this.timeKeeper.delta;
if (this.backgroundColor.a > 0) {
gl.clearColor(this.backgroundColor.r, this.backgroundColor.g, this.backgroundColor.b, this.backgroundColor.a);
gl.clear(gl.COLOR_BUFFER_BIT);
}
a = 1;
}
a *= Math.min(this.fadeIn / FADE_IN, 1);
tempColor.set(a, a, a, a);
if (!this.logo) {
this.logo = new GLTexture(renderer.context, logoImage);
this.spinner = new GLTexture(renderer.context, spinnerImage);
}
renderer.camera.zoom = Math.max(1, spinnerSize / canvas.height);
renderer.begin();
renderer.drawTexture(this.logo, (canvas.width - logoWidth) / 2, (canvas.height - logoHeight) / 2, logoWidth, logoHeight, tempColor);
if (this.spinner)
renderer.drawTextureRotated(this.spinner, (canvas.width - spinnerSize) / 2, (canvas.height - spinnerSize) / 2, spinnerSize, spinnerSize, spinnerSize / 2, spinnerSize / 2, this.angle, tempColor);
renderer.end();
}
drawInCoordinates(x, y) {
if (loaded < 2)
return;
this.timeKeeper.update();
let renderer = this.renderer;
renderer.batcher.setBlendMode(BlendMode.Normal, true);
if (!this.logo) {
this.logo = new GLTexture(renderer.context, logoImage);
this.spinner = new GLTexture(renderer.context, spinnerImage);
}
const shiftedX = x - logoWidth / 2;
const shiftedY = y - logoHeight / 2;
renderer.drawTexture(this.logo, shiftedX, shiftedY, logoWidth, logoHeight);
this.angle -= this.timeKeeper.delta * 500;
if (this.spinner)
renderer.drawTextureRotated(this.spinner, shiftedX, shiftedY - 25, spinnerSize, spinnerSize, spinnerSize / 2, spinnerSize / 2, this.angle);
}
}
let SPINNER_DATA = "data:image/png;base64,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";
let SPINE_LOGO_DATA = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAKUAAABsCAYAAAALzHKmAAAQ7klEQVR42u3da4xdVRUA4D0zd2Y6nZY59DVtZ1puS9+lzC0YAi2UQ8AAQczFpPgA9VIeIQbirRqJ0cBUBVGjDr/QCKSNRSMmpuODxAdxqhgwxkhFjf6Sxh/+UUNVNGJCzR7uTvas7LXX2q9zzp3em6y0gTN3Zu75utZe5+yztxC9V+/Ve5X9En1Vjd7J6SFbLNF7naPw+l2jh7YHMBWssqMHtlsRdim4qsLtIawaPiHEQOLoNrA9iIkQDnRrVA1qD2LZ8ISoxYqKo13sQAtBWBayQWZUAXGRQM9JjCngDVY0UqJNDbQrMcaGmArdUKpIjbYiQLsCZCyIMQBy8QwnilR4Q5AuCpxFYvRFmBLbEiwKwpsSaWycVQGZBKMrwBjA9BhxDe57u2L2hOoKNCbOrgAZitEVYUxoKSMErQvSxYIzCkguRg5EF4AUhqUlhy/YUKSxcRaKsioYOQhD4I0yYxkR3PcJBcuFysmgsXAWBTMJyBCMIQh9kGGxXIXvexCQXbHGAMrBWTbM2CCpMSMLIxehC77lSJwXGth7M0FzoVJIXXDWQnGmhOkL0ic7YhhtWdGGkAuPAjUWGoF4faCmwBkbZmyUqUCyMqMLRA4+E6IsdTjidUHKBYrh9CnpRcH0ypKxsyOGEYNIIeTCOz91OIJ1QYoB5eAMyZo+MFNnyVTZ0YiRC9EGEMOyAgshxErHsL2XK1gOUgwohtM1a5YNM7Rsu4K0ZkcbRm4mpPBRwFZ5hg9eCqkrUB+csWGGogzNkqEgrdnRhpGLkINudaLgwvVB6oqzCjCTZElb2Y4B0gUjBtEG0ARnDRLjjoG9DwcshtQGlIPTljVjwUySLWNkyRCQVHa0ZUUTRAwgF91a33BEy0VKAcVwwqwZC2bqbOlUurllOxQkJzNyINoAYqjWhYYjWg5SCiiG05Q1U8FMjTIoS8YE6YORi1BHtJ4KIcQEEtTXUWAxpK44YVlPBdO1jCdFWTZIE8bVGEYMIRPcZGBw4HKQcoBiOE1ZMzbMgVQwU6JMAdKEEcuIJogUvg1YCCE2gsCO42DlIIVAKZwpYJaSLVNnSU6XjYHUmxhTmXaFaMO3EYkLqMC+FsLlIoVAKZzMrEnBhJeLfLNlKMrYWRIDCbOkFSSVHbHM6AKRC6/ODUewNqQ+OLlZkxpjUmV8MBbMUJSxyzY3Q1IgTRgxiBRCHdem0KDAUkBh9sRwwjEnAXMMgTnKhFlUtiwkS5rGka4g9SaGgxFmRC7AzTCEEBcyA36dDSsXqAtOLkysjGMwY5XxVChjZ0kuSCo7YlkRQsQQYtDEFsegsLoCxUp7Kpgps2UslFGzJGccSYHUmxhOZqwzEZqAbfUMCisHKIZzgsCpl3MTzMwTpi1bYp2477gyFKUxS7qWbdjY2EBS2dGE0QQRA7gNCyHEdhjE8RhUDlBT9tzgmjWZMFNlSy+Urk1OzCyJlW0XkK4YOQh1cDtcgwBrQmoDWkdgboBZE8mYsJSHlnFbJ+5bwmOPJ7lZkirbC8aRsMvmgtTHjBhGE0QbwJ2egUE1ITVlUC5OmDVdYNrKuN70xM6WoShjlW4464dbtiFIWK6x7GjESEHUUe0iYncnbMdQSE0Z1ITTNOb0hRmjjLtmS9dmJ2rp1jtuKktyyrb6YLEMCUHq2dGG0QQRQ7f72kzc+cJecerne8Wvv7JNPHPvenEkz8Sh3UtFc92QyGt9Yko/HgOLAIUZlItTz5ouMF3KuE+2jFLCQ1D6lm6fLMkBacuOJowYRBUXyfjuHjF3NhdnsfjvAfH6E9vFt9XxKgikEKgJZyyYalzOLeMu2bLbULI6bh+QGwmQ+rgRlumdGEQAao+K56bEL2woVUwOiev0r8OAUjiJrMmFCbvykGxZRAmPitK1dHM7bohyMsuyi/I8f0+e57fJYIKEZXpXo9E4mOf5XTKyLLvCBLETF8uY2SKepkC+dpX4T02Ivepr4HvZcOZ5fmee54fyPL+DmTUhzAs6n4n8bN5dr9f3YdkSg8nsxG0lPBVKVpNjG0/aGhzfLDmRZdnumZmZp8+c+cdZPV555fSr7Xb7s0jJ3i5Pcue4MxKkPPkvvXTqz/B92u32l0wYOzG1fkhcd/py8Rcbyq/vFM/KY1WA95h/3zzP71bfU6JsNpsfgj+P/FlbrdaDGExYyuXvLz8H+DudODH700ajcSM3W6Yu4alQ1spCOTd38jcKocTZbh9+9NixY99XJ8AEUkcpo9W64yH197m5k7+bnZ19QT+J09NHntQhwji/Jg58qi6++ofLxJ8gSFneVw2Ka4QQDfh1Ok4dZavVmtZ/nrm5k7/Vf55O1tRhboUw5+ZOvqyOl5+R/FyOHj32PYVU/tloNG5IXcKrhJIzngwp3fNjomazea/64BuNxts646f50lWv169utw9/DmtqdJQyZFaSJVuV6nq9fqMEof5/vV6/CYBqgJDlee+yAbF/+4i4ZWqZeNfaIfHWzn+Hx0KcEuU9+s8jv3ej0bhVlXOZydX/k0iRMeb8P0D5e6tj8zy/Xb9UJIc56h/yqVOnXul8lmuZ2bJslKmbHG7XrbpCmCXFRLvdfqQD6jTS3Jiy5I4OykM6ADV+1Eu1DmV6evopBORexzDi1L+X/HnGxsb2w3Hm9PSRJ9QxWPOTZdmlKht2hi+w6dkox5bqffI8fye3hDteGqKaHVsHXihKl0tB+h0cY+lute54AGRKDCW89LNTRynHb7ChUWVVjetOnJh9EYBUyPZeNCoOtsbFQwdXi4/esELcd+tq8cCHJ8UXp+viy9efLz7AgamjlKXc1AA1m83DoIRDlFubzeb96hhZLVTlgJ24gttutx+ONa50bHZKRenaeTs1OfpAfnr6yOOdE7EZdNwmlKocntXLNkA5JTGq47Ds+Lf94lWsyfnXleLfnIwJUN4DOnNYwuUxh2A3Ln9XULrfK8t3J27Tu3BVwiOjXJqoAy8UZej1yclGo3GTLN+gu3w+z/P3YaWbQqk3Ne12e4ZC+c8rxWsYytcPiP9RpZxCqWDKnxOiBNlyAUpOnGsoh4tA2Rm8X9xqtT6md5wyZmYe+0YRKL+1S/wYQ3n8zctBl5SBUv5djivfjMOPduIzcizeiYfr9foVvUwZG+XCuzibZKnSceZ5/v4QlKp8y7ElhnJlTeTP7BI/kllRYfzrfvHqFy4UX1vaL/aVlSmROzwbwdS29T2UcEwZF+V8ozM2lu1VY812u/15akypGh3TmFJesJbHHD167IdUxz3YJy5bNySuX1mbvy55CbMLtzU6tjGlsdFptVqfUMc0Go23F4wy1l2dSnbfvpMwVPe9WWVLDsrOJaF9MFu2Wq1PqmNkGce67xiXhTjdNwdlvV6/BgxfbPfBfVCetxi6b9/rlCup65QzM48dl2OjLMv26CibzeZ96sTIzEFdpwQXz9U1yrtVlpR/Zll2Fec65Y6l4pbbx8XHH9kknvzJlPjlHy8Tp29eKT5ou0aJoIT3w3dBlLDzVpfAJEZ1XOdaJZxnOSlvPMjPzxFljIvng914RwebsjYO7uhMyHu46sOfnf3Oz2TXDW6vvYxdFoIXz3Wc8J5zs9n8iOn2IrxTc2BM3Glqdp7dI553uaOjxrhwcob+MyuUpjs6WZZdon8OcigjPx8V+u+GTWFTSWEx3WYcdJ225jNDSE4q0GHCzlueHOyujn6bUWYgeb9ZZUaQPe+GzQ+Gc8+oOGhC+c1d4gfI16n3XDAhQ7+9qE9l01E2Go132GYKyXE1NiFDTcpoNpv3LOYJGWXNErJNW9sEp63p2RKiVPMn1bS1DgxsyhoGdGpmizj+xtXiDYnx7/vFmce3iWdW1cTVGEY4hQ2ZW0nNq8Qm/M6XbXm3S100lwGedFybuvNOibLI+ZS2ceU4eAxiEuvCkfmU8ycToDxETe6FgCBQHeqyAbFvfEhcO7BwDuXFCEbTZF840XeHK0jYcbs2OIGle0mVJ/mmnClEPQqxyTY5I8/zFhif7fSZee4bnrPOU4AssnRXHaVTCTd14dRDY3UbTIiSeFhsN/aMjgnqthFx880rxX3yATL5p3y4LPXzOaBkUyBjZMlYpbtQlIOBD475ZEusjMNSvkXe6VEoJVDkeZ2dzIfIFsRzU+JF2OyM9M9fTC/6SUYOyFQPjQ2nWiUjxnPfw5EeHqMWIqAeIFsAU847lJM2JM6xsewt1OIDLs99P7ZFHNdB/upS8XtPiD7PfLuCXJNolYyyFiNI/Zit65ItrOVafFbHcFohY7hPTN21Tjz4uc3iqfsnxKdX1MTl1OoYRFaMsToGB6Trw2JFP/OdZC2hJZ7ZkrMoAbbSGmelDJ91hFKuJeS7jlBMkJnrAqqJlgMUZS/dArPlGHNdSg5M3xXXtvquuEatvIYtDRhpxbUJuIgqsU5lGWtUploK0KuEU9mSW8YpmFQ556xNuYW7NiW13B+FkMiKHIy+C6eGgBxJvMR0oSv5hi6+z4HJyZoU0M2RVvDlrOQbcxVfX5AhZbuqy0v7ZstYMLHlAVlLTF9ALLbvu9Y5Zylpn/XOsd0ibIvxr2KCLHpp6SCUIdnSZSF+WzfOhem6GD+1KwR3Z4jNjrtDpNoZwmWd8yrupZN6Hx3fbMmFSe0Swdq2ZIPjxk1112Duo8OBGLrBkw/IoncdK2XHsdC9dHz204m50xh3tzFq1zFqtzHXrfCw7OgDsqyNnZLszVijsmXgrmNcmGtS78lIoMX2aJz03fKO2sDJddPQSCDPiQ1DfWBycY6XtXstc2PQKuxgG2McmXTPb9/9vmuJYXKyJrWjbeg+3xPM4O73nWqvbyw7xgZZSJbEUBa157cNJjdr2vb+5iA1YV3HxYscj30PDCEHIgcjtfm8K8hSsmRotkwFk5s1TTghUAopB6xrjHMBBkI0YYLine truncated
//# 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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Vector3 } from "./Vector3.js";
export declare const M00 = 0;
export declare const M01 = 4;
export declare const M02 = 8;
export declare const M03 = 12;
export declare const M10 = 1;
export declare const M11 = 5;
export declare const M12 = 9;
export declare const M13 = 13;
export declare const M20 = 2;
export declare const M21 = 6;
export declare const M22 = 10;
export declare const M23 = 14;
export declare const M30 = 3;
export declare const M31 = 7;
export declare const M32 = 11;
export declare const M33 = 15;
export declare class Matrix4 {
temp: Float32Array;
values: Float32Array;
private static xAxis;
private static yAxis;
private static zAxis;
private static tmpMatrix;
constructor();
set(values: ArrayLike<number>): Matrix4;
transpose(): Matrix4;
identity(): Matrix4;
invert(): Matrix4;
determinant(): number;
translate(x: number, y: number, z: number): Matrix4;
copy(): Matrix4;
projection(near: number, far: number, fovy: number, aspectRatio: number): Matrix4;
ortho2d(x: number, y: number, width: number, height: number): Matrix4;
ortho(left: number, right: number, bottom: number, top: number, near: number, far: number): Matrix4;
multiply(matrix: Matrix4): Matrix4;
multiplyLeft(matrix: Matrix4): Matrix4;
lookAt(position: Vector3, direction: Vector3, up: Vector3): this;
}
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Vector3 } from "./Vector3.js";
export const M00 = 0;
export const M01 = 4;
export const M02 = 8;
export const M03 = 12;
export const M10 = 1;
export const M11 = 5;
export const M12 = 9;
export const M13 = 13;
export const M20 = 2;
export const M21 = 6;
export const M22 = 10;
export const M23 = 14;
export const M30 = 3;
export const M31 = 7;
export const M32 = 11;
export const M33 = 15;
export class Matrix4 {
temp = new Float32Array(16);
values = new Float32Array(16);
static xAxis = new Vector3();
static yAxis = new Vector3();
static zAxis = new Vector3();
static tmpMatrix = new Matrix4();
constructor() {
let v = this.values;
v[M00] = 1;
v[M11] = 1;
v[M22] = 1;
v[M33] = 1;
}
set(values) {
this.values.set(values);
return this;
}
transpose() {
let t = this.temp;
let v = this.values;
t[M00] = v[M00];
t[M01] = v[M10];
t[M02] = v[M20];
t[M03] = v[M30];
t[M10] = v[M01];
t[M11] = v[M11];
t[M12] = v[M21];
t[M13] = v[M31];
t[M20] = v[M02];
t[M21] = v[M12];
t[M22] = v[M22];
t[M23] = v[M32];
t[M30] = v[M03];
t[M31] = v[M13];
t[M32] = v[M23];
t[M33] = v[M33];
return this.set(t);
}
identity() {
let v = this.values;
v[M00] = 1;
v[M01] = 0;
v[M02] = 0;
v[M03] = 0;
v[M10] = 0;
v[M11] = 1;
v[M12] = 0;
v[M13] = 0;
v[M20] = 0;
v[M21] = 0;
v[M22] = 1;
v[M23] = 0;
v[M30] = 0;
v[M31] = 0;
v[M32] = 0;
v[M33] = 1;
return this;
}
invert() {
let v = this.values;
let t = this.temp;
let l_det = v[M30] * v[M21] * v[M12] * v[M03] - v[M20] * v[M31] * v[M12] * v[M03] - v[M30] * v[M11] * v[M22] * v[M03]
+ v[M10] * v[M31] * v[M22] * v[M03] + v[M20] * v[M11] * v[M32] * v[M03] - v[M10] * v[M21] * v[M32] * v[M03]
- v[M30] * v[M21] * v[M02] * v[M13] + v[M20] * v[M31] * v[M02] * v[M13] + v[M30] * v[M01] * v[M22] * v[M13]
- v[M00] * v[M31] * v[M22] * v[M13] - v[M20] * v[M01] * v[M32] * v[M13] + v[M00] * v[M21] * v[M32] * v[M13]
+ v[M30] * v[M11] * v[M02] * v[M23] - v[M10] * v[M31] * v[M02] * v[M23] - v[M30] * v[M01] * v[M12] * v[M23]
+ v[M00] * v[M31] * v[M12] * v[M23] + v[M10] * v[M01] * v[M32] * v[M23] - v[M00] * v[M11] * v[M32] * v[M23]
- v[M20] * v[M11] * v[M02] * v[M33] + v[M10] * v[M21] * v[M02] * v[M33] + v[M20] * v[M01] * v[M12] * v[M33]
- v[M00] * v[M21] * v[M12] * v[M33] - v[M10] * v[M01] * v[M22] * v[M33] + v[M00] * v[M11] * v[M22] * v[M33];
if (l_det == 0)
throw new Error("non-invertible matrix");
let inv_det = 1.0 / l_det;
t[M00] = v[M12] * v[M23] * v[M31] - v[M13] * v[M22] * v[M31] + v[M13] * v[M21] * v[M32]
- v[M11] * v[M23] * v[M32] - v[M12] * v[M21] * v[M33] + v[M11] * v[M22] * v[M33];
t[M01] = v[M03] * v[M22] * v[M31] - v[M02] * v[M23] * v[M31] - v[M03] * v[M21] * v[M32]
+ v[M01] * v[M23] * v[M32] + v[M02] * v[M21] * v[M33] - v[M01] * v[M22] * v[M33];
t[M02] = v[M02] * v[M13] * v[M31] - v[M03] * v[M12] * v[M31] + v[M03] * v[M11] * v[M32]
- v[M01] * v[M13] * v[M32] - v[M02] * v[M11] * v[M33] + v[M01] * v[M12] * v[M33];
t[M03] = v[M03] * v[M12] * v[M21] - v[M02] * v[M13] * v[M21] - v[M03] * v[M11] * v[M22]
+ v[M01] * v[M13] * v[M22] + v[M02] * v[M11] * v[M23] - v[M01] * v[M12] * v[M23];
t[M10] = v[M13] * v[M22] * v[M30] - v[M12] * v[M23] * v[M30] - v[M13] * v[M20] * v[M32]
+ v[M10] * v[M23] * v[M32] + v[M12] * v[M20] * v[M33] - v[M10] * v[M22] * v[M33];
t[M11] = v[M02] * v[M23] * v[M30] - v[M03] * v[M22] * v[M30] + v[M03] * v[M20] * v[M32]
- v[M00] * v[M23] * v[M32] - v[M02] * v[M20] * v[M33] + v[M00] * v[M22] * v[M33];
t[M12] = v[M03] * v[M12] * v[M30] - v[M02] * v[M13] * v[M30] - v[M03] * v[M10] * v[M32]
+ v[M00] * v[M13] * v[M32] + v[M02] * v[M10] * v[M33] - v[M00] * v[M12] * v[M33];
t[M13] = v[M02] * v[M13] * v[M20] - v[M03] * v[M12] * v[M20] + v[M03] * v[M10] * v[M22]
- v[M00] * v[M13] * v[M22] - v[M02] * v[M10] * v[M23] + v[M00] * v[M12] * v[M23];
t[M20] = v[M11] * v[M23] * v[M30] - v[M13] * v[M21] * v[M30] + v[M13] * v[M20] * v[M31]
- v[M10] * v[M23] * v[M31] - v[M11] * v[M20] * v[M33] + v[M10] * v[M21] * v[M33];
t[M21] = v[M03] * v[M21] * v[M30] - v[M01] * v[M23] * v[M30] - v[M03] * v[M20] * v[M31]
+ v[M00] * v[M23] * v[M31] + v[M01] * v[M20] * v[M33] - v[M00] * v[M21] * v[M33];
t[M22] = v[M01] * v[M13] * v[M30] - v[M03] * v[M11] * v[M30] + v[M03] * v[M10] * v[M31]
- v[M00] * v[M13] * v[M31] - v[M01] * v[M10] * v[M33] + v[M00] * v[M11] * v[M33];
t[M23] = v[M03] * v[M11] * v[M20] - v[M01] * v[M13] * v[M20] - v[M03] * v[M10] * v[M21]
+ v[M00] * v[M13] * v[M21] + v[M01] * v[M10] * v[M23] - v[M00] * v[M11] * v[M23];
t[M30] = v[M12] * v[M21] * v[M30] - v[M11] * v[M22] * v[M30] - v[M12] * v[M20] * v[M31]
+ v[M10] * v[M22] * v[M31] + v[M11] * v[M20] * v[M32] - v[M10] * v[M21] * v[M32];
t[M31] = v[M01] * v[M22] * v[M30] - v[M02] * v[M21] * v[M30] + v[M02] * v[M20] * v[M31]
- v[M00] * v[M22] * v[M31] - v[M01] * v[M20] * v[M32] + v[M00] * v[M21] * v[M32];
t[M32] = v[M02] * v[M11] * v[M30] - v[M01] * v[M12] * v[M30] - v[M02] * v[M10] * v[M31]
+ v[M00] * v[M12] * v[M31] + v[M01] * v[M10] * v[M32] - v[M00] * v[M11] * v[M32];
t[M33] = v[M01] * v[M12] * v[M20] - v[M02] * v[M11] * v[M20] + v[M02] * v[M10] * v[M21]
- v[M00] * v[M12] * v[M21] - v[M01] * v[M10] * v[M22] + v[M00] * v[M11] * v[M22];
v[M00] = t[M00] * inv_det;
v[M01] = t[M01] * inv_det;
v[M02] = t[M02] * inv_det;
v[M03] = t[M03] * inv_det;
v[M10] = t[M10] * inv_det;
v[M11] = t[M11] * inv_det;
v[M12] = t[M12] * inv_det;
v[M13] = t[M13] * inv_det;
v[M20] = t[M20] * inv_det;
v[M21] = t[M21] * inv_det;
v[M22] = t[M22] * inv_det;
v[M23] = t[M23] * inv_det;
v[M30] = t[M30] * inv_det;
v[M31] = t[M31] * inv_det;
v[M32] = t[M32] * inv_det;
v[M33] = t[M33] * inv_det;
return this;
}
determinant() {
let v = this.values;
return v[M30] * v[M21] * v[M12] * v[M03] - v[M20] * v[M31] * v[M12] * v[M03] - v[M30] * v[M11] * v[M22] * v[M03]
+ v[M10] * v[M31] * v[M22] * v[M03] + v[M20] * v[M11] * v[M32] * v[M03] - v[M10] * v[M21] * v[M32] * v[M03]
- v[M30] * v[M21] * v[M02] * v[M13] + v[M20] * v[M31] * v[M02] * v[M13] + v[M30] * v[M01] * v[M22] * v[M13]
- v[M00] * v[M31] * v[M22] * v[M13] - v[M20] * v[M01] * v[M32] * v[M13] + v[M00] * v[M21] * v[M32] * v[M13]
+ v[M30] * v[M11] * v[M02] * v[M23] - v[M10] * v[M31] * v[M02] * v[M23] - v[M30] * v[M01] * v[M12] * v[M23]
+ v[M00] * v[M31] * v[M12] * v[M23] + v[M10] * v[M01] * v[M32] * v[M23] - v[M00] * v[M11] * v[M32] * v[M23]
- v[M20] * v[M11] * v[M02] * v[M33] + v[M10] * v[M21] * v[M02] * v[M33] + v[M20] * v[M01] * v[M12] * v[M33]
- v[M00] * v[M21] * v[M12] * v[M33] - v[M10] * v[M01] * v[M22] * v[M33] + v[M00] * v[M11] * v[M22] * v[M33];
}
translate(x, y, z) {
let v = this.values;
v[M03] += x;
v[M13] += y;
v[M23] += z;
return this;
}
copy() {
return new Matrix4().set(this.values);
}
projection(near, far, fovy, aspectRatio) {
this.identity();
let l_fd = (1.0 / Math.tan((fovy * (Math.PI / 180)) / 2.0));
let l_a1 = (far + near) / (near - far);
let l_a2 = (2 * far * near) / (near - far);
let v = this.values;
v[M00] = l_fd / aspectRatio;
v[M10] = 0;
v[M20] = 0;
v[M30] = 0;
v[M01] = 0;
v[M11] = l_fd;
v[M21] = 0;
v[M31] = 0;
v[M02] = 0;
v[M12] = 0;
v[M22] = l_a1;
v[M32] = -1;
v[M03] = 0;
v[M13] = 0;
v[M23] = l_a2;
v[M33] = 0;
return this;
}
ortho2d(x, y, width, height) {
return this.ortho(x, x + width, y, y + height, 0, 1);
}
ortho(left, right, bottom, top, near, far) {
this.identity();
let x_orth = 2 / (right - left);
let y_orth = 2 / (top - bottom);
let z_orth = -2 / (far - near);
let tx = -(right + left) / (right - left);
let ty = -(top + bottom) / (top - bottom);
let tz = -(far + near) / (far - near);
let v = this.values;
v[M00] = x_orth;
v[M10] = 0;
v[M20] = 0;
v[M30] = 0;
v[M01] = 0;
v[M11] = y_orth;
v[M21] = 0;
v[M31] = 0;
v[M02] = 0;
v[M12] = 0;
v[M22] = z_orth;
v[M32] = 0;
v[M03] = tx;
v[M13] = ty;
v[M23] = tz;
v[M33] = 1;
return this;
}
multiply(matrix) {
let t = this.temp;
let v = this.values;
let m = matrix.values;
t[M00] = v[M00] * m[M00] + v[M01] * m[M10] + v[M02] * m[M20] + v[M03] * m[M30];
t[M01] = v[M00] * m[M01] + v[M01] * m[M11] + v[M02] * m[M21] + v[M03] * m[M31];
t[M02] = v[M00] * m[M02] + v[M01] * m[M12] + v[M02] * m[M22] + v[M03] * m[M32];
t[M03] = v[M00] * m[M03] + v[M01] * m[M13] + v[M02] * m[M23] + v[M03] * m[M33];
t[M10] = v[M10] * m[M00] + v[M11] * m[M10] + v[M12] * m[M20] + v[M13] * m[M30];
t[M11] = v[M10] * m[M01] + v[M11] * m[M11] + v[M12] * m[M21] + v[M13] * m[M31];
t[M12] = v[M10] * m[M02] + v[M11] * m[M12] + v[M12] * m[M22] + v[M13] * m[M32];
t[M13] = v[M10] * m[M03] + v[M11] * m[M13] + v[M12] * m[M23] + v[M13] * m[M33];
t[M20] = v[M20] * m[M00] + v[M21] * m[M10] + v[M22] * m[M20] + v[M23] * m[M30];
t[M21] = v[M20] * m[M01] + v[M21] * m[M11] + v[M22] * m[M21] + v[M23] * m[M31];
t[M22] = v[M20] * m[M02] + v[M21] * m[M12] + v[M22] * m[M22] + v[M23] * m[M32];
t[M23] = v[M20] * m[M03] + v[M21] * m[M13] + v[M22] * m[M23] + v[M23] * m[M33];
t[M30] = v[M30] * m[M00] + v[M31] * m[M10] + v[M32] * m[M20] + v[M33] * m[M30];
t[M31] = v[M30] * m[M01] + v[M31] * m[M11] + v[M32] * m[M21] + v[M33] * m[M31];
t[M32] = v[M30] * m[M02] + v[M31] * m[M12] + v[M32] * m[M22] + v[M33] * m[M32];
t[M33] = v[M30] * m[M03] + v[M31] * m[M13] + v[M32] * m[M23] + v[M33] * m[M33];
return this.set(this.temp);
}
multiplyLeft(matrix) {
let t = this.temp;
let v = this.values;
let m = matrix.values;
t[M00] = m[M00] * v[M00] + m[M01] * v[M10] + m[M02] * v[M20] + m[M03] * v[M30];
t[M01] = m[M00] * v[M01] + m[M01] * v[M11] + m[M02] * v[M21] + m[M03] * v[M31];
t[M02] = m[M00] * v[M02] + m[M01] * v[M12] + m[M02] * v[M22] + m[M03] * v[M32];
t[M03] = m[M00] * v[M03] + m[M01] * v[M13] + m[M02] * v[M23] + m[M03] * v[M33];
t[M10] = m[M10] * v[M00] + m[M11] * v[M10] + m[M12] * v[M20] + m[M13] * v[M30];
t[M11] = m[M10] * v[M01] + m[M11] * v[M11] + m[M12] * v[M21] + m[M13] * v[M31];
t[M12] = m[M10] * v[M02] + m[M11] * v[M12] + m[M12] * v[M22] + m[M13] * v[M32];
t[M13] = m[M10] * v[M03] + m[M11] * v[M13] + m[M12] * v[M23] + m[M13] * v[M33];
t[M20] = m[M20] * v[M00] + m[M21] * v[M10] + m[M22] * v[M20] + m[M23] * v[M30];
t[M21] = m[M20] * v[M01] + m[M21] * v[M11] + m[M22] * v[M21] + m[M23] * v[M31];
t[M22] = m[M20] * v[M02] + m[M21] * v[M12] + m[M22] * v[M22] + m[M23] * v[M32];
t[M23] = m[M20] * v[M03] + m[M21] * v[M13] + m[M22] * v[M23] + m[M23] * v[M33];
t[M30] = m[M30] * v[M00] + m[M31] * v[M10] + m[M32] * v[M20] + m[M33] * v[M30];
t[M31] = m[M30] * v[M01] + m[M31] * v[M11] + m[M32] * v[M21] + m[M33] * v[M31];
t[M32] = m[M30] * v[M02] + m[M31] * v[M12] + m[M32] * v[M22] + m[M33] * v[M32];
t[M33] = m[M30] * v[M03] + m[M31] * v[M13] + m[M32] * v[M23] + m[M33] * v[M33];
return this.set(this.temp);
}
lookAt(position, direction, up) {
let xAxis = Matrix4.xAxis, yAxis = Matrix4.yAxis, zAxis = Matrix4.zAxis;
zAxis.setFrom(direction).normalize();
xAxis.setFrom(direction).normalize();
xAxis.cross(up).normalize();
yAxis.setFrom(xAxis).cross(zAxis).normalize();
this.identity();
let val = this.values;
val[M00] = xAxis.x;
val[M01] = xAxis.y;
val[M02] = xAxis.z;
val[M10] = yAxis.x;
val[M11] = yAxis.y;
val[M12] = yAxis.z;
val[M20] = -zAxis.x;
val[M21] = -zAxis.y;
val[M22] = -zAxis.z;
Matrix4.tmpMatrix.identity();
Matrix4.tmpMatrix.values[M03] = -position.x;
Matrix4.tmpMatrix.values[M13] = -position.y;
Matrix4.tmpMatrix.values[M23] = -position.z;
this.multiply(Matrix4.tmpMatrix);
return this;
}
}
//# 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Line truncated
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Disposable, Restorable } from "@esotericsoftware/spine-core";
import { Shader } from "./Shader.js";
import { ManagedWebGLRenderingContext } from "./WebGL.js";
export declare class Mesh implements Disposable, Restorable {
private attributes;
private context;
private vertices;
private verticesBuffer;
private verticesLength;
private dirtyVertices;
private indices;
private indicesBuffer;
private indicesLength;
private dirtyIndices;
private elementsPerVertex;
getAttributes(): VertexAttribute[];
maxVertices(): number;
numVertices(): number;
setVerticesLength(length: number): void;
getVertices(): Float32Array;
maxIndices(): number;
numIndices(): number;
setIndicesLength(length: number): void;
getIndices(): Uint16Array;
getVertexSizeInFloats(): number;
constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, attributes: VertexAttribute[], maxVertices: number, maxIndices: number);
setVertices(vertices: Array<number>): void;
setIndices(indices: Array<number>): void;
draw(shader: Shader, primitiveType: number): void;
drawWithOffset(shader: Shader, primitiveType: number, offset: number, count: number): void;
bind(shader: Shader): void;
unbind(shader: Shader): void;
private update;
restore(): void;
dispose(): void;
}
export declare class VertexAttribute {
name: string;
type: VertexAttributeType;
numElements: number;
constructor(name: string, type: VertexAttributeType, numElements: number);
}
export declare class Position2Attribute extends VertexAttribute {
constructor();
}
export declare class Position3Attribute extends VertexAttribute {
constructor();
}
export declare class TexCoordAttribute extends VertexAttribute {
constructor(unit?: number);
}
export declare class ColorAttribute extends VertexAttribute {
constructor();
}
export declare class Color2Attribute extends VertexAttribute {
constructor();
}
export declare enum VertexAttributeType {
Float = 0
}
+203
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Shader } from "./Shader.js";
import { ManagedWebGLRenderingContext } from "./WebGL.js";
export class Mesh {
attributes;
context;
vertices;
verticesBuffer = null;
verticesLength = 0;
dirtyVertices = false;
indices;
indicesBuffer = null;
indicesLength = 0;
dirtyIndices = false;
elementsPerVertex = 0;
getAttributes() { return this.attributes; }
maxVertices() { return this.vertices.length / this.elementsPerVertex; }
numVertices() { return this.verticesLength / this.elementsPerVertex; }
setVerticesLength(length) {
this.dirtyVertices = true;
this.verticesLength = length;
}
getVertices() { return this.vertices; }
maxIndices() { return this.indices.length; }
numIndices() { return this.indicesLength; }
setIndicesLength(length) {
this.dirtyIndices = true;
this.indicesLength = length;
}
getIndices() { return this.indices; }
;
getVertexSizeInFloats() {
let size = 0;
for (var i = 0; i < this.attributes.length; i++) {
let attribute = this.attributes[i];
size += attribute.numElements;
}
return size;
}
constructor(context, attributes, maxVertices, maxIndices) {
this.attributes = attributes;
this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context);
this.elementsPerVertex = 0;
for (let i = 0; i < attributes.length; i++) {
this.elementsPerVertex += attributes[i].numElements;
}
this.vertices = new Float32Array(maxVertices * this.elementsPerVertex);
this.indices = new Uint16Array(maxIndices);
this.context.addRestorable(this);
}
setVertices(vertices) {
this.dirtyVertices = true;
if (vertices.length > this.vertices.length)
throw Error("Mesh can't store more than " + this.maxVertices() + " vertices");
this.vertices.set(vertices, 0);
this.verticesLength = vertices.length;
}
setIndices(indices) {
this.dirtyIndices = true;
if (indices.length > this.indices.length)
throw Error("Mesh can't store more than " + this.maxIndices() + " indices");
this.indices.set(indices, 0);
this.indicesLength = indices.length;
}
draw(shader, primitiveType) {
this.drawWithOffset(shader, primitiveType, 0, this.indicesLength > 0 ? this.indicesLength : this.verticesLength / this.elementsPerVertex);
}
drawWithOffset(shader, primitiveType, offset, count) {
let gl = this.context.gl;
if (this.dirtyVertices || this.dirtyIndices)
this.update();
this.bind(shader);
if (this.indicesLength > 0) {
gl.drawElements(primitiveType, count, gl.UNSIGNED_SHORT, offset * 2);
}
else {
gl.drawArrays(primitiveType, offset, count);
}
this.unbind(shader);
}
bind(shader) {
let gl = this.context.gl;
gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer);
let offset = 0;
for (let i = 0; i < this.attributes.length; i++) {
let attrib = this.attributes[i];
let location = shader.getAttributeLocation(attrib.name);
gl.enableVertexAttribArray(location);
gl.vertexAttribPointer(location, attrib.numElements, gl.FLOAT, false, this.elementsPerVertex * 4, offset * 4);
offset += attrib.numElements;
}
if (this.indicesLength > 0)
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
}
unbind(shader) {
let gl = this.context.gl;
for (let i = 0; i < this.attributes.length; i++) {
let attrib = this.attributes[i];
let location = shader.getAttributeLocation(attrib.name);
gl.disableVertexAttribArray(location);
}
gl.bindBuffer(gl.ARRAY_BUFFER, null);
if (this.indicesLength > 0)
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
}
update() {
let gl = this.context.gl;
if (this.dirtyVertices) {
if (!this.verticesBuffer) {
this.verticesBuffer = gl.createBuffer();
}
gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.vertices.subarray(0, this.verticesLength), gl.DYNAMIC_DRAW);
this.dirtyVertices = false;
}
if (this.dirtyIndices) {
if (!this.indicesBuffer) {
this.indicesBuffer = gl.createBuffer();
}
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices.subarray(0, this.indicesLength), gl.DYNAMIC_DRAW);
this.dirtyIndices = false;
}
}
restore() {
this.verticesBuffer = null;
this.indicesBuffer = null;
this.update();
}
dispose() {
this.context.removeRestorable(this);
let gl = this.context.gl;
gl.deleteBuffer(this.verticesBuffer);
gl.deleteBuffer(this.indicesBuffer);
}
}
export class VertexAttribute {
name;
type;
numElements;
constructor(name, type, numElements) {
this.name = name;
this.type = type;
this.numElements = numElements;
}
}
export class Position2Attribute extends VertexAttribute {
constructor() {
super(Shader.POSITION, VertexAttributeType.Float, 2);
}
}
export class Position3Attribute extends VertexAttribute {
constructor() {
super(Shader.POSITION, VertexAttributeType.Float, 3);
}
}
export class TexCoordAttribute extends VertexAttribute {
constructor(unit = 0) {
super(Shader.TEXCOORDS + (unit == 0 ? "" : unit), VertexAttributeType.Float, 2);
}
}
export class ColorAttribute extends VertexAttribute {
constructor() {
super(Shader.COLOR, VertexAttributeType.Float, 4);
}
}
export class Color2Attribute extends VertexAttribute {
constructor() {
super(Shader.COLOR2, VertexAttributeType.Float, 4);
}
}
export var VertexAttributeType;
(function (VertexAttributeType) {
VertexAttributeType[VertexAttributeType["Float"] = 0] = "Float";
})(VertexAttributeType || (VertexAttributeType = {}));
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { BlendMode, Disposable } from "@esotericsoftware/spine-core";
import { GLTexture } from "./GLTexture.js";
import { Shader } from "./Shader.js";
import { ManagedWebGLRenderingContext } from "./WebGL.js";
export declare class PolygonBatcher implements Disposable {
static disableCulling: boolean;
private context;
private drawCalls;
private static globalDrawCalls;
isDrawing: boolean;
private mesh;
private shader;
private lastTexture;
private verticesLength;
private indicesLength;
private srcColorBlend;
private srcAlphaBlend;
private dstBlend;
private cullWasEnabled;
constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, twoColorTint?: boolean, maxVertices?: number);
begin(shader: Shader): void;
private static blendModesGL;
setBlendMode(blendMode: BlendMode, premultipliedAlpha: boolean): void;
draw(texture: GLTexture, vertices: ArrayLike<number>, indices: Array<number>): void;
flush(): void;
end(): void;
getDrawCalls(): number;
static getAndResetGlobalDrawCalls(): number;
dispose(): void;
}
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Mesh, Position2Attribute, ColorAttribute, TexCoordAttribute, Color2Attribute } from "./Mesh.js";
import { ManagedWebGLRenderingContext } from "./WebGL.js";
const GL_ONE = 1;
const GL_ONE_MINUS_SRC_COLOR = 0x0301;
const GL_SRC_ALPHA = 0x0302;
const GL_ONE_MINUS_SRC_ALPHA = 0x0303;
const GL_ONE_MINUS_DST_ALPHA = 0x0305;
const GL_DST_COLOR = 0x0306;
export class PolygonBatcher {
static disableCulling = false;
context;
drawCalls = 0;
static globalDrawCalls = 0;
isDrawing = false;
mesh;
shader = null;
lastTexture = null;
verticesLength = 0;
indicesLength = 0;
srcColorBlend;
srcAlphaBlend;
dstBlend;
cullWasEnabled = false;
constructor(context, twoColorTint = true, maxVertices = 10920) {
if (maxVertices > 10920)
throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context);
let attributes = twoColorTint ?
[new Position2Attribute(), new ColorAttribute(), new TexCoordAttribute(), new Color2Attribute()] :
[new Position2Attribute(), new ColorAttribute(), new TexCoordAttribute()];
this.mesh = new Mesh(context, attributes, maxVertices, maxVertices * 3);
let gl = this.context.gl;
this.srcColorBlend = gl.SRC_ALPHA;
this.srcAlphaBlend = gl.ONE;
this.dstBlend = gl.ONE_MINUS_SRC_ALPHA;
}
begin(shader) {
if (this.isDrawing)
throw new Error("PolygonBatch is already drawing. Call PolygonBatch.end() before calling PolygonBatch.begin()");
this.drawCalls = 0;
this.shader = shader;
this.lastTexture = null;
this.isDrawing = true;
let gl = this.context.gl;
gl.enable(gl.BLEND);
gl.blendFuncSeparate(this.srcColorBlend, this.dstBlend, this.srcAlphaBlend, this.dstBlend);
if (PolygonBatcher.disableCulling) {
this.cullWasEnabled = gl.isEnabled(gl.CULL_FACE);
if (this.cullWasEnabled)
gl.disable(gl.CULL_FACE);
}
}
static blendModesGL = [
{ srcRgb: GL_SRC_ALPHA, srcRgbPma: GL_ONE, dstRgb: GL_ONE_MINUS_SRC_ALPHA, srcAlpha: GL_ONE },
{ srcRgb: GL_SRC_ALPHA, srcRgbPma: GL_ONE, dstRgb: GL_ONE, srcAlpha: GL_ONE },
{ srcRgb: GL_DST_COLOR, srcRgbPma: GL_DST_COLOR, dstRgb: GL_ONE_MINUS_SRC_ALPHA, srcAlpha: GL_ONE },
{ srcRgb: GL_ONE, srcRgbPma: GL_ONE, dstRgb: GL_ONE_MINUS_SRC_COLOR, srcAlpha: GL_ONE }
];
setBlendMode(blendMode, premultipliedAlpha) {
const blendModeGL = PolygonBatcher.blendModesGL[blendMode];
const srcColorBlend = premultipliedAlpha ? blendModeGL.srcRgbPma : blendModeGL.srcRgb;
const srcAlphaBlend = blendModeGL.srcAlpha;
const dstBlend = blendModeGL.dstRgb;
if (this.srcColorBlend == srcColorBlend && this.srcAlphaBlend == srcAlphaBlend && this.dstBlend == dstBlend)
return;
this.srcColorBlend = srcColorBlend;
this.srcAlphaBlend = srcAlphaBlend;
this.dstBlend = dstBlend;
if (this.isDrawing) {
this.flush();
}
let gl = this.context.gl;
gl.blendFuncSeparate(srcColorBlend, dstBlend, srcAlphaBlend, dstBlend);
}
draw(texture, vertices, indices) {
if (texture != this.lastTexture) {
this.flush();
this.lastTexture = texture;
}
else if (this.verticesLength + vertices.length > this.mesh.getVertices().length ||
this.indicesLength + indices.length > this.mesh.getIndices().length) {
this.flush();
}
let indexStart = this.mesh.numVertices();
this.mesh.getVertices().set(vertices, this.verticesLength);
this.verticesLength += vertices.length;
this.mesh.setVerticesLength(this.verticesLength);
let indicesArray = this.mesh.getIndices();
for (let i = this.indicesLength, j = 0; j < indices.length; i++, j++)
indicesArray[i] = indices[j] + indexStart;
this.indicesLength += indices.length;
this.mesh.setIndicesLength(this.indicesLength);
}
flush() {
if (this.verticesLength == 0)
return;
if (!this.lastTexture)
throw new Error("No texture set.");
if (!this.shader)
throw new Error("No shader set.");
this.lastTexture.bind();
this.mesh.draw(this.shader, this.context.gl.TRIANGLES);
this.verticesLength = 0;
this.indicesLength = 0;
this.mesh.setVerticesLength(0);
this.mesh.setIndicesLength(0);
this.drawCalls++;
PolygonBatcher.globalDrawCalls++;
}
end() {
if (!this.isDrawing)
throw new Error("PolygonBatch is not drawing. Call PolygonBatch.begin() before calling PolygonBatch.end()");
if (this.verticesLength > 0 || this.indicesLength > 0)
this.flush();
this.shader = null;
this.lastTexture = null;
this.isDrawing = false;
let gl = this.context.gl;
gl.disable(gl.BLEND);
if (PolygonBatcher.disableCulling) {
if (this.cullWasEnabled)
gl.enable(gl.CULL_FACE);
}
}
getDrawCalls() {
return this.drawCalls;
}
static getAndResetGlobalDrawCalls() {
let result = PolygonBatcher.globalDrawCalls;
PolygonBatcher.globalDrawCalls = 0;
return result;
}
dispose() {
this.mesh.dispose();
}
}
//# 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Line truncated
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Color, Disposable, Skeleton, TextureAtlasRegion } from "@esotericsoftware/spine-core";
import { OrthoCamera } from "./Camera.js";
import { GLTexture } from "./GLTexture.js";
import { PolygonBatcher } from "./PolygonBatcher.js";
import { SkeletonDebugRenderer } from "./SkeletonDebugRenderer.js";
import { SkeletonRenderer, VertexTransformer } from "./SkeletonRenderer.js";
import { ManagedWebGLRenderingContext } from "./WebGL.js";
export declare class SceneRenderer implements Disposable {
context: ManagedWebGLRenderingContext;
canvas: HTMLCanvasElement;
camera: OrthoCamera;
batcher: PolygonBatcher;
private twoColorTint;
private batcherShader;
private shapes;
private shapesShader;
private activeRenderer;
private maxCanvasWidth;
private maxCanvasHeight;
skeletonRenderer: SkeletonRenderer;
skeletonDebugRenderer: SkeletonDebugRenderer;
constructor(canvas: HTMLCanvasElement, context: ManagedWebGLRenderingContext | WebGLRenderingContext, twoColorTint?: boolean);
dispose(): void;
begin(): void;
drawSkeleton(skeleton: Skeleton, premultipliedAlpha?: boolean, slotRangeStart?: number, slotRangeEnd?: number, transform?: VertexTransformer | null): void;
drawSkeletonDebug(skeleton: Skeleton, premultipliedAlpha?: boolean, ignoredBones?: Array<string>): void;
drawTexture(texture: GLTexture, x: number, y: number, width: number, height: number, color?: Color): void;
drawTextureUV(texture: GLTexture, x: number, y: number, width: number, height: number, u: number, v: number, u2: number, v2: number, color?: Color): void;
drawTextureRotated(texture: GLTexture, x: number, y: number, width: number, height: number, pivotX: number, pivotY: number, angle: number, color?: Color): void;
drawRegion(region: TextureAtlasRegion, x: number, y: number, width: number, height: number, color?: Color): void;
line(x: number, y: number, x2: number, y2: number, color?: Color, color2?: Color): void;
triangle(filled: boolean, x: number, y: number, x2: number, y2: number, x3: number, y3: number, color?: Color, color2?: Color, color3?: Color): void;
quad(filled: boolean, x: number, y: number, x2: number, y2: number, x3: number, y3: number, x4: number, y4: number, color?: Color, color2?: Color, color3?: Color, color4?: Color): void;
rect(filled: boolean, x: number, y: number, width: number, height: number, color?: Color): void;
rectLine(filled: boolean, x1: number, y1: number, x2: number, y2: number, width: number, color?: Color): void;
polygon(polygonVertices: ArrayLike<number>, offset: number, count: number, color?: Color): void;
circle(filled: boolean, x: number, y: number, radius: number, color?: Color, segments?: number): void;
curve(x1: number, y1: number, cx1: number, cy1: number, cx2: number, cy2: number, x2: number, y2: number, segments: number, color?: Color): void;
end(): void;
resize(resizeMode: ResizeMode): void;
private getSafeDevicePixelRatio;
private enableRenderer;
}
export declare enum ResizeMode {
Stretch = 0,
Expand = 1,
Fit = 2
}
+502
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Color, MathUtils } from "@esotericsoftware/spine-core";
import { OrthoCamera } from "./Camera.js";
import { PolygonBatcher } from "./PolygonBatcher.js";
import { Shader } from "./Shader.js";
import { ShapeRenderer } from "./ShapeRenderer.js";
import { SkeletonDebugRenderer } from "./SkeletonDebugRenderer.js";
import { SkeletonRenderer } from "./SkeletonRenderer.js";
import { ManagedWebGLRenderingContext } from "./WebGL.js";
;
const quad = [
0, 0, 1, 1, 1, 1, 0, 0,
0, 0, 1, 1, 1, 1, 0, 0,
0, 0, 1, 1, 1, 1, 0, 0,
0, 0, 1, 1, 1, 1, 0, 0,
];
const QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
const WHITE = new Color(1, 1, 1, 1);
export class SceneRenderer {
context;
canvas;
camera;
batcher;
twoColorTint = false;
batcherShader;
shapes;
shapesShader;
activeRenderer = null;
maxCanvasWidth = 0;
maxCanvasHeight = 0;
skeletonRenderer;
skeletonDebugRenderer;
constructor(canvas, context, twoColorTint = true) {
this.canvas = canvas;
this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context);
this.twoColorTint = twoColorTint;
this.camera = new OrthoCamera(canvas.width, canvas.height);
this.batcherShader = twoColorTint ? Shader.newTwoColoredTextured(this.context) : Shader.newColoredTextured(this.context);
this.batcher = new PolygonBatcher(this.context, twoColorTint);
this.shapesShader = Shader.newColored(this.context);
this.shapes = new ShapeRenderer(this.context);
this.skeletonRenderer = new SkeletonRenderer(this.context, twoColorTint);
this.skeletonDebugRenderer = new SkeletonDebugRenderer(this.context);
}
dispose() {
this.batcher.dispose();
this.batcherShader.dispose();
this.shapes.dispose();
this.shapesShader.dispose();
this.skeletonDebugRenderer.dispose();
}
begin() {
this.camera.update();
this.enableRenderer(this.batcher);
}
drawSkeleton(skeleton, premultipliedAlpha = false, slotRangeStart = -1, slotRangeEnd = -1, transform = null) {
this.enableRenderer(this.batcher);
this.skeletonRenderer.premultipliedAlpha = premultipliedAlpha;
this.skeletonRenderer.draw(this.batcher, skeleton, slotRangeStart, slotRangeEnd, transform);
}
drawSkeletonDebug(skeleton, premultipliedAlpha = false, ignoredBones) {
this.enableRenderer(this.shapes);
this.skeletonDebugRenderer.premultipliedAlpha = premultipliedAlpha;
this.skeletonDebugRenderer.draw(this.shapes, skeleton, ignoredBones);
}
drawTexture(texture, x, y, width, height, color) {
this.enableRenderer(this.batcher);
if (!color)
color = WHITE;
var i = 0;
quad[i++] = x;
quad[i++] = y;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = 0;
quad[i++] = 1;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
}
quad[i++] = x + width;
quad[i++] = y;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = 1;
quad[i++] = 1;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
}
quad[i++] = x + width;
quad[i++] = y + height;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = 1;
quad[i++] = 0;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
}
quad[i++] = x;
quad[i++] = y + height;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = 0;
quad[i++] = 0;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i] = 0;
}
this.batcher.draw(texture, quad, QUAD_TRIANGLES);
}
drawTextureUV(texture, x, y, width, height, u, v, u2, v2, color) {
this.enableRenderer(this.batcher);
if (!color)
color = WHITE;
var i = 0;
quad[i++] = x;
quad[i++] = y;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = u;
quad[i++] = v;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
}
quad[i++] = x + width;
quad[i++] = y;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = u2;
quad[i++] = v;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
}
quad[i++] = x + width;
quad[i++] = y + height;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = u2;
quad[i++] = v2;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
}
quad[i++] = x;
quad[i++] = y + height;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = u;
quad[i++] = v2;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i] = 0;
}
this.batcher.draw(texture, quad, QUAD_TRIANGLES);
}
drawTextureRotated(texture, x, y, width, height, pivotX, pivotY, angle, color) {
this.enableRenderer(this.batcher);
if (!color)
color = WHITE;
// bottom left and top right corner points relative to origin
let worldOriginX = x + pivotX;
let worldOriginY = y + pivotY;
let fx = -pivotX;
let fy = -pivotY;
let fx2 = width - pivotX;
let fy2 = height - pivotY;
// construct corner points, start from top left and go counter clockwise
let p1x = fx;
let p1y = fy;
let p2x = fx;
let p2y = fy2;
let p3x = fx2;
let p3y = fy2;
let p4x = fx2;
let p4y = fy;
let x1 = 0;
let y1 = 0;
let x2 = 0;
let y2 = 0;
let x3 = 0;
let y3 = 0;
let x4 = 0;
let y4 = 0;
// rotate
if (angle != 0) {
let cos = MathUtils.cosDeg(angle);
let sin = MathUtils.sinDeg(angle);
x1 = cos * p1x - sin * p1y;
y1 = sin * p1x + cos * p1y;
x4 = cos * p2x - sin * p2y;
y4 = sin * p2x + cos * p2y;
x3 = cos * p3x - sin * p3y;
y3 = sin * p3x + cos * p3y;
x2 = x3 + (x1 - x4);
y2 = y3 + (y1 - y4);
}
else {
x1 = p1x;
y1 = p1y;
x4 = p2x;
y4 = p2y;
x3 = p3x;
y3 = p3y;
x2 = p4x;
y2 = p4y;
}
x1 += worldOriginX;
y1 += worldOriginY;
x2 += worldOriginX;
y2 += worldOriginY;
x3 += worldOriginX;
y3 += worldOriginY;
x4 += worldOriginX;
y4 += worldOriginY;
var i = 0;
quad[i++] = x1;
quad[i++] = y1;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = 0;
quad[i++] = 1;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
}
quad[i++] = x2;
quad[i++] = y2;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = 1;
quad[i++] = 1;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
}
quad[i++] = x3;
quad[i++] = y3;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = 1;
quad[i++] = 0;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
}
quad[i++] = x4;
quad[i++] = y4;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = 0;
quad[i++] = 0;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i] = 0;
}
this.batcher.draw(texture, quad, QUAD_TRIANGLES);
}
drawRegion(region, x, y, width, height, color) {
this.enableRenderer(this.batcher);
if (!color)
color = WHITE;
var i = 0;
quad[i++] = x;
quad[i++] = y;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = region.u;
quad[i++] = region.v2;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
}
quad[i++] = x + width;
quad[i++] = y;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = region.u2;
quad[i++] = region.v2;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
}
quad[i++] = x + width;
quad[i++] = y + height;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = region.u2;
quad[i++] = region.v;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
}
quad[i++] = x;
quad[i++] = y + height;
quad[i++] = color.r;
quad[i++] = color.g;
quad[i++] = color.b;
quad[i++] = color.a;
quad[i++] = region.u;
quad[i++] = region.v;
if (this.twoColorTint) {
quad[i++] = 0;
quad[i++] = 0;
quad[i++] = 0;
quad[i] = 0;
}
this.batcher.draw(region.page.texture, quad, QUAD_TRIANGLES);
}
line(x, y, x2, y2, color, color2) {
this.enableRenderer(this.shapes);
this.shapes.line(x, y, x2, y2, color);
}
triangle(filled, x, y, x2, y2, x3, y3, color, color2, color3) {
this.enableRenderer(this.shapes);
this.shapes.triangle(filled, x, y, x2, y2, x3, y3, color, color2, color3);
}
quad(filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4) {
this.enableRenderer(this.shapes);
this.shapes.quad(filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4);
}
rect(filled, x, y, width, height, color) {
this.enableRenderer(this.shapes);
this.shapes.rect(filled, x, y, width, height, color);
}
rectLine(filled, x1, y1, x2, y2, width, color) {
this.enableRenderer(this.shapes);
this.shapes.rectLine(filled, x1, y1, x2, y2, width, color);
}
polygon(polygonVertices, offset, count, color) {
this.enableRenderer(this.shapes);
this.shapes.polygon(polygonVertices, offset, count, color);
}
circle(filled, x, y, radius, color, segments = 0) {
this.enableRenderer(this.shapes);
this.shapes.circle(filled, x, y, radius, color, segments);
}
curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color) {
this.enableRenderer(this.shapes);
this.shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color);
}
end() {
if (this.activeRenderer === this.batcher)
this.batcher.end();
else if (this.activeRenderer === this.shapes)
this.shapes.end();
this.activeRenderer = null;
}
resize(resizeMode) {
let canvas = this.canvas;
var dpr = this.getSafeDevicePixelRatio(canvas.clientWidth, canvas.clientHeight);
var w = Math.round(canvas.clientWidth * dpr);
var h = Math.round(canvas.clientHeight * dpr);
if (canvas.width != w || canvas.height != h) {
canvas.width = w;
canvas.height = h;
}
this.context.gl.viewport(0, 0, canvas.width, canvas.height);
// Nothing to do for stretch, we simply apply the viewport size of the camera.
if (resizeMode === ResizeMode.Expand)
this.camera.setViewport(w, h);
else if (resizeMode === ResizeMode.Fit) {
let sourceWidth = canvas.width, sourceHeight = canvas.height;
let targetWidth = this.camera.viewportWidth, targetHeight = this.camera.viewportHeight;
let targetRatio = targetHeight / targetWidth;
let sourceRatio = sourceHeight / sourceWidth;
let scale = targetRatio < sourceRatio ? targetWidth / sourceWidth : targetHeight / sourceHeight;
this.camera.setViewport(sourceWidth * scale, sourceHeight * scale);
}
this.camera.update();
}
getSafeDevicePixelRatio(cssWidth, cssHeight) {
const dpr = window.devicePixelRatio || 1;
if (cssWidth <= 0 || cssHeight <= 0)
return dpr;
if (this.maxCanvasWidth === 0 || this.maxCanvasHeight === 0) {
const gl = this.context.gl;
const maxRenderbufferSize = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE);
const maxViewportDims = gl.getParameter(gl.MAX_VIEWPORT_DIMS);
this.maxCanvasWidth = Math.min(maxRenderbufferSize, maxViewportDims[0]);
this.maxCanvasHeight = Math.min(maxRenderbufferSize, maxViewportDims[1]);
}
return Math.min(dpr, this.maxCanvasWidth / cssWidth, this.maxCanvasHeight / cssHeight);
}
enableRenderer(renderer) {
if (this.activeRenderer === renderer)
return;
this.end();
if (renderer instanceof PolygonBatcher) {
this.batcherShader.bind();
this.batcherShader.setUniform4x4f(Shader.MVP_MATRIX, this.camera.projectionView.values);
this.batcherShader.setUniformi("u_texture", 0);
this.batcher.begin(this.batcherShader);
this.activeRenderer = this.batcher;
}
else if (renderer instanceof ShapeRenderer) {
this.shapesShader.bind();
this.shapesShader.setUniform4x4f(Shader.MVP_MATRIX, this.camera.projectionView.values);
this.shapes.begin(this.shapesShader);
this.activeRenderer = this.shapes;
}
else
this.activeRenderer = this.skeletonDebugRenderer;
}
}
export var ResizeMode;
(function (ResizeMode) {
ResizeMode[ResizeMode["Stretch"] = 0] = "Stretch";
ResizeMode[ResizeMode["Expand"] = 1] = "Expand";
ResizeMode[ResizeMode["Fit"] = 2] = "Fit";
})(ResizeMode || (ResizeMode = {}));
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Line truncated
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Disposable, Restorable } from "@esotericsoftware/spine-core";
import { ManagedWebGLRenderingContext } from "./WebGL.js";
export declare class Shader implements Disposable, Restorable {
private vertexShader;
private fragmentShader;
static MVP_MATRIX: string;
static POSITION: string;
static COLOR: string;
static COLOR2: string;
static TEXCOORDS: string;
static SAMPLER: string;
private context;
private vs;
private vsSource;
private fs;
private fsSource;
private program;
private tmp2x2;
private tmp3x3;
private tmp4x4;
getProgram(): WebGLProgram | null;
getVertexShader(): string;
getFragmentShader(): string;
getVertexShaderSource(): string;
getFragmentSource(): string;
constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, vertexShader: string, fragmentShader: string);
private compile;
private compileShader;
private compileProgram;
restore(): void;
bind(): void;
unbind(): void;
setUniformi(uniform: string, value: number): void;
setUniformf(uniform: string, value: number): void;
setUniform2f(uniform: string, value: number, value2: number): void;
setUniform3f(uniform: string, value: number, value2: number, value3: number): void;
setUniform4f(uniform: string, value: number, value2: number, value3: number, value4: number): void;
setUniform2x2f(uniform: string, value: ArrayLike<number>): void;
setUniform3x3f(uniform: string, value: ArrayLike<number>): void;
setUniform4x4f(uniform: string, value: ArrayLike<number>): void;
getUniformLocation(uniform: string): WebGLUniformLocation | null;
getAttributeLocation(attribute: string): number;
dispose(): void;
static newColoredTextured(context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader;
static newTwoColoredTextured(context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader;
static newColored(context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader;
}
+280
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@@ -0,0 +1,280 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { ManagedWebGLRenderingContext } from "./WebGL.js";
export class Shader {
vertexShader;
fragmentShader;
static MVP_MATRIX = "u_projTrans";
static POSITION = "a_position";
static COLOR = "a_color";
static COLOR2 = "a_color2";
static TEXCOORDS = "a_texCoords";
static SAMPLER = "u_texture";
context;
vs = null;
vsSource;
fs = null;
fsSource;
program = null;
tmp2x2 = new Float32Array(2 * 2);
tmp3x3 = new Float32Array(3 * 3);
tmp4x4 = new Float32Array(4 * 4);
getProgram() { return this.program; }
getVertexShader() { return this.vertexShader; }
getFragmentShader() { return this.fragmentShader; }
getVertexShaderSource() { return this.vsSource; }
getFragmentSource() { return this.fsSource; }
constructor(context, vertexShader, fragmentShader) {
this.vertexShader = vertexShader;
this.fragmentShader = fragmentShader;
this.vsSource = vertexShader;
this.fsSource = fragmentShader;
this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context);
this.context.addRestorable(this);
this.compile();
}
compile() {
let gl = this.context.gl;
try {
this.vs = this.compileShader(gl.VERTEX_SHADER, this.vertexShader);
if (!this.vs)
throw new Error("Couldn't compile vertex shader.");
this.fs = this.compileShader(gl.FRAGMENT_SHADER, this.fragmentShader);
if (!this.fs)
throw new Error("Couldn#t compile fragment shader.");
this.program = this.compileProgram(this.vs, this.fs);
}
catch (e) {
this.dispose();
throw e;
}
}
compileShader(type, source) {
let gl = this.context.gl;
let shader = gl.createShader(type);
if (!shader)
throw new Error("Couldn't create shader.");
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
let error = "Couldn't compile shader: " + gl.getShaderInfoLog(shader);
gl.deleteShader(shader);
if (!gl.isContextLost())
throw new Error(error);
}
return shader;
}
compileProgram(vs, fs) {
let gl = this.context.gl;
let program = gl.createProgram();
if (!program)
throw new Error("Couldn't compile program.");
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
let error = "Couldn't compile shader program: " + gl.getProgramInfoLog(program);
gl.deleteProgram(program);
if (!gl.isContextLost())
throw new Error(error);
}
return program;
}
restore() {
this.compile();
}
bind() {
this.context.gl.useProgram(this.program);
}
unbind() {
this.context.gl.useProgram(null);
}
setUniformi(uniform, value) {
this.context.gl.uniform1i(this.getUniformLocation(uniform), value);
}
setUniformf(uniform, value) {
this.context.gl.uniform1f(this.getUniformLocation(uniform), value);
}
setUniform2f(uniform, value, value2) {
this.context.gl.uniform2f(this.getUniformLocation(uniform), value, value2);
}
setUniform3f(uniform, value, value2, value3) {
this.context.gl.uniform3f(this.getUniformLocation(uniform), value, value2, value3);
}
setUniform4f(uniform, value, value2, value3, value4) {
this.context.gl.uniform4f(this.getUniformLocation(uniform), value, value2, value3, value4);
}
setUniform2x2f(uniform, value) {
let gl = this.context.gl;
this.tmp2x2.set(value);
gl.uniformMatrix2fv(this.getUniformLocation(uniform), false, this.tmp2x2);
}
setUniform3x3f(uniform, value) {
let gl = this.context.gl;
this.tmp3x3.set(value);
gl.uniformMatrix3fv(this.getUniformLocation(uniform), false, this.tmp3x3);
}
setUniform4x4f(uniform, value) {
let gl = this.context.gl;
this.tmp4x4.set(value);
gl.uniformMatrix4fv(this.getUniformLocation(uniform), false, this.tmp4x4);
}
getUniformLocation(uniform) {
let gl = this.context.gl;
if (!this.program)
throw new Error("Shader not compiled.");
let location = gl.getUniformLocation(this.program, uniform);
if (!location && !gl.isContextLost())
throw new Error(`Couldn't find location for uniform ${uniform}`);
return location;
}
getAttributeLocation(attribute) {
let gl = this.context.gl;
if (!this.program)
throw new Error("Shader not compiled.");
let location = gl.getAttribLocation(this.program, attribute);
if (location == -1 && !gl.isContextLost())
throw new Error(`Couldn't find location for attribute ${attribute}`);
return location;
}
dispose() {
this.context.removeRestorable(this);
let gl = this.context.gl;
if (this.vs) {
gl.deleteShader(this.vs);
this.vs = null;
}
if (this.fs) {
gl.deleteShader(this.fs);
this.fs = null;
}
if (this.program) {
gl.deleteProgram(this.program);
this.program = null;
}
}
static newColoredTextured(context) {
let vs = `
attribute vec4 ${Shader.POSITION};
attribute vec4 ${Shader.COLOR};
attribute vec2 ${Shader.TEXCOORDS};
uniform mat4 ${Shader.MVP_MATRIX};
varying vec4 v_color;
varying vec2 v_texCoords;
void main () {
v_color = ${Shader.COLOR};
v_texCoords = ${Shader.TEXCOORDS};
gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
}
`;
let fs = `
#ifdef GL_ES
#define LOWP lowp
precision mediump float;
#else
#define LOWP
#endif
varying LOWP vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
void main () {
gl_FragColor = v_color * texture2D(u_texture, v_texCoords);
}
`;
return new Shader(context, vs, fs);
}
static newTwoColoredTextured(context) {
let vs = `
attribute vec4 ${Shader.POSITION};
attribute vec4 ${Shader.COLOR};
attribute vec4 ${Shader.COLOR2};
attribute vec2 ${Shader.TEXCOORDS};
uniform mat4 ${Shader.MVP_MATRIX};
varying vec4 v_light;
varying vec4 v_dark;
varying vec2 v_texCoords;
void main () {
v_light = ${Shader.COLOR};
v_dark = ${Shader.COLOR2};
v_texCoords = ${Shader.TEXCOORDS};
gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
}
`;
let fs = `
#ifdef GL_ES
#define LOWP lowp
precision mediump float;
#else
#define LOWP
#endif
varying LOWP vec4 v_light;
varying LOWP vec4 v_dark;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
void main () {
vec4 texColor = texture2D(u_texture, v_texCoords);
gl_FragColor.a = texColor.a * v_light.a;
gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
}
`;
return new Shader(context, vs, fs);
}
static newColored(context) {
let vs = `
attribute vec4 ${Shader.POSITION};
attribute vec4 ${Shader.COLOR};
uniform mat4 ${Shader.MVP_MATRIX};
varying vec4 v_color;
void main () {
v_color = ${Shader.COLOR};
gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
}
`;
let fs = `
#ifdef GL_ES
#define LOWP lowp
precision mediump float;
#else
#define LOWP
#endif
varying LOWP vec4 v_color;
void main () {
gl_FragColor = v_color;
}
`;
return new Shader(context, vs, fs);
}
}
//# sourceMappingURL=data:application/json;base64,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 Line truncated
+69
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Disposable, Color } from "@esotericsoftware/spine-core";
import { Shader } from "./Shader.js";
import { ManagedWebGLRenderingContext } from "./WebGL.js";
export declare class ShapeRenderer implements Disposable {
private context;
private isDrawing;
private mesh;
private shapeType;
private color;
private shader;
private vertexIndex;
private tmp;
private srcColorBlend;
private srcAlphaBlend;
private dstBlend;
constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, maxVertices?: number);
begin(shader: Shader): void;
setBlendMode(srcColorBlend: number, srcAlphaBlend: number, dstBlend: number): void;
setColor(color: Color): void;
setColorWith(r: number, g: number, b: number, a: number): void;
point(x: number, y: number, color?: Color): void;
line(x: number, y: number, x2: number, y2: number, color?: Color): void;
triangle(filled: boolean, x: number, y: number, x2: number, y2: number, x3: number, y3: number, color?: Color, color2?: Color, color3?: Color): void;
quad(filled: boolean, x: number, y: number, x2: number, y2: number, x3: number, y3: number, x4: number, y4: number, color?: Color, color2?: Color, color3?: Color, color4?: Color): void;
rect(filled: boolean, x: number, y: number, width: number, height: number, color?: Color): void;
rectLine(filled: boolean, x1: number, y1: number, x2: number, y2: number, width: number, color?: Color): void;
x(x: number, y: number, size: number): void;
polygon(polygonVertices: ArrayLike<number>, offset: number, count: number, color?: Color): void;
circle(filled: boolean, x: number, y: number, radius: number, color?: Color, segments?: number): void;
curve(x1: number, y1: number, cx1: number, cy1: number, cx2: number, cy2: number, x2: number, y2: number, segments: number, color?: Color): void;
private vertex;
end(): void;
private flush;
private check;
dispose(): void;
}
export declare enum ShapeType {
Point = 0,
Line = 1,
Filled = 4
}
+347
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@@ -0,0 +1,347 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Color, Vector2, MathUtils } from "@esotericsoftware/spine-core";
import { Mesh, Position2Attribute, ColorAttribute } from "./Mesh.js";
import { ManagedWebGLRenderingContext } from "./WebGL.js";
export class ShapeRenderer {
context;
isDrawing = false;
mesh;
shapeType = ShapeType.Filled;
color = new Color(1, 1, 1, 1);
shader = null;
vertexIndex = 0;
tmp = new Vector2();
srcColorBlend;
srcAlphaBlend;
dstBlend;
constructor(context, maxVertices = 10920) {
if (maxVertices > 10920)
throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context);
this.mesh = new Mesh(context, [new Position2Attribute(), new ColorAttribute()], maxVertices, 0);
let gl = this.context.gl;
this.srcColorBlend = gl.SRC_ALPHA;
this.srcAlphaBlend = gl.ONE;
this.dstBlend = gl.ONE_MINUS_SRC_ALPHA;
}
begin(shader) {
if (this.isDrawing)
throw new Error("ShapeRenderer.begin() has already been called");
this.shader = shader;
this.vertexIndex = 0;
this.isDrawing = true;
let gl = this.context.gl;
gl.enable(gl.BLEND);
gl.blendFuncSeparate(this.srcColorBlend, this.dstBlend, this.srcAlphaBlend, this.dstBlend);
}
setBlendMode(srcColorBlend, srcAlphaBlend, dstBlend) {
this.srcColorBlend = srcColorBlend;
this.srcAlphaBlend = srcAlphaBlend;
this.dstBlend = dstBlend;
if (this.isDrawing) {
this.flush();
let gl = this.context.gl;
gl.blendFuncSeparate(srcColorBlend, dstBlend, srcAlphaBlend, dstBlend);
}
}
setColor(color) {
this.color.setFromColor(color);
}
setColorWith(r, g, b, a) {
this.color.set(r, g, b, a);
}
point(x, y, color) {
this.check(ShapeType.Point, 1);
if (!color)
color = this.color;
this.vertex(x, y, color);
}
line(x, y, x2, y2, color) {
this.check(ShapeType.Line, 2);
let vertices = this.mesh.getVertices();
let idx = this.vertexIndex;
if (!color)
color = this.color;
this.vertex(x, y, color);
this.vertex(x2, y2, color);
}
triangle(filled, x, y, x2, y2, x3, y3, color, color2, color3) {
this.check(filled ? ShapeType.Filled : ShapeType.Line, 3);
let vertices = this.mesh.getVertices();
let idx = this.vertexIndex;
if (!color)
color = this.color;
if (!color2)
color2 = this.color;
if (!color3)
color3 = this.color;
if (filled) {
this.vertex(x, y, color);
this.vertex(x2, y2, color2);
this.vertex(x3, y3, color3);
}
else {
this.vertex(x, y, color);
this.vertex(x2, y2, color2);
this.vertex(x2, y2, color);
this.vertex(x3, y3, color2);
this.vertex(x3, y3, color);
this.vertex(x, y, color2);
}
}
quad(filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4) {
this.check(filled ? ShapeType.Filled : ShapeType.Line, 3);
let vertices = this.mesh.getVertices();
let idx = this.vertexIndex;
if (!color)
color = this.color;
if (!color2)
color2 = this.color;
if (!color3)
color3 = this.color;
if (!color4)
color4 = this.color;
if (filled) {
this.vertex(x, y, color);
this.vertex(x2, y2, color2);
this.vertex(x3, y3, color3);
this.vertex(x3, y3, color3);
this.vertex(x4, y4, color4);
this.vertex(x, y, color);
}
else {
this.vertex(x, y, color);
this.vertex(x2, y2, color2);
this.vertex(x2, y2, color2);
this.vertex(x3, y3, color3);
this.vertex(x3, y3, color3);
this.vertex(x4, y4, color4);
this.vertex(x4, y4, color4);
this.vertex(x, y, color);
}
}
rect(filled, x, y, width, height, color) {
this.quad(filled, x, y, x + width, y, x + width, y + height, x, y + height, color, color, color, color);
}
rectLine(filled, x1, y1, x2, y2, width, color) {
this.check(filled ? ShapeType.Filled : ShapeType.Line, 8);
if (!color)
color = this.color;
let t = this.tmp.set(y2 - y1, x1 - x2);
t.normalize();
width *= 0.5;
let tx = t.x * width;
let ty = t.y * width;
if (!filled) {
this.vertex(x1 + tx, y1 + ty, color);
this.vertex(x1 - tx, y1 - ty, color);
this.vertex(x2 + tx, y2 + ty, color);
this.vertex(x2 - tx, y2 - ty, color);
this.vertex(x2 + tx, y2 + ty, color);
this.vertex(x1 + tx, y1 + ty, color);
this.vertex(x2 - tx, y2 - ty, color);
this.vertex(x1 - tx, y1 - ty, color);
}
else {
this.vertex(x1 + tx, y1 + ty, color);
this.vertex(x1 - tx, y1 - ty, color);
this.vertex(x2 + tx, y2 + ty, color);
this.vertex(x2 - tx, y2 - ty, color);
this.vertex(x2 + tx, y2 + ty, color);
this.vertex(x1 - tx, y1 - ty, color);
}
}
x(x, y, size) {
this.line(x - size, y - size, x + size, y + size);
this.line(x - size, y + size, x + size, y - size);
}
polygon(polygonVertices, offset, count, color) {
if (count < 3)
throw new Error("Polygon must contain at least 3 vertices");
this.check(ShapeType.Line, count * 2);
if (!color)
color = this.color;
let vertices = this.mesh.getVertices();
let idx = this.vertexIndex;
offset <<= 1;
count <<= 1;
let firstX = polygonVertices[offset];
let firstY = polygonVertices[offset + 1];
let last = offset + count;
for (let i = offset, n = offset + count - 2; i < n; i += 2) {
let x1 = polygonVertices[i];
let y1 = polygonVertices[i + 1];
let x2 = 0;
let y2 = 0;
if (i + 2 >= last) {
x2 = firstX;
y2 = firstY;
}
else {
x2 = polygonVertices[i + 2];
y2 = polygonVertices[i + 3];
}
this.vertex(x1, y1, color);
this.vertex(x2, y2, color);
}
}
circle(filled, x, y, radius, color, segments = 0) {
if (segments == 0)
segments = Math.max(1, (6 * MathUtils.cbrt(radius)) | 0);
if (segments <= 0)
throw new Error("segments must be > 0.");
if (!color)
color = this.color;
let angle = 2 * MathUtils.PI / segments;
let cos = Math.cos(angle);
let sin = Math.sin(angle);
let cx = radius, cy = 0;
if (!filled) {
this.check(ShapeType.Line, segments * 2 + 2);
for (let i = 0; i < segments; i++) {
this.vertex(x + cx, y + cy, color);
let temp = cx;
cx = cos * cx - sin * cy;
cy = sin * temp + cos * cy;
this.vertex(x + cx, y + cy, color);
}
// Ensure the last segment is identical to the first.
this.vertex(x + cx, y + cy, color);
}
else {
this.check(ShapeType.Filled, segments * 3 + 3);
segments--;
for (let i = 0; i < segments; i++) {
this.vertex(x, y, color);
this.vertex(x + cx, y + cy, color);
let temp = cx;
cx = cos * cx - sin * cy;
cy = sin * temp + cos * cy;
this.vertex(x + cx, y + cy, color);
}
// Ensure the last segment is identical to the first.
this.vertex(x, y, color);
this.vertex(x + cx, y + cy, color);
}
let temp = cx;
cx = radius;
cy = 0;
this.vertex(x + cx, y + cy, color);
}
curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color) {
this.check(ShapeType.Line, segments * 2 + 2);
if (!color)
color = this.color;
// Algorithm from: http://www.antigrain.com/research/bezier_interpolation/index.html#PAGE_BEZIER_INTERPOLATION
let subdiv_step = 1 / segments;
let subdiv_step2 = subdiv_step * subdiv_step;
let subdiv_step3 = subdiv_step * subdiv_step * subdiv_step;
let pre1 = 3 * subdiv_step;
let pre2 = 3 * subdiv_step2;
let pre4 = 6 * subdiv_step2;
let pre5 = 6 * subdiv_step3;
let tmp1x = x1 - cx1 * 2 + cx2;
let tmp1y = y1 - cy1 * 2 + cy2;
let tmp2x = (cx1 - cx2) * 3 - x1 + x2;
let tmp2y = (cy1 - cy2) * 3 - y1 + y2;
let fx = x1;
let fy = y1;
let dfx = (cx1 - x1) * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3;
let dfy = (cy1 - y1) * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3;
let ddfx = tmp1x * pre4 + tmp2x * pre5;
let ddfy = tmp1y * pre4 + tmp2y * pre5;
let dddfx = tmp2x * pre5;
let dddfy = tmp2y * pre5;
while (segments-- > 0) {
this.vertex(fx, fy, color);
fx += dfx;
fy += dfy;
dfx += ddfx;
dfy += ddfy;
ddfx += dddfx;
ddfy += dddfy;
this.vertex(fx, fy, color);
}
this.vertex(fx, fy, color);
this.vertex(x2, y2, color);
}
vertex(x, y, color) {
let idx = this.vertexIndex;
let vertices = this.mesh.getVertices();
vertices[idx++] = x;
vertices[idx++] = y;
vertices[idx++] = color.r;
vertices[idx++] = color.g;
vertices[idx++] = color.b;
vertices[idx++] = color.a;
this.vertexIndex = idx;
}
end() {
if (!this.isDrawing)
throw new Error("ShapeRenderer.begin() has not been called");
this.flush();
let gl = this.context.gl;
gl.disable(gl.BLEND);
this.isDrawing = false;
}
flush() {
if (this.vertexIndex == 0)
return;
if (!this.shader)
throw new Error("No shader set.");
this.mesh.setVerticesLength(this.vertexIndex);
this.mesh.draw(this.shader, this.shapeType);
this.vertexIndex = 0;
}
check(shapeType, numVertices) {
if (!this.isDrawing)
throw new Error("ShapeRenderer.begin() has not been called");
if (this.shapeType == shapeType) {
if (this.mesh.maxVertices() - this.mesh.numVertices() < numVertices)
this.flush();
else
return;
}
else {
this.flush();
this.shapeType = shapeType;
}
}
dispose() {
this.mesh.dispose();
}
}
export var ShapeType;
(function (ShapeType) {
ShapeType[ShapeType["Point"] = 0] = "Point";
ShapeType[ShapeType["Line"] = 1] = "Line";
ShapeType[ShapeType["Filled"] = 4] = "Filled";
})(ShapeType || (ShapeType = {}));
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Line truncated
@@ -0,0 +1,60 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Disposable, Color, Skeleton } from "@esotericsoftware/spine-core";
import { ShapeRenderer } from "./ShapeRenderer.js";
import { ManagedWebGLRenderingContext } from "./WebGL.js";
export declare class SkeletonDebugRenderer implements Disposable {
boneLineColor: Color;
boneOriginColor: Color;
attachmentLineColor: Color;
triangleLineColor: Color;
pathColor: Color;
clipColor: Color;
aabbColor: Color;
drawBones: boolean;
drawRegionAttachments: boolean;
drawBoundingBoxes: boolean;
drawMeshHull: boolean;
drawMeshTriangles: boolean;
drawPaths: boolean;
drawSkeletonXY: boolean;
drawClipping: boolean;
premultipliedAlpha: boolean;
scale: number;
boneWidth: number;
private context;
private bounds;
private temp;
private vertices;
private static LIGHT_GRAY;
private static GREEN;
constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext);
draw(shapes: ShapeRenderer, skeleton: Skeleton, ignoredBones?: Array<string>): void;
dispose(): void;
}
@@ -0,0 +1,224 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Color, SkeletonBounds, Utils, RegionAttachment, MeshAttachment, PathAttachment, ClippingAttachment } from "@esotericsoftware/spine-core";
import { ManagedWebGLRenderingContext } from "./WebGL.js";
export class SkeletonDebugRenderer {
boneLineColor = new Color(1, 0, 0, 1);
boneOriginColor = new Color(0, 1, 0, 1);
attachmentLineColor = new Color(0, 0, 1, 0.5);
triangleLineColor = new Color(1, 0.64, 0, 0.5);
pathColor = new Color().setFromString("FF7F00");
clipColor = new Color(0.8, 0, 0, 2);
aabbColor = new Color(0, 1, 0, 0.5);
drawBones = true;
drawRegionAttachments = true;
drawBoundingBoxes = true;
drawMeshHull = true;
drawMeshTriangles = true;
drawPaths = true;
drawSkeletonXY = false;
drawClipping = true;
premultipliedAlpha = false;
scale = 1;
boneWidth = 2;
context;
bounds = new SkeletonBounds();
temp = new Array();
vertices = Utils.newFloatArray(2 * 1024);
static LIGHT_GRAY = new Color(192 / 255, 192 / 255, 192 / 255, 1);
static GREEN = new Color(0, 1, 0, 1);
constructor(context) {
this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context);
}
draw(shapes, skeleton, ignoredBones) {
let skeletonX = skeleton.x;
let skeletonY = skeleton.y;
let gl = this.context.gl;
let srcFunc = this.premultipliedAlpha ? gl.ONE : gl.SRC_ALPHA;
shapes.setBlendMode(srcFunc, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
let bones = skeleton.bones;
if (this.drawBones) {
shapes.setColor(this.boneLineColor);
for (let i = 0, n = bones.length; i < n; i++) {
let bone = bones[i];
if (ignoredBones && ignoredBones.indexOf(bone.data.name) > -1)
continue;
if (!bone.parent)
continue;
let x = bone.data.length * bone.a + bone.worldX;
let y = bone.data.length * bone.c + bone.worldY;
shapes.rectLine(true, bone.worldX, bone.worldY, x, y, this.boneWidth * this.scale);
}
if (this.drawSkeletonXY)
shapes.x(skeletonX, skeletonY, 4 * this.scale);
}
if (this.drawRegionAttachments) {
shapes.setColor(this.attachmentLineColor);
let slots = skeleton.slots;
for (let i = 0, n = slots.length; i < n; i++) {
let slot = slots[i];
let attachment = slot.getAttachment();
if (attachment instanceof RegionAttachment) {
let regionAttachment = attachment;
let vertices = this.vertices;
regionAttachment.computeWorldVertices(slot, vertices, 0, 2);
shapes.line(vertices[0], vertices[1], vertices[2], vertices[3]);
shapes.line(vertices[2], vertices[3], vertices[4], vertices[5]);
shapes.line(vertices[4], vertices[5], vertices[6], vertices[7]);
shapes.line(vertices[6], vertices[7], vertices[0], vertices[1]);
}
}
}
if (this.drawMeshHull || this.drawMeshTriangles) {
let slots = skeleton.slots;
for (let i = 0, n = slots.length; i < n; i++) {
let slot = slots[i];
if (!slot.bone.active)
continue;
let attachment = slot.getAttachment();
if (!(attachment instanceof MeshAttachment))
continue;
let mesh = attachment;
let vertices = this.vertices;
mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, 2);
let triangles = mesh.triangles;
let hullLength = mesh.hullLength;
if (this.drawMeshTriangles) {
shapes.setColor(this.triangleLineColor);
for (let ii = 0, nn = triangles.length; ii < nn; ii += 3) {
let v1 = triangles[ii] * 2, v2 = triangles[ii + 1] * 2, v3 = triangles[ii + 2] * 2;
shapes.triangle(false, vertices[v1], vertices[v1 + 1], //
vertices[v2], vertices[v2 + 1], //
vertices[v3], vertices[v3 + 1] //
);
}
}
if (this.drawMeshHull && hullLength > 0) {
shapes.setColor(this.attachmentLineColor);
hullLength = (hullLength >> 1) * 2;
let lastX = vertices[hullLength - 2], lastY = vertices[hullLength - 1];
for (let ii = 0, nn = hullLength; ii < nn; ii += 2) {
let x = vertices[ii], y = vertices[ii + 1];
shapes.line(x, y, lastX, lastY);
lastX = x;
lastY = y;
}
}
}
}
if (this.drawBoundingBoxes) {
let bounds = this.bounds;
bounds.update(skeleton, true);
shapes.setColor(this.aabbColor);
shapes.rect(false, bounds.minX, bounds.minY, bounds.getWidth(), bounds.getHeight());
let polygons = bounds.polygons;
let boxes = bounds.boundingBoxes;
for (let i = 0, n = polygons.length; i < n; i++) {
let polygon = polygons[i];
shapes.setColor(boxes[i].color);
shapes.polygon(polygon, 0, polygon.length);
}
}
if (this.drawPaths) {
let slots = skeleton.slots;
for (let i = 0, n = slots.length; i < n; i++) {
let slot = slots[i];
if (!slot.bone.active)
continue;
let attachment = slot.getAttachment();
if (!(attachment instanceof PathAttachment))
continue;
let path = attachment;
let nn = path.worldVerticesLength;
let world = this.temp = Utils.setArraySize(this.temp, nn, 0);
path.computeWorldVertices(slot, 0, nn, world, 0, 2);
let color = this.pathColor;
let x1 = world[2], y1 = world[3], x2 = 0, y2 = 0;
if (path.closed) {
shapes.setColor(color);
let cx1 = world[0], cy1 = world[1], cx2 = world[nn - 2], cy2 = world[nn - 1];
x2 = world[nn - 4];
y2 = world[nn - 3];
shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, 32);
shapes.setColor(SkeletonDebugRenderer.LIGHT_GRAY);
shapes.line(x1, y1, cx1, cy1);
shapes.line(x2, y2, cx2, cy2);
}
nn -= 4;
for (let ii = 4; ii < nn; ii += 6) {
let cx1 = world[ii], cy1 = world[ii + 1], cx2 = world[ii + 2], cy2 = world[ii + 3];
x2 = world[ii + 4];
y2 = world[ii + 5];
shapes.setColor(color);
shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, 32);
shapes.setColor(SkeletonDebugRenderer.LIGHT_GRAY);
shapes.line(x1, y1, cx1, cy1);
shapes.line(x2, y2, cx2, cy2);
x1 = x2;
y1 = y2;
}
}
}
if (this.drawBones) {
shapes.setColor(this.boneOriginColor);
for (let i = 0, n = bones.length; i < n; i++) {
let bone = bones[i];
if (ignoredBones && ignoredBones.indexOf(bone.data.name) > -1)
continue;
shapes.circle(true, bone.worldX, bone.worldY, 3 * this.scale, this.boneOriginColor, 8);
}
}
if (this.drawClipping) {
let slots = skeleton.slots;
shapes.setColor(this.clipColor);
for (let i = 0, n = slots.length; i < n; i++) {
let slot = slots[i];
if (!slot.bone.active)
continue;
let attachment = slot.getAttachment();
if (!(attachment instanceof ClippingAttachment))
continue;
let clip = attachment;
let nn = clip.worldVerticesLength;
let world = this.temp = Utils.setArraySize(this.temp, nn, 0);
clip.computeWorldVertices(slot, 0, nn, world, 0, 2);
for (let i = 0, n = world.length; i < n; i += 2) {
let x = world[i];
let y = world[i + 1];
let x2 = world[(i + 2) % world.length];
let y2 = world[(i + 3) % world.length];
shapes.line(x, y, x2, y2);
}
}
}
}
dispose() {
}
}
//# 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Line truncated
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { NumberArrayLike, SkeletonClipping, Skeleton } from "@esotericsoftware/spine-core";
import { PolygonBatcher } from "./PolygonBatcher.js";
import { ManagedWebGLRenderingContext } from "./WebGL.js";
export type VertexTransformer = (vertices: NumberArrayLike, numVertices: number, stride: number) => void;
export declare class SkeletonRenderer {
static QUAD_TRIANGLES: number[];
premultipliedAlpha: boolean;
private tempColor;
private tempColor2;
private vertices;
private vertexSize;
private twoColorTint;
private renderable;
private clipper;
private temp;
private temp2;
private temp3;
private temp4;
/**
* Batches additive slots together with normal slots by rendering additive slots with premultiplied alpha RGB and zero alpha,
* while using normal PMA blending. This reduces draw calls for normal/additive/normal sequences with the same texture.
*
* Disabled by default in 4.2 to preserve exact additive alpha accumulation for transparent targets.
*/
pmaAdditiveBatching: boolean;
constructor(context: ManagedWebGLRenderingContext, twoColorTint?: boolean);
draw(batcher: PolygonBatcher, skeleton: Skeleton, slotRangeStart?: number, slotRangeEnd?: number, transformer?: VertexTransformer | null): void;
/** Returns the {@link SkeletonClipping} used by this renderer for use with e.g. {@link Skeleton.getBounds} **/
getSkeletonClipping(): SkeletonClipping;
}
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Color, SkeletonClipping, Vector2, Utils, BlendMode, RegionAttachment, MeshAttachment, ClippingAttachment } from "@esotericsoftware/spine-core";
class Renderable {
vertices;
numVertices;
numFloats;
constructor(vertices, numVertices, numFloats) {
this.vertices = vertices;
this.numVertices = numVertices;
this.numFloats = numFloats;
}
}
;
export class SkeletonRenderer {
static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
premultipliedAlpha = false;
tempColor = new Color();
tempColor2 = new Color();
vertices;
vertexSize = 2 + 2 + 4;
twoColorTint = false;
renderable = new Renderable([], 0, 0);
clipper = new SkeletonClipping();
temp = new Vector2();
temp2 = new Vector2();
temp3 = new Color();
temp4 = new Color();
/**
* Batches additive slots together with normal slots by rendering additive slots with premultiplied alpha RGB and zero alpha,
* while using normal PMA blending. This reduces draw calls for normal/additive/normal sequences with the same texture.
*
* Disabled by default in 4.2 to preserve exact additive alpha accumulation for transparent targets.
*/
pmaAdditiveBatching = false;
constructor(context, twoColorTint = true) {
this.twoColorTint = twoColorTint;
if (twoColorTint)
this.vertexSize += 4;
this.vertices = Utils.newFloatArray(this.vertexSize * 1024);
}
draw(batcher, skeleton, slotRangeStart = -1, slotRangeEnd = -1, transformer = null) {
let clipper = this.clipper;
let premultipliedAlpha = this.premultipliedAlpha;
let twoColorTint = this.twoColorTint;
let blendMode = null;
let renderable = this.renderable;
let uvs;
let triangles;
let drawOrder = skeleton.drawOrder;
let attachmentColor;
let skeletonColor = skeleton.color;
let vertexSize = twoColorTint ? 12 : 8;
let inRange = false;
if (slotRangeStart == -1)
inRange = true;
for (let i = 0, n = drawOrder.length; i < n; i++) {
let clippedVertexSize = clipper.isClipping() ? 2 : vertexSize;
let slot = drawOrder[i];
if (!slot.bone.active) {
clipper.clipEndWithSlot(slot);
continue;
}
if (slotRangeStart >= 0 && slotRangeStart == slot.data.index) {
inRange = true;
}
if (!inRange) {
clipper.clipEndWithSlot(slot);
continue;
}
if (slotRangeEnd >= 0 && slotRangeEnd == slot.data.index) {
inRange = false;
}
let attachment = slot.getAttachment();
let texture;
if (attachment instanceof RegionAttachment) {
let region = attachment;
renderable.vertices = this.vertices;
renderable.numVertices = 4;
renderable.numFloats = clippedVertexSize << 2;
region.computeWorldVertices(slot, renderable.vertices, 0, clippedVertexSize);
triangles = SkeletonRenderer.QUAD_TRIANGLES;
uvs = region.uvs;
texture = region.region.texture;
attachmentColor = region.color;
}
else if (attachment instanceof MeshAttachment) {
let mesh = attachment;
renderable.vertices = this.vertices;
renderable.numVertices = (mesh.worldVerticesLength >> 1);
renderable.numFloats = renderable.numVertices * clippedVertexSize;
if (renderable.numFloats > renderable.vertices.length) {
renderable.vertices = this.vertices = Utils.newFloatArray(renderable.numFloats);
}
mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, renderable.vertices, 0, clippedVertexSize);
triangles = mesh.triangles;
texture = mesh.region.texture;
uvs = mesh.uvs;
attachmentColor = mesh.color;
}
else if (attachment instanceof ClippingAttachment) {
let clip = (attachment);
clipper.clipStart(slot, clip);
continue;
}
else {
clipper.clipEndWithSlot(slot);
continue;
}
if (texture) {
let slotColor = slot.color;
let finalColor = this.tempColor;
let slotBlendMode = slot.data.blendMode;
let additiveBlend = this.pmaAdditiveBatching && premultipliedAlpha && slotBlendMode == BlendMode.Additive;
let alpha = skeletonColor.a * slotColor.a * attachmentColor.a;
finalColor.r = skeletonColor.r * slotColor.r * attachmentColor.r;
finalColor.g = skeletonColor.g * slotColor.g * attachmentColor.g;
finalColor.b = skeletonColor.b * slotColor.b * attachmentColor.b;
finalColor.a = additiveBlend ? 0 : alpha;
if (premultipliedAlpha) {
finalColor.r *= alpha;
finalColor.g *= alpha;
finalColor.b *= alpha;
}
let darkColor = this.tempColor2;
if (!slot.darkColor)
darkColor.set(0, 0, 0, 1.0);
else {
if (premultipliedAlpha) {
darkColor.r = slot.darkColor.r * finalColor.a;
darkColor.g = slot.darkColor.g * finalColor.a;
darkColor.b = slot.darkColor.b * finalColor.a;
}
else {
darkColor.setFromColor(slot.darkColor);
}
darkColor.a = premultipliedAlpha ? 1.0 : 0.0;
}
let batchBlendMode = additiveBlend ? BlendMode.Normal : slotBlendMode;
if (batchBlendMode != blendMode) {
blendMode = batchBlendMode;
batcher.setBlendMode(blendMode, premultipliedAlpha);
}
if (clipper.isClipping()) {
clipper.clipTriangles(renderable.vertices, triangles, triangles.length, uvs, finalColor, darkColor, twoColorTint);
let clippedVertices = new Float32Array(clipper.clippedVertices);
let clippedTriangles = clipper.clippedTriangles;
if (transformer)
transformer(clippedVertices, clippedVertices.length, vertexSize);
batcher.draw(texture, clippedVertices, clippedTriangles);
}
else {
let verts = renderable.vertices;
if (!twoColorTint) {
for (let v = 2, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) {
verts[v] = finalColor.r;
verts[v + 1] = finalColor.g;
verts[v + 2] = finalColor.b;
verts[v + 3] = finalColor.a;
verts[v + 4] = uvs[u];
verts[v + 5] = uvs[u + 1];
}
}
else {
for (let v = 2, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) {
verts[v] = finalColor.r;
verts[v + 1] = finalColor.g;
verts[v + 2] = finalColor.b;
verts[v + 3] = finalColor.a;
verts[v + 4] = uvs[u];
verts[v + 5] = uvs[u + 1];
verts[v + 6] = darkColor.r;
verts[v + 7] = darkColor.g;
verts[v + 8] = darkColor.b;
verts[v + 9] = darkColor.a;
}
}
let view = renderable.vertices.subarray(0, renderable.numFloats);
if (transformer)
transformer(renderable.vertices, renderable.numFloats, vertexSize);
batcher.draw(texture, view, triangles);
}
}
clipper.clipEndWithSlot(slot);
}
clipper.clipEnd();
}
/** Returns the {@link SkeletonClipping} used by this renderer for use with e.g. {@link Skeleton.getBounds} **/
getSkeletonClipping() {
return this.clipper;
}
}
//# 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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { TimeKeeper, AssetManager, ManagedWebGLRenderingContext, SceneRenderer, Input, StringMap } from "./index.js";
/** An app running inside a {@link SpineCanvas}. The app life-cycle
* is as follows:
*
* 1. `loadAssets()` is called. The app can queue assets for loading via {@link SpineCanvas.assetManager}.
* 2. `initialize()` is called when all assets are loaded. The app can setup anything it needs to enter the main application logic.
* 3. `update()` is called periodically at screen refresh rate. The app can update its state.
* 4. `render()` is called periodically at screen refresh rate. The app can render its state via {@link SpineCanvas.renderer} or directly via the WebGL context in {@link SpineCanvas.gl}.
*
* The `error()` method is called in case the assets could not be loaded. The `dispose()` method is called in case the canvas has been disposed via {@link SpineCanvas.dispose}.
*/
export interface SpineCanvasApp {
loadAssets?(canvas: SpineCanvas): void;
initialize?(canvas: SpineCanvas): void;
update?(canvas: SpineCanvas, delta: number): void;
render?(canvas: SpineCanvas): void;
error?(canvas: SpineCanvas, errors: StringMap<string>): void;
dispose?(canvas: SpineCanvas): void;
}
/** Configuration passed to the {@link SpineCanvas} constructor */
export interface SpineCanvasConfig {
app: SpineCanvasApp;
pathPrefix?: string;
webglConfig?: any;
}
/** Manages the life-cycle and WebGL context of a {@link SpineCanvasApp}. The app loads
* assets and initializes itself, then updates and renders its state at the screen refresh rate. */
export declare class SpineCanvas {
private config;
readonly context: ManagedWebGLRenderingContext;
/** Tracks the current time, delta, and other time related statistics. */
readonly time: TimeKeeper;
/** The HTML canvas to render to. */
readonly htmlCanvas: HTMLCanvasElement;
/** The WebGL rendering context. */
readonly gl: WebGLRenderingContext;
/** The scene renderer for easy drawing of skeletons, shapes, and images. */
readonly renderer: SceneRenderer;
/** The asset manager to load assets with. */
readonly assetManager: AssetManager;
/** The input processor used to listen to mouse, touch, and keyboard events. */
readonly input: Input;
private disposed;
/** Constructs a new spine canvas, rendering to the provided HTML canvas. */
constructor(canvas: HTMLCanvasElement, config: SpineCanvasConfig);
/** Clears the canvas with the given color. The color values are given in the range [0,1]. */
clear(r: number, g: number, b: number, a: number): void;
/** Disposes the app, so the update() and render() functions are no longer called. Calls the dispose() callback.*/
dispose(): void;
}
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { TimeKeeper, AssetManager, ManagedWebGLRenderingContext, SceneRenderer, Input } from "./index.js";
/** Manages the life-cycle and WebGL context of a {@link SpineCanvasApp}. The app loads
* assets and initializes itself, then updates and renders its state at the screen refresh rate. */
export class SpineCanvas {
config;
context;
/** Tracks the current time, delta, and other time related statistics. */
time = new TimeKeeper();
/** The HTML canvas to render to. */
htmlCanvas;
/** The WebGL rendering context. */
gl;
/** The scene renderer for easy drawing of skeletons, shapes, and images. */
renderer;
/** The asset manager to load assets with. */
assetManager;
/** The input processor used to listen to mouse, touch, and keyboard events. */
input;
disposed = false;
/** Constructs a new spine canvas, rendering to the provided HTML canvas. */
constructor(canvas, config) {
this.config = config;
if (!config.pathPrefix)
config.pathPrefix = "";
if (!config.app)
config.app = {
loadAssets: () => { },
initialize: () => { },
update: () => { },
render: () => { },
error: () => { },
dispose: () => { },
};
if (!config.webglConfig)
config.webglConfig = { alpha: true };
this.htmlCanvas = canvas;
this.context = new ManagedWebGLRenderingContext(canvas, config.webglConfig);
this.renderer = new SceneRenderer(canvas, this.context);
this.gl = this.context.gl;
this.assetManager = new AssetManager(this.context, config.pathPrefix);
this.input = new Input(canvas);
if (config.app.loadAssets)
config.app.loadAssets(this);
let loop = () => {
if (this.disposed)
return;
requestAnimationFrame(loop);
this.time.update();
if (config.app.update)
config.app.update(this, this.time.delta);
if (config.app.render)
config.app.render(this);
};
let waitForAssets = () => {
if (this.disposed)
return;
if (this.assetManager.isLoadingComplete()) {
if (this.assetManager.hasErrors()) {
if (config.app.error)
config.app.error(this, this.assetManager.getErrors());
}
else {
if (config.app.initialize)
config.app.initialize(this);
loop();
}
return;
}
requestAnimationFrame(waitForAssets);
};
requestAnimationFrame(waitForAssets);
}
/** Clears the canvas with the given color. The color values are given in the range [0,1]. */
clear(r, g, b, a) {
this.gl.clearColor(r, g, b, a);
this.gl.clear(this.gl.COLOR_BUFFER_BIT);
}
/** Disposes the app, so the update() and render() functions are no longer called. Calls the dispose() callback.*/
dispose() {
if (this.config.app.dispose)
this.config.app.dispose(this);
this.disposed = true;
}
}
//# 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@@ -0,0 +1,47 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Matrix4 } from "./Matrix4.js";
export declare class Vector3 {
x: number;
y: number;
z: number;
constructor(x?: number, y?: number, z?: number);
setFrom(v: Vector3): Vector3;
set(x: number, y: number, z: number): Vector3;
add(v: Vector3): Vector3;
sub(v: Vector3): Vector3;
scale(s: number): Vector3;
normalize(): Vector3;
cross(v: Vector3): Vector3;
multiply(matrix: Matrix4): Vector3;
project(matrix: Matrix4): Vector3;
dot(v: Vector3): number;
length(): number;
distance(v: Vector3): number;
}
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { M00, M01, M02, M03, M10, M11, M12, M13, M20, M21, M22, M23, M30, M31, M32, M33 } from "./Matrix4.js";
export class Vector3 {
x = 0;
y = 0;
z = 0;
constructor(x = 0, y = 0, z = 0) {
this.x = x;
this.y = y;
this.z = z;
}
setFrom(v) {
this.x = v.x;
this.y = v.y;
this.z = v.z;
return this;
}
set(x, y, z) {
this.x = x;
this.y = y;
this.z = z;
return this;
}
add(v) {
this.x += v.x;
this.y += v.y;
this.z += v.z;
return this;
}
sub(v) {
this.x -= v.x;
this.y -= v.y;
this.z -= v.z;
return this;
}
scale(s) {
this.x *= s;
this.y *= s;
this.z *= s;
return this;
}
normalize() {
let len = this.length();
if (len == 0)
return this;
len = 1 / len;
this.x *= len;
this.y *= len;
this.z *= len;
return this;
}
cross(v) {
return this.set(this.y * v.z - this.z * v.y, this.z * v.x - this.x * v.z, this.x * v.y - this.y * v.x);
}
multiply(matrix) {
let l_mat = matrix.values;
return this.set(this.x * l_mat[M00] + this.y * l_mat[M01] + this.z * l_mat[M02] + l_mat[M03], this.x * l_mat[M10] + this.y * l_mat[M11] + this.z * l_mat[M12] + l_mat[M13], this.x * l_mat[M20] + this.y * l_mat[M21] + this.z * l_mat[M22] + l_mat[M23]);
}
project(matrix) {
let l_mat = matrix.values;
let l_w = 1 / (this.x * l_mat[M30] + this.y * l_mat[M31] + this.z * l_mat[M32] + l_mat[M33]);
return this.set((this.x * l_mat[M00] + this.y * l_mat[M01] + this.z * l_mat[M02] + l_mat[M03]) * l_w, (this.x * l_mat[M10] + this.y * l_mat[M11] + this.z * l_mat[M12] + l_mat[M13]) * l_w, (this.x * l_mat[M20] + this.y * l_mat[M21] + this.z * l_mat[M22] + l_mat[M23]) * l_w);
}
dot(v) {
return this.x * v.x + this.y * v.y + this.z * v.z;
}
length() {
return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
}
distance(v) {
let a = v.x - this.x;
let b = v.y - this.y;
let c = v.z - this.z;
return Math.sqrt(a * a + b * b + c * c);
}
}
//# 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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import type { Disposable, Restorable } from "@esotericsoftware/spine-core";
export declare class ManagedWebGLRenderingContext implements Disposable {
canvas: HTMLCanvasElement | OffscreenCanvas;
gl: WebGLRenderingContext;
private restorables;
constructor(canvasOrContext: HTMLCanvasElement | WebGLRenderingContext, contextConfig?: WebGLContextAttributes);
private contextLostHandler;
private contextRestoredHandler;
dispose(): void;
addRestorable(restorable: Restorable): void;
removeRestorable(restorable: Restorable): void;
}
+67
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@@ -0,0 +1,67 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
export class ManagedWebGLRenderingContext {
canvas;
gl;
restorables = [];
constructor(canvasOrContext, contextConfig = { alpha: true }) {
if (!((canvasOrContext instanceof WebGLRenderingContext) || (typeof WebGL2RenderingContext !== 'undefined' && canvasOrContext instanceof WebGL2RenderingContext))) {
const canvas = canvasOrContext;
this.gl = (canvas.getContext("webgl2", contextConfig) || canvas.getContext("webgl", contextConfig));
this.canvas = canvas;
canvas.addEventListener("webglcontextlost", this.contextLostHandler);
canvas.addEventListener("webglcontextrestored", this.contextRestoredHandler);
}
else {
this.gl = canvasOrContext;
this.canvas = this.gl.canvas;
}
}
contextLostHandler = (e) => {
if (e)
e.preventDefault();
};
contextRestoredHandler = () => {
for (let i = 0, n = this.restorables.length; i < n; i++)
this.restorables[i].restore();
};
dispose() {
this.canvas.removeEventListener("webglcontextlost", this.contextLostHandler);
this.canvas.removeEventListener("webglcontextrestored", this.contextRestoredHandler);
}
addRestorable(restorable) {
this.restorables.push(restorable);
}
removeRestorable(restorable) {
const index = this.restorables.indexOf(restorable);
if (index > -1)
this.restorables.splice(index, 1);
}
}
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Line truncated
@@ -0,0 +1,84 @@
"use strict";var qi=class{array=new Array;add(e){let t=this.contains(e);return this.array[e|0]=e|0,!t}contains(e){return this.array[e|0]!=null}remove(e){this.array[e|0]=void 0}clear(){this.array.length=0}},Ee=class{entries={};size=0;add(e){let t=this.entries[e];return this.entries[e]=!0,t?!1:(this.size++,!0)}addAll(e){let t=this.size;for(var s=0,i=e.length;s<i;s++)this.add(e[s]);return t!=this.size}contains(e){return this.entries[e]}clear(){this.entries={},this.size=0}},st=class Nt{constructor(t=0,s=0,i=0,r=0){this.r=t,this.g=s,this.b=i,this.a=r}static WHITE=new Nt(1,1,1,1);static RED=new Nt(1,0,0,1);static GREEN=new Nt(0,1,0,1);static BLUE=new Nt(0,0,1,1);static MAGENTA=new Nt(1,0,1,1);set(t,s,i,r){return this.r=t,this.g=s,this.b=i,this.a=r,this.clamp()}setFromColor(t){return this.r=t.r,this.g=t.g,this.b=t.b,this.a=t.a,this}setFromString(t){return t=t.charAt(0)=="#"?t.substr(1):t,this.r=parseInt(t.substr(0,2),16)/255,this.g=parseInt(t.substr(2,2),16)/255,this.b=parseInt(t.substr(4,2),16)/255,this.a=t.length!=8?1:parseInt(t.substr(6,2),16)/255,this}add(t,s,i,r){return this.r+=t,this.g+=s,this.b+=i,this.a+=r,this.clamp()}clamp(){return this.r<0?this.r=0:this.r>1&&(this.r=1),this.g<0?this.g=0:this.g>1&&(this.g=1),this.b<0?this.b=0:this.b>1&&(this.b=1),this.a<0?this.a=0:this.a>1&&(this.a=1),this}static rgba8888ToColor(t,s){t.r=((s&4278190080)>>>24)/255,t.g=((s&16711680)>>>16)/255,t.b=((s&65280)>>>8)/255,t.a=(s&255)/255}static rgb888ToColor(t,s){t.r=((s&16711680)>>>16)/255,t.g=((s&65280)>>>8)/255,t.b=(s&255)/255}toRgb888(){const t=s=>("0"+(s*255).toString(16)).slice(-2);return+("0x"+t(this.r)+t(this.g)+t(this.b))}static fromString(t,s=new Nt){return s.setFromString(t)}},L=class Et{static PI=3.1415927;static PI2=Et.PI*2;static invPI2=1/Et.PI2;static radiansToDegrees=180/Et.PI;static radDeg=Et.radiansToDegrees;static 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`+s:""))}remove(e){e=this.pathPrefix+e;let t=this.cache.assets[e];return t.dispose&&t.dispose(),delete this.cache.assets[e],delete this.cache.assetsRefCount[e],delete this.cache.assetsLoaded[e],t}removeAll(){for(let e in this.cache.assets){let t=this.cache.assets[e];t.dispose&&t.dispose()}this.cache.assets={},this.cache.assetsLoaded={},this.cache.assetsRefCount={}}isLoadingComplete(){return this.toLoad==0}getToLoad(){return this.toLoad}getLoaded(){return this.loaded}dispose(){this.removeAll()}disposeAsset(e){const t=this.cache.assets[e];if(t instanceof fs){t.dispose();return}this.disposeAssetInternal(e)}hasErrors(){return Object.keys(this.errors).length>0}getErrors(){return this.errors}disposeAssetInternal(e){if(this.cache.assetsRefCount[e]>0&&--this.cache.assetsRefCount[e]===0)return this.remove(e)}createTextureAtlas(e,t){const s=new fs(t);return s.dispose=()=>{if(!(this.cache.assetsRefCount[e]<=0)){this.disposeAssetInternal(e);for(const i of 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i=this.callbacks[e];try{if(i)return!0;this.callbacks[e]=i=[]}finally{i.push(t,s)}}finish(e,t,s){let i=this.callbacks[e];delete this.callbacks[e];let r=t==200||t==0?[s]:[t,s];for(let h=r.length-1,l=i.length;h<l;h+=2)i[h].apply(null,r)}},ps=class{data;intValue=0;floatValue=0;stringValue=null;time=0;volume=0;balance=0;constructor(e,t){if(!t)throw new Error("data cannot be null.");this.time=e,this.data=t}},ws=class{name;intValue=0;floatValue=0;stringValue=null;audioPath=null;volume=0;balance=0;constructor(e){this.name=e}},ci=class{data;bones;target;bendDirection=0;compress=!1;stretch=!1;mix=1;softness=0;active=!1;constructor(e,t){if(!e)throw new Error("data cannot be null.");if(!t)throw new Error("skeleton cannot be null.");this.data=e,this.bones=new Array;for(let i=0;i<e.bones.length;i++){let r=t.findBone(e.bones[i].name);if(!r)throw new Error(`Couldn't find bone ${e.bones[i].name}`);this.bones.push(r)}let s=t.findBone(e.target.name);if(!s)throw new Error(`Couldn't find bone ${e.target.name}`);this.target=s,this.mix=e.mix,this.softness=e.softness,this.bendDirection=e.bendDirection,this.compress=e.compress,this.stretch=e.stretch}isActive(){return this.active}setToSetupPose(){const e=this.data;this.mix=e.mix,this.softness=e.softness,this.bendDirection=e.bendDirection,this.compress=e.compress,this.stretch=e.stretch}update(e){if(this.mix==0)return;let t=this.target,s=this.bones;switch(s.length){case 1:this.apply1(s[0],t.worldX,t.worldY,this.compress,this.stretch,this.data.uniform,this.mix);break;case 2:this.apply2(s[0],s[1],t.worldX,t.worldY,this.bendDirection,this.stretch,this.data.uniform,this.softness,this.mix);break}}apply1(e,t,s,i,r,h,l){let n=e.parent;if(!n)throw new Error("IK bone must have parent.");let a=n.a,o=n.b,c=n.c,d=n.d,f=-e.ashearX-e.arotation,m=0,u=0;switch(e.inherit){case 1:m=(t-e.worldX)*L.signum(e.skeleton.scaleX),u=(s-e.worldY)*L.signum(e.skeleton.scaleY);break;case 2:let b=Math.abs(a*d-o*c)/Math.max(1e-4,a*a+c*c),x=a/e.skeleton.scaleX,p=c/e.skeleton.scaleY;o=-p*b*e.skeleton.scaleX,d=x*b*e.skeleton.scaleY,f+=Math.atan2(p,x)*L.radDeg;default:let v=t-n.worldX,y=s-n.worldY,A=a*d-o*c;Math.abs(A)<=1e-4?(m=0,u=0) Line truncated
attribute vec4 ${dt.POSITION};
attribute vec4 ${dt.COLOR};
attribute vec2 ${dt.TEXCOORDS};
uniform mat4 ${dt.MVP_MATRIX};
varying vec4 v_color;
varying vec2 v_texCoords;
void main () {
v_color = ${dt.COLOR};
v_texCoords = ${dt.TEXCOORDS};
gl_Position = ${dt.MVP_MATRIX} * ${dt.POSITION};
}
`,i=`
#ifdef GL_ES
#define LOWP lowp
precision mediump float;
#else
#define LOWP
#endif
varying LOWP vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
void main () {
gl_FragColor = v_color * texture2D(u_texture, v_texCoords);
}
`;return new dt(t,s,i)}static newTwoColoredTextured(t){let s=`
attribute vec4 ${dt.POSITION};
attribute vec4 ${dt.COLOR};
attribute vec4 ${dt.COLOR2};
attribute vec2 ${dt.TEXCOORDS};
uniform mat4 ${dt.MVP_MATRIX};
varying vec4 v_light;
varying vec4 v_dark;
varying vec2 v_texCoords;
void main () {
v_light = ${dt.COLOR};
v_dark = ${dt.COLOR2};
v_texCoords = ${dt.TEXCOORDS};
gl_Position = ${dt.MVP_MATRIX} * ${dt.POSITION};
}
`,i=`
#ifdef GL_ES
#define LOWP lowp
precision mediump float;
#else
#define LOWP
#endif
varying LOWP vec4 v_light;
varying LOWP vec4 v_dark;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
void main () {
vec4 texColor = texture2D(u_texture, v_texCoords);
gl_FragColor.a = texColor.a * v_light.a;
gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
}
`;return new dt(t,s,i)}static newColored(t){let s=`
attribute vec4 ${dt.POSITION};
attribute vec4 ${dt.COLOR};
uniform mat4 ${dt.MVP_MATRIX};
varying vec4 v_color;
void main () {
v_color = ${dt.COLOR};
gl_Position = ${dt.MVP_MATRIX} * ${dt.POSITION};
}
`,i=`
#ifdef GL_ES
#define LOWP lowp
precision mediump float;
#else
#define LOWP
#endif
varying LOWP vec4 v_color;
void main () {
gl_FragColor = v_color;
}
`;return new dt(t,s,i)}},Fs=class{constructor(e,t,s,i){this.attributes=t,this.context=e instanceof wt?e:new wt(e),this.elementsPerVertex=0;for(let r=0;r<t.length;r++)this.elementsPerVertex+=t[r].numElements;this.vertices=new Float32Array(s*this.elementsPerVertex),this.indices=new Uint16Array(i),this.context.addRestorable(this)}context;vertices;verticesBuffer=null;verticesLength=0;dirtyVertices=!1;indices;indicesBuffer=null;indicesLength=0;dirtyIndices=!1;elementsPerVertex=0;getAttributes(){return this.attributes}maxVertices(){return this.vertices.length/this.elementsPerVertex}numVertices(){return this.verticesLength/this.elementsPerVertex}setVerticesLength(e){this.dirtyVertices=!0,this.verticesLength=e}getVertices(){return this.vertices}maxIndices(){return this.indices.length}numIndices(){return this.indicesLength}setIndicesLength(e){this.dirtyIndices=!0,this.indicesLength=e}getIndices(){return this.indices}getVertexSizeInFloats(){let e=0;for(var t=0;t<this.attributes.length;t++){let s=this.attributes[t];e+=s.numElements}return e}setVertices(e){if(this.dirtyVertices=!0,e.length>this.vertices.length)throw Error("Mesh can't store more than "+this.maxVertices()+" vertices");this.vertices.set(e,0),this.verticesLength=e.length}setIndices(e){if(this.dirtyIndices=!0,e.length>this.indices.length)throw Error("Mesh can't store more than "+this.maxIndices()+" indices");this.indices.set(e,0),this.indicesLength=e.length}draw(e,t){this.drawWithOffset(e,t,0,this.indicesLength>0?this.indicesLength:this.verticesLength/this.elementsPerVertex)}drawWithOffset(e,t,s,i){let r=this.context.gl;(this.dirtyVertices||this.dirtyIndices)&&this.update(),this.bind(e),this.indicesLength>0?r.drawElements(t,i,r.UNSIGNED_SHORT,s*2):r.drawArrays(t,s,i),this.unbind(e)}bind(e){let t=this.context.gl;t.bindBuffer(t.ARRAY_BUFFER,this.verticesBuffer);let s=0;for(let i=0;i<this.attributes.length;i++){let r=this.attributes[i],h=e.getAttributeLocation(r.name);t.enableVertexAttribArray(h),t.vertexAttribPointer(h,r.numElements,t.FLOAT,!1,this.elementsPerVertex*4,s*4),s+=r.numElements}this.indicesLength>0&&t.bindBuffer(t.ELEMENT_ARRAY_BUFFER,this.indicesBuffer)}unbind(e){let t=this.context.gl;for(let s=0;s<this.attributes.length;s++){let i=this.attributes[s],r=e.getAttributeLocation(i.name);t.disableVertexAttribArray(r)}t.bindBuffer(t.ARRAY_BUFFER,null),this.indicesLength>0&&t.bindBuffer(t.ELEMENT_ARRAY_BUFFER,null)}update(){let e=this.context.gl;this.dirtyVertices&&(this.verticesBuffer||(this.verticesBuffer=e.createBuffer()),e.bindBuffer(e.ARRAY_BUFFER,this.verticesBuffer),e.bufferData(e.ARRAY_BUFFER,this.vertices.subarray(0,this.verticesLength),e.DYNAMIC_DRAW),this.dirtyVertices=!1),this.dirtyIndices&&(this.indicesBuffer||(this.indicesBuffer=e.createBuffer()),e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,this.indicesBuffer),e.bufferData(e.ELEMENT_ARRAY_BUFFER,this.indices.subarray(0,this.indicesLength),e.DYNAMIC_DRAW),this.dirtyIndices=!1)}restore(){this.verticesBuffer=null,this.indicesBuffer=null,this.update()}dispose(){this.context.removeRestorable(this);let e=this.context.gl;e.deleteBuffer(this.verticesBuffer),e.deleteBuffer(this.indicesBuffer)}},jt=class{constructor(e,t,s){this.name=e,this.type=t,this.numElements=s}},xe=class extends jt{constructor(){super(Tt.POSITION,0,2)}},Vr=class extends jt{constructor(){super(Tt.POSITION,0,3)}},Xs=class extends jt{constructor(e=0){super(Tt.TEXCOORDS+(e==0?"":e),0,2)}},pe=class extends jt{constructor(){super(Tt.COLOR,0,4)}},Si=class extends jt{constructor(){super(Tt.COLOR2,0,4)}},Ii=(e=>(e[e.Float=0]="Float",e))(Ii||{}),Xt=1,Or=769,Ti=770,Mi=771,Ei=774,Ls=class Ut{static disableCulling=!1;context;drawCalls=0;static globalDrawCalls=0;isDrawing=!1;mesh;shader=null;lastTexture=null;verticesLength=0;indicesLength=0;srcColorBlend;srcAlphaBlend;dstBlend;cullWasEnabled=!1;constructor(t,s=!0,i=10920){if(i>10920)throw new Error("Can't have more than 10920 triangles per batch: "+i);this.context=t instanceof wt?t:new wt(t);let r=s?[new xe,new pe,new Xs,new Si]:[new xe,new pe,new Xs];this.mesh=new Fs(t,r,i,i*3);let h=this.context.gl;this.srcColorBlend=h.SRC_ALPHA,this.srcAlphaBlend=h.ONE,this.dstBlend=h.ONE_MINUS_SRC_ALPHA}begin(t){if(this.isDrawing)throw new Error("PolygonBatch is already drawing. Call PolygonBatch.end() before calling PolygonBatch.begin()");this.drawCalls=0,this.shader=t,this.lastTexture=null,this.isDrawing=!0;let s=this.context.gl;s.enable(s.BLEND),s.blendFuncSeparate(this.srcColorBlend,this.dstBlend,this.srcAlphaBlend,this.dstBlend),Ut.disableCulling&&(this.cullWasEnabled=s.isEnabled(s.CULL_FACE),this.cullWasEnabled&&s.disable(s.CULL_FACE))}static blendModesGL=[{srcRgb:Ti,srcRgbPma:Xt,dstRgb:Mi,srcAlpha:Xt},{srcRgb:Ti,srcRgbPma:Xt,dstRgb:Xt,srcAlpha:Xt},{srcRgb:Ei,srcRgbPma:Ei,dstRgb:Mi,srcAlpha:Xt},{srcRgb:Xt,srcRgbPma:Xt,dstRgb:Or,srcAlpha:Xt}];setBlendMode(t,s){const i=Ut.blendModesGL[t],r=s?i.srcRgbPma:i.srcRgb,h=i.srcAlpha,l=i.dstRgb;if(this.srcColorBlend==r&&this.srcAlphaBlend==h&&this.dstBlend==l)return; Line truncated
File diff suppressed because it is too large. Load diff
@@ -0,0 +1,7 @@
{
"version": 3,
"sources": ["../../../spine-core/src/Utils.ts", "../../../spine-core/src/attachments/Attachment.ts", "../../../spine-core/src/attachments/Sequence.ts", "../../../spine-core/src/Animation.ts", "../../../spine-core/src/AnimationState.ts", "../../../spine-core/src/AnimationStateData.ts", "../../../spine-core/src/attachments/BoundingBoxAttachment.ts", "../../../spine-core/src/attachments/ClippingAttachment.ts", "../../../spine-core/src/Texture.ts", "../../../spine-core/src/TextureAtlas.ts", "../../../spine-core/src/attachments/MeshAttachment.ts", "../../../spine-core/src/attachments/PathAttachment.ts", "../../../spine-core/src/attachments/PointAttachment.ts", "../../../spine-core/src/attachments/RegionAttachment.ts", "../../../spine-core/src/AtlasAttachmentLoader.ts", "../../../spine-core/src/BoneData.ts", "../../../spine-core/src/Bone.ts", "../../../spine-core/src/ConstraintData.ts", "../../../spine-core/src/AssetManagerBase.ts", "../../../spine-core/src/Event.ts", "../../../spine-core/src/EventData.ts", "../../../spine-core/src/IkConstraint.ts", "../../../spine-core/src/IkConstraintData.ts", "../../../spine-core/src/PathConstraintData.ts", "../../../spine-core/src/PathConstraint.ts", "../../../spine-core/src/PhysicsConstraint.ts", "../../../spine-core/src/Slot.ts", "../../../spine-core/src/TransformConstraint.ts", "../../../spine-core/src/Skeleton.ts", "../../../spine-core/src/PhysicsConstraintData.ts", "../../../spine-core/src/SkeletonData.ts", "../../../spine-core/src/Skin.ts", "../../../spine-core/src/SlotData.ts", "../../../spine-core/src/TransformConstraintData.ts", "../../../spine-core/src/SkeletonBinary.ts", "../../../spine-core/src/SkeletonBounds.ts", "../../../spine-core/src/Triangulator.ts", "../../../spine-core/src/SkeletonClipping.ts", "../../../spine-core/src/SkeletonJson.ts", "../../../spine-core/src/polyfills.ts", "../../src/WebGL.ts", "../../src/GLTexture.ts", "../../src/AssetManager.ts", "../../src/Vector3.ts", "../../src/Matrix4.ts", "../../src/Camera.ts", "../../src/Input.ts", "../../src/CameraController.ts", "../../src/Shader.ts", "../../src/Mesh.ts", "../../src/PolygonBatcher.ts", "../../src/ShapeRenderer.ts", "../../src/SkeletonDebugRenderer.ts", "../../src/SkeletonRenderer.ts", "../../src/SceneRenderer.ts", "../../src/LoadingScreen.ts", "../../src/SpineCanvas.ts"],
"sourcesContent": ["/******************************************************************************\n * Spine Runtimes License Agreement\n * Last updated April 5, 2025. Replaces all prior versions.\n *\n * Copyright (c) 2013-2025, Esoteric Software LLC\n *\n * Integration of the Spine Runtimes into software or otherwise creating\n * derivative works of the Spine Runtimes is permitted under the terms and\n * conditions of Section 2 of the Spine Editor License Agreement:\n * http://esotericsoftware.com/spine-editor-license\n *\n * Otherwise, it is permitted to integrate the Spine Runtimes into software\n * or otherwise create derivative works of the Spine Runtimes (collectively,\n * \"Products\"), provided that each user of the Products must obtain their own\n * Spine Editor license and redistribution of the Products in any form must\n * include this license and copyright notice.\n *\n * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC \"AS IS\" AND ANY\n * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED\n * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY\n * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES\n * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,\n * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND\n * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF\n * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n *****************************************************************************/\n\nimport { Skeleton } from \"./Skeleton.js\";\nimport { MixBlend } from \"./Animation.js\";\n\nexport interface StringMap<T> {\n\t[key: string]: T;\n}\n\nexport class IntSet {\n\tarray = new Array<number | undefined>();\n\n\tadd (value: number): boolean {\n\t\tlet contains = this.contains(value);\n\t\tthis.array[value | 0] = value | 0;\n\t\treturn !contains;\n\t}\n\n\tcontains (value: number) {\n\t\treturn this.array[value | 0] != undefined;\n\t}\n\n\tremove (value: number) {\n\t\tthis.array[value | 0] = undefined;\n\t}\n\n\tclear () {\n\t\tthis.array.length = 0;\n\t}\n}\n\nexport class StringSet {\n\tentries: StringMap<boolean> = {};\n\tsize = 0;\n\n\tadd (value: string): boolean {\n\t\tlet contains = this.entries[value];\n\t\tthis.entries[value] = true;\n\t\tif (!contains) {\n\t\t\tthis.size++;\n\t\t\treturn true;\n\t\t}\n\t\treturn false;\n\t}\n\n\taddAll (values: string[]): boolean {\n\t\tlet oldSize = this.size;\n\t\tfor (var i = 0, n = values.length; i < n; i++)\n\t\t\tthis.add(values[i]);\n\t\treturn oldSize != this.size;\n\t}\n\n\tcontains (value: string) {\n\t\treturn this.entries[value];\n\t}\n\n\tclear () {\n\t\tthis.entries = {};\n\t\tthis.size = 0;\n\t}\n}\n\nexport type NumberArrayLike = Array<number> | Float32Array;\nexport type IntArrayLike = Array<number> | Int16Array;\n\nexport interface Disposable {\n\tdispose (): void;\n}\n\nexport interface Restorable {\n\trestore (): void;\n}\n\nexport class Color {\n\tpublic static WHITE = new Color(1, 1, 1, 1);\n\tpublic static RED = new Color(1, 0, 0, 1);\n\tpublic static GREEN = new Color(0, 1, 0, 1);\n\tpublic static BLUE = new Color(0, 0, 1, 1);\n\tpublic static MAGENTA = new Color(1, 0, 1, 1);\n\n\tconstructor (public r: number = 0, public g: number = 0, public b: number = 0, public a: number = 0) {\n\t}\n\n\tset (r: number, g: number, b: number, a: number) {\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\t\tthis.a = a;\n\t\treturn this.clamp();\n\t}\n\n\tsetFromColor (c: Color) {\n\t\tthis.r = c.r;\n\t\tthis.g = c.g;\n\t\tthis.b = c.b;\n\t\tthis.a = c.a;\n\t\treturn this;\n\t}\n\n\tsetFromString (hex: string) {\n\t\thex = hex.charAt(0) == '#' ? hex.substr(1) : hex;\n\t\tthis.r = parseInt(hex.substr(0, 2), 16) / 255;\n\t\tthis.g = parseInt(hex.substr(2, 2), 16) / 255;\n\t\tthis.b = parseInt(hex.substr(4, 2), 16) / 255;\n\t\tthis.a = hex.length != 8 ? 1 : parseInt(hex.substr(6, 2), 16) / 255;\n\t\treturn this;\n\t}\n\n\tadd (r: number, g: number, b: number, a: number) {\n\t\tthis.r += r;\n\t\tthis.g += g;\n\t\tthis.b += b;\n\t\tthis.a += a;\n\t\treturn this.clamp();\n\t}\n\n\tclamp () {\n\t\tif (this.r < 0) this.r = 0;\n\t\telse if (this.r > 1) this.r = 1;\n\n\t\tif (this.g < 0) this.g = 0;\n\t\telse if (this.g > 1) this.g = 1;\n\n\t\tif (this.b < 0) this.b = 0;\n\t\telse if (this.b > 1) this.b = 1;\n\n\t\tif (this.a < 0) this.a = 0;\n\t\telse if (this.a > 1) this.a = 1;\n\t\treturn this;\n\t}\n\n\tstatic rgba8888ToColor (color: Color, value: number) {\n\t\tcolor.r = ((value & 0xff000000) >>> 24) / 255;\n\t\tcolor.g = ((value & 0x00ff0000) >>> 16) / 255;\n\t\tcolor.b = ((value & 0x0000ff00) >>> 8) / 255;\n\t\tcolor.a = ((value & 0x000000ff)) / 255;\n\t}\n\n\tstatic rgb888ToColor (color: Color, value: number) {\n\t\tcoLine truncated
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}
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{
"version": 3,
"sources": ["../../src/index.ts", "../../../spine-core/src/Utils.ts", "../../../spine-core/src/attachments/Attachment.ts", "../../../spine-core/src/attachments/Sequence.ts", "../../../spine-core/src/Animation.ts", "../../../spine-core/src/AnimationState.ts", "../../../spine-core/src/AnimationStateData.ts", "../../../spine-core/src/attachments/BoundingBoxAttachment.ts", "../../../spine-core/src/attachments/ClippingAttachment.ts", "../../../spine-core/src/Texture.ts", "../../../spine-core/src/TextureAtlas.ts", "../../../spine-core/src/attachments/MeshAttachment.ts", "../../../spine-core/src/attachments/PathAttachment.ts", "../../../spine-core/src/attachments/PointAttachment.ts", "../../../spine-core/src/attachments/RegionAttachment.ts", "../../../spine-core/src/AtlasAttachmentLoader.ts", "../../../spine-core/src/BoneData.ts", "../../../spine-core/src/Bone.ts", "../../../spine-core/src/ConstraintData.ts", "../../../spine-core/src/AssetManagerBase.ts", "../../../spine-core/src/Event.ts", "../../../spine-core/src/EventData.ts", "../../../spine-core/src/IkConstraint.ts", "../../../spine-core/src/IkConstraintData.ts", "../../../spine-core/src/PathConstraintData.ts", "../../../spine-core/src/PathConstraint.ts", "../../../spine-core/src/PhysicsConstraint.ts", "../../../spine-core/src/Slot.ts", "../../../spine-core/src/TransformConstraint.ts", "../../../spine-core/src/Skeleton.ts", "../../../spine-core/src/PhysicsConstraintData.ts", "../../../spine-core/src/SkeletonData.ts", "../../../spine-core/src/Skin.ts", "../../../spine-core/src/SlotData.ts", "../../../spine-core/src/TransformConstraintData.ts", "../../../spine-core/src/SkeletonBinary.ts", "../../../spine-core/src/SkeletonBounds.ts", "../../../spine-core/src/Triangulator.ts", "../../../spine-core/src/SkeletonClipping.ts", "../../../spine-core/src/SkeletonJson.ts", "../../../spine-core/src/polyfills.ts", "../../src/WebGL.ts", "../../src/GLTexture.ts", "../../src/AssetManager.ts", "../../src/Vector3.ts", "../../src/Matrix4.ts", "../../src/Camera.ts", "../../src/Input.ts", "../../src/CameraController.ts", "../../src/Shader.ts", "../../src/Mesh.ts", "../../src/PolygonBatcher.ts", "../../src/ShapeRenderer.ts", "../../src/SkeletonDebugRenderer.ts", "../../src/SkeletonRenderer.ts", "../../src/SceneRenderer.ts", "../../src/LoadingScreen.ts", "../../src/SpineCanvas.ts"],
"sourcesContent": ["export * from \"./AssetManager.js\";\nexport * from \"./Camera.js\";\nexport * from \"./CameraController.js\";\nexport * from \"./GLTexture.js\";\nexport * from \"./Input.js\";\nexport * from \"./LoadingScreen.js\";\nexport * from \"./Matrix4.js\";\nexport * from \"./Mesh.js\";\nexport * from \"./PolygonBatcher.js\";\nexport * from \"./SceneRenderer.js\";\nexport * from \"./Shader.js\";\nexport * from \"./ShapeRenderer.js\";\nexport * from \"./SkeletonDebugRenderer.js\";\nexport * from \"./SkeletonRenderer.js\";\nexport * from \"./SpineCanvas.js\";\nexport * from \"./Vector3.js\";\nexport * from \"./WebGL.js\";\nexport * from \"@esotericsoftware/spine-core\";", "/******************************************************************************\n * Spine Runtimes License Agreement\n * Last updated April 5, 2025. Replaces all prior versions.\n *\n * Copyright (c) 2013-2025, Esoteric Software LLC\n *\n * Integration of the Spine Runtimes into software or otherwise creating\n * derivative works of the Spine Runtimes is permitted under the terms and\n * conditions of Section 2 of the Spine Editor License Agreement:\n * http://esotericsoftware.com/spine-editor-license\n *\n * Otherwise, it is permitted to integrate the Spine Runtimes into software\n * or otherwise create derivative works of the Spine Runtimes (collectively,\n * \"Products\"), provided that each user of the Products must obtain their own\n * Spine Editor license and redistribution of the Products in any form must\n * include this license and copyright notice.\n *\n * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC \"AS IS\" AND ANY\n * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED\n * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY\n * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES\n * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,\n * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND\n * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF\n * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n *****************************************************************************/\n\nimport { Skeleton } from \"./Skeleton.js\";\nimport { MixBlend } from \"./Animation.js\";\n\nexport interface StringMap<T> {\n\t[key: string]: T;\n}\n\nexport class IntSet {\n\tarray = new Array<number | undefined>();\n\n\tadd (value: number): boolean {\n\t\tlet contains = this.contains(value);\n\t\tthis.array[value | 0] = value | 0;\n\t\treturn !contains;\n\t}\n\n\tcontains (value: number) {\n\t\treturn this.array[value | 0] != undefined;\n\t}\n\n\tremove (value: number) {\n\t\tthis.array[value | 0] = undefined;\n\t}\n\n\tclear () {\n\t\tthis.array.length = 0;\n\t}\n}\n\nexport class StringSet {\n\tentries: StringMap<boolean> = {};\n\tsize = 0;\n\n\tadd (value: string): boolean {\n\t\tlet contains = this.entries[value];\n\t\tthis.entries[value] = true;\n\t\tif (!contains) {\n\t\t\tthis.size++;\n\t\t\treturn true;\n\t\t}\n\t\treturn false;\n\t}\n\n\taddAll (values: string[]): boolean {\n\t\tlet oldSize = this.size;\n\t\tfor (var i = 0, n = values.length; i < n; i++)\n\t\t\tthis.add(values[i]);\n\t\treturn oldSize != this.size;\n\t}\n\n\tcontains (value: string) {\n\t\treturn this.entries[value];\n\t}\n\n\tclear () {\n\t\tthis.entries = {};\n\t\tthis.size = 0;\n\t}\n}\n\nexport type NumberArrayLike = Array<number> | Float32Array;\nexport type IntArrayLike = Array<number> | Int16Array;\n\nexport interface Disposable {\n\tdispose (): void;\n}\n\nexport interface Restorable {\n\trestore (): void;\n}\n\nexport class Color {\n\tpublic static WHITE = new Color(1, 1, 1, 1);\n\tpublic static RED = new Color(1, 0, 0, 1);\n\tpublic static GREEN = new Color(0, 1, 0, 1);\n\tpublic static BLUE = new Color(0, 0, 1, 1);\n\tpublic static MAGENTA = new Color(1, 0, 1, 1);\n\n\tconstructor (public r: number = 0, public g: number = 0, public b: number = 0, public a: number = 0) {\n\t}\n\n\tset (r: number, g: number, b: number, a: number) {\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\t\tthis.a = a;\n\t\treturn this.clamp();\n\t}\n\n\tsetFromColor (c: Color) {\n\t\tthis.r = c.r;\n\t\tthis.g = c.g;\n\t\tthis.b = c.b;\n\t\tthis.a = c.a;\n\t\treturn this;\n\t}\n\n\tsetFromString (hex: string) {\n\t\thex = hex.charAt(0) == '#' ? hex.substr(1) : hex;\n\t\tthis.r = parseInt(hex.substr(0, 2), 16) / 255;\n\t\tthis.g = parseInt(hex.substr(2, 2), 16) / 255;\n\t\tthis.b = parseInt(hex.substr(4, 2), 16) / 255;\n\t\tthis.a = hex.length != 8 ? 1 : parseInt(hex.substr(6, 2), 16) / 255;\n\t\treturn this;\n\t}\n\n\tadd (r: number, g: number, b: number, a: number) {\n\t\tthis.r += r;\n\t\tthis.g += g;\n\t\tthis.b += b;\n\t\tthis.a += a;\n\t\treturn this.clLine truncated
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t+=7,this.base64ToUint8Array(e.substr(t))}downloadText(e,t,s){if(this.start(e,t,s))return;const i=this.rawDataUris[e];if(i&&!i.includes(".")){try{this.finish(e,200,this.dataUriToString(i))}catch(l){this.finish(e,400,JSON.stringify(l))}return}let r=new XMLHttpRequest;r.overrideMimeType("text/html"),r.open("GET",i||e,!0);let h=()=>{this.finish(e,r.status,r.responseText)};r.onload=h,r.onerror=h,r.send()}downloadJson(e,t,s){this.downloadText(e,i=>{t(JSON.parse(i))},s)}downloadBinary(e,t,s){if(this.start(e,t,s))return;const i=this.rawDataUris[e];if(i&&!i.includes(".")){try{this.finish(e,200,this.dataUriToUint8Array(i))}catch(l){this.finish(e,400,JSON.stringify(l))}return}let r=new XMLHttpRequest;r.open("GET",i||e,!0),r.responseType="arraybuffer";let h=()=>{this.finish(e,r.status,r.response)};r.onload=()=>{r.status==200||r.status==0?this.finish(e,200,new Uint8Array(r.response)):h()},r.onerror=h,r.send()}start(e,t,s){let i=this.callbacks[e];try{if(i)return!0;this.callbacks[e]=i=[]}finally{i.push(t,s)}}finish(e,t,s){let i=this.callbacks[e];delete this.callbacks[e];let r=t==200||t==0?[s]:[t,s];for(let h=r.length-1,l=i.length;h<l;h+=2)i[h].apply(null,r)}},xs=class{data;intValue=0;floatValue=0;stringValue=null;time=0;volume=0;balance=0;constructor(e,t){if(!t)throw new Error("data cannot be null.");this.time=e,this.data=t}},ps=class{name;intValue=0;floatValue=0;stringValue=null;audioPath=null;volume=0;balance=0;constructor(e){this.name=e}},oi=class{data;bones;target;bendDirection=0;compress=!1;stretch=!1;mix=1;softness=0;active=!1;constructor(e,t){if(!e)throw new Error("data cannot be null.");if(!t)throw new Error("skeleton cannot be null.");this.data=e,this.bones=new Array;for(let i=0;i<e.bones.length;i++){let r=t.findBone(e.bones[i].name);if(!r)throw new Error(`Couldn't find bone ${e.bones[i].name}`);this.bones.push(r)}let s=t.findBone(e.target.name);if(!s)throw new Error(`Couldn't find bone ${e.target.name}`);this.target=s,this.mix=e.mix,this.softness=e.softness,this.bendDirection=e.bendDirection,this.compress=e.compress,this.stretch=e.stretch}isActive(){return this.active}setToSetupPose(){const e=this.data;this.mix=e.mix,this.softness=e.softness,this.bendDirection=e.bendDirection,this.compress=e.compress,this.stretch=e.stretch}update(e){if(this.mix==0)return;let t=this.target,s=this.bones;switch(s.length){case 1:this.apply1(s[0],t.worldX,t.worldY,this.compress,this.stretch,this.data.uniform,this.mix);break;case 2:this.apply2(s[0],s[1],t.worldX,t.worldY,this.bendDirection,this.stretch,this.data.uniform,this.softness,this.mix);break}}apply1(e,t,s,i,r,h,l){let n=e.parent;if(!n)throw new Error("IK bone must have parent.");let a=n.a,o=n.b,c=n.c,d=n.d,f=-e.ashearX-e.arotation,m=0,u=0;switch(e.inherit){case 1:m=(t-e.worldX)*P.signum(e.skeleton.scaleX),u=(s-e.worldY)*P.signum(e.skeleton.scaleY);break;case 2:let b=Math.abs(a*d-o*c)/Math.max(1e-4,a*a+c*c),x=a/e.skeleton.scaleX,p=c/e.skeleton.scaleY;o=-p*b*e.skeleton.scaleX,d=x*b*e.skeleton.scaleY,f+=Math.atan2(p,x)*P.radDeg;default:let v=t-n.worldX,y=s-n.worldY,A=a*d-o*c;Math.abs(A)<=1e-4?(m=0,u=0) Line truncated
attribute vec4 ${dt.POSITION};
attribute vec4 ${dt.COLOR};
attribute vec2 ${dt.TEXCOORDS};
uniform mat4 ${dt.MVP_MATRIX};
varying vec4 v_color;
varying vec2 v_texCoords;
void main () {
v_color = ${dt.COLOR};
v_texCoords = ${dt.TEXCOORDS};
gl_Position = ${dt.MVP_MATRIX} * ${dt.POSITION};
}
`,i=`
#ifdef GL_ES
#define LOWP lowp
precision mediump float;
#else
#define LOWP
#endif
varying LOWP vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
void main () {
gl_FragColor = v_color * texture2D(u_texture, v_texCoords);
}
`;return new dt(t,s,i)}static newTwoColoredTextured(t){let s=`
attribute vec4 ${dt.POSITION};
attribute vec4 ${dt.COLOR};
attribute vec4 ${dt.COLOR2};
attribute vec2 ${dt.TEXCOORDS};
uniform mat4 ${dt.MVP_MATRIX};
varying vec4 v_light;
varying vec4 v_dark;
varying vec2 v_texCoords;
void main () {
v_light = ${dt.COLOR};
v_dark = ${dt.COLOR2};
v_texCoords = ${dt.TEXCOORDS};
gl_Position = ${dt.MVP_MATRIX} * ${dt.POSITION};
}
`,i=`
#ifdef GL_ES
#define LOWP lowp
precision mediump float;
#else
#define LOWP
#endif
varying LOWP vec4 v_light;
varying LOWP vec4 v_dark;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
void main () {
vec4 texColor = texture2D(u_texture, v_texCoords);
gl_FragColor.a = texColor.a * v_light.a;
gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
}
`;return new dt(t,s,i)}static newColored(t){let s=`
attribute vec4 ${dt.POSITION};
attribute vec4 ${dt.COLOR};
uniform mat4 ${dt.MVP_MATRIX};
varying vec4 v_color;
void main () {
v_color = ${dt.COLOR};
gl_Position = ${dt.MVP_MATRIX} * ${dt.POSITION};
}
`,i=`
#ifdef GL_ES
#define LOWP lowp
precision mediump float;
#else
#define LOWP
#endif
varying LOWP vec4 v_color;
void main () {
gl_FragColor = v_color;
}
`;return new dt(t,s,i)}},ks=class{constructor(e,t,s,i){this.attributes=t,this.context=e instanceof xt?e:new xt(e),this.elementsPerVertex=0;for(let r=0;r<t.length;r++)this.elementsPerVertex+=t[r].numElements;this.vertices=new Float32Array(s*this.elementsPerVertex),this.indices=new Uint16Array(i),this.context.addRestorable(this)}context;vertices;verticesBuffer=null;verticesLength=0;dirtyVertices=!1;indices;indicesBuffer=null;indicesLength=0;dirtyIndices=!1;elementsPerVertex=0;getAttributes(){return this.attributes}maxVertices(){return this.vertices.length/this.elementsPerVertex}numVertices(){return this.verticesLength/this.elementsPerVertex}setVerticesLength(e){this.dirtyVertices=!0,this.verticesLength=e}getVertices(){return this.vertices}maxIndices(){return this.indices.length}numIndices(){return this.indicesLength}setIndicesLength(e){this.dirtyIndices=!0,this.indicesLength=e}getIndices(){return this.indices}getVertexSizeInFloats(){let e=0;for(var t=0;t<this.attributes.length;t++){let s=this.attributes[t];e+=s.numElements}return e}setVertices(e){if(this.dirtyVertices=!0,e.length>this.vertices.length)throw Error("Mesh can't store more than "+this.maxVertices()+" vertices");this.vertices.set(e,0),this.verticesLength=e.length}setIndices(e){if(this.dirtyIndices=!0,e.length>this.indices.length)throw Error("Mesh can't store more than "+this.maxIndices()+" indices");this.indices.set(e,0),this.indicesLength=e.length}draw(e,t){this.drawWithOffset(e,t,0,this.indicesLength>0?this.indicesLength:this.verticesLength/this.elementsPerVertex)}drawWithOffset(e,t,s,i){let r=this.context.gl;(this.dirtyVertices||this.dirtyIndices)&&this.update(),this.bind(e),this.indicesLength>0?r.drawElements(t,i,r.UNSIGNED_SHORT,s*2):r.drawArrays(t,s,i),this.unbind(e)}bind(e){let t=this.context.gl;t.bindBuffer(t.ARRAY_BUFFER,this.verticesBuffer);let s=0;for(let i=0;i<this.attributes.length;i++){let r=this.attributes[i],h=e.getAttributeLocation(r.name);t.enableVertexAttribArray(h),t.vertexAttribPointer(h,r.numElements,t.FLOAT,!1,this.elementsPerVertex*4,s*4),s+=r.numElements}this.indicesLength>0&&t.bindBuffer(t.ELEMENT_ARRAY_BUFFER,this.indicesBuffer)}unbind(e){let t=this.context.gl;for(let s=0;s<this.attributes.length;s++){let i=this.attributes[s],r=e.getAttributeLocation(i.name);t.disableVertexAttribArray(r)}t.bindBuffer(t.ARRAY_BUFFER,null),this.indicesLength>0&&t.bindBuffer(t.ELEMENT_ARRAY_BUFFER,null)}update(){let e=this.context.gl;this.dirtyVertices&&(this.verticesBuffer||(this.verticesBuffer=e.createBuffer()),e.bindBuffer(e.ARRAY_BUFFER,this.verticesBuffer),e.bufferData(e.ARRAY_BUFFER,this.vertices.subarray(0,this.verticesLength),e.DYNAMIC_DRAW),this.dirtyVertices=!1),this.dirtyIndices&&(this.indicesBuffer||(this.indicesBuffer=e.createBuffer()),e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,this.indicesBuffer),e.bufferData(e.ELEMENT_ARRAY_BUFFER,this.indices.subarray(0,this.indicesLength),e.DYNAMIC_DRAW),this.dirtyIndices=!1)}restore(){this.verticesBuffer=null,this.indicesBuffer=null,this.update()}dispose(){this.context.removeRestorable(this);let e=this.context.gl;e.deleteBuffer(this.verticesBuffer),e.deleteBuffer(this.indicesBuffer)}},Ht=class{constructor(e,t,s){this.name=e,this.type=t,this.numElements=s}},ue=class extends Ht{constructor(){super(Tt.POSITION,0,2)}},Gr=class extends Ht{constructor(){super(Tt.POSITION,0,3)}},Fs=class extends Ht{constructor(e=0){super(Tt.TEXCOORDS+(e==0?"":e),0,2)}},me=class extends Ht{constructor(){super(Tt.COLOR,0,4)}},Ai=class extends Ht{constructor(){super(Tt.COLOR2,0,4)}},Ci=(e=>(e[e.Float=0]="Float",e))(Ci||{}),Xt=1,Hr=769,Si=770,Ti=771,Ii=774,Xs=class Ut{static disableCulling=!1;context;drawCalls=0;static globalDrawCalls=0;isDrawing=!1;mesh;shader=null;lastTexture=null;verticesLength=0;indicesLength=0;srcColorBlend;srcAlphaBlend;dstBlend;cullWasEnabled=!1;constructor(t,s=!0,i=10920){if(i>10920)throw new Error("Can't have more than 10920 triangles per batch: "+i);this.context=t instanceof xt?t:new xt(t);let r=s?[new ue,new me,new Fs,new Ai]:[new ue,new me,new Fs];this.mesh=new ks(t,r,i,i*3);let h=this.context.gl;this.srcColorBlend=h.SRC_ALPHA,this.srcAlphaBlend=h.ONE,this.dstBlend=h.ONE_MINUS_SRC_ALPHA}begin(t){if(this.isDrawing)throw new Error("PolygonBatch is already drawing. Call PolygonBatch.end() before calling PolygonBatch.begin()");this.drawCalls=0,this.shader=t,this.lastTexture=null,this.isDrawing=!0;let s=this.context.gl;s.enable(s.BLEND),s.blendFuncSeparate(this.srcColorBlend,this.dstBlend,this.srcAlphaBlend,this.dstBlend),Ut.disableCulling&&(this.cullWasEnabled=s.isEnabled(s.CULL_FACE),this.cullWasEnabled&&s.disable(s.CULL_FACE))}static blendModesGL=[{srcRgb:Si,srcRgbPma:Xt,dstRgb:Ti,srcAlpha:Xt},{srcRgb:Si,srcRgbPma:Xt,dstRgb:Xt,srcAlpha:Xt},{srcRgb:Ii,srcRgbPma:Ii,dstRgb:Ti,srcAlpha:Xt},{srcRgb:Xt,srcRgbPma:Xt,dstRgb:Hr,srcAlpha:Xt}];setBlendMode(t,s){const i=Ut.blendModesGL[t],r=s?i.srcRgbPma:i.srcRgb,h=i.srcAlpha,l=i.dstRgb;if(this.srcColorBlend==r&&this.srcAlphaBlend==h&&this.dstBlend==l)return; Line truncated
+18
View File
@@ -0,0 +1,18 @@
export * from "./AssetManager.js";
export * from "./Camera.js";
export * from "./CameraController.js";
export * from "./GLTexture.js";
export * from "./Input.js";
export * from "./LoadingScreen.js";
export * from "./Matrix4.js";
export * from "./Mesh.js";
export * from "./PolygonBatcher.js";
export * from "./SceneRenderer.js";
export * from "./Shader.js";
export * from "./ShapeRenderer.js";
export * from "./SkeletonDebugRenderer.js";
export * from "./SkeletonRenderer.js";
export * from "./SpineCanvas.js";
export * from "./Vector3.js";
export * from "./WebGL.js";
export * from "@esotericsoftware/spine-core";
+19
View File
@@ -0,0 +1,19 @@
export * from "./AssetManager.js";
export * from "./Camera.js";
export * from "./CameraController.js";
export * from "./GLTexture.js";
export * from "./Input.js";
export * from "./LoadingScreen.js";
export * from "./Matrix4.js";
export * from "./Mesh.js";
export * from "./PolygonBatcher.js";
export * from "./SceneRenderer.js";
export * from "./Shader.js";
export * from "./ShapeRenderer.js";
export * from "./SkeletonDebugRenderer.js";
export * from "./SkeletonRenderer.js";
export * from "./SpineCanvas.js";
export * from "./Vector3.js";
export * from "./WebGL.js";
export * from "@esotericsoftware/spine-core";
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+36
View File
@@ -0,0 +1,36 @@
{
"name": "@esotericsoftware/spine-webgl",
"version": "4.2.120",
"description": "The official Spine Runtimes for the web.",
"main": "dist/index.js",
"types": "dist/index.d.ts",
"type": "module",
"files": [
"dist/**/*",
"README.md",
"LICENSE"
],
"scripts": {},
"repository": {
"type": "git",
"url": "git+https://github.com/esotericsoftware/spine-runtimes.git"
},
"keywords": [
"gamedev",
"animations",
"2d",
"spine",
"game-dev",
"runtimes",
"skeletal"
],
"author": "Esoteric Software LLC",
"license": "LicenseRef-LICENSE",
"bugs": {
"url": "https://github.com/esotericsoftware/spine-runtimes/issues"
},
"homepage": "https://github.com/esotericsoftware/spine-runtimes#readme",
"dependencies": {
"@esotericsoftware/spine-core": "4.2.120"
}
}