微信小程序-省心预览工具

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Yeomai committed 2026-09-28 21:23:52 +08:00
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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,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 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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