phaser/docs/Spine.js.html
2014-12-04 11:33:42 +00:00

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<div id="main">
<h1 class="page-title">Source: d:/wamp/www/phaser/src/pixi/extras/Spine.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) 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 THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
var spine = {
radDeg: 180 / Math.PI,
degRad: Math.PI / 180,
temp: [],
Float32Array: (typeof(Float32Array) === 'undefined') ? Array : Float32Array,
Uint16Array: (typeof(Uint16Array) === 'undefined') ? Array : Uint16Array
};
spine.BoneData = function (name, parent) {
this.name = name;
this.parent = parent;
};
spine.BoneData.prototype = {
length: 0,
x: 0, y: 0,
rotation: 0,
scaleX: 1, scaleY: 1,
inheritScale: true,
inheritRotation: true,
flipX: false, flipY: false
};
spine.SlotData = function (name, boneData) {
this.name = name;
this.boneData = boneData;
};
spine.SlotData.prototype = {
r: 1, g: 1, b: 1, a: 1,
attachmentName: null,
additiveBlending: false
};
spine.IkConstraintData = function (name) {
this.name = name;
this.bones = [];
};
spine.IkConstraintData.prototype = {
target: null,
bendDirection: 1,
mix: 1
};
spine.Bone = function (boneData, skeleton, parent) {
this.data = boneData;
this.skeleton = skeleton;
this.parent = parent;
this.setToSetupPose();
};
spine.Bone.yDown = false;
spine.Bone.prototype = {
x: 0, y: 0,
rotation: 0, rotationIK: 0,
scaleX: 1, scaleY: 1,
flipX: false, flipY: false,
m00: 0, m01: 0, worldX: 0, // a b x
m10: 0, m11: 0, worldY: 0, // c d y
worldRotation: 0,
worldScaleX: 1, worldScaleY: 1,
worldFlipX: false, worldFlipY: false,
updateWorldTransform: function () {
var parent = this.parent;
if (parent) {
this.worldX = this.x * parent.m00 + this.y * parent.m01 + parent.worldX;
this.worldY = this.x * parent.m10 + this.y * parent.m11 + parent.worldY;
if (this.data.inheritScale) {
this.worldScaleX = parent.worldScaleX * this.scaleX;
this.worldScaleY = parent.worldScaleY * this.scaleY;
} else {
this.worldScaleX = this.scaleX;
this.worldScaleY = this.scaleY;
}
this.worldRotation = this.data.inheritRotation ? (parent.worldRotation + this.rotationIK) : this.rotationIK;
this.worldFlipX = parent.worldFlipX != this.flipX;
this.worldFlipY = parent.worldFlipY != this.flipY;
} else {
var skeletonFlipX = this.skeleton.flipX, skeletonFlipY = this.skeleton.flipY;
this.worldX = skeletonFlipX ? -this.x : this.x;
this.worldY = (skeletonFlipY != spine.Bone.yDown) ? -this.y : this.y;
this.worldScaleX = this.scaleX;
this.worldScaleY = this.scaleY;
this.worldRotation = this.rotationIK;
this.worldFlipX = skeletonFlipX != this.flipX;
this.worldFlipY = skeletonFlipY != this.flipY;
}
var radians = this.worldRotation * spine.degRad;
var cos = Math.cos(radians);
var sin = Math.sin(radians);
if (this.worldFlipX) {
this.m00 = -cos * this.worldScaleX;
this.m01 = sin * this.worldScaleY;
} else {
this.m00 = cos * this.worldScaleX;
this.m01 = -sin * this.worldScaleY;
}
if (this.worldFlipY != spine.Bone.yDown) {
this.m10 = -sin * this.worldScaleX;
this.m11 = -cos * this.worldScaleY;
} else {
this.m10 = sin * this.worldScaleX;
this.m11 = cos * this.worldScaleY;
}
},
setToSetupPose: function () {
var data = this.data;
this.x = data.x;
this.y = data.y;
this.rotation = data.rotation;
this.rotationIK = this.rotation;
this.scaleX = data.scaleX;
this.scaleY = data.scaleY;
this.flipX = data.flipX;
this.flipY = data.flipY;
},
worldToLocal: function (world) {
var dx = world[0] - this.worldX, dy = world[1] - this.worldY;
var m00 = this.m00, m10 = this.m10, m01 = this.m01, m11 = this.m11;
if (this.worldFlipX != (this.worldFlipY != spine.Bone.yDown)) {
m00 = -m00;
m11 = -m11;
}
var invDet = 1 / (m00 * m11 - m01 * m10);
world[0] = dx * m00 * invDet - dy * m01 * invDet;
world[1] = dy * m11 * invDet - dx * m10 * invDet;
},
localToWorld: function (local) {
var localX = local[0], localY = local[1];
local[0] = localX * this.m00 + localY * this.m01 + this.worldX;
local[1] = localX * this.m10 + localY * this.m11 + this.worldY;
}
};
spine.Slot = function (slotData, bone) {
this.data = slotData;
this.bone = bone;
this.setToSetupPose();
};
spine.Slot.prototype = {
r: 1, g: 1, b: 1, a: 1,
_attachmentTime: 0,
attachment: null,
attachmentVertices: [],
setAttachment: function (attachment) {
this.attachment = attachment;
this._attachmentTime = this.bone.skeleton.time;
this.attachmentVertices.length = 0;
},
setAttachmentTime: function (time) {
this._attachmentTime = this.bone.skeleton.time - time;
},
getAttachmentTime: function () {
return this.bone.skeleton.time - this._attachmentTime;
},
setToSetupPose: function () {
var data = this.data;
this.r = data.r;
this.g = data.g;
this.b = data.b;
this.a = data.a;
var slotDatas = this.bone.skeleton.data.slots;
for (var i = 0, n = slotDatas.length; i &lt; n; i++) {
if (slotDatas[i] == data) {
this.setAttachment(!data.attachmentName ? null : this.bone.skeleton.getAttachmentBySlotIndex(i, data.attachmentName));
break;
}
}
}
};
spine.IkConstraint = function (data, skeleton) {
this.data = data;
this.mix = data.mix;
this.bendDirection = data.bendDirection;
this.bones = [];
for (var i = 0, n = data.bones.length; i &lt; n; i++)
this.bones.push(skeleton.findBone(data.bones[i].name));
this.target = skeleton.findBone(data.target.name);
};
spine.IkConstraint.prototype = {
apply: function () {
var target = this.target;
var bones = this.bones;
switch (bones.length) {
case 1:
spine.IkConstraint.apply1(bones[0], target.worldX, target.worldY, this.mix);
break;
case 2:
spine.IkConstraint.apply2(bones[0], bones[1], target.worldX, target.worldY, this.bendDirection, this.mix);
break;
}
}
};
/** Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified in the world
* coordinate system. */
spine.IkConstraint.apply1 = function (bone, targetX, targetY, alpha) {
var parentRotation = (!bone.data.inheritRotation || !bone.parent) ? 0 : bone.parent.worldRotation;
var rotation = bone.rotation;
var rotationIK = Math.atan2(targetY - bone.worldY, targetX - bone.worldX) * spine.radDeg - parentRotation;
bone.rotationIK = rotation + (rotationIK - rotation) * alpha;
};
/** Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as possible. The
* target is specified in the world coordinate system.
* @param child Any descendant bone of the parent. */
spine.IkConstraint.apply2 = function (parent, child, targetX, targetY, bendDirection, alpha) {
var childRotation = child.rotation, parentRotation = parent.rotation;
if (!alpha) {
child.rotationIK = childRotation;
parent.rotationIK = parentRotation;
return;
}
var positionX, positionY, tempPosition = spine.temp;
var parentParent = parent.parent;
if (parentParent) {
tempPosition[0] = targetX;
tempPosition[1] = targetY;
parentParent.worldToLocal(tempPosition);
targetX = (tempPosition[0] - parent.x) * parentParent.worldScaleX;
targetY = (tempPosition[1] - parent.y) * parentParent.worldScaleY;
} else {
targetX -= parent.x;
targetY -= parent.y;
}
if (child.parent == parent) {
positionX = child.x;
positionY = child.y;
} else {
tempPosition[0] = child.x;
tempPosition[1] = child.y;
child.parent.localToWorld(tempPosition);
parent.worldToLocal(tempPosition);
positionX = tempPosition[0];
positionY = tempPosition[1];
}
var childX = positionX * parent.worldScaleX, childY = positionY * parent.worldScaleY;
var offset = Math.atan2(childY, childX);
var len1 = Math.sqrt(childX * childX + childY * childY), len2 = child.data.length * child.worldScaleX;
// Based on code by Ryan Juckett with permission: Copyright (c) 2008-2009 Ryan Juckett, http://www.ryanjuckett.com/
var cosDenom = 2 * len1 * len2;
if (cosDenom &lt; 0.0001) {
child.rotationIK = childRotation + (Math.atan2(targetY, targetX) * spine.radDeg - parentRotation - childRotation) * alpha;
return;
}
var cos = (targetX * targetX + targetY * targetY - len1 * len1 - len2 * len2) / cosDenom;
if (cos &lt; -1)
cos = -1;
else if (cos > 1)
cos = 1;
var childAngle = Math.acos(cos) * bendDirection;
var adjacent = len1 + len2 * cos, opposite = len2 * Math.sin(childAngle);
var parentAngle = Math.atan2(targetY * adjacent - targetX * opposite, targetX * adjacent + targetY * opposite);
var rotation = (parentAngle - offset) * spine.radDeg - parentRotation;
if (rotation > 180)
rotation -= 360;
else if (rotation &lt; -180) //
rotation += 360;
parent.rotationIK = parentRotation + rotation * alpha;
rotation = (childAngle + offset) * spine.radDeg - childRotation;
if (rotation > 180)
rotation -= 360;
else if (rotation &lt; -180) //
rotation += 360;
child.rotationIK = childRotation + (rotation + parent.worldRotation - child.parent.worldRotation) * alpha;
};
spine.Skin = function (name) {
this.name = name;
this.attachments = {};
};
spine.Skin.prototype = {
addAttachment: function (slotIndex, name, attachment) {
this.attachments[slotIndex + ":" + name] = attachment;
},
getAttachment: function (slotIndex, name) {
return this.attachments[slotIndex + ":" + name];
},
_attachAll: function (skeleton, oldSkin) {
for (var key in oldSkin.attachments) {
var colon = key.indexOf(":");
var slotIndex = parseInt(key.substring(0, colon));
var name = key.substring(colon + 1);
var slot = skeleton.slots[slotIndex];
if (slot.attachment && slot.attachment.name == name) {
var attachment = this.getAttachment(slotIndex, name);
if (attachment) slot.setAttachment(attachment);
}
}
}
};
spine.Animation = function (name, timelines, duration) {
this.name = name;
this.timelines = timelines;
this.duration = duration;
};
spine.Animation.prototype = {
apply: function (skeleton, lastTime, time, loop, events) {
if (loop && this.duration != 0) {
time %= this.duration;
lastTime %= this.duration;
}
var timelines = this.timelines;
for (var i = 0, n = timelines.length; i &lt; n; i++)
timelines[i].apply(skeleton, lastTime, time, events, 1);
},
mix: function (skeleton, lastTime, time, loop, events, alpha) {
if (loop && this.duration != 0) {
time %= this.duration;
lastTime %= this.duration;
}
var timelines = this.timelines;
for (var i = 0, n = timelines.length; i &lt; n; i++)
timelines[i].apply(skeleton, lastTime, time, events, alpha);
}
};
spine.Animation.binarySearch = function (values, target, step) {
var low = 0;
var high = Math.floor(values.length / step) - 2;
if (!high) return step;
var current = high >>> 1;
while (true) {
if (values[(current + 1) * step] &lt;= target)
low = current + 1;
else
high = current;
if (low == high) return (low + 1) * step;
current = (low + high) >>> 1;
}
};
spine.Animation.binarySearch1 = function (values, target) {
var low = 0;
var high = values.length - 2;
if (!high) return 1;
var current = high >>> 1;
while (true) {
if (values[current + 1] &lt;= target)
low = current + 1;
else
high = current;
if (low == high) return low + 1;
current = (low + high) >>> 1;
}
};
spine.Animation.linearSearch = function (values, target, step) {
for (var i = 0, last = values.length - step; i &lt;= last; i += step)
if (values[i] > target) return i;
return -1;
};
spine.Curves = function (frameCount) {
this.curves = []; // type, x, y, ...
//this.curves.length = (frameCount - 1) * 19/*BEZIER_SIZE*/;
};
spine.Curves.prototype = {
setLinear: function (frameIndex) {
this.curves[frameIndex * 19/*BEZIER_SIZE*/] = 0/*LINEAR*/;
},
setStepped: function (frameIndex) {
this.curves[frameIndex * 19/*BEZIER_SIZE*/] = 1/*STEPPED*/;
},
/** Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
* cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
* the difference between the keyframe's values. */
setCurve: function (frameIndex, cx1, cy1, cx2, cy2) {
var subdiv1 = 1 / 10/*BEZIER_SEGMENTS*/, subdiv2 = subdiv1 * subdiv1, subdiv3 = subdiv2 * subdiv1;
var pre1 = 3 * subdiv1, pre2 = 3 * subdiv2, pre4 = 6 * subdiv2, pre5 = 6 * subdiv3;
var tmp1x = -cx1 * 2 + cx2, tmp1y = -cy1 * 2 + cy2, tmp2x = (cx1 - cx2) * 3 + 1, tmp2y = (cy1 - cy2) * 3 + 1;
var dfx = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv3, dfy = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv3;
var ddfx = tmp1x * pre4 + tmp2x * pre5, ddfy = tmp1y * pre4 + tmp2y * pre5;
var dddfx = tmp2x * pre5, dddfy = tmp2y * pre5;
var i = frameIndex * 19/*BEZIER_SIZE*/;
var curves = this.curves;
curves[i++] = 2/*BEZIER*/;
var x = dfx, y = dfy;
for (var n = i + 19/*BEZIER_SIZE*/ - 1; i &lt; n; i += 2) {
curves[i] = x;
curves[i + 1] = y;
dfx += ddfx;
dfy += ddfy;
ddfx += dddfx;
ddfy += dddfy;
x += dfx;
y += dfy;
}
},
getCurvePercent: function (frameIndex, percent) {
percent = percent &lt; 0 ? 0 : (percent > 1 ? 1 : percent);
var curves = this.curves;
var i = frameIndex * 19/*BEZIER_SIZE*/;
var type = curves[i];
if (type === 0/*LINEAR*/) return percent;
if (type == 1/*STEPPED*/) return 0;
i++;
var x = 0;
for (var start = i, n = i + 19/*BEZIER_SIZE*/ - 1; i &lt; n; i += 2) {
x = curves[i];
if (x >= percent) {
var prevX, prevY;
if (i == start) {
prevX = 0;
prevY = 0;
} else {
prevX = curves[i - 2];
prevY = curves[i - 1];
}
return prevY + (curves[i + 1] - prevY) * (percent - prevX) / (x - prevX);
}
}
var y = curves[i - 1];
return y + (1 - y) * (percent - x) / (1 - x); // Last point is 1,1.
}
};
spine.RotateTimeline = function (frameCount) {
this.curves = new spine.Curves(frameCount);
this.frames = []; // time, angle, ...
this.frames.length = frameCount * 2;
};
spine.RotateTimeline.prototype = {
boneIndex: 0,
getFrameCount: function () {
return this.frames.length / 2;
},
setFrame: function (frameIndex, time, angle) {
frameIndex *= 2;
this.frames[frameIndex] = time;
this.frames[frameIndex + 1] = angle;
},
apply: function (skeleton, lastTime, time, firedEvents, alpha) {
var frames = this.frames;
if (time &lt; frames[0]) return; // Time is before first frame.
var bone = skeleton.bones[this.boneIndex];
if (time >= frames[frames.length - 2]) { // Time is after last frame.
var amount = bone.data.rotation + frames[frames.length - 1] - bone.rotation;
while (amount > 180)
amount -= 360;
while (amount &lt; -180)
amount += 360;
bone.rotation += amount * alpha;
return;
}
// Interpolate between the previous frame and the current frame.
var frameIndex = spine.Animation.binarySearch(frames, time, 2);
var prevFrameValue = frames[frameIndex - 1];
var frameTime = frames[frameIndex];
var percent = 1 - (time - frameTime) / (frames[frameIndex - 2/*PREV_FRAME_TIME*/] - frameTime);
percent = this.curves.getCurvePercent(frameIndex / 2 - 1, percent);
var amount = frames[frameIndex + 1/*FRAME_VALUE*/] - prevFrameValue;
while (amount > 180)
amount -= 360;
while (amount &lt; -180)
amount += 360;
amount = bone.data.rotation + (prevFrameValue + amount * percent) - bone.rotation;
while (amount > 180)
amount -= 360;
while (amount &lt; -180)
amount += 360;
bone.rotation += amount * alpha;
}
};
spine.TranslateTimeline = function (frameCount) {
this.curves = new spine.Curves(frameCount);
this.frames = []; // time, x, y, ...
this.frames.length = frameCount * 3;
};
spine.TranslateTimeline.prototype = {
boneIndex: 0,
getFrameCount: function () {
return this.frames.length / 3;
},
setFrame: function (frameIndex, time, x, y) {
frameIndex *= 3;
this.frames[frameIndex] = time;
this.frames[frameIndex + 1] = x;
this.frames[frameIndex + 2] = y;
},
apply: function (skeleton, lastTime, time, firedEvents, alpha) {
var frames = this.frames;
if (time &lt; frames[0]) return; // Time is before first frame.
var bone = skeleton.bones[this.boneIndex];
if (time >= frames[frames.length - 3]) { // Time is after last frame.
bone.x += (bone.data.x + frames[frames.length - 2] - bone.x) * alpha;
bone.y += (bone.data.y + frames[frames.length - 1] - bone.y) * alpha;
return;
}
// Interpolate between the previous frame and the current frame.
var frameIndex = spine.Animation.binarySearch(frames, time, 3);
var prevFrameX = frames[frameIndex - 2];
var prevFrameY = frames[frameIndex - 1];
var frameTime = frames[frameIndex];
var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*PREV_FRAME_TIME*/] - frameTime);
percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);
bone.x += (bone.data.x + prevFrameX + (frames[frameIndex + 1/*FRAME_X*/] - prevFrameX) * percent - bone.x) * alpha;
bone.y += (bone.data.y + prevFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - prevFrameY) * percent - bone.y) * alpha;
}
};
spine.ScaleTimeline = function (frameCount) {
this.curves = new spine.Curves(frameCount);
this.frames = []; // time, x, y, ...
this.frames.length = frameCount * 3;
};
spine.ScaleTimeline.prototype = {
boneIndex: 0,
getFrameCount: function () {
return this.frames.length / 3;
},
setFrame: function (frameIndex, time, x, y) {
frameIndex *= 3;
this.frames[frameIndex] = time;
this.frames[frameIndex + 1] = x;
this.frames[frameIndex + 2] = y;
},
apply: function (skeleton, lastTime, time, firedEvents, alpha) {
var frames = this.frames;
if (time &lt; frames[0]) return; // Time is before first frame.
var bone = skeleton.bones[this.boneIndex];
if (time >= frames[frames.length - 3]) { // Time is after last frame.
bone.scaleX += (bone.data.scaleX * frames[frames.length - 2] - bone.scaleX) * alpha;
bone.scaleY += (bone.data.scaleY * frames[frames.length - 1] - bone.scaleY) * alpha;
return;
}
// Interpolate between the previous frame and the current frame.
var frameIndex = spine.Animation.binarySearch(frames, time, 3);
var prevFrameX = frames[frameIndex - 2];
var prevFrameY = frames[frameIndex - 1];
var frameTime = frames[frameIndex];
var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*PREV_FRAME_TIME*/] - frameTime);
percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);
bone.scaleX += (bone.data.scaleX * (prevFrameX + (frames[frameIndex + 1/*FRAME_X*/] - prevFrameX) * percent) - bone.scaleX) * alpha;
bone.scaleY += (bone.data.scaleY * (prevFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - prevFrameY) * percent) - bone.scaleY) * alpha;
}
};
spine.ColorTimeline = function (frameCount) {
this.curves = new spine.Curves(frameCount);
this.frames = []; // time, r, g, b, a, ...
this.frames.length = frameCount * 5;
};
spine.ColorTimeline.prototype = {
slotIndex: 0,
getFrameCount: function () {
return this.frames.length / 5;
},
setFrame: function (frameIndex, time, r, g, b, a) {
frameIndex *= 5;
this.frames[frameIndex] = time;
this.frames[frameIndex + 1] = r;
this.frames[frameIndex + 2] = g;
this.frames[frameIndex + 3] = b;
this.frames[frameIndex + 4] = a;
},
apply: function (skeleton, lastTime, time, firedEvents, alpha) {
var frames = this.frames;
if (time &lt; frames[0]) return; // Time is before first frame.
var r, g, b, a;
if (time >= frames[frames.length - 5]) {
// Time is after last frame.
var i = frames.length - 1;
r = frames[i - 3];
g = frames[i - 2];
b = frames[i - 1];
a = frames[i];
} else {
// Interpolate between the previous frame and the current frame.
var frameIndex = spine.Animation.binarySearch(frames, time, 5);
var prevFrameR = frames[frameIndex - 4];
var prevFrameG = frames[frameIndex - 3];
var prevFrameB = frames[frameIndex - 2];
var prevFrameA = frames[frameIndex - 1];
var frameTime = frames[frameIndex];
var percent = 1 - (time - frameTime) / (frames[frameIndex - 5/*PREV_FRAME_TIME*/] - frameTime);
percent = this.curves.getCurvePercent(frameIndex / 5 - 1, percent);
r = prevFrameR + (frames[frameIndex + 1/*FRAME_R*/] - prevFrameR) * percent;
g = prevFrameG + (frames[frameIndex + 2/*FRAME_G*/] - prevFrameG) * percent;
b = prevFrameB + (frames[frameIndex + 3/*FRAME_B*/] - prevFrameB) * percent;
a = prevFrameA + (frames[frameIndex + 4/*FRAME_A*/] - prevFrameA) * percent;
}
var slot = skeleton.slots[this.slotIndex];
if (alpha &lt; 1) {
slot.r += (r - slot.r) * alpha;
slot.g += (g - slot.g) * alpha;
slot.b += (b - slot.b) * alpha;
slot.a += (a - slot.a) * alpha;
} else {
slot.r = r;
slot.g = g;
slot.b = b;
slot.a = a;
}
}
};
spine.AttachmentTimeline = function (frameCount) {
this.curves = new spine.Curves(frameCount);
this.frames = []; // time, ...
this.frames.length = frameCount;
this.attachmentNames = [];
this.attachmentNames.length = frameCount;
};
spine.AttachmentTimeline.prototype = {
slotIndex: 0,
getFrameCount: function () {
return this.frames.length;
},
setFrame: function (frameIndex, time, attachmentName) {
this.frames[frameIndex] = time;
this.attachmentNames[frameIndex] = attachmentName;
},
apply: function (skeleton, lastTime, time, firedEvents, alpha) {
var frames = this.frames;
if (time &lt; frames[0]) {
if (lastTime > time) this.apply(skeleton, lastTime, Number.MAX_VALUE, null, 0);
return;
} else if (lastTime > time) //
lastTime = -1;
var frameIndex = time >= frames[frames.length - 1] ? frames.length - 1 : spine.Animation.binarySearch1(frames, time) - 1;
if (frames[frameIndex] &lt; lastTime) return;
var attachmentName = this.attachmentNames[frameIndex];
skeleton.slots[this.slotIndex].setAttachment(
!attachmentName ? null : skeleton.getAttachmentBySlotIndex(this.slotIndex, attachmentName));
}
};
spine.EventTimeline = function (frameCount) {
this.frames = []; // time, ...
this.frames.length = frameCount;
this.events = [];
this.events.length = frameCount;
};
spine.EventTimeline.prototype = {
getFrameCount: function () {
return this.frames.length;
},
setFrame: function (frameIndex, time, event) {
this.frames[frameIndex] = time;
this.events[frameIndex] = event;
},
/** Fires events for frames > lastTime and &lt;= time. */
apply: function (skeleton, lastTime, time, firedEvents, alpha) {
if (!firedEvents) return;
var frames = this.frames;
var frameCount = frames.length;
if (lastTime > time) { // Fire events after last time for looped animations.
this.apply(skeleton, lastTime, Number.MAX_VALUE, firedEvents, alpha);
lastTime = -1;
} else if (lastTime >= frames[frameCount - 1]) // Last time is after last frame.
return;
if (time &lt; frames[0]) return; // Time is before first frame.
var frameIndex;
if (lastTime &lt; frames[0])
frameIndex = 0;
else {
frameIndex = spine.Animation.binarySearch1(frames, lastTime);
var frame = frames[frameIndex];
while (frameIndex > 0) { // Fire multiple events with the same frame.
if (frames[frameIndex - 1] != frame) break;
frameIndex--;
}
}
var events = this.events;
for (; frameIndex &lt; frameCount && time >= frames[frameIndex]; frameIndex++)
firedEvents.push(events[frameIndex]);
}
};
spine.DrawOrderTimeline = function (frameCount) {
this.frames = []; // time, ...
this.frames.length = frameCount;
this.drawOrders = [];
this.drawOrders.length = frameCount;
};
spine.DrawOrderTimeline.prototype = {
getFrameCount: function () {
return this.frames.length;
},
setFrame: function (frameIndex, time, drawOrder) {
this.frames[frameIndex] = time;
this.drawOrders[frameIndex] = drawOrder;
},
apply: function (skeleton, lastTime, time, firedEvents, alpha) {
var frames = this.frames;
if (time &lt; frames[0]) return; // Time is before first frame.
var frameIndex;
if (time >= frames[frames.length - 1]) // Time is after last frame.
frameIndex = frames.length - 1;
else
frameIndex = spine.Animation.binarySearch1(frames, time) - 1;
var drawOrder = skeleton.drawOrder;
var slots = skeleton.slots;
var drawOrderToSetupIndex = this.drawOrders[frameIndex];
if (!drawOrderToSetupIndex) {
for (var i = 0, n = slots.length; i &lt; n; i++)
drawOrder[i] = slots[i];
} else {
for (var i = 0, n = drawOrderToSetupIndex.length; i &lt; n; i++)
drawOrder[i] = skeleton.slots[drawOrderToSetupIndex[i]];
}
}
};
spine.FfdTimeline = function (frameCount) {
this.curves = new spine.Curves(frameCount);
this.frames = [];
this.frames.length = frameCount;
this.frameVertices = [];
this.frameVertices.length = frameCount;
};
spine.FfdTimeline.prototype = {
slotIndex: 0,
attachment: 0,
getFrameCount: function () {
return this.frames.length;
},
setFrame: function (frameIndex, time, vertices) {
this.frames[frameIndex] = time;
this.frameVertices[frameIndex] = vertices;
},
apply: function (skeleton, lastTime, time, firedEvents, alpha) {
var slot = skeleton.slots[this.slotIndex];
if (slot.attachment != this.attachment) return;
var frames = this.frames;
if (time &lt; frames[0]) return; // Time is before first frame.
var frameVertices = this.frameVertices;
var vertexCount = frameVertices[0].length;
var vertices = slot.attachmentVertices;
if (vertices.length != vertexCount) alpha = 1;
vertices.length = vertexCount;
if (time >= frames[frames.length - 1]) { // Time is after last frame.
var lastVertices = frameVertices[frames.length - 1];
if (alpha &lt; 1) {
for (var i = 0; i &lt; vertexCount; i++)
vertices[i] += (lastVertices[i] - vertices[i]) * alpha;
} else {
for (var i = 0; i &lt; vertexCount; i++)
vertices[i] = lastVertices[i];
}
return;
}
// Interpolate between the previous frame and the current frame.
var frameIndex = spine.Animation.binarySearch1(frames, time);
var frameTime = frames[frameIndex];
var percent = 1 - (time - frameTime) / (frames[frameIndex - 1] - frameTime);
percent = this.curves.getCurvePercent(frameIndex - 1, percent &lt; 0 ? 0 : (percent > 1 ? 1 : percent));
var prevVertices = frameVertices[frameIndex - 1];
var nextVertices = frameVertices[frameIndex];
if (alpha &lt; 1) {
for (var i = 0; i &lt; vertexCount; i++) {
var prev = prevVertices[i];
vertices[i] += (prev + (nextVertices[i] - prev) * percent - vertices[i]) * alpha;
}
} else {
for (var i = 0; i &lt; vertexCount; i++) {
var prev = prevVertices[i];
vertices[i] = prev + (nextVertices[i] - prev) * percent;
}
}
}
};
spine.IkConstraintTimeline = function (frameCount) {
this.curves = new spine.Curves(frameCount);
this.frames = []; // time, mix, bendDirection, ...
this.frames.length = frameCount * 3;
};
spine.IkConstraintTimeline.prototype = {
ikConstraintIndex: 0,
getFrameCount: function () {
return this.frames.length / 3;
},
setFrame: function (frameIndex, time, mix, bendDirection) {
frameIndex *= 3;
this.frames[frameIndex] = time;
this.frames[frameIndex + 1] = mix;
this.frames[frameIndex + 2] = bendDirection;
},
apply: function (skeleton, lastTime, time, firedEvents, alpha) {
var frames = this.frames;
if (time &lt; frames[0]) return; // Time is before first frame.
var ikConstraint = skeleton.ikConstraints[this.ikConstraintIndex];
if (time >= frames[frames.length - 3]) { // Time is after last frame.
ikConstraint.mix += (frames[frames.length - 2] - ikConstraint.mix) * alpha;
ikConstraint.bendDirection = frames[frames.length - 1];
return;
}
// Interpolate between the previous frame and the current frame.
var frameIndex = spine.Animation.binarySearch(frames, time, 3);
var prevFrameMix = frames[frameIndex + -2/*PREV_FRAME_MIX*/];
var frameTime = frames[frameIndex];
var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*PREV_FRAME_TIME*/] - frameTime);
percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);
var mix = prevFrameMix + (frames[frameIndex + 1/*FRAME_MIX*/] - prevFrameMix) * percent;
ikConstraint.mix += (mix - ikConstraint.mix) * alpha;
ikConstraint.bendDirection = frames[frameIndex + -1/*PREV_FRAME_BEND_DIRECTION*/];
}
};
spine.FlipXTimeline = function (frameCount) {
this.curves = new spine.Curves(frameCount);
this.frames = []; // time, flip, ...
this.frames.length = frameCount * 2;
};
spine.FlipXTimeline.prototype = {
boneIndex: 0,
getFrameCount: function () {
return this.frames.length / 2;
},
setFrame: function (frameIndex, time, flip) {
frameIndex *= 2;
this.frames[frameIndex] = time;
this.frames[frameIndex + 1] = flip ? 1 : 0;
},
apply: function (skeleton, lastTime, time, firedEvents, alpha) {
var frames = this.frames;
if (time &lt; frames[0]) {
if (lastTime > time) this.apply(skeleton, lastTime, Number.MAX_VALUE, null, 0);
return;
} else if (lastTime > time) //
lastTime = -1;
var frameIndex = (time >= frames[frames.length - 2] ? frames.length : spine.Animation.binarySearch(frames, time, 2)) - 2;
if (frames[frameIndex] &lt; lastTime) return;
skeleton.bones[boneIndex].flipX = frames[frameIndex + 1] != 0;
}
};
spine.FlipYTimeline = function (frameCount) {
this.curves = new spine.Curves(frameCount);
this.frames = []; // time, flip, ...
this.frames.length = frameCount * 2;
};
spine.FlipYTimeline.prototype = {
boneIndex: 0,
getFrameCount: function () {
return this.frames.length / 2;
},
setFrame: function (frameIndex, time, flip) {
frameIndex *= 2;
this.frames[frameIndex] = time;
this.frames[frameIndex + 1] = flip ? 1 : 0;
},
apply: function (skeleton, lastTime, time, firedEvents, alpha) {
var frames = this.frames;
if (time &lt; frames[0]) {
if (lastTime > time) this.apply(skeleton, lastTime, Number.MAX_VALUE, null, 0);
return;
} else if (lastTime > time) //
lastTime = -1;
var frameIndex = (time >= frames[frames.length - 2] ? frames.length : spine.Animation.binarySearch(frames, time, 2)) - 2;
if (frames[frameIndex] &lt; lastTime) return;
skeleton.bones[boneIndex].flipY = frames[frameIndex + 1] != 0;
}
};
spine.SkeletonData = function () {
this.bones = [];
this.slots = [];
this.skins = [];
this.events = [];
this.animations = [];
this.ikConstraints = [];
};
spine.SkeletonData.prototype = {
name: null,
defaultSkin: null,
width: 0, height: 0,
version: null, hash: null,
/** @return May be null. */
findBone: function (boneName) {
var bones = this.bones;
for (var i = 0, n = bones.length; i &lt; n; i++)
if (bones[i].name == boneName) return bones[i];
return null;
},
/** @return -1 if the bone was not found. */
findBoneIndex: function (boneName) {
var bones = this.bones;
for (var i = 0, n = bones.length; i &lt; n; i++)
if (bones[i].name == boneName) return i;
return -1;
},
/** @return May be null. */
findSlot: function (slotName) {
var slots = this.slots;
for (var i = 0, n = slots.length; i &lt; n; i++) {
if (slots[i].name == slotName) return slot[i];
}
return null;
},
/** @return -1 if the bone was not found. */
findSlotIndex: function (slotName) {
var slots = this.slots;
for (var i = 0, n = slots.length; i &lt; n; i++)
if (slots[i].name == slotName) return i;
return -1;
},
/** @return May be null. */
findSkin: function (skinName) {
var skins = this.skins;
for (var i = 0, n = skins.length; i &lt; n; i++)
if (skins[i].name == skinName) return skins[i];
return null;
},
/** @return May be null. */
findEvent: function (eventName) {
var events = this.events;
for (var i = 0, n = events.length; i &lt; n; i++)
if (events[i].name == eventName) return events[i];
return null;
},
/** @return May be null. */
findAnimation: function (animationName) {
var animations = this.animations;
for (var i = 0, n = animations.length; i &lt; n; i++)
if (animations[i].name == animationName) return animations[i];
return null;
},
/** @return May be null. */
findIkConstraint: function (ikConstraintName) {
var ikConstraints = this.ikConstraints;
for (var i = 0, n = ikConstraints.length; i &lt; n; i++)
if (ikConstraints[i].name == ikConstraintName) return ikConstraints[i];
return null;
}
};
spine.Skeleton = function (skeletonData) {
this.data = skeletonData;
this.bones = [];
for (var i = 0, n = skeletonData.bones.length; i &lt; n; i++) {
var boneData = skeletonData.bones[i];
var parent = !boneData.parent ? null : this.bones[skeletonData.bones.indexOf(boneData.parent)];
this.bones.push(new spine.Bone(boneData, this, parent));
}
this.slots = [];
this.drawOrder = [];
for (var i = 0, n = skeletonData.slots.length; i &lt; n; i++) {
var slotData = skeletonData.slots[i];
var bone = this.bones[skeletonData.bones.indexOf(slotData.boneData)];
var slot = new spine.Slot(slotData, bone);
this.slots.push(slot);
this.drawOrder.push(slot);
}
this.ikConstraints = [];
for (var i = 0, n = skeletonData.ikConstraints.length; i &lt; n; i++)
this.ikConstraints.push(new spine.IkConstraint(skeletonData.ikConstraints[i], this));
this.boneCache = [];
this.updateCache();
};
spine.Skeleton.prototype = {
x: 0, y: 0,
skin: null,
r: 1, g: 1, b: 1, a: 1,
time: 0,
flipX: false, flipY: false,
/** Caches information about bones and IK constraints. Must be called if bones or IK constraints are added or removed. */
updateCache: function () {
var ikConstraints = this.ikConstraints;
var ikConstraintsCount = ikConstraints.length;
var arrayCount = ikConstraintsCount + 1;
var boneCache = this.boneCache;
if (boneCache.length > arrayCount) boneCache.length = arrayCount;
for (var i = 0, n = boneCache.length; i &lt; n; i++)
boneCache[i].length = 0;
while (boneCache.length &lt; arrayCount)
boneCache[boneCache.length] = [];
var nonIkBones = boneCache[0];
var bones = this.bones;
outer:
for (var i = 0, n = bones.length; i &lt; n; i++) {
var bone = bones[i];
var current = bone;
do {
for (var ii = 0; ii &lt; ikConstraintsCount; ii++) {
var ikConstraint = ikConstraints[ii];
var parent = ikConstraint.bones[0];
var child= ikConstraint.bones[ikConstraint.bones.length - 1];
while (true) {
if (current == child) {
boneCache[ii].push(bone);
boneCache[ii + 1].push(bone);
continue outer;
}
if (child == parent) break;
child = child.parent;
}
}
current = current.parent;
} while (current);
nonIkBones[nonIkBones.length] = bone;
}
},
/** Updates the world transform for each bone. */
updateWorldTransform: function () {
var bones = this.bones;
for (var i = 0, n = bones.length; i &lt; n; i++) {
var bone = bones[i];
bone.rotationIK = bone.rotation;
}
var i = 0, last = this.boneCache.length - 1;
while (true) {
var cacheBones = this.boneCache[i];
for (var ii = 0, nn = cacheBones.length; ii &lt; nn; ii++)
cacheBones[ii].updateWorldTransform();
if (i == last) break;
this.ikConstraints[i].apply();
i++;
}
},
/** Sets the bones and slots to their setup pose values. */
setToSetupPose: function () {
this.setBonesToSetupPose();
this.setSlotsToSetupPose();
},
setBonesToSetupPose: function () {
var bones = this.bones;
for (var i = 0, n = bones.length; i &lt; n; i++)
bones[i].setToSetupPose();
var ikConstraints = this.ikConstraints;
for (var i = 0, n = ikConstraints.length; i &lt; n; i++) {
var ikConstraint = ikConstraints[i];
ikConstraint.bendDirection = ikConstraint.data.bendDirection;
ikConstraint.mix = ikConstraint.data.mix;
}
},
setSlotsToSetupPose: function () {
var slots = this.slots;
var drawOrder = this.drawOrder;
for (var i = 0, n = slots.length; i &lt; n; i++) {
drawOrder[i] = slots[i];
slots[i].setToSetupPose(i);
}
},
/** @return May return null. */
getRootBone: function () {
return this.bones.length ? this.bones[0] : null;
},
/** @return May be null. */
findBone: function (boneName) {
var bones = this.bones;
for (var i = 0, n = bones.length; i &lt; n; i++)
if (bones[i].data.name == boneName) return bones[i];
return null;
},
/** @return -1 if the bone was not found. */
findBoneIndex: function (boneName) {
var bones = this.bones;
for (var i = 0, n = bones.length; i &lt; n; i++)
if (bones[i].data.name == boneName) return i;
return -1;
},
/** @return May be null. */
findSlot: function (slotName) {
var slots = this.slots;
for (var i = 0, n = slots.length; i &lt; n; i++)
if (slots[i].data.name == slotName) return slots[i];
return null;
},
/** @return -1 if the bone was not found. */
findSlotIndex: function (slotName) {
var slots = this.slots;
for (var i = 0, n = slots.length; i &lt; n; i++)
if (slots[i].data.name == slotName) return i;
return -1;
},
setSkinByName: function (skinName) {
var skin = this.data.findSkin(skinName);
if (!skin) throw "Skin not found: " + skinName;
this.setSkin(skin);
},
/** Sets the skin used to look up attachments before looking in the {@link SkeletonData#getDefaultSkin() default skin}.
* Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was
* no old skin, each slot's setup mode attachment is attached from the new skin.
* @param newSkin May be null. */
setSkin: function (newSkin) {
if (newSkin) {
if (this.skin)
newSkin._attachAll(this, this.skin);
else {
var slots = this.slots;
for (var i = 0, n = slots.length; i &lt; n; i++) {
var slot = slots[i];
var name = slot.data.attachmentName;
if (name) {
var attachment = newSkin.getAttachment(i, name);
if (attachment) slot.setAttachment(attachment);
}
}
}
}
this.skin = newSkin;
},
/** @return May be null. */
getAttachmentBySlotName: function (slotName, attachmentName) {
return this.getAttachmentBySlotIndex(this.data.findSlotIndex(slotName), attachmentName);
},
/** @return May be null. */
getAttachmentBySlotIndex: function (slotIndex, attachmentName) {
if (this.skin) {
var attachment = this.skin.getAttachment(slotIndex, attachmentName);
if (attachment) return attachment;
}
if (this.data.defaultSkin) return this.data.defaultSkin.getAttachment(slotIndex, attachmentName);
return null;
},
/** @param attachmentName May be null. */
setAttachment: function (slotName, attachmentName) {
var slots = this.slots;
for (var i = 0, n = slots.length; i &lt; n; i++) {
var slot = slots[i];
if (slot.data.name == slotName) {
var attachment = null;
if (attachmentName) {
attachment = this.getAttachmentBySlotIndex(i, attachmentName);
if (!attachment) throw "Attachment not found: " + attachmentName + ", for slot: " + slotName;
}
slot.setAttachment(attachment);
return;
}
}
throw "Slot not found: " + slotName;
},
/** @return May be null. */
findIkConstraint: function (ikConstraintName) {
var ikConstraints = this.ikConstraints;
for (var i = 0, n = ikConstraints.length; i &lt; n; i++)
if (ikConstraints[i].data.name == ikConstraintName) return ikConstraints[i];
return null;
},
update: function (delta) {
this.time += delta;
}
};
spine.EventData = function (name) {
this.name = name;
};
spine.EventData.prototype = {
intValue: 0,
floatValue: 0,
stringValue: null
};
spine.Event = function (data) {
this.data = data;
};
spine.Event.prototype = {
intValue: 0,
floatValue: 0,
stringValue: null
};
spine.AttachmentType = {
region: 0,
boundingbox: 1,
mesh: 2,
skinnedmesh: 3
};
spine.RegionAttachment = function (name) {
this.name = name;
this.offset = [];
this.offset.length = 8;
this.uvs = [];
this.uvs.length = 8;
};
spine.RegionAttachment.prototype = {
type: spine.AttachmentType.region,
x: 0, y: 0,
rotation: 0,
scaleX: 1, scaleY: 1,
width: 0, height: 0,
r: 1, g: 1, b: 1, a: 1,
path: null,
rendererObject: null,
regionOffsetX: 0, regionOffsetY: 0,
regionWidth: 0, regionHeight: 0,
regionOriginalWidth: 0, regionOriginalHeight: 0,
setUVs: function (u, v, u2, v2, rotate) {
var uvs = this.uvs;
if (rotate) {
uvs[2/*X2*/] = u;
uvs[3/*Y2*/] = v2;
uvs[4/*X3*/] = u;
uvs[5/*Y3*/] = v;
uvs[6/*X4*/] = u2;
uvs[7/*Y4*/] = v;
uvs[0/*X1*/] = u2;
uvs[1/*Y1*/] = v2;
} else {
uvs[0/*X1*/] = u;
uvs[1/*Y1*/] = v2;
uvs[2/*X2*/] = u;
uvs[3/*Y2*/] = v;
uvs[4/*X3*/] = u2;
uvs[5/*Y3*/] = v;
uvs[6/*X4*/] = u2;
uvs[7/*Y4*/] = v2;
}
},
updateOffset: function () {
var regionScaleX = this.width / this.regionOriginalWidth * this.scaleX;
var regionScaleY = this.height / this.regionOriginalHeight * this.scaleY;
var localX = -this.width / 2 * this.scaleX + this.regionOffsetX * regionScaleX;
var localY = -this.height / 2 * this.scaleY + this.regionOffsetY * regionScaleY;
var localX2 = localX + this.regionWidth * regionScaleX;
var localY2 = localY + this.regionHeight * regionScaleY;
var radians = this.rotation * spine.degRad;
var cos = Math.cos(radians);
var sin = Math.sin(radians);
var localXCos = localX * cos + this.x;
var localXSin = localX * sin;
var localYCos = localY * cos + this.y;
var localYSin = localY * sin;
var localX2Cos = localX2 * cos + this.x;
var localX2Sin = localX2 * sin;
var localY2Cos = localY2 * cos + this.y;
var localY2Sin = localY2 * sin;
var offset = this.offset;
offset[0/*X1*/] = localXCos - localYSin;
offset[1/*Y1*/] = localYCos + localXSin;
offset[2/*X2*/] = localXCos - localY2Sin;
offset[3/*Y2*/] = localY2Cos + localXSin;
offset[4/*X3*/] = localX2Cos - localY2Sin;
offset[5/*Y3*/] = localY2Cos + localX2Sin;
offset[6/*X4*/] = localX2Cos - localYSin;
offset[7/*Y4*/] = localYCos + localX2Sin;
},
computeVertices: function (x, y, bone, vertices) {
x += bone.worldX;
y += bone.worldY;
var m00 = bone.m00, m01 = bone.m01, m10 = bone.m10, m11 = bone.m11;
var offset = this.offset;
vertices[0/*X1*/] = offset[0/*X1*/] * m00 + offset[1/*Y1*/] * m01 + x;
vertices[1/*Y1*/] = offset[0/*X1*/] * m10 + offset[1/*Y1*/] * m11 + y;
vertices[2/*X2*/] = offset[2/*X2*/] * m00 + offset[3/*Y2*/] * m01 + x;
vertices[3/*Y2*/] = offset[2/*X2*/] * m10 + offset[3/*Y2*/] * m11 + y;
vertices[4/*X3*/] = offset[4/*X3*/] * m00 + offset[5/*X3*/] * m01 + x;
vertices[5/*X3*/] = offset[4/*X3*/] * m10 + offset[5/*X3*/] * m11 + y;
vertices[6/*X4*/] = offset[6/*X4*/] * m00 + offset[7/*Y4*/] * m01 + x;
vertices[7/*Y4*/] = offset[6/*X4*/] * m10 + offset[7/*Y4*/] * m11 + y;
}
};
spine.MeshAttachment = function (name) {
this.name = name;
};
spine.MeshAttachment.prototype = {
type: spine.AttachmentType.mesh,
vertices: null,
uvs: null,
regionUVs: null,
triangles: null,
hullLength: 0,
r: 1, g: 1, b: 1, a: 1,
path: null,
rendererObject: null,
regionU: 0, regionV: 0, regionU2: 0, regionV2: 0, regionRotate: false,
regionOffsetX: 0, regionOffsetY: 0,
regionWidth: 0, regionHeight: 0,
regionOriginalWidth: 0, regionOriginalHeight: 0,
edges: null,
width: 0, height: 0,
updateUVs: function () {
var width = this.regionU2 - this.regionU, height = this.regionV2 - this.regionV;
var n = this.regionUVs.length;
if (!this.uvs || this.uvs.length != n) {
this.uvs = new spine.Float32Array(n);
}
if (this.regionRotate) {
for (var i = 0; i &lt; n; i += 2) {
this.uvs[i] = this.regionU + this.regionUVs[i + 1] * width;
this.uvs[i + 1] = this.regionV + height - this.regionUVs[i] * height;
}
} else {
for (var i = 0; i &lt; n; i += 2) {
this.uvs[i] = this.regionU + this.regionUVs[i] * width;
this.uvs[i + 1] = this.regionV + this.regionUVs[i + 1] * height;
}
}
},
computeWorldVertices: function (x, y, slot, worldVertices) {
var bone = slot.bone;
x += bone.worldX;
y += bone.worldY;
var m00 = bone.m00, m01 = bone.m01, m10 = bone.m10, m11 = bone.m11;
var vertices = this.vertices;
var verticesCount = vertices.length;
if (slot.attachmentVertices.length == verticesCount) vertices = slot.attachmentVertices;
for (var i = 0; i &lt; verticesCount; i += 2) {
var vx = vertices[i];
var vy = vertices[i + 1];
worldVertices[i] = vx * m00 + vy * m01 + x;
worldVertices[i + 1] = vx * m10 + vy * m11 + y;
}
}
};
spine.SkinnedMeshAttachment = function (name) {
this.name = name;
};
spine.SkinnedMeshAttachment.prototype = {
type: spine.AttachmentType.skinnedmesh,
bones: null,
weights: null,
uvs: null,
regionUVs: null,
triangles: null,
hullLength: 0,
r: 1, g: 1, b: 1, a: 1,
path: null,
rendererObject: null,
regionU: 0, regionV: 0, regionU2: 0, regionV2: 0, regionRotate: false,
regionOffsetX: 0, regionOffsetY: 0,
regionWidth: 0, regionHeight: 0,
regionOriginalWidth: 0, regionOriginalHeight: 0,
edges: null,
width: 0, height: 0,
updateUVs: function (u, v, u2, v2, rotate) {
var width = this.regionU2 - this.regionU, height = this.regionV2 - this.regionV;
var n = this.regionUVs.length;
if (!this.uvs || this.uvs.length != n) {
this.uvs = new spine.Float32Array(n);
}
if (this.regionRotate) {
for (var i = 0; i &lt; n; i += 2) {
this.uvs[i] = this.regionU + this.regionUVs[i + 1] * width;
this.uvs[i + 1] = this.regionV + height - this.regionUVs[i] * height;
}
} else {
for (var i = 0; i &lt; n; i += 2) {
this.uvs[i] = this.regionU + this.regionUVs[i] * width;
this.uvs[i + 1] = this.regionV + this.regionUVs[i + 1] * height;
}
}
},
computeWorldVertices: function (x, y, slot, worldVertices) {
var skeletonBones = slot.bone.skeleton.bones;
var weights = this.weights;
var bones = this.bones;
var w = 0, v = 0, b = 0, f = 0, n = bones.length, nn;
var wx, wy, bone, vx, vy, weight;
if (!slot.attachmentVertices.length) {
for (; v &lt; n; w += 2) {
wx = 0;
wy = 0;
nn = bones[v++] + v;
for (; v &lt; nn; v++, b += 3) {
bone = skeletonBones[bones[v]];
vx = weights[b];
vy = weights[b + 1];
weight = weights[b + 2];
wx += (vx * bone.m00 + vy * bone.m01 + bone.worldX) * weight;
wy += (vx * bone.m10 + vy * bone.m11 + bone.worldY) * weight;
}
worldVertices[w] = wx + x;
worldVertices[w + 1] = wy + y;
}
} else {
var ffd = slot.attachmentVertices;
for (; v &lt; n; w += 2) {
wx = 0;
wy = 0;
nn = bones[v++] + v;
for (; v &lt; nn; v++, b += 3, f += 2) {
bone = skeletonBones[bones[v]];
vx = weights[b] + ffd[f];
vy = weights[b + 1] + ffd[f + 1];
weight = weights[b + 2];
wx += (vx * bone.m00 + vy * bone.m01 + bone.worldX) * weight;
wy += (vx * bone.m10 + vy * bone.m11 + bone.worldY) * weight;
}
worldVertices[w] = wx + x;
worldVertices[w + 1] = wy + y;
}
}
}
};
spine.BoundingBoxAttachment = function (name) {
this.name = name;
this.vertices = [];
};
spine.BoundingBoxAttachment.prototype = {
type: spine.AttachmentType.boundingbox,
computeWorldVertices: function (x, y, bone, worldVertices) {
x += bone.worldX;
y += bone.worldY;
var m00 = bone.m00, m01 = bone.m01, m10 = bone.m10, m11 = bone.m11;
var vertices = this.vertices;
for (var i = 0, n = vertices.length; i &lt; n; i += 2) {
var px = vertices[i];
var py = vertices[i + 1];
worldVertices[i] = px * m00 + py * m01 + x;
worldVertices[i + 1] = px * m10 + py * m11 + y;
}
}
};
spine.AnimationStateData = function (skeletonData) {
this.skeletonData = skeletonData;
this.animationToMixTime = {};
};
spine.AnimationStateData.prototype = {
defaultMix: 0,
setMixByName: function (fromName, toName, duration) {
var from = this.skeletonData.findAnimation(fromName);
if (!from) throw "Animation not found: " + fromName;
var to = this.skeletonData.findAnimation(toName);
if (!to) throw "Animation not found: " + toName;
this.setMix(from, to, duration);
},
setMix: function (from, to, duration) {
this.animationToMixTime[from.name + ":" + to.name] = duration;
},
getMix: function (from, to) {
var key = from.name + ":" + to.name;
return this.animationToMixTime.hasOwnProperty(key) ? this.animationToMixTime[key] : this.defaultMix;
}
};
spine.TrackEntry = function () {};
spine.TrackEntry.prototype = {
next: null, previous: null,
animation: null,
loop: false,
delay: 0, time: 0, lastTime: -1, endTime: 0,
timeScale: 1,
mixTime: 0, mixDuration: 0, mix: 1,
onStart: null, onEnd: null, onComplete: null, onEvent: null
};
spine.AnimationState = function (stateData) {
this.data = stateData;
this.tracks = [];
this.events = [];
};
spine.AnimationState.prototype = {
onStart: null,
onEnd: null,
onComplete: null,
onEvent: null,
timeScale: 1,
update: function (delta) {
delta *= this.timeScale;
for (var i = 0; i &lt; this.tracks.length; i++) {
var current = this.tracks[i];
if (!current) continue;
current.time += delta * current.timeScale;
if (current.previous) {
var previousDelta = delta * current.previous.timeScale;
current.previous.time += previousDelta;
current.mixTime += previousDelta;
}
var next = current.next;
if (next) {
next.time = current.lastTime - next.delay;
if (next.time >= 0) this.setCurrent(i, next);
} else {
// End non-looping animation when it reaches its end time and there is no next entry.
if (!current.loop && current.lastTime >= current.endTime) this.clearTrack(i);
}
}
},
apply: function (skeleton) {
for (var i = 0; i &lt; this.tracks.length; i++) {
var current = this.tracks[i];
if (!current) continue;
this.events.length = 0;
var time = current.time;
var lastTime = current.lastTime;
var endTime = current.endTime;
var loop = current.loop;
if (!loop && time > endTime) time = endTime;
var previous = current.previous;
if (!previous) {
if (current.mix == 1)
current.animation.apply(skeleton, current.lastTime, time, loop, this.events);
else
current.animation.mix(skeleton, current.lastTime, time, loop, this.events, current.mix);
} else {
var previousTime = previous.time;
if (!previous.loop && previousTime > previous.endTime) previousTime = previous.endTime;
previous.animation.apply(skeleton, previousTime, previousTime, previous.loop, null);
var alpha = current.mixTime / current.mixDuration * current.mix;
if (alpha >= 1) {
alpha = 1;
current.previous = null;
}
current.animation.mix(skeleton, current.lastTime, time, loop, this.events, alpha);
}
for (var ii = 0, nn = this.events.length; ii &lt; nn; ii++) {
var event = this.events[ii];
if (current.onEvent) current.onEvent(i, event);
if (this.onEvent) this.onEvent(i, event);
}
// Check if completed the animation or a loop iteration.
if (loop ? (lastTime % endTime > time % endTime) : (lastTime &lt; endTime && time >= endTime)) {
var count = Math.floor(time / endTime);
if (current.onComplete) current.onComplete(i, count);
if (this.onComplete) this.onComplete(i, count);
}
current.lastTime = current.time;
}
},
clearTracks: function () {
for (var i = 0, n = this.tracks.length; i &lt; n; i++)
this.clearTrack(i);
this.tracks.length = 0;
},
clearTrack: function (trackIndex) {
if (trackIndex >= this.tracks.length) return;
var current = this.tracks[trackIndex];
if (!current) return;
if (current.onEnd) current.onEnd(trackIndex);
if (this.onEnd) this.onEnd(trackIndex);
this.tracks[trackIndex] = null;
},
_expandToIndex: function (index) {
if (index &lt; this.tracks.length) return this.tracks[index];
while (index >= this.tracks.length)
this.tracks.push(null);
return null;
},
setCurrent: function (index, entry) {
var current = this._expandToIndex(index);
if (current) {
var previous = current.previous;
current.previous = null;
if (current.onEnd) current.onEnd(index);
if (this.onEnd) this.onEnd(index);
entry.mixDuration = this.data.getMix(current.animation, entry.animation);
if (entry.mixDuration > 0) {
entry.mixTime = 0;
// If a mix is in progress, mix from the closest animation.
if (previous && current.mixTime / current.mixDuration &lt; 0.5)
entry.previous = previous;
else
entry.previous = current;
}
}
this.tracks[index] = entry;
if (entry.onStart) entry.onStart(index);
if (this.onStart) this.onStart(index);
},
setAnimationByName: function (trackIndex, animationName, loop) {
var animation = this.data.skeletonData.findAnimation(animationName);
if (!animation) throw "Animation not found: " + animationName;
return this.setAnimation(trackIndex, animation, loop);
},
/** Set the current animation. Any queued animations are cleared. */
setAnimation: function (trackIndex, animation, loop) {
var entry = new spine.TrackEntry();
entry.animation = animation;
entry.loop = loop;
entry.endTime = animation.duration;
this.setCurrent(trackIndex, entry);
return entry;
},
addAnimationByName: function (trackIndex, animationName, loop, delay) {
var animation = this.data.skeletonData.findAnimation(animationName);
if (!animation) throw "Animation not found: " + animationName;
return this.addAnimation(trackIndex, animation, loop, delay);
},
/** Adds an animation to be played delay seconds after the current or last queued animation.
* @param delay May be &lt;= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
addAnimation: function (trackIndex, animation, loop, delay) {
var entry = new spine.TrackEntry();
entry.animation = animation;
entry.loop = loop;
entry.endTime = animation.duration;
var last = this._expandToIndex(trackIndex);
if (last) {
while (last.next)
last = last.next;
last.next = entry;
} else
this.tracks[trackIndex] = entry;
if (delay &lt;= 0) {
if (last)
delay += last.endTime - this.data.getMix(last.animation, animation);
else
delay = 0;
}
entry.delay = delay;
return entry;
},
/** May be null. */
getCurrent: function (trackIndex) {
if (trackIndex >= this.tracks.length) return null;
return this.tracks[trackIndex];
}
};
spine.SkeletonJson = function (attachmentLoader) {
this.attachmentLoader = attachmentLoader;
};
spine.SkeletonJson.prototype = {
scale: 1,
readSkeletonData: function (root, name) {
var skeletonData = new spine.SkeletonData();
skeletonData.name = name;
// Skeleton.
var skeletonMap = root["skeleton"];
if (skeletonMap) {
skeletonData.hash = skeletonMap["hash"];
skeletonData.version = skeletonMap["spine"];
skeletonData.width = skeletonMap["width"] || 0;
skeletonData.height = skeletonMap["height"] || 0;
}
// Bones.
var bones = root["bones"];
for (var i = 0, n = bones.length; i &lt; n; i++) {
var boneMap = bones[i];
var parent = null;
if (boneMap["parent"]) {
parent = skeletonData.findBone(boneMap["parent"]);
if (!parent) throw "Parent bone not found: " + boneMap["parent"];
}
var boneData = new spine.BoneData(boneMap["name"], parent);
boneData.length = (boneMap["length"] || 0) * this.scale;
boneData.x = (boneMap["x"] || 0) * this.scale;
boneData.y = (boneMap["y"] || 0) * this.scale;
boneData.rotation = (boneMap["rotation"] || 0);
boneData.scaleX = boneMap.hasOwnProperty("scaleX") ? boneMap["scaleX"] : 1;
boneData.scaleY = boneMap.hasOwnProperty("scaleY") ? boneMap["scaleY"] : 1;
boneData.inheritScale = boneMap.hasOwnProperty("inheritScale") ? boneMap["inheritScale"] : true;
boneData.inheritRotation = boneMap.hasOwnProperty("inheritRotation") ? boneMap["inheritRotation"] : true;
skeletonData.bones.push(boneData);
}
// IK constraints.
var ik = root["ik"];
if (ik) {
for (var i = 0, n = ik.length; i &lt; n; i++) {
var ikMap = ik[i];
var ikConstraintData = new spine.IkConstraintData(ikMap["name"]);
var bones = ikMap["bones"];
for (var ii = 0, nn = bones.length; ii &lt; nn; ii++) {
var bone = skeletonData.findBone(bones[ii]);
if (!bone) throw "IK bone not found: " + bones[ii];
ikConstraintData.bones.push(bone);
}
ikConstraintData.target = skeletonData.findBone(ikMap["target"]);
if (!ikConstraintData.target) throw "Target bone not found: " + ikMap["target"];
ikConstraintData.bendDirection = (!ikMap.hasOwnProperty("bendPositive") || ikMap["bendPositive"]) ? 1 : -1;
ikConstraintData.mix = ikMap.hasOwnProperty("mix") ? ikMap["mix"] : 1;
skeletonData.ikConstraints.push(ikConstraintData);
}
}
// Slots.
var slots = root["slots"];
for (var i = 0, n = slots.length; i &lt; n; i++) {
var slotMap = slots[i];
var boneData = skeletonData.findBone(slotMap["bone"]);
if (!boneData) throw "Slot bone not found: " + slotMap["bone"];
var slotData = new spine.SlotData(slotMap["name"], boneData);
var color = slotMap["color"];
if (color) {
slotData.r = this.toColor(color, 0);
slotData.g = this.toColor(color, 1);
slotData.b = this.toColor(color, 2);
slotData.a = this.toColor(color, 3);
}
slotData.attachmentName = slotMap["attachment"];
slotData.additiveBlending = slotMap["additive"] && slotMap["additive"] == "true";
skeletonData.slots.push(slotData);
}
// Skins.
var skins = root["skins"];
for (var skinName in skins) {
if (!skins.hasOwnProperty(skinName)) continue;
var skinMap = skins[skinName];
var skin = new spine.Skin(skinName);
for (var slotName in skinMap) {
if (!skinMap.hasOwnProperty(slotName)) continue;
var slotIndex = skeletonData.findSlotIndex(slotName);
var slotEntry = skinMap[slotName];
for (var attachmentName in slotEntry) {
if (!slotEntry.hasOwnProperty(attachmentName)) continue;
var attachment = this.readAttachment(skin, attachmentName, slotEntry[attachmentName]);
if (attachment) skin.addAttachment(slotIndex, attachmentName, attachment);
}
}
skeletonData.skins.push(skin);
if (skin.name == "default") skeletonData.defaultSkin = skin;
}
// Events.
var events = root["events"];
for (var eventName in events) {
if (!events.hasOwnProperty(eventName)) continue;
var eventMap = events[eventName];
var eventData = new spine.EventData(eventName);
eventData.intValue = eventMap["int"] || 0;
eventData.floatValue = eventMap["float"] || 0;
eventData.stringValue = eventMap["string"] || null;
skeletonData.events.push(eventData);
}
// Animations.
var animations = root["animations"];
for (var animationName in animations) {
if (!animations.hasOwnProperty(animationName)) continue;
this.readAnimation(animationName, animations[animationName], skeletonData);
}
return skeletonData;
},
readAttachment: function (skin, name, map) {
name = map["name"] || name;
var type = spine.AttachmentType[map["type"] || "region"];
var path = map["path"] || name;
var scale = this.scale;
if (type == spine.AttachmentType.region) {
var region = this.attachmentLoader.newRegionAttachment(skin, name, path);
if (!region) return null;
region.path = path;
region.x = (map["x"] || 0) * scale;
region.y = (map["y"] || 0) * scale;
region.scaleX = map.hasOwnProperty("scaleX") ? map["scaleX"] : 1;
region.scaleY = map.hasOwnProperty("scaleY") ? map["scaleY"] : 1;
region.rotation = map["rotation"] || 0;
region.width = (map["width"] || 0) * scale;
region.height = (map["height"] || 0) * scale;
var color = map["color"];
if (color) {
region.r = this.toColor(color, 0);
region.g = this.toColor(color, 1);
region.b = this.toColor(color, 2);
region.a = this.toColor(color, 3);
}
region.updateOffset();
return region;
} else if (type == spine.AttachmentType.mesh) {
var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
if (!mesh) return null;
mesh.path = path;
mesh.vertices = this.getFloatArray(map, "vertices", scale);
mesh.triangles = this.getIntArray(map, "triangles");
mesh.regionUVs = this.getFloatArray(map, "uvs", 1);
mesh.updateUVs();
color = map["color"];
if (color) {
mesh.r = this.toColor(color, 0);
mesh.g = this.toColor(color, 1);
mesh.b = this.toColor(color, 2);
mesh.a = this.toColor(color, 3);
}
mesh.hullLength = (map["hull"] || 0) * 2;
if (map["edges"]) mesh.edges = this.getIntArray(map, "edges");
mesh.width = (map["width"] || 0) * scale;
mesh.height = (map["height"] || 0) * scale;
return mesh;
} else if (type == spine.AttachmentType.skinnedmesh) {
var mesh = this.attachmentLoader.newSkinnedMeshAttachment(skin, name, path);
if (!mesh) return null;
mesh.path = path;
var uvs = this.getFloatArray(map, "uvs", 1);
var vertices = this.getFloatArray(map, "vertices", 1);
var weights = [];
var bones = [];
for (var i = 0, n = vertices.length; i &lt; n; ) {
var boneCount = vertices[i++] | 0;
bones[bones.length] = boneCount;
for (var nn = i + boneCount * 4; i &lt; nn; ) {
bones[bones.length] = vertices[i];
weights[weights.length] = vertices[i + 1] * scale;
weights[weights.length] = vertices[i + 2] * scale;
weights[weights.length] = vertices[i + 3];
i += 4;
}
}
mesh.bones = bones;
mesh.weights = weights;
mesh.triangles = this.getIntArray(map, "triangles");
mesh.regionUVs = uvs;
mesh.updateUVs();
color = map["color"];
if (color) {
mesh.r = this.toColor(color, 0);
mesh.g = this.toColor(color, 1);
mesh.b = this.toColor(color, 2);
mesh.a = this.toColor(color, 3);
}
mesh.hullLength = (map["hull"] || 0) * 2;
if (map["edges"]) mesh.edges = this.getIntArray(map, "edges");
mesh.width = (map["width"] || 0) * scale;
mesh.height = (map["height"] || 0) * scale;
return mesh;
} else if (type == spine.AttachmentType.boundingbox) {
var attachment = this.attachmentLoader.newBoundingBoxAttachment(skin, name);
var vertices = map["vertices"];
for (var i = 0, n = vertices.length; i &lt; n; i++)
attachment.vertices.push(vertices[i] * scale);
return attachment;
}
throw "Unknown attachment type: " + type;
},
readAnimation: function (name, map, skeletonData) {
var timelines = [];
var duration = 0;
var slots = map["slots"];
for (var slotName in slots) {
if (!slots.hasOwnProperty(slotName)) continue;
var slotMap = slots[slotName];
var slotIndex = skeletonData.findSlotIndex(slotName);
for (var timelineName in slotMap) {
if (!slotMap.hasOwnProperty(timelineName)) continue;
var values = slotMap[timelineName];
if (timelineName == "color") {
var timeline = new spine.ColorTimeline(values.length);
timeline.slotIndex = slotIndex;
var frameIndex = 0;
for (var i = 0, n = values.length; i &lt; n; i++) {
var valueMap = values[i];
var color = valueMap["color"];
var r = this.toColor(color, 0);
var g = this.toColor(color, 1);
var b = this.toColor(color, 2);
var a = this.toColor(color, 3);
timeline.setFrame(frameIndex, valueMap["time"], r, g, b, a);
this.readCurve(timeline, frameIndex, valueMap);
frameIndex++;
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 5 - 5]);
} else if (timelineName == "attachment") {
var timeline = new spine.AttachmentTimeline(values.length);
timeline.slotIndex = slotIndex;
var frameIndex = 0;
for (var i = 0, n = values.length; i &lt; n; i++) {
var valueMap = values[i];
timeline.setFrame(frameIndex++, valueMap["time"], valueMap["name"]);
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
} else
throw "Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")";
}
}
var bones = map["bones"];
for (var boneName in bones) {
if (!bones.hasOwnProperty(boneName)) continue;
var boneIndex = skeletonData.findBoneIndex(boneName);
if (boneIndex == -1) throw "Bone not found: " + boneName;
var boneMap = bones[boneName];
for (var timelineName in boneMap) {
if (!boneMap.hasOwnProperty(timelineName)) continue;
var values = boneMap[timelineName];
if (timelineName == "rotate") {
var timeline = new spine.RotateTimeline(values.length);
timeline.boneIndex = boneIndex;
var frameIndex = 0;
for (var i = 0, n = values.length; i &lt; n; i++) {
var valueMap = values[i];
timeline.setFrame(frameIndex, valueMap["time"], valueMap["angle"]);
this.readCurve(timeline, frameIndex, valueMap);
frameIndex++;
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 2 - 2]);
} else if (timelineName == "translate" || timelineName == "scale") {
var timeline;
var timelineScale = 1;
if (timelineName == "scale")
timeline = new spine.ScaleTimeline(values.length);
else {
timeline = new spine.TranslateTimeline(values.length);
timelineScale = this.scale;
}
timeline.boneIndex = boneIndex;
var frameIndex = 0;
for (var i = 0, n = values.length; i &lt; n; i++) {
var valueMap = values[i];
var x = (valueMap["x"] || 0) * timelineScale;
var y = (valueMap["y"] || 0) * timelineScale;
timeline.setFrame(frameIndex, valueMap["time"], x, y);
this.readCurve(timeline, frameIndex, valueMap);
frameIndex++;
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 3 - 3]);
} else if (timelineName == "flipX" || timelineName == "flipY") {
var x = timelineName == "flipX";
var timeline = x ? new spine.FlipXTimeline(values.length) : new spine.FlipYTimeline(values.length);
timeline.boneIndex = boneIndex;
var field = x ? "x" : "y";
var frameIndex = 0;
for (var i = 0, n = values.length; i &lt; n; i++) {
var valueMap = values[i];
timeline.setFrame(frameIndex, valueMap["time"], valueMap[field] || false);
frameIndex++;
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 2 - 2]);
} else
throw "Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")";
}
}
var ikMap = map["ik"];
for (var ikConstraintName in ikMap) {
if (!ikMap.hasOwnProperty(ikConstraintName)) continue;
var ikConstraint = skeletonData.findIkConstraint(ikConstraintName);
var values = ikMap[ikConstraintName];
var timeline = new spine.IkConstraintTimeline(values.length);
timeline.ikConstraintIndex = skeletonData.ikConstraints.indexOf(ikConstraint);
var frameIndex = 0;
for (var i = 0, n = values.length; i &lt; n; i++) {
var valueMap = values[i];
var mix = valueMap.hasOwnProperty("mix") ? valueMap["mix"] : 1;
var bendDirection = (!valueMap.hasOwnProperty("bendPositive") || valueMap["bendPositive"]) ? 1 : -1;
timeline.setFrame(frameIndex, valueMap["time"], mix, bendDirection);
this.readCurve(timeline, frameIndex, valueMap);
frameIndex++;
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[timeline.frameCount * 3 - 3]);
}
var ffd = map["ffd"];
for (var skinName in ffd) {
var skin = skeletonData.findSkin(skinName);
var slotMap = ffd[skinName];
for (slotName in slotMap) {
var slotIndex = skeletonData.findSlotIndex(slotName);
var meshMap = slotMap[slotName];
for (var meshName in meshMap) {
var values = meshMap[meshName];
var timeline = new spine.FfdTimeline(values.length);
var attachment = skin.getAttachment(slotIndex, meshName);
if (!attachment) throw "FFD attachment not found: " + meshName;
timeline.slotIndex = slotIndex;
timeline.attachment = attachment;
var isMesh = attachment.type == spine.AttachmentType.mesh;
var vertexCount;
if (isMesh)
vertexCount = attachment.vertices.length;
else
vertexCount = attachment.weights.length / 3 * 2;
var frameIndex = 0;
for (var i = 0, n = values.length; i &lt; n; i++) {
var valueMap = values[i];
var vertices;
if (!valueMap["vertices"]) {
if (isMesh)
vertices = attachment.vertices;
else {
vertices = [];
vertices.length = vertexCount;
}
} else {
var verticesValue = valueMap["vertices"];
var vertices = [];
vertices.length = vertexCount;
var start = valueMap["offset"] || 0;
var nn = verticesValue.length;
if (this.scale == 1) {
for (var ii = 0; ii &lt; nn; ii++)
vertices[ii + start] = verticesValue[ii];
} else {
for (var ii = 0; ii &lt; nn; ii++)
vertices[ii + start] = verticesValue[ii] * this.scale;
}
if (isMesh) {
var meshVertices = attachment.vertices;
for (var ii = 0, nn = vertices.length; ii &lt; nn; ii++)
vertices[ii] += meshVertices[ii];
}
}
timeline.setFrame(frameIndex, valueMap["time"], vertices);
this.readCurve(timeline, frameIndex, valueMap);
frameIndex++;
}
timelines[timelines.length] = timeline;
duration = Math.max(duration, timeline.frames[timeline.frameCount - 1]);
}
}
}
var drawOrderValues = map["drawOrder"];
if (!drawOrderValues) drawOrderValues = map["draworder"];
if (drawOrderValues) {
var timeline = new spine.DrawOrderTimeline(drawOrderValues.length);
var slotCount = skeletonData.slots.length;
var frameIndex = 0;
for (var i = 0, n = drawOrderValues.length; i &lt; n; i++) {
var drawOrderMap = drawOrderValues[i];
var drawOrder = null;
if (drawOrderMap["offsets"]) {
drawOrder = [];
drawOrder.length = slotCount;
for (var ii = slotCount - 1; ii >= 0; ii--)
drawOrder[ii] = -1;
var offsets = drawOrderMap["offsets"];
var unchanged = [];
unchanged.length = slotCount - offsets.length;
var originalIndex = 0, unchangedIndex = 0;
for (var ii = 0, nn = offsets.length; ii &lt; nn; ii++) {
var offsetMap = offsets[ii];
var slotIndex = skeletonData.findSlotIndex(offsetMap["slot"]);
if (slotIndex == -1) throw "Slot not found: " + offsetMap["slot"];
// Collect unchanged items.
while (originalIndex != slotIndex)
unchanged[unchangedIndex++] = originalIndex++;
// Set changed items.
drawOrder[originalIndex + offsetMap["offset"]] = originalIndex++;
}
// Collect remaining unchanged items.
while (originalIndex &lt; slotCount)
unchanged[unchangedIndex++] = originalIndex++;
// Fill in unchanged items.
for (var ii = slotCount - 1; ii >= 0; ii--)
if (drawOrder[ii] == -1) drawOrder[ii] = unchanged[--unchangedIndex];
}
timeline.setFrame(frameIndex++, drawOrderMap["time"], drawOrder);
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
}
var events = map["events"];
if (events) {
var timeline = new spine.EventTimeline(events.length);
var frameIndex = 0;
for (var i = 0, n = events.length; i &lt; n; i++) {
var eventMap = events[i];
var eventData = skeletonData.findEvent(eventMap["name"]);
if (!eventData) throw "Event not found: " + eventMap["name"];
var event = new spine.Event(eventData);
event.intValue = eventMap.hasOwnProperty("int") ? eventMap["int"] : eventData.intValue;
event.floatValue = eventMap.hasOwnProperty("float") ? eventMap["float"] : eventData.floatValue;
event.stringValue = eventMap.hasOwnProperty("string") ? eventMap["string"] : eventData.stringValue;
timeline.setFrame(frameIndex++, eventMap["time"], event);
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
}
skeletonData.animations.push(new spine.Animation(name, timelines, duration));
},
readCurve: function (timeline, frameIndex, valueMap) {
var curve = valueMap["curve"];
if (!curve)
timeline.curves.setLinear(frameIndex);
else if (curve == "stepped")
timeline.curves.setStepped(frameIndex);
else if (curve instanceof Array)
timeline.curves.setCurve(frameIndex, curve[0], curve[1], curve[2], curve[3]);
},
toColor: function (hexString, colorIndex) {
if (hexString.length != 8) throw "Color hexidecimal length must be 8, recieved: " + hexString;
return parseInt(hexString.substring(colorIndex * 2, (colorIndex * 2) + 2), 16) / 255;
},
getFloatArray: function (map, name, scale) {
var list = map[name];
var values = new spine.Float32Array(list.length);
var i = 0, n = list.length;
if (scale == 1) {
for (; i &lt; n; i++)
values[i] = list[i];
} else {
for (; i &lt; n; i++)
values[i] = list[i] * scale;
}
return values;
},
getIntArray: function (map, name) {
var list = map[name];
var values = new spine.Uint16Array(list.length);
for (var i = 0, n = list.length; i &lt; n; i++)
values[i] = list[i] | 0;
return values;
}
};
spine.Atlas = function (atlasText, textureLoader) {
this.textureLoader = textureLoader;
this.pages = [];
this.regions = [];
var reader = new spine.AtlasReader(atlasText);
var tuple = [];
tuple.length = 4;
var page = null;
while (true) {
var line = reader.readLine();
if (line === null) break;
line = reader.trim(line);
if (!line.length)
page = null;
else if (!page) {
page = new spine.AtlasPage();
page.name = line;
if (reader.readTuple(tuple) == 2) { // size is only optional for an atlas packed with an old TexturePacker.
page.width = parseInt(tuple[0]);
page.height = parseInt(tuple[1]);
reader.readTuple(tuple);
}
page.format = spine.Atlas.Format[tuple[0]];
reader.readTuple(tuple);
page.minFilter = spine.Atlas.TextureFilter[tuple[0]];
page.magFilter = spine.Atlas.TextureFilter[tuple[1]];
var direction = reader.readValue();
page.uWrap = spine.Atlas.TextureWrap.clampToEdge;
page.vWrap = spine.Atlas.TextureWrap.clampToEdge;
if (direction == "x")
page.uWrap = spine.Atlas.TextureWrap.repeat;
else if (direction == "y")
page.vWrap = spine.Atlas.TextureWrap.repeat;
else if (direction == "xy")
page.uWrap = page.vWrap = spine.Atlas.TextureWrap.repeat;
textureLoader.load(page, line, this);
this.pages.push(page);
} else {
var region = new spine.AtlasRegion();
region.name = line;
region.page = page;
region.rotate = reader.readValue() == "true";
reader.readTuple(tuple);
var x = parseInt(tuple[0]);
var y = parseInt(tuple[1]);
reader.readTuple(tuple);
var width = parseInt(tuple[0]);
var height = parseInt(tuple[1]);
region.u = x / page.width;
region.v = y / page.height;
if (region.rotate) {
region.u2 = (x + height) / page.width;
region.v2 = (y + width) / page.height;
} else {
region.u2 = (x + width) / page.width;
region.v2 = (y + height) / page.height;
}
region.x = x;
region.y = y;
region.width = Math.abs(width);
region.height = Math.abs(height);
if (reader.readTuple(tuple) == 4) { // split is optional
region.splits = [parseInt(tuple[0]), parseInt(tuple[1]), parseInt(tuple[2]), parseInt(tuple[3])];
if (reader.readTuple(tuple) == 4) { // pad is optional, but only present with splits
region.pads = [parseInt(tuple[0]), parseInt(tuple[1]), parseInt(tuple[2]), parseInt(tuple[3])];
reader.readTuple(tuple);
}
}
region.originalWidth = parseInt(tuple[0]);
region.originalHeight = parseInt(tuple[1]);
reader.readTuple(tuple);
region.offsetX = parseInt(tuple[0]);
region.offsetY = parseInt(tuple[1]);
region.index = parseInt(reader.readValue());
this.regions.push(region);
}
}
};
spine.Atlas.prototype = {
findRegion: function (name) {
var regions = this.regions;
for (var i = 0, n = regions.length; i &lt; n; i++)
if (regions[i].name == name) return regions[i];
return null;
},
dispose: function () {
var pages = this.pages;
for (var i = 0, n = pages.length; i &lt; n; i++)
this.textureLoader.unload(pages[i].rendererObject);
},
updateUVs: function (page) {
var regions = this.regions;
for (var i = 0, n = regions.length; i &lt; n; i++) {
var region = regions[i];
if (region.page != page) continue;
region.u = region.x / page.width;
region.v = region.y / page.height;
if (region.rotate) {
region.u2 = (region.x + region.height) / page.width;
region.v2 = (region.y + region.width) / page.height;
} else {
region.u2 = (region.x + region.width) / page.width;
region.v2 = (region.y + region.height) / page.height;
}
}
}
};
spine.Atlas.Format = {
alpha: 0,
intensity: 1,
luminanceAlpha: 2,
rgb565: 3,
rgba4444: 4,
rgb888: 5,
rgba8888: 6
};
spine.Atlas.TextureFilter = {
nearest: 0,
linear: 1,
mipMap: 2,
mipMapNearestNearest: 3,
mipMapLinearNearest: 4,
mipMapNearestLinear: 5,
mipMapLinearLinear: 6
};
spine.Atlas.TextureWrap = {
mirroredRepeat: 0,
clampToEdge: 1,
repeat: 2
};
spine.AtlasPage = function () {};
spine.AtlasPage.prototype = {
name: null,
format: null,
minFilter: null,
magFilter: null,
uWrap: null,
vWrap: null,
rendererObject: null,
width: 0,
height: 0
};
spine.AtlasRegion = function () {};
spine.AtlasRegion.prototype = {
page: null,
name: null,
x: 0, y: 0,
width: 0, height: 0,
u: 0, v: 0, u2: 0, v2: 0,
offsetX: 0, offsetY: 0,
originalWidth: 0, originalHeight: 0,
index: 0,
rotate: false,
splits: null,
pads: null
};
spine.AtlasReader = function (text) {
this.lines = text.split(/\r\n|\r|\n/);
};
spine.AtlasReader.prototype = {
index: 0,
trim: function (value) {
return value.replace(/^\s+|\s+$/g, "");
},
readLine: function () {
if (this.index >= this.lines.length) return null;
return this.lines[this.index++];
},
readValue: function () {
var line = this.readLine();
var colon = line.indexOf(":");
if (colon == -1) throw "Invalid line: " + line;
return this.trim(line.substring(colon + 1));
},
/** Returns the number of tuple values read (1, 2 or 4). */
readTuple: function (tuple) {
var line = this.readLine();
var colon = line.indexOf(":");
if (colon == -1) throw "Invalid line: " + line;
var i = 0, lastMatch = colon + 1;
for (; i &lt; 3; i++) {
var comma = line.indexOf(",", lastMatch);
if (comma == -1) break;
tuple[i] = this.trim(line.substr(lastMatch, comma - lastMatch));
lastMatch = comma + 1;
}
tuple[i] = this.trim(line.substring(lastMatch));
return i + 1;
}
};
spine.AtlasAttachmentLoader = function (atlas) {
this.atlas = atlas;
};
spine.AtlasAttachmentLoader.prototype = {
newRegionAttachment: function (skin, name, path) {
var region = this.atlas.findRegion(path);
if (!region) throw "Region not found in atlas: " + path + " (region attachment: " + name + ")";
var attachment = new spine.RegionAttachment(name);
attachment.rendererObject = region;
attachment.setUVs(region.u, region.v, region.u2, region.v2, region.rotate);
attachment.regionOffsetX = region.offsetX;
attachment.regionOffsetY = region.offsetY;
attachment.regionWidth = region.width;
attachment.regionHeight = region.height;
attachment.regionOriginalWidth = region.originalWidth;
attachment.regionOriginalHeight = region.originalHeight;
return attachment;
},
newMeshAttachment: function (skin, name, path) {
var region = this.atlas.findRegion(path);
if (!region) throw "Region not found in atlas: " + path + " (mesh attachment: " + name + ")";
var attachment = new spine.MeshAttachment(name);
attachment.rendererObject = region;
attachment.regionU = region.u;
attachment.regionV = region.v;
attachment.regionU2 = region.u2;
attachment.regionV2 = region.v2;
attachment.regionRotate = region.rotate;
attachment.regionOffsetX = region.offsetX;
attachment.regionOffsetY = region.offsetY;
attachment.regionWidth = region.width;
attachment.regionHeight = region.height;
attachment.regionOriginalWidth = region.originalWidth;
attachment.regionOriginalHeight = region.originalHeight;
return attachment;
},
newSkinnedMeshAttachment: function (skin, name, path) {
var region = this.atlas.findRegion(path);
if (!region) throw "Region not found in atlas: " + path + " (skinned mesh attachment: " + name + ")";
var attachment = new spine.SkinnedMeshAttachment(name);
attachment.rendererObject = region;
attachment.regionU = region.u;
attachment.regionV = region.v;
attachment.regionU2 = region.u2;
attachment.regionV2 = region.v2;
attachment.regionRotate = region.rotate;
attachment.regionOffsetX = region.offsetX;
attachment.regionOffsetY = region.offsetY;
attachment.regionWidth = region.width;
attachment.regionHeight = region.height;
attachment.regionOriginalWidth = region.originalWidth;
attachment.regionOriginalHeight = region.originalHeight;
return attachment;
},
newBoundingBoxAttachment: function (skin, name) {
return new spine.BoundingBoxAttachment(name);
}
};
spine.SkeletonBounds = function () {
this.polygonPool = [];
this.polygons = [];
this.boundingBoxes = [];
};
spine.SkeletonBounds.prototype = {
minX: 0, minY: 0, maxX: 0, maxY: 0,
update: function (skeleton, updateAabb) {
var slots = skeleton.slots;
var slotCount = slots.length;
var x = skeleton.x, y = skeleton.y;
var boundingBoxes = this.boundingBoxes;
var polygonPool = this.polygonPool;
var polygons = this.polygons;
boundingBoxes.length = 0;
for (var i = 0, n = polygons.length; i &lt; n; i++)
polygonPool.push(polygons[i]);
polygons.length = 0;
for (var i = 0; i &lt; slotCount; i++) {
var slot = slots[i];
var boundingBox = slot.attachment;
if (boundingBox.type != spine.AttachmentType.boundingbox) continue;
boundingBoxes.push(boundingBox);
var poolCount = polygonPool.length, polygon;
if (poolCount > 0) {
polygon = polygonPool[poolCount - 1];
polygonPool.splice(poolCount - 1, 1);
} else
polygon = [];
polygons.push(polygon);
polygon.length = boundingBox.vertices.length;
boundingBox.computeWorldVertices(x, y, slot.bone, polygon);
}
if (updateAabb) this.aabbCompute();
},
aabbCompute: function () {
var polygons = this.polygons;
var minX = Number.MAX_VALUE, minY = Number.MAX_VALUE, maxX = Number.MIN_VALUE, maxY = Number.MIN_VALUE;
for (var i = 0, n = polygons.length; i &lt; n; i++) {
var vertices = polygons[i];
for (var ii = 0, nn = vertices.length; ii &lt; nn; ii += 2) {
var x = vertices[ii];
var y = vertices[ii + 1];
minX = Math.min(minX, x);
minY = Math.min(minY, y);
maxX = Math.max(maxX, x);
maxY = Math.max(maxY, y);
}
}
this.minX = minX;
this.minY = minY;
this.maxX = maxX;
this.maxY = maxY;
},
/** Returns true if the axis aligned bounding box contains the point. */
aabbContainsPoint: function (x, y) {
return x >= this.minX && x &lt;= this.maxX && y >= this.minY && y &lt;= this.maxY;
},
/** Returns true if the axis aligned bounding box intersects the line segment. */
aabbIntersectsSegment: function (x1, y1, x2, y2) {
var minX = this.minX, minY = this.minY, maxX = this.maxX, maxY = this.maxY;
if ((x1 &lt;= minX && x2 &lt;= minX) || (y1 &lt;= minY && y2 &lt;= minY) || (x1 >= maxX && x2 >= maxX) || (y1 >= maxY && y2 >= maxY))
return false;
var m = (y2 - y1) / (x2 - x1);
var y = m * (minX - x1) + y1;
if (y > minY && y &lt; maxY) return true;
y = m * (maxX - x1) + y1;
if (y > minY && y &lt; maxY) return true;
var x = (minY - y1) / m + x1;
if (x > minX && x &lt; maxX) return true;
x = (maxY - y1) / m + x1;
if (x > minX && x &lt; maxX) return true;
return false;
},
/** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */
aabbIntersectsSkeleton: function (bounds) {
return this.minX &lt; bounds.maxX && this.maxX > bounds.minX && this.minY &lt; bounds.maxY && this.maxY > bounds.minY;
},
/** Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more
* efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true. */
containsPoint: function (x, y) {
var polygons = this.polygons;
for (var i = 0, n = polygons.length; i &lt; n; i++)
if (this.polygonContainsPoint(polygons[i], x, y)) return this.boundingBoxes[i];
return null;
},
/** Returns the first bounding box attachment that contains the line segment, or null. When doing many checks, it is usually
* more efficient to only call this method if {@link #aabbIntersectsSegment(float, float, float, float)} returns true. */
intersectsSegment: function (x1, y1, x2, y2) {
var polygons = this.polygons;
for (var i = 0, n = polygons.length; i &lt; n; i++)
if (polygons[i].intersectsSegment(x1, y1, x2, y2)) return this.boundingBoxes[i];
return null;
},
/** Returns true if the polygon contains the point. */
polygonContainsPoint: function (polygon, x, y) {
var nn = polygon.length;
var prevIndex = nn - 2;
var inside = false;
for (var ii = 0; ii &lt; nn; ii += 2) {
var vertexY = polygon[ii + 1];
var prevY = polygon[prevIndex + 1];
if ((vertexY &lt; y && prevY >= y) || (prevY &lt; y && vertexY >= y)) {
var vertexX = polygon[ii];
if (vertexX + (y - vertexY) / (prevY - vertexY) * (polygon[prevIndex] - vertexX) &lt; x) inside = !inside;
}
prevIndex = ii;
}
return inside;
},
/** Returns true if the polygon contains the line segment. */
polygonIntersectsSegment: function (polygon, x1, y1, x2, y2) {
var nn = polygon.length;
var width12 = x1 - x2, height12 = y1 - y2;
var det1 = x1 * y2 - y1 * x2;
var x3 = polygon[nn - 2], y3 = polygon[nn - 1];
for (var ii = 0; ii &lt; nn; ii += 2) {
var x4 = polygon[ii], y4 = polygon[ii + 1];
var det2 = x3 * y4 - y3 * x4;
var width34 = x3 - x4, height34 = y3 - y4;
var det3 = width12 * height34 - height12 * width34;
var x = (det1 * width34 - width12 * det2) / det3;
if (((x >= x3 && x &lt;= x4) || (x >= x4 && x &lt;= x3)) && ((x >= x1 && x &lt;= x2) || (x >= x2 && x &lt;= x1))) {
var y = (det1 * height34 - height12 * det2) / det3;
if (((y >= y3 && y &lt;= y4) || (y >= y4 && y &lt;= y3)) && ((y >= y1 && y &lt;= y2) || (y >= y2 && y &lt;= y1))) return true;
}
x3 = x4;
y3 = y4;
}
return false;
},
getPolygon: function (attachment) {
var index = this.boundingBoxes.indexOf(attachment);
return index == -1 ? null : this.polygons[index];
},
getWidth: function () {
return this.maxX - this.minX;
},
getHeight: function () {
return this.maxY - this.minY;
}
};
</pre>
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