diff --git a/dist/Spine-v2.9.0.c3addon b/dist/Spine-v2.9.0.c3addon new file mode 100644 index 0000000..d082814 Binary files /dev/null and b/dist/Spine-v2.9.0.c3addon differ diff --git a/src/aces.json b/src/aces.json index b05c117..7393791 100644 --- a/src/aces.json +++ b/src/aces.json @@ -312,6 +312,23 @@ } ] }, + { + "id": "set-physics-mode", + "scriptName": "SetPhysicsMode", + "highlight": false, + "params": [ + { + "id": "physics-mode", + "type": "combo", + "items": [ + "none", + "reset", + "update", + "pose" + ] + } + ] + }, { "id": "play", "scriptName": "Play", diff --git a/src/addon.json b/src/addon.json index a3e6d65..e896f9c 100755 --- a/src/addon.json +++ b/src/addon.json @@ -3,7 +3,7 @@ "type": "plugin", "name": "Spine", "id": "Gritsenko_Spine", - "version": "2.8.4", + "version": "2.9.0", "author": "Mikal and Igor Gritsenko", "website": "https://gritsenko.github.io/c3_spine_plugin", "documentation": "https://gritsenko.github.io/c3_spine_plugin", diff --git a/src/c3runtime/actions.js b/src/c3runtime/actions.js index 1c893ff..bc2b547 100644 --- a/src/c3runtime/actions.js +++ b/src/c3runtime/actions.js @@ -446,6 +446,10 @@ this.skeletonInfo.sequenceAutoplay = false; } this.skeletonInfo.sequenceFPS = fps; + }, + + SetPhysicsMode(mode) { + this._setPhysicsMode(mode); } } diff --git a/src/c3runtime/instance.js b/src/c3runtime/instance.js index 41632a3..68e41bd 100644 --- a/src/c3runtime/instance.js +++ b/src/c3runtime/instance.js @@ -91,7 +91,11 @@ this.textureWidth = 0; this.textureHeight = 0; this.completeEventData = { } - + const spine = globalThis.spine; + // this.physicsMode = spine.Physics.none + this.physicsMode = spine.Physics.update + // this.physicsMode = spine.Physics.pose + // this.physicsMode = spine.Physics.reset // @ts-ignore const wi = this.GetWorldInfo(); @@ -335,7 +339,7 @@ }; state.apply(skeleton); - skeleton.updateWorldTransform(); + skeleton.updateWorldTransform(this.physicsMode); // @ts-ignore var offset = new spine.Vector2(); // @ts-ignore @@ -429,7 +433,7 @@ const state = this.skeletonInfo.state; const skeleton = this.skeletonInfo.skeleton; state.apply(skeleton); - skeleton.updateWorldTransform(); + skeleton.updateWorldTransform(this.physicsMode); // @ts-ignore var offset = new spine.Vector2(); // @ts-ignore @@ -490,7 +494,7 @@ // If starting later, apply time, then enable listeners so they do not trigger on past events { // state.apply(skeleton); - // skeleton.updateWorldTransform(); + // skeleton.updateWorldTransform(this.physicsMode); this.delayedTrackListeners.push(trackIndex); // this.setTrackListeners(state, trackIndex); } @@ -651,6 +655,7 @@ this.Trigger(C3.Plugins.Gritsenko_Spine.Cnds.OnSkeletonLoaded); } + Release() { this.currentKey = null; this.currentValue = null; @@ -703,6 +708,7 @@ this.indexSize = null; this.palette = null; this.sdkType = null; + this.physicsMode = null; } Tick() { @@ -776,7 +782,7 @@ // Override bones under bone control this.spineBoneControl.applyBoneControl(active.skeleton); - active.skeleton.updateWorldTransform(); + active.skeleton.updateWorldTransform(this.physicsMode); this.runtime.UpdateRender(); if (this.animateOnce > 0) @@ -962,6 +968,17 @@ this.SetRenderOnce(1.0, true, this.uid); } + _setPhysicsMode(mode) + { + switch(mode) { + case 0: this.physicsMode = spine.Physics.none; break; + case 1: this.physicsMode = spine.Physics.reset; break; + case 2: this.physicsMode = spine.Physics.update; break; + case 3: this.physicsMode = spine.Physics.pose; break; + default: console.log("Invalid physics mode", mode); + } + } + _setAnimationSpeed(speed){ this.animationSpeed = speed; } @@ -1381,5 +1398,10 @@ map.get(this)._flip(isFlipped) } + setPhysicsMode(mode) + { + map.get(this)._setPhysicsMode(mode); + } + }; } \ No newline at end of file diff --git a/src/c3runtime/spine-draw.js b/src/c3runtime/spine-draw.js index 7c6a0f1..a2c4cef 100644 --- a/src/c3runtime/spine-draw.js +++ b/src/c3runtime/spine-draw.js @@ -269,7 +269,7 @@ class SpineBatch { // Render this.renderer.premultipliedAlpha = premultipliedAlpha; // YYY this.renderer.draw(this.batcher, skeletonInstance.skeletonInfo.skeleton, -1, -1, skeletonInstance.palette); - this.renderer.draw(this.batcher, skeletonInstance.skeletonInfo.skeleton, -1, -1, sequenceAutoplay, sequenceFPS); + this.renderer.draw(this.batcher, skeletonInstance.skeletonInfo.skeleton, -1, -1, null, sequenceAutoplay, sequenceFPS); this.batcher.end(); this.shader.unbind(); } @@ -359,7 +359,7 @@ class SpineBatch { // @ts-ignore if (!globalThis.spineBatcher) { - console.info('[Spine] SpineBatcher init, 2.8.4, Spine 4.1.x compatible'); + console.info('[Spine] SpineBatcher init, 2.9.0, Spine 4.2.x compatible'); // @ts-ignore globalThis.spineBatcher = new SpineBatch(); } \ No newline at end of file diff --git a/src/c3runtime/spine-webgl.js b/src/c3runtime/spine-webgl.js index 5bf1d17..ffbcbbd 100644 --- a/src/c3runtime/spine-webgl.js +++ b/src/c3runtime/spine-webgl.js @@ -1,11 +1,27 @@ +"use strict"; var spine = (() => { var __defProp = Object.defineProperty; - var __markAsModule = (target) => __defProp(target, "__esModule", { value: true }); + var __getOwnPropDesc = Object.getOwnPropertyDescriptor; + var __getOwnPropNames = Object.getOwnPropertyNames; + var __hasOwnProp = Object.prototype.hasOwnProperty; + var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value; var __export = (target, all) => { - __markAsModule(target); for (var name in all) __defProp(target, name, { get: all[name], enumerable: true }); }; + var __copyProps = (to, from, except, desc) => { + if (from && typeof from === "object" || typeof from === "function") { + for (let key of __getOwnPropNames(from)) + if (!__hasOwnProp.call(to, key) && key !== except) + __defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable }); + } + return to; + }; + var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod); + var __publicField = (obj, key, value) => { + __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value); + return value; + }; // spine-webgl/src/index.ts var src_exports = {}; @@ -53,6 +69,8 @@ var spine = (() => { IkConstraint: () => IkConstraint, IkConstraintData: () => IkConstraintData, IkConstraintTimeline: () => IkConstraintTimeline, + Inherit: () => Inherit, + InheritTimeline: () => InheritTimeline, Input: () => Input, IntSet: () => IntSet, Interpolation: () => Interpolation, @@ -87,6 +105,16 @@ var spine = (() => { PathConstraintMixTimeline: () => PathConstraintMixTimeline, PathConstraintPositionTimeline: () => PathConstraintPositionTimeline, PathConstraintSpacingTimeline: () => PathConstraintSpacingTimeline, + Physics: () => Physics, + PhysicsConstraintDampingTimeline: () => PhysicsConstraintDampingTimeline, + PhysicsConstraintGravityTimeline: () => PhysicsConstraintGravityTimeline, + PhysicsConstraintInertiaTimeline: () => PhysicsConstraintInertiaTimeline, + PhysicsConstraintMassTimeline: () => PhysicsConstraintMassTimeline, + PhysicsConstraintMixTimeline: () => PhysicsConstraintMixTimeline, + PhysicsConstraintResetTimeline: () => PhysicsConstraintResetTimeline, + PhysicsConstraintStrengthTimeline: () => PhysicsConstraintStrengthTimeline, + PhysicsConstraintTimeline: () => PhysicsConstraintTimeline, + PhysicsConstraintWindTimeline: () => PhysicsConstraintWindTimeline, PointAttachment: () => PointAttachment, PolygonBatcher: () => PolygonBatcher, Pool: () => Pool, @@ -146,7 +174,6 @@ var spine = (() => { TransformConstraint: () => TransformConstraint, TransformConstraintData: () => TransformConstraintData, TransformConstraintTimeline: () => TransformConstraintTimeline, - TransformMode: () => TransformMode, TranslateTimeline: () => TranslateTimeline, TranslateXTimeline: () => TranslateXTimeline, TranslateYTimeline: () => TranslateYTimeline, @@ -157,15 +184,12 @@ var spine = (() => { VertexAttachment: () => VertexAttachment, VertexAttribute: () => VertexAttribute, VertexAttributeType: () => VertexAttributeType, - WebGLBlendModeConverter: () => WebGLBlendModeConverter, WindowedMean: () => WindowedMean }); // spine-core/src/Utils.ts var IntSet = class { - constructor() { - this.array = new Array(); - } + array = new Array(); add(value) { let contains = this.contains(value); this.array[value | 0] = value | 0; @@ -182,10 +206,8 @@ var spine = (() => { } }; var StringSet = class { - constructor() { - this.entries = {}; - this.size = 0; - } + entries = {}; + size = 0; add(value) { let contains = this.entries[value]; this.entries[value] = true; @@ -280,11 +302,11 @@ var spine = (() => { } }; var Color = _Color; - Color.WHITE = new _Color(1, 1, 1, 1); - Color.RED = new _Color(1, 0, 0, 1); - Color.GREEN = new _Color(0, 1, 0, 1); - Color.BLUE = new _Color(0, 0, 1, 1); - Color.MAGENTA = new _Color(1, 0, 1, 1); + __publicField(Color, "WHITE", new _Color(1, 1, 1, 1)); + __publicField(Color, "RED", new _Color(1, 0, 0, 1)); + __publicField(Color, "GREEN", new _Color(0, 1, 0, 1)); + __publicField(Color, "BLUE", new _Color(0, 0, 1, 1)); + __publicField(Color, "MAGENTA", new _Color(1, 0, 1, 1)); var _MathUtils = class { static clamp(value, min, max) { if (value < min) @@ -299,6 +321,9 @@ var spine = (() => { static sinDeg(degrees) { return Math.sin(degrees * _MathUtils.degRad); } + static atan2Deg(y, x) { + return Math.atan2(y, x) * _MathUtils.degRad; + } static signum(value) { return value > 0 ? 1 : value < 0 ? -1 : 0; } @@ -324,21 +349,22 @@ var spine = (() => { } }; var MathUtils = _MathUtils; - MathUtils.PI = 3.1415927; - MathUtils.PI2 = _MathUtils.PI * 2; - MathUtils.radiansToDegrees = 180 / _MathUtils.PI; - MathUtils.radDeg = _MathUtils.radiansToDegrees; - MathUtils.degreesToRadians = _MathUtils.PI / 180; - MathUtils.degRad = _MathUtils.degreesToRadians; + __publicField(MathUtils, "PI", 3.1415927); + __publicField(MathUtils, "PI2", _MathUtils.PI * 2); + __publicField(MathUtils, "invPI2", 1 / _MathUtils.PI2); + __publicField(MathUtils, "radiansToDegrees", 180 / _MathUtils.PI); + __publicField(MathUtils, "radDeg", _MathUtils.radiansToDegrees); + __publicField(MathUtils, "degreesToRadians", _MathUtils.PI / 180); + __publicField(MathUtils, "degRad", _MathUtils.degreesToRadians); var Interpolation = class { apply(start, end, a) { return start + (end - start) * this.applyInternal(a); } }; var Pow = class extends Interpolation { + power = 2; constructor(power) { super(); - this.power = 2; this.power = power; } applyInternal(a) { @@ -413,6 +439,7 @@ var spine = (() => { static toSinglePrecision(value) { return _Utils.SUPPORTS_TYPED_ARRAYS ? Math.fround(value) : value; } + // This function is used to fix WebKit 602 specific issue described at http://esotericsoftware.com/forum/iOS-10-disappearing-graphics-10109 static webkit602BugfixHelper(alpha, blend) { } static contains(array, element, identity = true) { @@ -426,7 +453,7 @@ var spine = (() => { } }; var Utils = _Utils; - Utils.SUPPORTS_TYPED_ARRAYS = typeof Float32Array !== "undefined"; + __publicField(Utils, "SUPPORTS_TYPED_ARRAYS", typeof Float32Array !== "undefined"); var DebugUtils = class { static logBones(skeleton) { for (let i = 0; i < skeleton.bones.length; i++) { @@ -436,8 +463,9 @@ var spine = (() => { } }; var Pool = class { + items = new Array(); + instantiator; constructor(instantiator) { - this.items = new Array(); this.instantiator = instantiator; } obtain() { @@ -481,15 +509,13 @@ var spine = (() => { } }; var TimeKeeper = class { - constructor() { - this.maxDelta = 0.064; - this.framesPerSecond = 0; - this.delta = 0; - this.totalTime = 0; - this.lastTime = Date.now() / 1e3; - this.frameCount = 0; - this.frameTime = 0; - } + maxDelta = 0.064; + framesPerSecond = 0; + delta = 0; + totalTime = 0; + lastTime = Date.now() / 1e3; + frameCount = 0; + frameTime = 0; update() { let now = Date.now() / 1e3; this.delta = now - this.lastTime; @@ -507,11 +533,12 @@ var spine = (() => { } }; var WindowedMean = class { + values; + addedValues = 0; + lastValue = 0; + mean = 0; + dirty = true; constructor(windowSize = 32) { - this.addedValues = 0; - this.lastValue = 0; - this.mean = 0; - this.dirty = true; this.values = new Array(windowSize); } hasEnoughData() { @@ -542,6 +569,7 @@ var spine = (() => { // spine-core/src/attachments/Attachment.ts var Attachment = class { + name; constructor(name) { if (!name) throw new Error("name cannot be null."); @@ -549,14 +577,36 @@ var spine = (() => { } }; var _VertexAttachment = class extends Attachment { + /** The unique ID for this attachment. */ + id = _VertexAttachment.nextID++; + /** The bones which affect the {@link #getVertices()}. The array entries are, for each vertex, the number of bones affecting + * the vertex followed by that many bone indices, which is the index of the bone in {@link Skeleton#bones}. Will be null + * if this attachment has no weights. */ + bones = null; + /** The vertex positions in the bone's coordinate system. For a non-weighted attachment, the values are `x,y` + * entries for each vertex. For a weighted attachment, the values are `x,y,weight` entries for each bone affecting + * each vertex. */ + vertices = []; + /** The maximum number of world vertex values that can be output by + * {@link #computeWorldVertices()} using the `count` parameter. */ + worldVerticesLength = 0; + /** Timelines for the timeline attachment are also applied to this attachment. + * May be null if no attachment-specific timelines should be applied. */ + timelineAttachment = this; constructor(name) { super(name); - this.id = _VertexAttachment.nextID++; - this.bones = null; - this.vertices = []; - this.worldVerticesLength = 0; - this.timelineAttachment = this; } + /** Transforms the attachment's local {@link #vertices} to world coordinates. If the slot's {@link Slot#deform} is + * not empty, it is used to deform the vertices. + * + * See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine + * Runtimes Guide. + * @param start The index of the first {@link #vertices} value to transform. Each vertex has 2 values, x and y. + * @param count The number of world vertex values to output. Must be <= {@link #worldVerticesLength} - `start`. + * @param worldVertices The output world vertices. Must have a length >= `offset` + `count` * + * `stride` / 2. + * @param offset The `worldVertices` index to begin writing values. + * @param stride The number of `worldVertices` entries between the value pairs written. */ computeWorldVertices(slot, start, count, worldVertices, offset, stride) { count = offset + (count >> 1) * stride; let skeleton = slot.bone.skeleton; @@ -615,6 +665,7 @@ var spine = (() => { } } } + /** Does not copy id (generated) or name (set on construction). **/ copyTo(attachment) { if (this.bones) { attachment.bones = new Array(this.bones.length); @@ -630,15 +681,17 @@ var spine = (() => { } }; var VertexAttachment = _VertexAttachment; - VertexAttachment.nextID = 0; + __publicField(VertexAttachment, "nextID", 0); // spine-core/src/attachments/Sequence.ts var _Sequence = class { + id = _Sequence.nextID(); + regions; + start = 0; + digits = 0; + /** The index of the region to show for the setup pose. */ + setupIndex = 0; constructor(count) { - this.id = _Sequence.nextID(); - this.start = 0; - this.digits = 0; - this.setupIndex = 0; this.regions = new Array(count); } copy() { @@ -674,9 +727,8 @@ var spine = (() => { } }; var Sequence = _Sequence; - Sequence._nextID = 0; - var SequenceMode; - (function(SequenceMode2) { + __publicField(Sequence, "_nextID", 0); + var SequenceMode = /* @__PURE__ */ ((SequenceMode2) => { SequenceMode2[SequenceMode2["hold"] = 0] = "hold"; SequenceMode2[SequenceMode2["once"] = 1] = "once"; SequenceMode2[SequenceMode2["loop"] = 2] = "loop"; @@ -684,22 +736,27 @@ var spine = (() => { SequenceMode2[SequenceMode2["onceReverse"] = 4] = "onceReverse"; SequenceMode2[SequenceMode2["loopReverse"] = 5] = "loopReverse"; SequenceMode2[SequenceMode2["pingpongReverse"] = 6] = "pingpongReverse"; - })(SequenceMode || (SequenceMode = {})); + return SequenceMode2; + })(SequenceMode || {}); var SequenceModeValues = [ - 0, - 1, - 2, - 3, - 4, - 5, - 6 + 0 /* hold */, + 1 /* once */, + 2 /* loop */, + 3 /* pingpong */, + 4 /* onceReverse */, + 5 /* loopReverse */, + 6 /* pingpongReverse */ ]; // spine-core/src/Animation.ts var Animation = class { + /** The animation's name, which is unique across all animations in the skeleton. */ + name; + timelines = []; + timelineIds = new StringSet(); + /** The duration of the animation in seconds, which is the highest time of all keys in the timeline. */ + duration; constructor(name, timelines, duration) { - this.timelines = []; - this.timelineIds = new StringSet(); if (!name) throw new Error("name cannot be null."); this.name = name; @@ -720,6 +777,11 @@ var spine = (() => { return true; return false; } + /** Applies all the animation's timelines to the specified skeleton. + * + * See Timeline {@link Timeline#apply(Skeleton, float, float, Array, float, MixBlend, MixDirection)}. + * @param loop If true, the animation repeats after {@link #getDuration()}. + * @param events May be null to ignore fired events. */ apply(skeleton, lastTime, time, loop, events, alpha, blend, direction) { if (!skeleton) throw new Error("skeleton cannot be null."); @@ -733,18 +795,18 @@ var spine = (() => { timelines[i].apply(skeleton, lastTime, time, events, alpha, blend, direction); } }; - var MixBlend; - (function(MixBlend2) { + var MixBlend = /* @__PURE__ */ ((MixBlend2) => { MixBlend2[MixBlend2["setup"] = 0] = "setup"; MixBlend2[MixBlend2["first"] = 1] = "first"; MixBlend2[MixBlend2["replace"] = 2] = "replace"; MixBlend2[MixBlend2["add"] = 3] = "add"; - })(MixBlend || (MixBlend = {})); - var MixDirection; - (function(MixDirection2) { + return MixBlend2; + })(MixBlend || {}); + var MixDirection = /* @__PURE__ */ ((MixDirection2) => { MixDirection2[MixDirection2["mixIn"] = 0] = "mixIn"; MixDirection2[MixDirection2["mixOut"] = 1] = "mixOut"; - })(MixDirection || (MixDirection = {})); + return MixDirection2; + })(MixDirection || {}); var Property = { rotate: 0, x: 1, @@ -753,21 +815,32 @@ var spine = (() => { scaleY: 4, shearX: 5, shearY: 6, - rgb: 7, - alpha: 8, - rgb2: 9, - attachment: 10, - deform: 11, - event: 12, - drawOrder: 13, - ikConstraint: 14, - transformConstraint: 15, - pathConstraintPosition: 16, - pathConstraintSpacing: 17, - pathConstraintMix: 18, - sequence: 19 + inherit: 7, + rgb: 8, + alpha: 9, + rgb2: 10, + attachment: 11, + deform: 12, + event: 13, + drawOrder: 14, + ikConstraint: 15, + transformConstraint: 16, + pathConstraintPosition: 17, + pathConstraintSpacing: 18, + pathConstraintMix: 19, + physicsConstraintInertia: 20, + physicsConstraintStrength: 21, + physicsConstraintDamping: 22, + physicsConstraintMass: 23, + physicsConstraintWind: 24, + physicsConstraintGravity: 25, + physicsConstraintMix: 26, + physicsConstraintReset: 27, + sequence: 28 }; var Timeline = class { + propertyIds; + frames; constructor(frameCount, propertyIds) { this.propertyIds = propertyIds; this.frames = Utils.newFloatArray(frameCount * this.getFrameEntries()); @@ -800,17 +873,26 @@ var spine = (() => { } }; var CurveTimeline = class extends Timeline { + curves; + // type, x, y, ... constructor(frameCount, bezierCount, propertyIds) { super(frameCount, propertyIds); - this.curves = Utils.newFloatArray(frameCount + bezierCount * 18); + this.curves = Utils.newFloatArray( + frameCount + bezierCount * 18 + /*BEZIER_SIZE*/ + ); this.curves[frameCount - 1] = 1; } + /** Sets the specified key frame to linear interpolation. */ setLinear(frame) { this.curves[frame] = 0; } + /** Sets the specified key frame to stepped interpolation. */ setStepped(frame) { this.curves[frame] = 1; } + /** Shrinks the storage for Bezier curves, for use when bezierCount (specified in the constructor) was larger + * than the actual number of Bezier curves. */ shrink(bezierCount) { let size = this.getFrameCount() + bezierCount * 18; if (this.curves.length > size) { @@ -819,6 +901,20 @@ var spine = (() => { this.curves = newCurves; } } + /** Stores the segments for the specified Bezier curve. For timelines that modify multiple values, there may be more than + * one curve per frame. + * @param bezier The ordinal of this Bezier curve for this timeline, between 0 and bezierCount - 1 (specified + * in the constructor), inclusive. + * @param frame Between 0 and frameCount - 1, inclusive. + * @param value The index of the value for this frame that this curve is used for. + * @param time1 The time for the first key. + * @param value1 The value for the first key. + * @param cx1 The time for the first Bezier handle. + * @param cy1 The value for the first Bezier handle. + * @param cx2 The time of the second Bezier handle. + * @param cy2 The value for the second Bezier handle. + * @param time2 The time for the second key. + * @param value2 The value for the second key. */ setBezier(bezier, frame, value, time1, value1, cx1, cy1, cx2, cy2, time2, value2) { let curves = this.curves; let i = this.getFrameCount() + bezier * 18; @@ -840,6 +936,10 @@ var spine = (() => { y += dy; } } + /** Returns the Bezier interpolated value for the specified time. + * @param frameIndex The index into {@link #getFrames()} for the values of the frame before time. + * @param valueOffset The offset from frameIndex to the value this curve is used for. + * @param i The index of the Bezier segments. See {@link #getCurveType(int)}. */ getBezierValue(time, frameIndex, valueOffset, i) { let curves = this.curves; if (curves[i] > time) { @@ -865,11 +965,18 @@ var spine = (() => { getFrameEntries() { return 2; } + /** Sets the time and value for the specified frame. + * @param frame Between 0 and frameCount, inclusive. + * @param time The frame time in seconds. */ setFrame(frame, time, value) { frame <<= 1; this.frames[frame] = time; - this.frames[frame + 1] = value; + this.frames[ + frame + 1 + /*VALUE*/ + ] = value; } + /** Returns the interpolated value for the specified time. */ getCurveValue(time) { let frames = this.frames; let i = frames.length - 2; @@ -882,66 +989,166 @@ var spine = (() => { let curveType = this.curves[i >> 1]; switch (curveType) { case 0: - let before = frames[i], value = frames[i + 1]; - return value + (time - before) / (frames[i + 2] - before) * (frames[i + 2 + 1] - value); + let before = frames[i], value = frames[ + i + 1 + /*VALUE*/ + ]; + return value + (time - before) / (frames[ + i + 2 + /*ENTRIES*/ + ] - before) * (frames[ + i + 2 + 1 + /*VALUE*/ + ] - value); case 1: - return frames[i + 1]; + return frames[ + i + 1 + /*VALUE*/ + ]; + } + return this.getBezierValue( + time, + i, + 1, + curveType - 2 + /*BEZIER*/ + ); + } + getRelativeValue(time, alpha, blend, current, setup) { + if (time < this.frames[0]) { + switch (blend) { + case 0 /* setup */: + return setup; + case 1 /* first */: + return current + (setup - current) * alpha; + } + return current; + } + let value = this.getCurveValue(time); + switch (blend) { + case 0 /* setup */: + return setup + value * alpha; + case 1 /* first */: + case 2 /* replace */: + value += setup - current; + } + return current + value * alpha; + } + getAbsoluteValue(time, alpha, blend, current, setup) { + if (time < this.frames[0]) { + switch (blend) { + case 0 /* setup */: + return setup; + case 1 /* first */: + return current + (setup - current) * alpha; + } + return current; + } + let value = this.getCurveValue(time); + if (blend == 0 /* setup */) + return setup + (value - setup) * alpha; + return current + (value - current) * alpha; + } + getAbsoluteValue2(time, alpha, blend, current, setup, value) { + if (time < this.frames[0]) { + switch (blend) { + case 0 /* setup */: + return setup; + case 1 /* first */: + return current + (setup - current) * alpha; + } + return current; + } + if (blend == 0 /* setup */) + return setup + (value - setup) * alpha; + return current + (value - current) * alpha; + } + getScaleValue(time, alpha, blend, direction, current, setup) { + const frames = this.frames; + if (time < frames[0]) { + switch (blend) { + case 0 /* setup */: + return setup; + case 1 /* first */: + return current + (setup - current) * alpha; + } + return current; + } + let value = this.getCurveValue(time) * setup; + if (alpha == 1) { + if (blend == 3 /* add */) + return current + value - setup; + return value; + } + if (direction == 1 /* mixOut */) { + switch (blend) { + case 0 /* setup */: + return setup + (Math.abs(value) * MathUtils.signum(setup) - setup) * alpha; + case 1 /* first */: + case 2 /* replace */: + return current + (Math.abs(value) * MathUtils.signum(current) - current) * alpha; + } + } else { + let s = 0; + switch (blend) { + case 0 /* setup */: + s = Math.abs(setup) * MathUtils.signum(value); + return s + (value - s) * alpha; + case 1 /* first */: + case 2 /* replace */: + s = Math.abs(current) * MathUtils.signum(value); + return s + (value - s) * alpha; + } } - return this.getBezierValue(time, i, 1, curveType - 2); + return current + (value - setup) * alpha; } }; var CurveTimeline2 = class extends CurveTimeline { + /** @param bezierCount The maximum number of Bezier curves. See {@link #shrink(int)}. + * @param propertyIds Unique identifiers for the properties the timeline modifies. */ constructor(frameCount, bezierCount, propertyId1, propertyId2) { super(frameCount, bezierCount, [propertyId1, propertyId2]); } getFrameEntries() { return 3; } + /** Sets the time and values for the specified frame. + * @param frame Between 0 and frameCount, inclusive. + * @param time The frame time in seconds. */ setFrame(frame, time, value1, value2) { frame *= 3; this.frames[frame] = time; - this.frames[frame + 1] = value1; - this.frames[frame + 2] = value2; + this.frames[ + frame + 1 + /*VALUE1*/ + ] = value1; + this.frames[ + frame + 2 + /*VALUE2*/ + ] = value2; } }; var RotateTimeline = class extends CurveTimeline1 { + boneIndex = 0; constructor(frameCount, bezierCount, boneIndex) { super(frameCount, bezierCount, Property.rotate + "|" + boneIndex); - this.boneIndex = 0; this.boneIndex = boneIndex; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let bone = skeleton.bones[this.boneIndex]; - if (!bone.active) - return; - let frames = this.frames; - if (time < frames[0]) { - switch (blend) { - case 0: - bone.rotation = bone.data.rotation; - return; - case 1: - bone.rotation += (bone.data.rotation - bone.rotation) * alpha; - } - return; - } - let r = this.getCurveValue(time); - switch (blend) { - case 0: - bone.rotation = bone.data.rotation + r * alpha; - break; - case 1: - case 2: - r += bone.data.rotation - bone.rotation; - case 3: - bone.rotation += r * alpha; - } + if (bone.active) + bone.rotation = this.getRelativeValue(time, alpha, blend, bone.rotation, bone.data.rotation); } }; var TranslateTimeline = class extends CurveTimeline2 { + boneIndex = 0; constructor(frameCount, bezierCount, boneIndex) { - super(frameCount, bezierCount, Property.x + "|" + boneIndex, Property.y + "|" + boneIndex); - this.boneIndex = 0; + super( + frameCount, + bezierCount, + Property.x + "|" + boneIndex, + Property.y + "|" + boneIndex + ); this.boneIndex = boneIndex; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { @@ -951,126 +1158,126 @@ var spine = (() => { let frames = this.frames; if (time < frames[0]) { switch (blend) { - case 0: + case 0 /* setup */: bone.x = bone.data.x; bone.y = bone.data.y; return; - case 1: + case 1 /* first */: bone.x += (bone.data.x - bone.x) * alpha; bone.y += (bone.data.y - bone.y) * alpha; } return; } let x = 0, y = 0; - let i = Timeline.search(frames, time, 3); - let curveType = this.curves[i / 3]; + let i = Timeline.search( + frames, + time, + 3 + /*ENTRIES*/ + ); + let curveType = this.curves[ + i / 3 + /*ENTRIES*/ + ]; switch (curveType) { case 0: let before = frames[i]; - x = frames[i + 1]; - y = frames[i + 2]; - let t = (time - before) / (frames[i + 3] - before); - x += (frames[i + 3 + 1] - x) * t; - y += (frames[i + 3 + 2] - y) * t; + x = frames[ + i + 1 + /*VALUE1*/ + ]; + y = frames[ + i + 2 + /*VALUE2*/ + ]; + let t = (time - before) / (frames[ + i + 3 + /*ENTRIES*/ + ] - before); + x += (frames[ + i + 3 + 1 + /*VALUE1*/ + ] - x) * t; + y += (frames[ + i + 3 + 2 + /*VALUE2*/ + ] - y) * t; break; case 1: - x = frames[i + 1]; - y = frames[i + 2]; + x = frames[ + i + 1 + /*VALUE1*/ + ]; + y = frames[ + i + 2 + /*VALUE2*/ + ]; break; default: - x = this.getBezierValue(time, i, 1, curveType - 2); - y = this.getBezierValue(time, i, 2, curveType + 18 - 2); + x = this.getBezierValue( + time, + i, + 1, + curveType - 2 + /*BEZIER*/ + ); + y = this.getBezierValue( + time, + i, + 2, + curveType + 18 - 2 + /*BEZIER*/ + ); } switch (blend) { - case 0: + case 0 /* setup */: bone.x = bone.data.x + x * alpha; bone.y = bone.data.y + y * alpha; break; - case 1: - case 2: + case 1 /* first */: + case 2 /* replace */: bone.x += (bone.data.x + x - bone.x) * alpha; bone.y += (bone.data.y + y - bone.y) * alpha; break; - case 3: + case 3 /* add */: bone.x += x * alpha; bone.y += y * alpha; } } }; var TranslateXTimeline = class extends CurveTimeline1 { + boneIndex = 0; constructor(frameCount, bezierCount, boneIndex) { super(frameCount, bezierCount, Property.x + "|" + boneIndex); - this.boneIndex = 0; this.boneIndex = boneIndex; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let bone = skeleton.bones[this.boneIndex]; - if (!bone.active) - return; - let frames = this.frames; - if (time < frames[0]) { - switch (blend) { - case 0: - bone.x = bone.data.x; - return; - case 1: - bone.x += (bone.data.x - bone.x) * alpha; - } - return; - } - let x = this.getCurveValue(time); - switch (blend) { - case 0: - bone.x = bone.data.x + x * alpha; - break; - case 1: - case 2: - bone.x += (bone.data.x + x - bone.x) * alpha; - break; - case 3: - bone.x += x * alpha; - } + if (bone.active) + bone.x = this.getRelativeValue(time, alpha, blend, bone.x, bone.data.x); } }; var TranslateYTimeline = class extends CurveTimeline1 { + boneIndex = 0; constructor(frameCount, bezierCount, boneIndex) { super(frameCount, bezierCount, Property.y + "|" + boneIndex); - this.boneIndex = 0; this.boneIndex = boneIndex; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let bone = skeleton.bones[this.boneIndex]; - if (!bone.active) - return; - let frames = this.frames; - if (time < frames[0]) { - switch (blend) { - case 0: - bone.y = bone.data.y; - return; - case 1: - bone.y += (bone.data.y - bone.y) * alpha; - } - return; - } - let y = this.getCurveValue(time); - switch (blend) { - case 0: - bone.y = bone.data.y + y * alpha; - break; - case 1: - case 2: - bone.y += (bone.data.y + y - bone.y) * alpha; - break; - case 3: - bone.y += y * alpha; - } + if (bone.active) + bone.y = this.getRelativeValue(time, alpha, blend, bone.y, bone.data.y); } }; var ScaleTimeline = class extends CurveTimeline2 { + boneIndex = 0; constructor(frameCount, bezierCount, boneIndex) { - super(frameCount, bezierCount, Property.scaleX + "|" + boneIndex, Property.scaleY + "|" + boneIndex); - this.boneIndex = 0; + super( + frameCount, + bezierCount, + Property.scaleX + "|" + boneIndex, + Property.scaleY + "|" + boneIndex + ); this.boneIndex = boneIndex; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { @@ -1080,40 +1287,81 @@ var spine = (() => { let frames = this.frames; if (time < frames[0]) { switch (blend) { - case 0: + case 0 /* setup */: bone.scaleX = bone.data.scaleX; bone.scaleY = bone.data.scaleY; return; - case 1: + case 1 /* first */: bone.scaleX += (bone.data.scaleX - bone.scaleX) * alpha; bone.scaleY += (bone.data.scaleY - bone.scaleY) * alpha; } return; } let x, y; - let i = Timeline.search(frames, time, 3); - let curveType = this.curves[i / 3]; + let i = Timeline.search( + frames, + time, + 3 + /*ENTRIES*/ + ); + let curveType = this.curves[ + i / 3 + /*ENTRIES*/ + ]; switch (curveType) { case 0: let before = frames[i]; - x = frames[i + 1]; - y = frames[i + 2]; - let t = (time - before) / (frames[i + 3] - before); - x += (frames[i + 3 + 1] - x) * t; - y += (frames[i + 3 + 2] - y) * t; + x = frames[ + i + 1 + /*VALUE1*/ + ]; + y = frames[ + i + 2 + /*VALUE2*/ + ]; + let t = (time - before) / (frames[ + i + 3 + /*ENTRIES*/ + ] - before); + x += (frames[ + i + 3 + 1 + /*VALUE1*/ + ] - x) * t; + y += (frames[ + i + 3 + 2 + /*VALUE2*/ + ] - y) * t; break; case 1: - x = frames[i + 1]; - y = frames[i + 2]; + x = frames[ + i + 1 + /*VALUE1*/ + ]; + y = frames[ + i + 2 + /*VALUE2*/ + ]; break; default: - x = this.getBezierValue(time, i, 1, curveType - 2); - y = this.getBezierValue(time, i, 2, curveType + 18 - 2); + x = this.getBezierValue( + time, + i, + 1, + curveType - 2 + /*BEZIER*/ + ); + y = this.getBezierValue( + time, + i, + 2, + curveType + 18 - 2 + /*BEZIER*/ + ); } x *= bone.data.scaleX; y *= bone.data.scaleY; if (alpha == 1) { - if (blend == 3) { + if (blend == 3 /* add */) { bone.scaleX += x - bone.data.scaleX; bone.scaleY += y - bone.data.scaleY; } else { @@ -1122,41 +1370,41 @@ var spine = (() => { } } else { let bx = 0, by = 0; - if (direction == 1) { + if (direction == 1 /* mixOut */) { switch (blend) { - case 0: + case 0 /* setup */: bx = bone.data.scaleX; by = bone.data.scaleY; bone.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha; bone.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha; break; - case 1: - case 2: + case 1 /* first */: + case 2 /* replace */: bx = bone.scaleX; by = bone.scaleY; bone.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha; bone.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha; break; - case 3: + case 3 /* add */: bone.scaleX += (x - bone.data.scaleX) * alpha; bone.scaleY += (y - bone.data.scaleY) * alpha; } } else { switch (blend) { - case 0: + case 0 /* setup */: bx = Math.abs(bone.data.scaleX) * MathUtils.signum(x); by = Math.abs(bone.data.scaleY) * MathUtils.signum(y); bone.scaleX = bx + (x - bx) * alpha; bone.scaleY = by + (y - by) * alpha; break; - case 1: - case 2: + case 1 /* first */: + case 2 /* replace */: bx = Math.abs(bone.scaleX) * MathUtils.signum(x); by = Math.abs(bone.scaleY) * MathUtils.signum(y); bone.scaleX = bx + (x - bx) * alpha; bone.scaleY = by + (y - by) * alpha; break; - case 3: + case 3 /* add */: bone.scaleX += (x - bone.data.scaleX) * alpha; bone.scaleY += (y - bone.data.scaleY) * alpha; } @@ -1165,131 +1413,38 @@ var spine = (() => { } }; var ScaleXTimeline = class extends CurveTimeline1 { + boneIndex = 0; constructor(frameCount, bezierCount, boneIndex) { super(frameCount, bezierCount, Property.scaleX + "|" + boneIndex); - this.boneIndex = 0; this.boneIndex = boneIndex; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let bone = skeleton.bones[this.boneIndex]; - if (!bone.active) - return; - let frames = this.frames; - if (time < frames[0]) { - switch (blend) { - case 0: - bone.scaleX = bone.data.scaleX; - return; - case 1: - bone.scaleX += (bone.data.scaleX - bone.scaleX) * alpha; - } - return; - } - let x = this.getCurveValue(time) * bone.data.scaleX; - if (alpha == 1) { - if (blend == 3) - bone.scaleX += x - bone.data.scaleX; - else - bone.scaleX = x; - } else { - let bx = 0; - if (direction == 1) { - switch (blend) { - case 0: - bx = bone.data.scaleX; - bone.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha; - break; - case 1: - case 2: - bx = bone.scaleX; - bone.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha; - break; - case 3: - bone.scaleX += (x - bone.data.scaleX) * alpha; - } - } else { - switch (blend) { - case 0: - bx = Math.abs(bone.data.scaleX) * MathUtils.signum(x); - bone.scaleX = bx + (x - bx) * alpha; - break; - case 1: - case 2: - bx = Math.abs(bone.scaleX) * MathUtils.signum(x); - bone.scaleX = bx + (x - bx) * alpha; - break; - case 3: - bone.scaleX += (x - bone.data.scaleX) * alpha; - } - } - } + if (bone.active) + bone.scaleX = this.getScaleValue(time, alpha, blend, direction, bone.scaleX, bone.data.scaleX); } }; var ScaleYTimeline = class extends CurveTimeline1 { + boneIndex = 0; constructor(frameCount, bezierCount, boneIndex) { super(frameCount, bezierCount, Property.scaleY + "|" + boneIndex); - this.boneIndex = 0; this.boneIndex = boneIndex; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let bone = skeleton.bones[this.boneIndex]; - if (!bone.active) - return; - let frames = this.frames; - if (time < frames[0]) { - switch (blend) { - case 0: - bone.scaleY = bone.data.scaleY; - return; - case 1: - bone.scaleY += (bone.data.scaleY - bone.scaleY) * alpha; - } - return; - } - let y = this.getCurveValue(time) * bone.data.scaleY; - if (alpha == 1) { - if (blend == 3) - bone.scaleY += y - bone.data.scaleY; - else - bone.scaleY = y; - } else { - let by = 0; - if (direction == 1) { - switch (blend) { - case 0: - by = bone.data.scaleY; - bone.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha; - break; - case 1: - case 2: - by = bone.scaleY; - bone.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha; - break; - case 3: - bone.scaleY += (y - bone.data.scaleY) * alpha; - } - } else { - switch (blend) { - case 0: - by = Math.abs(bone.data.scaleY) * MathUtils.signum(y); - bone.scaleY = by + (y - by) * alpha; - break; - case 1: - case 2: - by = Math.abs(bone.scaleY) * MathUtils.signum(y); - bone.scaleY = by + (y - by) * alpha; - break; - case 3: - bone.scaleY += (y - bone.data.scaleY) * alpha; - } - } - } + if (bone.active) + bone.scaleY = this.getScaleValue(time, alpha, blend, direction, bone.scaleY, bone.data.scaleY); } }; var ShearTimeline = class extends CurveTimeline2 { + boneIndex = 0; constructor(frameCount, bezierCount, boneIndex) { - super(frameCount, bezierCount, Property.shearX + "|" + boneIndex, Property.shearY + "|" + boneIndex); - this.boneIndex = 0; + super( + frameCount, + bezierCount, + Property.shearX + "|" + boneIndex, + Property.shearY + "|" + boneIndex + ); this.boneIndex = boneIndex; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { @@ -1299,141 +1454,190 @@ var spine = (() => { let frames = this.frames; if (time < frames[0]) { switch (blend) { - case 0: + case 0 /* setup */: bone.shearX = bone.data.shearX; bone.shearY = bone.data.shearY; return; - case 1: + case 1 /* first */: bone.shearX += (bone.data.shearX - bone.shearX) * alpha; bone.shearY += (bone.data.shearY - bone.shearY) * alpha; } return; } let x = 0, y = 0; - let i = Timeline.search(frames, time, 3); - let curveType = this.curves[i / 3]; + let i = Timeline.search( + frames, + time, + 3 + /*ENTRIES*/ + ); + let curveType = this.curves[ + i / 3 + /*ENTRIES*/ + ]; switch (curveType) { case 0: let before = frames[i]; - x = frames[i + 1]; - y = frames[i + 2]; - let t = (time - before) / (frames[i + 3] - before); - x += (frames[i + 3 + 1] - x) * t; - y += (frames[i + 3 + 2] - y) * t; + x = frames[ + i + 1 + /*VALUE1*/ + ]; + y = frames[ + i + 2 + /*VALUE2*/ + ]; + let t = (time - before) / (frames[ + i + 3 + /*ENTRIES*/ + ] - before); + x += (frames[ + i + 3 + 1 + /*VALUE1*/ + ] - x) * t; + y += (frames[ + i + 3 + 2 + /*VALUE2*/ + ] - y) * t; break; case 1: - x = frames[i + 1]; - y = frames[i + 2]; + x = frames[ + i + 1 + /*VALUE1*/ + ]; + y = frames[ + i + 2 + /*VALUE2*/ + ]; break; default: - x = this.getBezierValue(time, i, 1, curveType - 2); - y = this.getBezierValue(time, i, 2, curveType + 18 - 2); + x = this.getBezierValue( + time, + i, + 1, + curveType - 2 + /*BEZIER*/ + ); + y = this.getBezierValue( + time, + i, + 2, + curveType + 18 - 2 + /*BEZIER*/ + ); } switch (blend) { - case 0: + case 0 /* setup */: bone.shearX = bone.data.shearX + x * alpha; bone.shearY = bone.data.shearY + y * alpha; break; - case 1: - case 2: + case 1 /* first */: + case 2 /* replace */: bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha; bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha; break; - case 3: + case 3 /* add */: bone.shearX += x * alpha; bone.shearY += y * alpha; } } }; var ShearXTimeline = class extends CurveTimeline1 { + boneIndex = 0; constructor(frameCount, bezierCount, boneIndex) { super(frameCount, bezierCount, Property.shearX + "|" + boneIndex); - this.boneIndex = 0; this.boneIndex = boneIndex; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let bone = skeleton.bones[this.boneIndex]; - if (!bone.active) - return; - let frames = this.frames; - if (time < frames[0]) { - switch (blend) { - case 0: - bone.shearX = bone.data.shearX; - return; - case 1: - bone.shearX += (bone.data.shearX - bone.shearX) * alpha; - } - return; - } - let x = this.getCurveValue(time); - switch (blend) { - case 0: - bone.shearX = bone.data.shearX + x * alpha; - break; - case 1: - case 2: - bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha; - break; - case 3: - bone.shearX += x * alpha; - } + if (bone.active) + bone.shearX = this.getRelativeValue(time, alpha, blend, bone.shearX, bone.data.shearX); } }; var ShearYTimeline = class extends CurveTimeline1 { + boneIndex = 0; constructor(frameCount, bezierCount, boneIndex) { super(frameCount, bezierCount, Property.shearY + "|" + boneIndex); - this.boneIndex = 0; this.boneIndex = boneIndex; } + apply(skeleton, lastTime, time, events, alpha, blend, direction) { + let bone = skeleton.bones[this.boneIndex]; + if (bone.active) + bone.shearY = this.getRelativeValue(time, alpha, blend, bone.shearY, bone.data.shearY); + } + }; + var InheritTimeline = class extends Timeline { + boneIndex = 0; + constructor(frameCount, boneIndex) { + super(frameCount, [Property.inherit + "|" + boneIndex]); + this.boneIndex = boneIndex; + } + getFrameEntries() { + return 2; + } + /** Sets the transform mode for the specified frame. + * @param frame Between 0 and frameCount, inclusive. + * @param time The frame time in seconds. */ + setFrame(frame, time, inherit) { + frame *= 2; + this.frames[frame] = time; + this.frames[ + frame + 1 + /*INHERIT*/ + ] = inherit; + } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let bone = skeleton.bones[this.boneIndex]; if (!bone.active) return; let frames = this.frames; if (time < frames[0]) { - switch (blend) { - case 0: - bone.shearY = bone.data.shearY; - return; - case 1: - bone.shearY += (bone.data.shearY - bone.shearY) * alpha; - } + if (blend == 0 /* setup */ || blend == 1 /* first */) + bone.inherit = bone.data.inherit; return; } - let y = this.getCurveValue(time); - switch (blend) { - case 0: - bone.shearY = bone.data.shearY + y * alpha; - break; - case 1: - case 2: - bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha; - break; - case 3: - bone.shearY += y * alpha; - } + bone.inherit = this.frames[ + Timeline.search( + frames, + time, + 2 + /*ENTRIES*/ + ) + 1 + /*INHERIT*/ + ]; } }; var RGBATimeline = class extends CurveTimeline { + slotIndex = 0; constructor(frameCount, bezierCount, slotIndex) { super(frameCount, bezierCount, [ Property.rgb + "|" + slotIndex, Property.alpha + "|" + slotIndex ]); - this.slotIndex = 0; this.slotIndex = slotIndex; } getFrameEntries() { return 5; } + /** Sets the time in seconds, red, green, blue, and alpha for the specified key frame. */ setFrame(frame, time, r, g, b, a) { frame *= 5; this.frames[frame] = time; - this.frames[frame + 1] = r; - this.frames[frame + 2] = g; - this.frames[frame + 3] = b; - this.frames[frame + 4] = a; + this.frames[ + frame + 1 + /*R*/ + ] = r; + this.frames[ + frame + 2 + /*G*/ + ] = g; + this.frames[ + frame + 3 + /*B*/ + ] = b; + this.frames[ + frame + 4 + /*A*/ + ] = a; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let slot = skeleton.slots[this.slotIndex]; @@ -1444,68 +1648,154 @@ var spine = (() => { if (time < frames[0]) { let setup = slot.data.color; switch (blend) { - case 0: + case 0 /* setup */: color.setFromColor(setup); return; - case 1: - color.add((setup.r - color.r) * alpha, (setup.g - color.g) * alpha, (setup.b - color.b) * alpha, (setup.a - color.a) * alpha); + case 1 /* first */: + color.add( + (setup.r - color.r) * alpha, + (setup.g - color.g) * alpha, + (setup.b - color.b) * alpha, + (setup.a - color.a) * alpha + ); } return; } let r = 0, g = 0, b = 0, a = 0; - let i = Timeline.search(frames, time, 5); - let curveType = this.curves[i / 5]; + let i = Timeline.search( + frames, + time, + 5 + /*ENTRIES*/ + ); + let curveType = this.curves[ + i / 5 + /*ENTRIES*/ + ]; switch (curveType) { case 0: let before = frames[i]; - r = frames[i + 1]; - g = frames[i + 2]; - b = frames[i + 3]; - a = frames[i + 4]; - let t = (time - before) / (frames[i + 5] - before); - r += (frames[i + 5 + 1] - r) * t; - g += (frames[i + 5 + 2] - g) * t; - b += (frames[i + 5 + 3] - b) * t; - a += (frames[i + 5 + 4] - a) * t; + r = frames[ + i + 1 + /*R*/ + ]; + g = frames[ + i + 2 + /*G*/ + ]; + b = frames[ + i + 3 + /*B*/ + ]; + a = frames[ + i + 4 + /*A*/ + ]; + let t = (time - before) / (frames[ + i + 5 + /*ENTRIES*/ + ] - before); + r += (frames[ + i + 5 + 1 + /*R*/ + ] - r) * t; + g += (frames[ + i + 5 + 2 + /*G*/ + ] - g) * t; + b += (frames[ + i + 5 + 3 + /*B*/ + ] - b) * t; + a += (frames[ + i + 5 + 4 + /*A*/ + ] - a) * t; break; case 1: - r = frames[i + 1]; - g = frames[i + 2]; - b = frames[i + 3]; - a = frames[i + 4]; + r = frames[ + i + 1 + /*R*/ + ]; + g = frames[ + i + 2 + /*G*/ + ]; + b = frames[ + i + 3 + /*B*/ + ]; + a = frames[ + i + 4 + /*A*/ + ]; break; default: - r = this.getBezierValue(time, i, 1, curveType - 2); - g = this.getBezierValue(time, i, 2, curveType + 18 - 2); - b = this.getBezierValue(time, i, 3, curveType + 18 * 2 - 2); - a = this.getBezierValue(time, i, 4, curveType + 18 * 3 - 2); + r = this.getBezierValue( + time, + i, + 1, + curveType - 2 + /*BEZIER*/ + ); + g = this.getBezierValue( + time, + i, + 2, + curveType + 18 - 2 + /*BEZIER*/ + ); + b = this.getBezierValue( + time, + i, + 3, + curveType + 18 * 2 - 2 + /*BEZIER*/ + ); + a = this.getBezierValue( + time, + i, + 4, + curveType + 18 * 3 - 2 + /*BEZIER*/ + ); } if (alpha == 1) color.set(r, g, b, a); else { - if (blend == 0) + if (blend == 0 /* setup */) color.setFromColor(slot.data.color); color.add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha); } } }; var RGBTimeline = class extends CurveTimeline { + slotIndex = 0; constructor(frameCount, bezierCount, slotIndex) { super(frameCount, bezierCount, [ Property.rgb + "|" + slotIndex ]); - this.slotIndex = 0; this.slotIndex = slotIndex; } getFrameEntries() { return 4; } + /** Sets the time in seconds, red, green, blue, and alpha for the specified key frame. */ setFrame(frame, time, r, g, b) { frame <<= 2; this.frames[frame] = time; - this.frames[frame + 1] = r; - this.frames[frame + 2] = g; - this.frames[frame + 3] = b; + this.frames[ + frame + 1 + /*R*/ + ] = r; + this.frames[ + frame + 2 + /*G*/ + ] = g; + this.frames[ + frame + 3 + /*B*/ + ] = b; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let slot = skeleton.slots[this.slotIndex]; @@ -1516,12 +1806,12 @@ var spine = (() => { if (time < frames[0]) { let setup = slot.data.color; switch (blend) { - case 0: + case 0 /* setup */: color.r = setup.r; color.g = setup.g; color.b = setup.b; return; - case 1: + case 1 /* first */: color.r += (setup.r - color.r) * alpha; color.g += (setup.g - color.g) * alpha; color.b += (setup.b - color.b) * alpha; @@ -1529,35 +1819,88 @@ var spine = (() => { return; } let r = 0, g = 0, b = 0; - let i = Timeline.search(frames, time, 4); + let i = Timeline.search( + frames, + time, + 4 + /*ENTRIES*/ + ); let curveType = this.curves[i >> 2]; switch (curveType) { case 0: let before = frames[i]; - r = frames[i + 1]; - g = frames[i + 2]; - b = frames[i + 3]; - let t = (time - before) / (frames[i + 4] - before); - r += (frames[i + 4 + 1] - r) * t; - g += (frames[i + 4 + 2] - g) * t; - b += (frames[i + 4 + 3] - b) * t; + r = frames[ + i + 1 + /*R*/ + ]; + g = frames[ + i + 2 + /*G*/ + ]; + b = frames[ + i + 3 + /*B*/ + ]; + let t = (time - before) / (frames[ + i + 4 + /*ENTRIES*/ + ] - before); + r += (frames[ + i + 4 + 1 + /*R*/ + ] - r) * t; + g += (frames[ + i + 4 + 2 + /*G*/ + ] - g) * t; + b += (frames[ + i + 4 + 3 + /*B*/ + ] - b) * t; break; case 1: - r = frames[i + 1]; - g = frames[i + 2]; - b = frames[i + 3]; + r = frames[ + i + 1 + /*R*/ + ]; + g = frames[ + i + 2 + /*G*/ + ]; + b = frames[ + i + 3 + /*B*/ + ]; break; default: - r = this.getBezierValue(time, i, 1, curveType - 2); - g = this.getBezierValue(time, i, 2, curveType + 18 - 2); - b = this.getBezierValue(time, i, 3, curveType + 18 * 2 - 2); + r = this.getBezierValue( + time, + i, + 1, + curveType - 2 + /*BEZIER*/ + ); + g = this.getBezierValue( + time, + i, + 2, + curveType + 18 - 2 + /*BEZIER*/ + ); + b = this.getBezierValue( + time, + i, + 3, + curveType + 18 * 2 - 2 + /*BEZIER*/ + ); } if (alpha == 1) { color.r = r; color.g = g; color.b = b; } else { - if (blend == 0) { + if (blend == 0 /* setup */) { let setup = slot.data.color; color.r = setup.r; color.g = setup.g; @@ -1570,9 +1913,9 @@ var spine = (() => { } }; var AlphaTimeline = class extends CurveTimeline1 { + slotIndex = 0; constructor(frameCount, bezierCount, slotIndex) { super(frameCount, bezierCount, Property.alpha + "|" + slotIndex); - this.slotIndex = 0; this.slotIndex = slotIndex; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { @@ -1583,10 +1926,10 @@ var spine = (() => { if (time < this.frames[0]) { let setup = slot.data.color; switch (blend) { - case 0: + case 0 /* setup */: color.a = setup.a; return; - case 1: + case 1 /* first */: color.a += (setup.a - color.a) * alpha; } return; @@ -1595,35 +1938,57 @@ var spine = (() => { if (alpha == 1) color.a = a; else { - if (blend == 0) + if (blend == 0 /* setup */) color.a = slot.data.color.a; color.a += (a - color.a) * alpha; } } }; var RGBA2Timeline = class extends CurveTimeline { + slotIndex = 0; constructor(frameCount, bezierCount, slotIndex) { super(frameCount, bezierCount, [ Property.rgb + "|" + slotIndex, Property.alpha + "|" + slotIndex, Property.rgb2 + "|" + slotIndex ]); - this.slotIndex = 0; this.slotIndex = slotIndex; } getFrameEntries() { return 8; } + /** Sets the time in seconds, light, and dark colors for the specified key frame. */ setFrame(frame, time, r, g, b, a, r2, g2, b2) { frame <<= 3; this.frames[frame] = time; - this.frames[frame + 1] = r; - this.frames[frame + 2] = g; - this.frames[frame + 3] = b; - this.frames[frame + 4] = a; - this.frames[frame + 5] = r2; - this.frames[frame + 6] = g2; - this.frames[frame + 7] = b2; + this.frames[ + frame + 1 + /*R*/ + ] = r; + this.frames[ + frame + 2 + /*G*/ + ] = g; + this.frames[ + frame + 3 + /*B*/ + ] = b; + this.frames[ + frame + 4 + /*A*/ + ] = a; + this.frames[ + frame + 5 + /*R2*/ + ] = r2; + this.frames[ + frame + 6 + /*G2*/ + ] = g2; + this.frames[ + frame + 7 + /*B2*/ + ] = b2; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let slot = skeleton.slots[this.slotIndex]; @@ -1634,14 +1999,19 @@ var spine = (() => { if (time < frames[0]) { let setupLight = slot.data.color, setupDark = slot.data.darkColor; switch (blend) { - case 0: + case 0 /* setup */: light.setFromColor(setupLight); dark.r = setupDark.r; dark.g = setupDark.g; dark.b = setupDark.b; return; - case 1: - light.add((setupLight.r - light.r) * alpha, (setupLight.g - light.g) * alpha, (setupLight.b - light.b) * alpha, (setupLight.a - light.a) * alpha); + case 1 /* first */: + light.add( + (setupLight.r - light.r) * alpha, + (setupLight.g - light.g) * alpha, + (setupLight.b - light.b) * alpha, + (setupLight.a - light.a) * alpha + ); dark.r += (setupDark.r - dark.r) * alpha; dark.g += (setupDark.g - dark.g) * alpha; dark.b += (setupDark.b - dark.b) * alpha; @@ -1649,44 +2019,157 @@ var spine = (() => { return; } let r = 0, g = 0, b = 0, a = 0, r2 = 0, g2 = 0, b2 = 0; - let i = Timeline.search(frames, time, 8); + let i = Timeline.search( + frames, + time, + 8 + /*ENTRIES*/ + ); let curveType = this.curves[i >> 3]; switch (curveType) { case 0: let before = frames[i]; - r = frames[i + 1]; - g = frames[i + 2]; - b = frames[i + 3]; - a = frames[i + 4]; - r2 = frames[i + 5]; - g2 = frames[i + 6]; - b2 = frames[i + 7]; - let t = (time - before) / (frames[i + 8] - before); - r += (frames[i + 8 + 1] - r) * t; - g += (frames[i + 8 + 2] - g) * t; - b += (frames[i + 8 + 3] - b) * t; - a += (frames[i + 8 + 4] - a) * t; - r2 += (frames[i + 8 + 5] - r2) * t; - g2 += (frames[i + 8 + 6] - g2) * t; - b2 += (frames[i + 8 + 7] - b2) * t; + r = frames[ + i + 1 + /*R*/ + ]; + g = frames[ + i + 2 + /*G*/ + ]; + b = frames[ + i + 3 + /*B*/ + ]; + a = frames[ + i + 4 + /*A*/ + ]; + r2 = frames[ + i + 5 + /*R2*/ + ]; + g2 = frames[ + i + 6 + /*G2*/ + ]; + b2 = frames[ + i + 7 + /*B2*/ + ]; + let t = (time - before) / (frames[ + i + 8 + /*ENTRIES*/ + ] - before); + r += (frames[ + i + 8 + 1 + /*R*/ + ] - r) * t; + g += (frames[ + i + 8 + 2 + /*G*/ + ] - g) * t; + b += (frames[ + i + 8 + 3 + /*B*/ + ] - b) * t; + a += (frames[ + i + 8 + 4 + /*A*/ + ] - a) * t; + r2 += (frames[ + i + 8 + 5 + /*R2*/ + ] - r2) * t; + g2 += (frames[ + i + 8 + 6 + /*G2*/ + ] - g2) * t; + b2 += (frames[ + i + 8 + 7 + /*B2*/ + ] - b2) * t; break; case 1: - r = frames[i + 1]; - g = frames[i + 2]; - b = frames[i + 3]; - a = frames[i + 4]; - r2 = frames[i + 5]; - g2 = frames[i + 6]; - b2 = frames[i + 7]; + r = frames[ + i + 1 + /*R*/ + ]; + g = frames[ + i + 2 + /*G*/ + ]; + b = frames[ + i + 3 + /*B*/ + ]; + a = frames[ + i + 4 + /*A*/ + ]; + r2 = frames[ + i + 5 + /*R2*/ + ]; + g2 = frames[ + i + 6 + /*G2*/ + ]; + b2 = frames[ + i + 7 + /*B2*/ + ]; break; default: - r = this.getBezierValue(time, i, 1, curveType - 2); - g = this.getBezierValue(time, i, 2, curveType + 18 - 2); - b = this.getBezierValue(time, i, 3, curveType + 18 * 2 - 2); - a = this.getBezierValue(time, i, 4, curveType + 18 * 3 - 2); - r2 = this.getBezierValue(time, i, 5, curveType + 18 * 4 - 2); - g2 = this.getBezierValue(time, i, 6, curveType + 18 * 5 - 2); - b2 = this.getBezierValue(time, i, 7, curveType + 18 * 6 - 2); + r = this.getBezierValue( + time, + i, + 1, + curveType - 2 + /*BEZIER*/ + ); + g = this.getBezierValue( + time, + i, + 2, + curveType + 18 - 2 + /*BEZIER*/ + ); + b = this.getBezierValue( + time, + i, + 3, + curveType + 18 * 2 - 2 + /*BEZIER*/ + ); + a = this.getBezierValue( + time, + i, + 4, + curveType + 18 * 3 - 2 + /*BEZIER*/ + ); + r2 = this.getBezierValue( + time, + i, + 5, + curveType + 18 * 4 - 2 + /*BEZIER*/ + ); + g2 = this.getBezierValue( + time, + i, + 6, + curveType + 18 * 5 - 2 + /*BEZIER*/ + ); + b2 = this.getBezierValue( + time, + i, + 7, + curveType + 18 * 6 - 2 + /*BEZIER*/ + ); } if (alpha == 1) { light.set(r, g, b, a); @@ -1694,7 +2177,7 @@ var spine = (() => { dark.g = g2; dark.b = b2; } else { - if (blend == 0) { + if (blend == 0 /* setup */) { light.setFromColor(slot.data.color); let setupDark = slot.data.darkColor; dark.r = setupDark.r; @@ -1709,26 +2192,45 @@ var spine = (() => { } }; var RGB2Timeline = class extends CurveTimeline { + slotIndex = 0; constructor(frameCount, bezierCount, slotIndex) { super(frameCount, bezierCount, [ Property.rgb + "|" + slotIndex, Property.rgb2 + "|" + slotIndex ]); - this.slotIndex = 0; this.slotIndex = slotIndex; } getFrameEntries() { return 7; } + /** Sets the time in seconds, light, and dark colors for the specified key frame. */ setFrame(frame, time, r, g, b, r2, g2, b2) { frame *= 7; this.frames[frame] = time; - this.frames[frame + 1] = r; - this.frames[frame + 2] = g; - this.frames[frame + 3] = b; - this.frames[frame + 4] = r2; - this.frames[frame + 5] = g2; - this.frames[frame + 6] = b2; + this.frames[ + frame + 1 + /*R*/ + ] = r; + this.frames[ + frame + 2 + /*G*/ + ] = g; + this.frames[ + frame + 3 + /*B*/ + ] = b; + this.frames[ + frame + 4 + /*R2*/ + ] = r2; + this.frames[ + frame + 5 + /*G2*/ + ] = g2; + this.frames[ + frame + 6 + /*B2*/ + ] = b2; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let slot = skeleton.slots[this.slotIndex]; @@ -1739,7 +2241,7 @@ var spine = (() => { if (time < frames[0]) { let setupLight = slot.data.color, setupDark = slot.data.darkColor; switch (blend) { - case 0: + case 0 /* setup */: light.r = setupLight.r; light.g = setupLight.g; light.b = setupLight.b; @@ -1747,7 +2249,7 @@ var spine = (() => { dark.g = setupDark.g; dark.b = setupDark.b; return; - case 1: + case 1 /* first */: light.r += (setupLight.r - light.r) * alpha; light.g += (setupLight.g - light.g) * alpha; light.b += (setupLight.b - light.b) * alpha; @@ -1758,40 +2260,141 @@ var spine = (() => { return; } let r = 0, g = 0, b = 0, a = 0, r2 = 0, g2 = 0, b2 = 0; - let i = Timeline.search(frames, time, 7); - let curveType = this.curves[i / 7]; + let i = Timeline.search( + frames, + time, + 7 + /*ENTRIES*/ + ); + let curveType = this.curves[ + i / 7 + /*ENTRIES*/ + ]; switch (curveType) { case 0: let before = frames[i]; - r = frames[i + 1]; - g = frames[i + 2]; - b = frames[i + 3]; - r2 = frames[i + 4]; - g2 = frames[i + 5]; - b2 = frames[i + 6]; - let t = (time - before) / (frames[i + 7] - before); - r += (frames[i + 7 + 1] - r) * t; - g += (frames[i + 7 + 2] - g) * t; - b += (frames[i + 7 + 3] - b) * t; - r2 += (frames[i + 7 + 4] - r2) * t; - g2 += (frames[i + 7 + 5] - g2) * t; - b2 += (frames[i + 7 + 6] - b2) * t; + r = frames[ + i + 1 + /*R*/ + ]; + g = frames[ + i + 2 + /*G*/ + ]; + b = frames[ + i + 3 + /*B*/ + ]; + r2 = frames[ + i + 4 + /*R2*/ + ]; + g2 = frames[ + i + 5 + /*G2*/ + ]; + b2 = frames[ + i + 6 + /*B2*/ + ]; + let t = (time - before) / (frames[ + i + 7 + /*ENTRIES*/ + ] - before); + r += (frames[ + i + 7 + 1 + /*R*/ + ] - r) * t; + g += (frames[ + i + 7 + 2 + /*G*/ + ] - g) * t; + b += (frames[ + i + 7 + 3 + /*B*/ + ] - b) * t; + r2 += (frames[ + i + 7 + 4 + /*R2*/ + ] - r2) * t; + g2 += (frames[ + i + 7 + 5 + /*G2*/ + ] - g2) * t; + b2 += (frames[ + i + 7 + 6 + /*B2*/ + ] - b2) * t; break; case 1: - r = frames[i + 1]; - g = frames[i + 2]; - b = frames[i + 3]; - r2 = frames[i + 4]; - g2 = frames[i + 5]; - b2 = frames[i + 6]; + r = frames[ + i + 1 + /*R*/ + ]; + g = frames[ + i + 2 + /*G*/ + ]; + b = frames[ + i + 3 + /*B*/ + ]; + r2 = frames[ + i + 4 + /*R2*/ + ]; + g2 = frames[ + i + 5 + /*G2*/ + ]; + b2 = frames[ + i + 6 + /*B2*/ + ]; break; default: - r = this.getBezierValue(time, i, 1, curveType - 2); - g = this.getBezierValue(time, i, 2, curveType + 18 - 2); - b = this.getBezierValue(time, i, 3, curveType + 18 * 2 - 2); - r2 = this.getBezierValue(time, i, 4, curveType + 18 * 3 - 2); - g2 = this.getBezierValue(time, i, 5, curveType + 18 * 4 - 2); - b2 = this.getBezierValue(time, i, 6, curveType + 18 * 5 - 2); + r = this.getBezierValue( + time, + i, + 1, + curveType - 2 + /*BEZIER*/ + ); + g = this.getBezierValue( + time, + i, + 2, + curveType + 18 - 2 + /*BEZIER*/ + ); + b = this.getBezierValue( + time, + i, + 3, + curveType + 18 * 2 - 2 + /*BEZIER*/ + ); + r2 = this.getBezierValue( + time, + i, + 4, + curveType + 18 * 3 - 2 + /*BEZIER*/ + ); + g2 = this.getBezierValue( + time, + i, + 5, + curveType + 18 * 4 - 2 + /*BEZIER*/ + ); + b2 = this.getBezierValue( + time, + i, + 6, + curveType + 18 * 5 - 2 + /*BEZIER*/ + ); } if (alpha == 1) { light.r = r; @@ -1801,7 +2404,7 @@ var spine = (() => { dark.g = g2; dark.b = b2; } else { - if (blend == 0) { + if (blend == 0 /* setup */) { let setupLight = slot.data.color, setupDark = slot.data.darkColor; light.r = setupLight.r; light.g = setupLight.g; @@ -1820,17 +2423,20 @@ var spine = (() => { } }; var AttachmentTimeline = class extends Timeline { + slotIndex = 0; + /** The attachment name for each key frame. May contain null values to clear the attachment. */ + attachmentNames; constructor(frameCount, slotIndex) { super(frameCount, [ Property.attachment + "|" + slotIndex ]); - this.slotIndex = 0; this.slotIndex = slotIndex; this.attachmentNames = new Array(frameCount); } getFrameCount() { return this.frames.length; } + /** Sets the time in seconds and the attachment name for the specified key frame. */ setFrame(frame, time, attachmentName) { this.frames[frame] = time; this.attachmentNames[frame] = attachmentName; @@ -1839,13 +2445,13 @@ var spine = (() => { let slot = skeleton.slots[this.slotIndex]; if (!slot.bone.active) return; - if (direction == 1) { - if (blend == 0) + if (direction == 1 /* mixOut */) { + if (blend == 0 /* setup */) this.setAttachment(skeleton, slot, slot.data.attachmentName); return; } if (time < this.frames[0]) { - if (blend == 0 || blend == 1) + if (blend == 0 /* setup */ || blend == 1 /* first */) this.setAttachment(skeleton, slot, slot.data.attachmentName); return; } @@ -1856,11 +2462,15 @@ var spine = (() => { } }; var DeformTimeline = class extends CurveTimeline { + slotIndex = 0; + /** The attachment that will be deformed. */ + attachment; + /** The vertices for each key frame. */ + vertices; constructor(frameCount, bezierCount, slotIndex, attachment) { super(frameCount, bezierCount, [ Property.deform + "|" + slotIndex + "|" + attachment.id ]); - this.slotIndex = 0; this.slotIndex = slotIndex; this.attachment = attachment; this.vertices = new Array(frameCount); @@ -1868,10 +2478,14 @@ var spine = (() => { getFrameCount() { return this.frames.length; } + /** Sets the time in seconds and the vertices for the specified key frame. + * @param vertices Vertex positions for an unweighted VertexAttachment, or deform offsets if it has weights. */ setFrame(frame, time, vertices) { this.frames[frame] = time; this.vertices[frame] = vertices; } + /** @param value1 Ignored (0 is used for a deform timeline). + * @param value2 Ignored (1 is used for a deform timeline). */ setBezier(bezier, frame, value, time1, value1, cx1, cy1, cx2, cy2, time2, value2) { let curves = this.curves; let i = this.getFrameCount() + bezier * 18; @@ -1929,16 +2543,16 @@ var spine = (() => { return; let deform = slot.deform; if (deform.length == 0) - blend = 0; + blend = 0 /* setup */; let vertices = this.vertices; let vertexCount = vertices[0].length; let frames = this.frames; if (time < frames[0]) { switch (blend) { - case 0: + case 0 /* setup */: deform.length = 0; return; - case 1: + case 1 /* first */: if (alpha == 1) { deform.length = 0; return; @@ -1961,7 +2575,7 @@ var spine = (() => { if (time >= frames[frames.length - 1]) { let lastVertices = vertices[frames.length - 1]; if (alpha == 1) { - if (blend == 3) { + if (blend == 3 /* add */) { let vertexAttachment = slotAttachment; if (!vertexAttachment.bones) { let setupVertices = vertexAttachment.vertices; @@ -1975,7 +2589,7 @@ var spine = (() => { Utils.arrayCopy(lastVertices, 0, deform, 0, vertexCount); } else { switch (blend) { - case 0: { + case 0 /* setup */: { let vertexAttachment2 = slotAttachment; if (!vertexAttachment2.bones) { let setupVertices = vertexAttachment2.vertices; @@ -1989,12 +2603,12 @@ var spine = (() => { } break; } - case 1: - case 2: + case 1 /* first */: + case 2 /* replace */: for (let i2 = 0; i2 < vertexCount; i2++) deform[i2] += (lastVertices[i2] - deform[i2]) * alpha; break; - case 3: + case 3 /* add */: let vertexAttachment = slotAttachment; if (!vertexAttachment.bones) { let setupVertices = vertexAttachment.vertices; @@ -2013,7 +2627,7 @@ var spine = (() => { let prevVertices = vertices[frame]; let nextVertices = vertices[frame + 1]; if (alpha == 1) { - if (blend == 3) { + if (blend == 3 /* add */) { let vertexAttachment = slotAttachment; if (!vertexAttachment.bones) { let setupVertices = vertexAttachment.vertices; @@ -2035,7 +2649,7 @@ var spine = (() => { } } else { switch (blend) { - case 0: { + case 0 /* setup */: { let vertexAttachment2 = slotAttachment; if (!vertexAttachment2.bones) { let setupVertices = vertexAttachment2.vertices; @@ -2051,14 +2665,14 @@ var spine = (() => { } break; } - case 1: - case 2: + case 1 /* first */: + case 2 /* replace */: for (let i2 = 0; i2 < vertexCount; i2++) { let prev = prevVertices[i2]; deform[i2] += (prev + (nextVertices[i2] - prev) * percent - deform[i2]) * alpha; } break; - case 3: + case 3 /* add */: let vertexAttachment = slotAttachment; if (!vertexAttachment.bones) { let setupVertices = vertexAttachment.vertices; @@ -2077,6 +2691,8 @@ var spine = (() => { } }; var _EventTimeline = class extends Timeline { + /** The event for each key frame. */ + events; constructor(frameCount) { super(frameCount, _EventTimeline.propertyIds); this.events = new Array(frameCount); @@ -2084,10 +2700,12 @@ var spine = (() => { getFrameCount() { return this.frames.length; } + /** Sets the time in seconds and the event for the specified key frame. */ setFrame(frame, event) { this.frames[frame] = event.time; this.events[frame] = event; } + /** Fires events for frames > `lastTime` and <= `time`. */ apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) { if (!firedEvents) return; @@ -2117,8 +2735,10 @@ var spine = (() => { } }; var EventTimeline = _EventTimeline; - EventTimeline.propertyIds = ["" + Property.event]; + __publicField(EventTimeline, "propertyIds", ["" + Property.event]); var _DrawOrderTimeline = class extends Timeline { + /** The draw order for each key frame. See {@link #setFrame(int, float, int[])}. */ + drawOrders; constructor(frameCount) { super(frameCount, _DrawOrderTimeline.propertyIds); this.drawOrders = new Array(frameCount); @@ -2126,18 +2746,21 @@ var spine = (() => { getFrameCount() { return this.frames.length; } + /** Sets the time in seconds and the draw order for the specified key frame. + * @param drawOrder For each slot in {@link Skeleton#slots}, the index of the new draw order. May be null to use setup pose + * draw order. */ setFrame(frame, time, drawOrder) { this.frames[frame] = time; this.drawOrders[frame] = drawOrder; } apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) { - if (direction == 1) { - if (blend == 0) + if (direction == 1 /* mixOut */) { + if (blend == 0 /* setup */) Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length); return; } if (time < this.frames[0]) { - if (blend == 0 || blend == 1) + if (blend == 0 /* setup */ || blend == 1 /* first */) Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length); return; } @@ -2154,42 +2777,59 @@ var spine = (() => { } }; var DrawOrderTimeline = _DrawOrderTimeline; - DrawOrderTimeline.propertyIds = ["" + Property.drawOrder]; + __publicField(DrawOrderTimeline, "propertyIds", ["" + Property.drawOrder]); var IkConstraintTimeline = class extends CurveTimeline { + /** The index of the IK constraint in {@link Skeleton#getIkConstraints()} that will be changed when this timeline is applied */ + constraintIndex = 0; constructor(frameCount, bezierCount, ikConstraintIndex) { super(frameCount, bezierCount, [ Property.ikConstraint + "|" + ikConstraintIndex ]); - this.ikConstraintIndex = 0; - this.ikConstraintIndex = ikConstraintIndex; + this.constraintIndex = ikConstraintIndex; } getFrameEntries() { return 6; } + /** Sets the time in seconds, mix, softness, bend direction, compress, and stretch for the specified key frame. */ setFrame(frame, time, mix, softness, bendDirection, compress, stretch) { frame *= 6; this.frames[frame] = time; - this.frames[frame + 1] = mix; - this.frames[frame + 2] = softness; - this.frames[frame + 3] = bendDirection; - this.frames[frame + 4] = compress ? 1 : 0; - this.frames[frame + 5] = stretch ? 1 : 0; + this.frames[ + frame + 1 + /*MIX*/ + ] = mix; + this.frames[ + frame + 2 + /*SOFTNESS*/ + ] = softness; + this.frames[ + frame + 3 + /*BEND_DIRECTION*/ + ] = bendDirection; + this.frames[ + frame + 4 + /*COMPRESS*/ + ] = compress ? 1 : 0; + this.frames[ + frame + 5 + /*STRETCH*/ + ] = stretch ? 1 : 0; } apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) { - let constraint = skeleton.ikConstraints[this.ikConstraintIndex]; + let constraint = skeleton.ikConstraints[this.constraintIndex]; if (!constraint.active) return; let frames = this.frames; if (time < frames[0]) { switch (blend) { - case 0: + case 0 /* setup */: constraint.mix = constraint.data.mix; constraint.softness = constraint.data.softness; constraint.bendDirection = constraint.data.bendDirection; constraint.compress = constraint.data.compress; constraint.stretch = constraint.data.stretch; return; - case 1: + case 1 /* first */: constraint.mix += (constraint.data.mix - constraint.mix) * alpha; constraint.softness += (constraint.data.softness - constraint.softness) * alpha; constraint.bendDirection = constraint.data.bendDirection; @@ -2199,79 +2839,158 @@ var spine = (() => { return; } let mix = 0, softness = 0; - let i = Timeline.search(frames, time, 6); - let curveType = this.curves[i / 6]; + let i = Timeline.search( + frames, + time, + 6 + /*ENTRIES*/ + ); + let curveType = this.curves[ + i / 6 + /*ENTRIES*/ + ]; switch (curveType) { case 0: let before = frames[i]; - mix = frames[i + 1]; - softness = frames[i + 2]; - let t = (time - before) / (frames[i + 6] - before); - mix += (frames[i + 6 + 1] - mix) * t; - softness += (frames[i + 6 + 2] - softness) * t; + mix = frames[ + i + 1 + /*MIX*/ + ]; + softness = frames[ + i + 2 + /*SOFTNESS*/ + ]; + let t = (time - before) / (frames[ + i + 6 + /*ENTRIES*/ + ] - before); + mix += (frames[ + i + 6 + 1 + /*MIX*/ + ] - mix) * t; + softness += (frames[ + i + 6 + 2 + /*SOFTNESS*/ + ] - softness) * t; break; case 1: - mix = frames[i + 1]; - softness = frames[i + 2]; + mix = frames[ + i + 1 + /*MIX*/ + ]; + softness = frames[ + i + 2 + /*SOFTNESS*/ + ]; break; default: - mix = this.getBezierValue(time, i, 1, curveType - 2); - softness = this.getBezierValue(time, i, 2, curveType + 18 - 2); - } - if (blend == 0) { + mix = this.getBezierValue( + time, + i, + 1, + curveType - 2 + /*BEZIER*/ + ); + softness = this.getBezierValue( + time, + i, + 2, + curveType + 18 - 2 + /*BEZIER*/ + ); + } + if (blend == 0 /* setup */) { constraint.mix = constraint.data.mix + (mix - constraint.data.mix) * alpha; constraint.softness = constraint.data.softness + (softness - constraint.data.softness) * alpha; - if (direction == 1) { + if (direction == 1 /* mixOut */) { constraint.bendDirection = constraint.data.bendDirection; constraint.compress = constraint.data.compress; constraint.stretch = constraint.data.stretch; } else { - constraint.bendDirection = frames[i + 3]; - constraint.compress = frames[i + 4] != 0; - constraint.stretch = frames[i + 5] != 0; + constraint.bendDirection = frames[ + i + 3 + /*BEND_DIRECTION*/ + ]; + constraint.compress = frames[ + i + 4 + /*COMPRESS*/ + ] != 0; + constraint.stretch = frames[ + i + 5 + /*STRETCH*/ + ] != 0; } } else { constraint.mix += (mix - constraint.mix) * alpha; constraint.softness += (softness - constraint.softness) * alpha; - if (direction == 0) { - constraint.bendDirection = frames[i + 3]; - constraint.compress = frames[i + 4] != 0; - constraint.stretch = frames[i + 5] != 0; + if (direction == 0 /* mixIn */) { + constraint.bendDirection = frames[ + i + 3 + /*BEND_DIRECTION*/ + ]; + constraint.compress = frames[ + i + 4 + /*COMPRESS*/ + ] != 0; + constraint.stretch = frames[ + i + 5 + /*STRETCH*/ + ] != 0; } } } }; var TransformConstraintTimeline = class extends CurveTimeline { + /** The index of the transform constraint slot in {@link Skeleton#transformConstraints} that will be changed. */ + constraintIndex = 0; constructor(frameCount, bezierCount, transformConstraintIndex) { super(frameCount, bezierCount, [ Property.transformConstraint + "|" + transformConstraintIndex ]); - this.transformConstraintIndex = 0; - this.transformConstraintIndex = transformConstraintIndex; + this.constraintIndex = transformConstraintIndex; } getFrameEntries() { return 7; } + /** The time in seconds, rotate mix, translate mix, scale mix, and shear mix for the specified key frame. */ setFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY) { let frames = this.frames; frame *= 7; frames[frame] = time; - frames[frame + 1] = mixRotate; - frames[frame + 2] = mixX; - frames[frame + 3] = mixY; - frames[frame + 4] = mixScaleX; - frames[frame + 5] = mixScaleY; - frames[frame + 6] = mixShearY; + frames[ + frame + 1 + /*ROTATE*/ + ] = mixRotate; + frames[ + frame + 2 + /*X*/ + ] = mixX; + frames[ + frame + 3 + /*Y*/ + ] = mixY; + frames[ + frame + 4 + /*SCALEX*/ + ] = mixScaleX; + frames[ + frame + 5 + /*SCALEY*/ + ] = mixScaleY; + frames[ + frame + 6 + /*SHEARY*/ + ] = mixShearY; } apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) { - let constraint = skeleton.transformConstraints[this.transformConstraintIndex]; + let constraint = skeleton.transformConstraints[this.constraintIndex]; if (!constraint.active) return; let frames = this.frames; if (time < frames[0]) { let data = constraint.data; switch (blend) { - case 0: + case 0 /* setup */: constraint.mixRotate = data.mixRotate; constraint.mixX = data.mixX; constraint.mixY = data.mixY; @@ -2279,7 +2998,7 @@ var spine = (() => { constraint.mixScaleY = data.mixScaleY; constraint.mixShearY = data.mixShearY; return; - case 1: + case 1 /* first */: constraint.mixRotate += (data.mixRotate - constraint.mixRotate) * alpha; constraint.mixX += (data.mixX - constraint.mixX) * alpha; constraint.mixY += (data.mixY - constraint.mixY) * alpha; @@ -2290,42 +3009,143 @@ var spine = (() => { return; } let rotate, x, y, scaleX, scaleY, shearY; - let i = Timeline.search(frames, time, 7); - let curveType = this.curves[i / 7]; + let i = Timeline.search( + frames, + time, + 7 + /*ENTRIES*/ + ); + let curveType = this.curves[ + i / 7 + /*ENTRIES*/ + ]; switch (curveType) { case 0: let before = frames[i]; - rotate = frames[i + 1]; - x = frames[i + 2]; - y = frames[i + 3]; - scaleX = frames[i + 4]; - scaleY = frames[i + 5]; - shearY = frames[i + 6]; - let t = (time - before) / (frames[i + 7] - before); - rotate += (frames[i + 7 + 1] - rotate) * t; - x += (frames[i + 7 + 2] - x) * t; - y += (frames[i + 7 + 3] - y) * t; - scaleX += (frames[i + 7 + 4] - scaleX) * t; - scaleY += (frames[i + 7 + 5] - scaleY) * t; - shearY += (frames[i + 7 + 6] - shearY) * t; + rotate = frames[ + i + 1 + /*ROTATE*/ + ]; + x = frames[ + i + 2 + /*X*/ + ]; + y = frames[ + i + 3 + /*Y*/ + ]; + scaleX = frames[ + i + 4 + /*SCALEX*/ + ]; + scaleY = frames[ + i + 5 + /*SCALEY*/ + ]; + shearY = frames[ + i + 6 + /*SHEARY*/ + ]; + let t = (time - before) / (frames[ + i + 7 + /*ENTRIES*/ + ] - before); + rotate += (frames[ + i + 7 + 1 + /*ROTATE*/ + ] - rotate) * t; + x += (frames[ + i + 7 + 2 + /*X*/ + ] - x) * t; + y += (frames[ + i + 7 + 3 + /*Y*/ + ] - y) * t; + scaleX += (frames[ + i + 7 + 4 + /*SCALEX*/ + ] - scaleX) * t; + scaleY += (frames[ + i + 7 + 5 + /*SCALEY*/ + ] - scaleY) * t; + shearY += (frames[ + i + 7 + 6 + /*SHEARY*/ + ] - shearY) * t; break; case 1: - rotate = frames[i + 1]; - x = frames[i + 2]; - y = frames[i + 3]; - scaleX = frames[i + 4]; - scaleY = frames[i + 5]; - shearY = frames[i + 6]; + rotate = frames[ + i + 1 + /*ROTATE*/ + ]; + x = frames[ + i + 2 + /*X*/ + ]; + y = frames[ + i + 3 + /*Y*/ + ]; + scaleX = frames[ + i + 4 + /*SCALEX*/ + ]; + scaleY = frames[ + i + 5 + /*SCALEY*/ + ]; + shearY = frames[ + i + 6 + /*SHEARY*/ + ]; break; default: - rotate = this.getBezierValue(time, i, 1, curveType - 2); - x = this.getBezierValue(time, i, 2, curveType + 18 - 2); - y = this.getBezierValue(time, i, 3, curveType + 18 * 2 - 2); - scaleX = this.getBezierValue(time, i, 4, curveType + 18 * 3 - 2); - scaleY = this.getBezierValue(time, i, 5, curveType + 18 * 4 - 2); - shearY = this.getBezierValue(time, i, 6, curveType + 18 * 5 - 2); - } - if (blend == 0) { + rotate = this.getBezierValue( + time, + i, + 1, + curveType - 2 + /*BEZIER*/ + ); + x = this.getBezierValue( + time, + i, + 2, + curveType + 18 - 2 + /*BEZIER*/ + ); + y = this.getBezierValue( + time, + i, + 3, + curveType + 18 * 2 - 2 + /*BEZIER*/ + ); + scaleX = this.getBezierValue( + time, + i, + 4, + curveType + 18 * 3 - 2 + /*BEZIER*/ + ); + scaleY = this.getBezierValue( + time, + i, + 5, + curveType + 18 * 4 - 2 + /*BEZIER*/ + ); + shearY = this.getBezierValue( + time, + i, + 6, + curveType + 18 * 5 - 2 + /*BEZIER*/ + ); + } + if (blend == 0 /* setup */) { let data = constraint.data; constraint.mixRotate = data.mixRotate + (rotate - data.mixRotate) * alpha; constraint.mixX = data.mixX + (x - data.mixX) * alpha; @@ -2344,68 +3164,42 @@ var spine = (() => { } }; var PathConstraintPositionTimeline = class extends CurveTimeline1 { + /** The index of the path constraint in {@link Skeleton#getPathConstraints()} that will be changed when this timeline is + * applied. */ + constraintIndex = 0; constructor(frameCount, bezierCount, pathConstraintIndex) { super(frameCount, bezierCount, Property.pathConstraintPosition + "|" + pathConstraintIndex); - this.pathConstraintIndex = 0; - this.pathConstraintIndex = pathConstraintIndex; + this.constraintIndex = pathConstraintIndex; } apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) { - let constraint = skeleton.pathConstraints[this.pathConstraintIndex]; - if (!constraint.active) - return; - let frames = this.frames; - if (time < frames[0]) { - switch (blend) { - case 0: - constraint.position = constraint.data.position; - return; - case 1: - constraint.position += (constraint.data.position - constraint.position) * alpha; - } - return; - } - let position = this.getCurveValue(time); - if (blend == 0) - constraint.position = constraint.data.position + (position - constraint.data.position) * alpha; - else - constraint.position += (position - constraint.position) * alpha; + let constraint = skeleton.pathConstraints[this.constraintIndex]; + if (constraint.active) + constraint.position = this.getAbsoluteValue(time, alpha, blend, constraint.position, constraint.data.position); } }; var PathConstraintSpacingTimeline = class extends CurveTimeline1 { + /** The index of the path constraint in {@link Skeleton#getPathConstraints()} that will be changed when this timeline is + * applied. */ + constraintIndex = 0; constructor(frameCount, bezierCount, pathConstraintIndex) { super(frameCount, bezierCount, Property.pathConstraintSpacing + "|" + pathConstraintIndex); - this.pathConstraintIndex = 0; - this.pathConstraintIndex = pathConstraintIndex; + this.constraintIndex = pathConstraintIndex; } apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) { - let constraint = skeleton.pathConstraints[this.pathConstraintIndex]; - if (!constraint.active) - return; - let frames = this.frames; - if (time < frames[0]) { - switch (blend) { - case 0: - constraint.spacing = constraint.data.spacing; - return; - case 1: - constraint.spacing += (constraint.data.spacing - constraint.spacing) * alpha; - } - return; - } - let spacing = this.getCurveValue(time); - if (blend == 0) - constraint.spacing = constraint.data.spacing + (spacing - constraint.data.spacing) * alpha; - else - constraint.spacing += (spacing - constraint.spacing) * alpha; + let constraint = skeleton.pathConstraints[this.constraintIndex]; + if (constraint.active) + constraint.spacing = this.getAbsoluteValue(time, alpha, blend, constraint.spacing, constraint.data.spacing); } }; var PathConstraintMixTimeline = class extends CurveTimeline { + /** The index of the path constraint in {@link Skeleton#getPathConstraints()} that will be changed when this timeline is + * applied. */ + constraintIndex = 0; constructor(frameCount, bezierCount, pathConstraintIndex) { super(frameCount, bezierCount, [ Property.pathConstraintMix + "|" + pathConstraintIndex ]); - this.pathConstraintIndex = 0; - this.pathConstraintIndex = pathConstraintIndex; + this.constraintIndex = pathConstraintIndex; } getFrameEntries() { return 4; @@ -2414,23 +3208,32 @@ var spine = (() => { let frames = this.frames; frame <<= 2; frames[frame] = time; - frames[frame + 1] = mixRotate; - frames[frame + 2] = mixX; - frames[frame + 3] = mixY; + frames[ + frame + 1 + /*ROTATE*/ + ] = mixRotate; + frames[ + frame + 2 + /*X*/ + ] = mixX; + frames[ + frame + 3 + /*Y*/ + ] = mixY; } apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) { - let constraint = skeleton.pathConstraints[this.pathConstraintIndex]; + let constraint = skeleton.pathConstraints[this.constraintIndex]; if (!constraint.active) return; let frames = this.frames; if (time < frames[0]) { switch (blend) { - case 0: + case 0 /* setup */: constraint.mixRotate = constraint.data.mixRotate; constraint.mixX = constraint.data.mixX; constraint.mixY = constraint.data.mixY; return; - case 1: + case 1 /* first */: constraint.mixRotate += (constraint.data.mixRotate - constraint.mixRotate) * alpha; constraint.mixX += (constraint.data.mixX - constraint.mixX) * alpha; constraint.mixY += (constraint.data.mixY - constraint.mixY) * alpha; @@ -2438,42 +3241,287 @@ var spine = (() => { return; } let rotate, x, y; - let i = Timeline.search(frames, time, 4); + let i = Timeline.search( + frames, + time, + 4 + /*ENTRIES*/ + ); let curveType = this.curves[i >> 2]; switch (curveType) { case 0: let before = frames[i]; - rotate = frames[i + 1]; - x = frames[i + 2]; - y = frames[i + 3]; - let t = (time - before) / (frames[i + 4] - before); - rotate += (frames[i + 4 + 1] - rotate) * t; - x += (frames[i + 4 + 2] - x) * t; - y += (frames[i + 4 + 3] - y) * t; + rotate = frames[ + i + 1 + /*ROTATE*/ + ]; + x = frames[ + i + 2 + /*X*/ + ]; + y = frames[ + i + 3 + /*Y*/ + ]; + let t = (time - before) / (frames[ + i + 4 + /*ENTRIES*/ + ] - before); + rotate += (frames[ + i + 4 + 1 + /*ROTATE*/ + ] - rotate) * t; + x += (frames[ + i + 4 + 2 + /*X*/ + ] - x) * t; + y += (frames[ + i + 4 + 3 + /*Y*/ + ] - y) * t; break; case 1: - rotate = frames[i + 1]; - x = frames[i + 2]; - y = frames[i + 3]; + rotate = frames[ + i + 1 + /*ROTATE*/ + ]; + x = frames[ + i + 2 + /*X*/ + ]; + y = frames[ + i + 3 + /*Y*/ + ]; break; default: - rotate = this.getBezierValue(time, i, 1, curveType - 2); - x = this.getBezierValue(time, i, 2, curveType + 18 - 2); - y = this.getBezierValue(time, i, 3, curveType + 18 * 2 - 2); + rotate = this.getBezierValue( + time, + i, + 1, + curveType - 2 + /*BEZIER*/ + ); + x = this.getBezierValue( + time, + i, + 2, + curveType + 18 - 2 + /*BEZIER*/ + ); + y = this.getBezierValue( + time, + i, + 3, + curveType + 18 * 2 - 2 + /*BEZIER*/ + ); + } + if (blend == 0 /* setup */) { + let data = constraint.data; + constraint.mixRotate = data.mixRotate + (rotate - data.mixRotate) * alpha; + constraint.mixX = data.mixX + (x - data.mixX) * alpha; + constraint.mixY = data.mixY + (y - data.mixY) * alpha; + } else { + constraint.mixRotate += (rotate - constraint.mixRotate) * alpha; + constraint.mixX += (x - constraint.mixX) * alpha; + constraint.mixY += (y - constraint.mixY) * alpha; + } + } + }; + var PhysicsConstraintTimeline = class extends CurveTimeline1 { + /** The index of the physics constraint in {@link Skeleton#getPhysicsConstraints()} that will be changed when this timeline + * is applied, or -1 if all physics constraints in the skeleton will be changed. */ + constraintIndex = 0; + /** @param physicsConstraintIndex -1 for all physics constraints in the skeleton. */ + constructor(frameCount, bezierCount, physicsConstraintIndex, property) { + super(frameCount, bezierCount, property + "|" + physicsConstraintIndex); + this.constraintIndex = physicsConstraintIndex; + } + apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) { + let constraint; + if (this.constraintIndex == -1) { + const value = time >= this.frames[0] ? this.getCurveValue(time) : 0; + for (const constraint2 of skeleton.physicsConstraints) { + if (constraint2.active && this.global(constraint2.data)) + this.set(constraint2, this.getAbsoluteValue2(time, alpha, blend, this.get(constraint2), this.setup(constraint2), value)); + } + } else { + constraint = skeleton.physicsConstraints[this.constraintIndex]; + if (constraint.active) + this.set(constraint, this.getAbsoluteValue(time, alpha, blend, this.get(constraint), this.setup(constraint))); + } + } + }; + var PhysicsConstraintInertiaTimeline = class extends PhysicsConstraintTimeline { + constructor(frameCount, bezierCount, physicsConstraintIndex) { + super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintInertia); + } + setup(constraint) { + return constraint.data.inertia; + } + get(constraint) { + return constraint.inertia; + } + set(constraint, value) { + constraint.inertia = value; + } + global(constraint) { + return constraint.inertiaGlobal; + } + }; + var PhysicsConstraintStrengthTimeline = class extends PhysicsConstraintTimeline { + constructor(frameCount, bezierCount, physicsConstraintIndex) { + super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintStrength); + } + setup(constraint) { + return constraint.data.strength; + } + get(constraint) { + return constraint.strength; + } + set(constraint, value) { + constraint.strength = value; + } + global(constraint) { + return constraint.strengthGlobal; + } + }; + var PhysicsConstraintDampingTimeline = class extends PhysicsConstraintTimeline { + constructor(frameCount, bezierCount, physicsConstraintIndex) { + super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintDamping); + } + setup(constraint) { + return constraint.data.damping; + } + get(constraint) { + return constraint.damping; + } + set(constraint, value) { + constraint.damping = value; + } + global(constraint) { + return constraint.dampingGlobal; + } + }; + var PhysicsConstraintMassTimeline = class extends PhysicsConstraintTimeline { + constructor(frameCount, bezierCount, physicsConstraintIndex) { + super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintMass); + } + setup(constraint) { + return 1 / constraint.data.massInverse; + } + get(constraint) { + return 1 / constraint.massInverse; + } + set(constraint, value) { + constraint.massInverse = 1 / value; + } + global(constraint) { + return constraint.massGlobal; + } + }; + var PhysicsConstraintWindTimeline = class extends PhysicsConstraintTimeline { + constructor(frameCount, bezierCount, physicsConstraintIndex) { + super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintWind); + } + setup(constraint) { + return constraint.data.wind; + } + get(constraint) { + return constraint.wind; + } + set(constraint, value) { + constraint.wind = value; + } + global(constraint) { + return constraint.windGlobal; + } + }; + var PhysicsConstraintGravityTimeline = class extends PhysicsConstraintTimeline { + constructor(frameCount, bezierCount, physicsConstraintIndex) { + super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintGravity); + } + setup(constraint) { + return constraint.data.gravity; + } + get(constraint) { + return constraint.gravity; + } + set(constraint, value) { + constraint.gravity = value; + } + global(constraint) { + return constraint.gravityGlobal; + } + }; + var PhysicsConstraintMixTimeline = class extends PhysicsConstraintTimeline { + constructor(frameCount, bezierCount, physicsConstraintIndex) { + super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintMix); + } + setup(constraint) { + return constraint.data.mix; + } + get(constraint) { + return constraint.mix; + } + set(constraint, value) { + constraint.mix = value; + } + global(constraint) { + return constraint.mixGlobal; + } + }; + var _PhysicsConstraintResetTimeline = class extends Timeline { + /** The index of the physics constraint in {@link Skeleton#getPhysicsConstraints()} that will be reset when this timeline is + * applied, or -1 if all physics constraints in the skeleton will be reset. */ + constraintIndex; + /** @param physicsConstraintIndex -1 for all physics constraints in the skeleton. */ + constructor(frameCount, physicsConstraintIndex) { + super(frameCount, _PhysicsConstraintResetTimeline.propertyIds); + this.constraintIndex = physicsConstraintIndex; + } + getFrameCount() { + return this.frames.length; + } + /** Sets the time for the specified frame. + * @param frame Between 0 and frameCount, inclusive. */ + setFrame(frame, time) { + this.frames[frame] = time; + } + /** Resets the physics constraint when frames > lastTime and <= time. */ + apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) { + let constraint; + if (this.constraintIndex != -1) { + constraint = skeleton.physicsConstraints[this.constraintIndex]; + if (!constraint.active) + return; } - if (blend == 0) { - let data = constraint.data; - constraint.mixRotate = data.mixRotate + (rotate - data.mixRotate) * alpha; - constraint.mixX = data.mixX + (x - data.mixX) * alpha; - constraint.mixY = data.mixY + (y - data.mixY) * alpha; - } else { - constraint.mixRotate += (rotate - constraint.mixRotate) * alpha; - constraint.mixX += (x - constraint.mixX) * alpha; - constraint.mixY += (y - constraint.mixY) * alpha; + const frames = this.frames; + if (lastTime > time) { + this.apply(skeleton, lastTime, Number.MAX_VALUE, [], alpha, blend, direction); + lastTime = -1; + } else if (lastTime >= frames[frames.length - 1]) + return; + if (time < frames[0]) + return; + if (lastTime < frames[0] || time >= frames[Timeline.search1(frames, lastTime) + 1]) { + if (constraint != null) + constraint.reset(); + else { + for (const constraint2 of skeleton.physicsConstraints) { + if (constraint2.active) + constraint2.reset(); + } + } } } }; + var PhysicsConstraintResetTimeline = _PhysicsConstraintResetTimeline; + __publicField(PhysicsConstraintResetTimeline, "propertyIds", [Property.physicsConstraintReset.toString()]); var _SequenceTimeline = class extends Timeline { + slotIndex; + attachment; constructor(frameCount, slotIndex, attachment) { super(frameCount, [ Property.sequence + "|" + slotIndex + "|" + attachment.sequence.id @@ -2490,6 +3538,9 @@ var spine = (() => { getAttachment() { return this.attachment; } + /** Sets the time, mode, index, and frame time for the specified frame. + * @param frame Between 0 and frameCount, inclusive. + * @param time Seconds between frames. */ setFrame(frame, time, mode, index, delay) { let frames = this.frames; frame *= _SequenceTimeline.ENTRIES; @@ -2509,7 +3560,7 @@ var spine = (() => { } let frames = this.frames; if (time < frames[0]) { - if (blend == 0 || blend == 1) + if (blend == 0 /* setup */ || blend == 1 /* first */) slot.sequenceIndex = -1; return; } @@ -2521,29 +3572,29 @@ var spine = (() => { return; let index = modeAndIndex >> 4, count = this.attachment.sequence.regions.length; let mode = SequenceModeValues[modeAndIndex & 15]; - if (mode != SequenceMode.hold) { + if (mode != 0 /* hold */) { index += (time - before) / delay + 1e-5 | 0; switch (mode) { - case SequenceMode.once: + case 1 /* once */: index = Math.min(count - 1, index); break; - case SequenceMode.loop: + case 2 /* loop */: index %= count; break; - case SequenceMode.pingpong: { + case 3 /* pingpong */: { let n = (count << 1) - 2; index = n == 0 ? 0 : index % n; if (index >= count) index = n - index; break; } - case SequenceMode.onceReverse: + case 4 /* onceReverse */: index = Math.max(count - 1 - index, 0); break; - case SequenceMode.loopReverse: + case 5 /* loopReverse */: index = count - 1 - index % count; break; - case SequenceMode.pingpongReverse: { + case 6 /* pingpongReverse */: { let n = (count << 1) - 2; index = n == 0 ? 0 : (index + count - 1) % n; if (index >= count) @@ -2555,27 +3606,35 @@ var spine = (() => { } }; var SequenceTimeline = _SequenceTimeline; - SequenceTimeline.ENTRIES = 3; - SequenceTimeline.MODE = 1; - SequenceTimeline.DELAY = 2; + __publicField(SequenceTimeline, "ENTRIES", 3); + __publicField(SequenceTimeline, "MODE", 1); + __publicField(SequenceTimeline, "DELAY", 2); // spine-core/src/AnimationState.ts var _AnimationState = class { - constructor(data) { - this.tracks = new Array(); - this.timeScale = 1; - this.unkeyedState = 0; - this.events = new Array(); - this.listeners = new Array(); - this.queue = new EventQueue(this); - this.propertyIDs = new StringSet(); - this.animationsChanged = false; - this.trackEntryPool = new Pool(() => new TrackEntry()); - this.data = data; - } static emptyAnimation() { return _AnimationState._emptyAnimation; } + /** The AnimationStateData to look up mix durations. */ + data; + /** The list of tracks that currently have animations, which may contain null entries. */ + tracks = new Array(); + /** Multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower + * or faster. Defaults to 1. + * + * See TrackEntry {@link TrackEntry#timeScale} for affecting a single animation. */ + timeScale = 1; + unkeyedState = 0; + events = new Array(); + listeners = new Array(); + queue = new EventQueue(this); + propertyIDs = new StringSet(); + animationsChanged = false; + trackEntryPool = new Pool(() => new TrackEntry()); + constructor(data) { + this.data = data; + } + /** Increments each track entry {@link TrackEntry#trackTime()}, setting queued animations as current if needed. */ update(delta) { delta *= this.timeScale; let tracks = this.tracks; @@ -2627,6 +3686,7 @@ var spine = (() => { } this.queue.drain(); } + /** Returns true when all mixing from entries are complete. */ updateMixingFrom(to, delta) { let from = to.mixingFrom; if (!from) @@ -2648,6 +3708,9 @@ var spine = (() => { to.mixTime += delta; return false; } + /** Poses the skeleton using the track entry animations. There are no side effects other than invoking listeners, so the + * animation state can be applied to multiple skeletons to pose them identically. + * @returns True if any animations were applied. */ apply(skeleton) { if (!skeleton) throw new Error("skeleton cannot be null."); @@ -2661,12 +3724,13 @@ var spine = (() => { if (!current || current.delay > 0) continue; applied = true; - let blend = i2 == 0 ? MixBlend.first : current.mixBlend; - let mix = current.alpha; + let blend = i2 == 0 ? 1 /* first */ : current.mixBlend; + let alpha = current.alpha; if (current.mixingFrom) - mix *= this.applyMixingFrom(current, skeleton, blend); + alpha *= this.applyMixingFrom(current, skeleton, blend); else if (current.trackTime >= current.trackEnd && !current.next) - mix = 0; + alpha = 0; + let attachments = alpha >= current.alphaAttachmentThreshold; let animationLast = current.animationLast, animationTime = current.getAnimationTime(), applyTime = animationTime; let applyEvents = events; if (current.reverse) { @@ -2675,14 +3739,16 @@ var spine = (() => { } let timelines = current.animation.timelines; let timelineCount = timelines.length; - if (i2 == 0 && mix == 1 || blend == MixBlend.add) { + if (i2 == 0 && alpha == 1 || blend == 3 /* add */) { + if (i2 == 0) + attachments = true; for (let ii = 0; ii < timelineCount; ii++) { - Utils.webkit602BugfixHelper(mix, blend); + Utils.webkit602BugfixHelper(alpha, blend); var timeline = timelines[ii]; if (timeline instanceof AttachmentTimeline) - this.applyAttachmentTimeline(timeline, skeleton, applyTime, blend, true); + this.applyAttachmentTimeline(timeline, skeleton, applyTime, blend, attachments); else - timeline.apply(skeleton, animationLast, applyTime, applyEvents, mix, blend, MixDirection.mixIn); + timeline.apply(skeleton, animationLast, applyTime, applyEvents, alpha, blend, 0 /* mixIn */); } } else { let timelineMode = current.timelineMode; @@ -2692,14 +3758,14 @@ var spine = (() => { current.timelinesRotation.length = timelineCount << 1; for (let ii = 0; ii < timelineCount; ii++) { let timeline2 = timelines[ii]; - let timelineBlend = timelineMode[ii] == SUBSEQUENT ? blend : MixBlend.setup; + let timelineBlend = timelineMode[ii] == SUBSEQUENT ? blend : 0 /* setup */; if (!shortestRotation && timeline2 instanceof RotateTimeline) { - this.applyRotateTimeline(timeline2, skeleton, applyTime, mix, timelineBlend, current.timelinesRotation, ii << 1, firstFrame); + this.applyRotateTimeline(timeline2, skeleton, applyTime, alpha, timelineBlend, current.timelinesRotation, ii << 1, firstFrame); } else if (timeline2 instanceof AttachmentTimeline) { - this.applyAttachmentTimeline(timeline2, skeleton, applyTime, blend, true); + this.applyAttachmentTimeline(timeline2, skeleton, applyTime, blend, attachments); } else { - Utils.webkit602BugfixHelper(mix, blend); - timeline2.apply(skeleton, animationLast, applyTime, applyEvents, mix, timelineBlend, MixDirection.mixIn); + Utils.webkit602BugfixHelper(alpha, blend); + timeline2.apply(skeleton, animationLast, applyTime, applyEvents, alpha, timelineBlend, 0 /* mixIn */); } } } @@ -2728,16 +3794,16 @@ var spine = (() => { let mix = 0; if (to.mixDuration == 0) { mix = 1; - if (blend == MixBlend.first) - blend = MixBlend.setup; + if (blend == 1 /* first */) + blend = 0 /* setup */; } else { mix = to.mixTime / to.mixDuration; if (mix > 1) mix = 1; - if (blend != MixBlend.first) + if (blend != 1 /* first */) blend = from.mixBlend; } - let attachments = mix < from.attachmentThreshold, drawOrder = mix < from.drawOrderThreshold; + let attachments = mix < from.mixAttachmentThreshold, drawOrder = mix < from.mixDrawOrderThreshold; let timelines = from.animation.timelines; let timelineCount = timelines.length; let alphaHold = from.alpha * to.interruptAlpha, alphaMix = alphaHold * (1 - mix); @@ -2747,9 +3813,9 @@ var spine = (() => { applyTime = from.animation.duration - applyTime; else if (mix < from.eventThreshold) events = this.events; - if (blend == MixBlend.add) { + if (blend == 3 /* add */) { for (let i = 0; i < timelineCount; i++) - timelines[i].apply(skeleton, animationLast, applyTime, events, alphaMix, blend, MixDirection.mixOut); + timelines[i].apply(skeleton, animationLast, applyTime, events, alphaMix, blend, 1 /* mixOut */); } else { let timelineMode = from.timelineMode; let timelineHoldMix = from.timelineHoldMix; @@ -2760,7 +3826,7 @@ var spine = (() => { from.totalAlpha = 0; for (let i = 0; i < timelineCount; i++) { let timeline = timelines[i]; - let direction = MixDirection.mixOut; + let direction = 1 /* mixOut */; let timelineBlend; let alpha = 0; switch (timelineMode[i]) { @@ -2771,7 +3837,7 @@ var spine = (() => { alpha = alphaMix; break; case FIRST: - timelineBlend = MixBlend.setup; + timelineBlend = 0 /* setup */; alpha = alphaMix; break; case HOLD_SUBSEQUENT: @@ -2779,11 +3845,11 @@ var spine = (() => { alpha = alphaHold; break; case HOLD_FIRST: - timelineBlend = MixBlend.setup; + timelineBlend = 0 /* setup */; alpha = alphaHold; break; default: - timelineBlend = MixBlend.setup; + timelineBlend = 0 /* setup */; let holdMix = timelineHoldMix[i]; alpha = alphaHold * Math.max(0, 1 - holdMix.mixTime / holdMix.mixDuration); break; @@ -2792,11 +3858,11 @@ var spine = (() => { if (!shortestRotation && timeline instanceof RotateTimeline) this.applyRotateTimeline(timeline, skeleton, applyTime, alpha, timelineBlend, from.timelinesRotation, i << 1, firstFrame); else if (timeline instanceof AttachmentTimeline) - this.applyAttachmentTimeline(timeline, skeleton, applyTime, timelineBlend, attachments); + this.applyAttachmentTimeline(timeline, skeleton, applyTime, timelineBlend, attachments && alpha >= from.alphaAttachmentThreshold); else { Utils.webkit602BugfixHelper(alpha, blend); - if (drawOrder && timeline instanceof DrawOrderTimeline && timelineBlend == MixBlend.setup) - direction = MixDirection.mixIn; + if (drawOrder && timeline instanceof DrawOrderTimeline && timelineBlend == 0 /* setup */) + direction = 0 /* mixIn */; timeline.apply(skeleton, animationLast, applyTime, events, alpha, timelineBlend, direction); } } @@ -2813,7 +3879,7 @@ var spine = (() => { if (!slot.bone.active) return; if (time < timeline.frames[0]) { - if (blend == MixBlend.setup || blend == MixBlend.first) + if (blend == 0 /* setup */ || blend == 1 /* first */) this.setAttachment(skeleton, slot, slot.data.attachmentName, attachments); } else this.setAttachment(skeleton, slot, timeline.attachmentNames[Timeline.search1(timeline.frames, time)], attachments); @@ -2829,7 +3895,7 @@ var spine = (() => { if (firstFrame) timelinesRotation[i] = 0; if (alpha == 1) { - timeline.apply(skeleton, 0, time, null, 1, blend, MixDirection.mixIn); + timeline.apply(skeleton, 0, time, null, 1, blend, 0 /* mixIn */); return; } let bone = skeleton.bones[timeline.boneIndex]; @@ -2839,20 +3905,20 @@ var spine = (() => { let r1 = 0, r2 = 0; if (time < frames[0]) { switch (blend) { - case MixBlend.setup: + case 0 /* setup */: bone.rotation = bone.data.rotation; default: return; - case MixBlend.first: + case 1 /* first */: r1 = bone.rotation; r2 = bone.data.rotation; } } else { - r1 = blend == MixBlend.setup ? bone.data.rotation : bone.rotation; + r1 = blend == 0 /* setup */ ? bone.data.rotation : bone.rotation; r2 = bone.data.rotation + timeline.getCurveValue(time); } let total = 0, diff = r2 - r1; - diff -= (16384 - (16384.499999999996 - diff / 360 | 0)) * 360; + diff -= Math.ceil(diff / 360 - 0.5) * 360; if (diff == 0) { total = timelinesRotation[i]; } else { @@ -2864,13 +3930,18 @@ var spine = (() => { lastTotal = timelinesRotation[i]; lastDiff = timelinesRotation[i + 1]; } - let current = diff > 0, dir = lastTotal >= 0; - if (MathUtils.signum(lastDiff) != MathUtils.signum(diff) && Math.abs(lastDiff) <= 90) { - if (Math.abs(lastTotal) > 180) - lastTotal += 360 * MathUtils.signum(lastTotal); - dir = current; + let loops = lastTotal - lastTotal % 360; + total = diff + loops; + let current = diff >= 0, dir = lastTotal >= 0; + if (Math.abs(lastDiff) <= 90 && MathUtils.signum(lastDiff) != MathUtils.signum(diff)) { + if (Math.abs(lastTotal - loops) > 180) { + total += 360 * MathUtils.signum(lastTotal); + dir = current; + } else if (loops != 0) + total -= 360 * MathUtils.signum(lastTotal); + else + dir = current; } - total = diff + lastTotal - lastTotal % 360; if (dir != current) total += 360 * MathUtils.signum(lastTotal); timelinesRotation[i] = total; @@ -2893,9 +3964,14 @@ var spine = (() => { this.queue.event(entry, event); } let complete = false; - if (entry.loop) - complete = duration == 0 || trackLastWrapped > entry.trackTime % duration; - else + if (entry.loop) { + if (duration == 0) + complete = true; + else { + const cycles = Math.floor(entry.trackTime / duration); + complete = cycles > 0 && cycles > Math.floor(entry.trackLast / duration); + } + } else complete = animationTime >= animationEnd && entry.animationLast < animationEnd; if (complete) this.queue.complete(entry); @@ -2906,6 +3982,10 @@ var spine = (() => { this.queue.event(entry, event); } } + /** Removes all animations from all tracks, leaving skeletons in their current pose. + * + * It may be desired to use {@link AnimationState#setEmptyAnimation()} to mix the skeletons back to the setup pose, + * rather than leaving them in their current pose. */ clearTracks() { let oldDrainDisabled = this.queue.drainDisabled; this.queue.drainDisabled = true; @@ -2915,6 +3995,10 @@ var spine = (() => { this.queue.drainDisabled = oldDrainDisabled; this.queue.drain(); } + /** Removes all animations from the track, leaving skeletons in their current pose. + * + * It may be desired to use {@link AnimationState#setEmptyAnimation()} to mix the skeletons back to the setup pose, + * rather than leaving them in their current pose. */ clearTrack(trackIndex) { if (trackIndex >= this.tracks.length) return; @@ -2952,12 +4036,21 @@ var spine = (() => { } this.queue.start(current); } + /** Sets an animation by name. + * + * See {@link #setAnimationWith()}. */ setAnimation(trackIndex, animationName, loop = false) { let animation = this.data.skeletonData.findAnimation(animationName); if (!animation) throw new Error("Animation not found: " + animationName); return this.setAnimationWith(trackIndex, animation, loop); } + /** Sets the current animation for a track, discarding any queued animations. If the formerly current track entry was never + * applied to a skeleton, it is replaced (not mixed from). + * @param loop If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its + * duration. In either case {@link TrackEntry#trackEnd} determines when the track is cleared. + * @returns A track entry to allow further customization of animation playback. References to the track entry must not be kept + * after the {@link AnimationStateListener#dispose()} event occurs. */ setAnimationWith(trackIndex, animation, loop = false) { if (!animation) throw new Error("animation cannot be null."); @@ -2979,12 +4072,23 @@ var spine = (() => { this.queue.drain(); return entry; } + /** Queues an animation by name. + * + * See {@link #addAnimationWith()}. */ addAnimation(trackIndex, animationName, loop = false, delay = 0) { let animation = this.data.skeletonData.findAnimation(animationName); if (!animation) throw new Error("Animation not found: " + animationName); return this.addAnimationWith(trackIndex, animation, loop, delay); } + /** Adds an animation to be played after the current or last queued animation for a track. If the track is empty, it is + * equivalent to calling {@link #setAnimationWith()}. + * @param delay If > 0, sets {@link TrackEntry#delay}. If <= 0, the delay set is the duration of the previous track entry + * minus any mix duration (from the {@link AnimationStateData}) plus the specified `delay` (ie the mix + * ends at (`delay` = 0) or before (`delay` < 0) the previous track entry duration). If the + * previous entry is looping, its next loop completion is used instead of its duration. + * @returns A track entry to allow further customization of animation playback. References to the track entry must not be kept + * after the {@link AnimationStateListener#dispose()} event occurs. */ addAnimationWith(trackIndex, animation, loop = false, delay = 0) { if (!animation) throw new Error("animation cannot be null."); @@ -3006,12 +4110,37 @@ var spine = (() => { entry.delay = delay; return entry; } + /** Sets an empty animation for a track, discarding any queued animations, and sets the track entry's + * {@link TrackEntry#mixduration}. An empty animation has no timelines and serves as a placeholder for mixing in or out. + * + * Mixing out is done by setting an empty animation with a mix duration using either {@link #setEmptyAnimation()}, + * {@link #setEmptyAnimations()}, or {@link #addEmptyAnimation()}. Mixing to an empty animation causes + * the previous animation to be applied less and less over the mix duration. Properties keyed in the previous animation + * transition to the value from lower tracks or to the setup pose value if no lower tracks key the property. A mix duration of + * 0 still mixes out over one frame. + * + * Mixing in is done by first setting an empty animation, then adding an animation using + * {@link #addAnimation()} and on the returned track entry, set the + * {@link TrackEntry#setMixDuration()}. Mixing from an empty animation causes the new animation to be applied more and + * more over the mix duration. Properties keyed in the new animation transition from the value from lower tracks or from the + * setup pose value if no lower tracks key the property to the value keyed in the new animation. */ setEmptyAnimation(trackIndex, mixDuration = 0) { let entry = this.setAnimationWith(trackIndex, _AnimationState.emptyAnimation(), false); entry.mixDuration = mixDuration; entry.trackEnd = mixDuration; return entry; } + /** Adds an empty animation to be played after the current or last queued animation for a track, and sets the track entry's + * {@link TrackEntry#mixDuration}. If the track is empty, it is equivalent to calling + * {@link #setEmptyAnimation()}. + * + * See {@link #setEmptyAnimation()}. + * @param delay If > 0, sets {@link TrackEntry#delay}. If <= 0, the delay set is the duration of the previous track entry + * minus any mix duration plus the specified `delay` (ie the mix ends at (`delay` = 0) or + * before (`delay` < 0) the previous track entry duration). If the previous entry is looping, its next + * loop completion is used instead of its duration. + * @return A track entry to allow further customization of animation playback. References to the track entry must not be kept + * after the {@link AnimationStateListener#dispose()} event occurs. */ addEmptyAnimation(trackIndex, mixDuration = 0, delay = 0) { let entry = this.addAnimationWith(trackIndex, _AnimationState.emptyAnimation(), false, delay); if (delay <= 0) @@ -3020,6 +4149,8 @@ var spine = (() => { entry.trackEnd = mixDuration; return entry; } + /** Sets an empty animation for every track, discarding any queued animations, and mixes to it over the specified mix + * duration. */ setEmptyAnimations(mixDuration = 0) { let oldDrainDisabled = this.queue.drainDisabled; this.queue.drainDisabled = true; @@ -3038,6 +4169,7 @@ var spine = (() => { this.tracks.length = index + 1; return null; } + /** @param last May be null. */ trackEntry(trackIndex, animation, loop, last) { let entry = this.trackEntryPool.obtain(); entry.reset(); @@ -3048,8 +4180,9 @@ var spine = (() => { entry.reverse = false; entry.shortestRotation = false; entry.eventThreshold = 0; - entry.attachmentThreshold = 0; - entry.drawOrderThreshold = 0; + entry.alphaAttachmentThreshold = 0; + entry.mixAttachmentThreshold = 0; + entry.mixDrawOrderThreshold = 0; entry.animationStart = 0; entry.animationEnd = animation.duration; entry.animationLast = -1; @@ -3065,9 +4198,10 @@ var spine = (() => { entry.mixDuration = !last ? 0 : this.data.getMix(last.animation, animation); entry.interruptAlpha = 1; entry.totalAlpha = 0; - entry.mixBlend = MixBlend.replace; + entry.mixBlend = 2 /* replace */; return entry; } + /** Removes the {@link TrackEntry#getNext() next entry} and all entries after it for the specified entry. */ clearNext(entry) { let next = entry.next; while (next) { @@ -3087,7 +4221,7 @@ var spine = (() => { while (entry.mixingFrom) entry = entry.mixingFrom; do { - if (!entry.mixingTo || entry.mixBlend != MixBlend.add) + if (!entry.mixingTo || entry.mixBlend != 3 /* add */) this.computeHold(entry); entry = entry.mixingTo; } while (entry); @@ -3130,66 +4264,184 @@ var spine = (() => { } } } + /** Returns the track entry for the animation currently playing on the track, or null if no animation is currently playing. */ getCurrent(trackIndex) { if (trackIndex >= this.tracks.length) return null; return this.tracks[trackIndex]; } + /** Adds a listener to receive events for all track entries. */ addListener(listener) { if (!listener) throw new Error("listener cannot be null."); this.listeners.push(listener); } + /** Removes the listener added with {@link #addListener()}. */ removeListener(listener) { let index = this.listeners.indexOf(listener); if (index >= 0) this.listeners.splice(index, 1); } + /** Removes all listeners added with {@link #addListener()}. */ clearListeners() { this.listeners.length = 0; } + /** Discards all listener notifications that have not yet been delivered. This can be useful to call from an + * {@link AnimationStateListener} when it is known that further notifications that may have been already queued for delivery + * are not wanted because new animations are being set. */ clearListenerNotifications() { this.queue.clear(); } }; var AnimationState = _AnimationState; - AnimationState._emptyAnimation = new Animation("", [], 0); + __publicField(AnimationState, "_emptyAnimation", new Animation("", [], 0)); var TrackEntry = class { - constructor() { - this.animation = null; - this.previous = null; - this.next = null; - this.mixingFrom = null; - this.mixingTo = null; - this.listener = null; - this.trackIndex = 0; - this.loop = false; - this.holdPrevious = false; - this.reverse = false; - this.shortestRotation = false; - this.eventThreshold = 0; - this.attachmentThreshold = 0; - this.drawOrderThreshold = 0; - this.animationStart = 0; - this.animationEnd = 0; - this.animationLast = 0; - this.nextAnimationLast = 0; - this.delay = 0; - this.trackTime = 0; - this.trackLast = 0; - this.nextTrackLast = 0; - this.trackEnd = 0; - this.timeScale = 0; - this.alpha = 0; - this.mixTime = 0; - this.mixDuration = 0; - this.interruptAlpha = 0; - this.totalAlpha = 0; - this.mixBlend = MixBlend.replace; - this.timelineMode = new Array(); - this.timelineHoldMix = new Array(); - this.timelinesRotation = new Array(); - } + /** The animation to apply for this track entry. */ + animation = null; + previous = null; + /** The animation queued to start after this animation, or null. `next` makes up a linked list. */ + next = null; + /** The track entry for the previous animation when mixing from the previous animation to this animation, or null if no + * mixing is currently occuring. When mixing from multiple animations, `mixingFrom` makes up a linked list. */ + mixingFrom = null; + /** The track entry for the next animation when mixing from this animation to the next animation, or null if no mixing is + * currently occuring. When mixing to multiple animations, `mixingTo` makes up a linked list. */ + mixingTo = null; + /** The listener for events generated by this track entry, or null. + * + * A track entry returned from {@link AnimationState#setAnimation()} is already the current animation + * for the track, so the track entry listener {@link AnimationStateListener#start()} will not be called. */ + listener = null; + /** The index of the track where this track entry is either current or queued. + * + * See {@link AnimationState#getCurrent()}. */ + trackIndex = 0; + /** If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its + * duration. */ + loop = false; + /** If true, when mixing from the previous animation to this animation, the previous animation is applied as normal instead + * of being mixed out. + * + * When mixing between animations that key the same property, if a lower track also keys that property then the value will + * briefly dip toward the lower track value during the mix. This happens because the first animation mixes from 100% to 0% + * while the second animation mixes from 0% to 100%. Setting `holdPrevious` to true applies the first animation + * at 100% during the mix so the lower track value is overwritten. Such dipping does not occur on the lowest track which + * keys the property, only when a higher track also keys the property. + * + * Snapping will occur if `holdPrevious` is true and this animation does not key all the same properties as the + * previous animation. */ + holdPrevious = false; + reverse = false; + shortestRotation = false; + /** When the mix percentage ({@link #mixTime} / {@link #mixDuration}) is less than the + * `eventThreshold`, event timelines are applied while this animation is being mixed out. Defaults to 0, so event + * timelines are not applied while this animation is being mixed out. */ + eventThreshold = 0; + /** When the mix percentage ({@link #mixtime} / {@link #mixDuration}) is less than the + * `attachmentThreshold`, attachment timelines are applied while this animation is being mixed out. Defaults to + * 0, so attachment timelines are not applied while this animation is being mixed out. */ + mixAttachmentThreshold = 0; + /** When {@link #getAlpha()} is greater than alphaAttachmentThreshold, attachment timelines are applied. + * Defaults to 0, so attachment timelines are always applied. */ + alphaAttachmentThreshold = 0; + /** When the mix percentage ({@link #getMixTime()} / {@link #getMixDuration()}) is less than the + * mixDrawOrderThreshold, draw order timelines are applied while this animation is being mixed out. Defaults to + * 0, so draw order timelines are not applied while this animation is being mixed out. */ + mixDrawOrderThreshold = 0; + /** Seconds when this animation starts, both initially and after looping. Defaults to 0. + * + * When changing the `animationStart` time, it often makes sense to set {@link #animationLast} to the same + * value to prevent timeline keys before the start time from triggering. */ + animationStart = 0; + /** Seconds for the last frame of this animation. Non-looping animations won't play past this time. Looping animations will + * loop back to {@link #animationStart} at this time. Defaults to the animation {@link Animation#duration}. */ + animationEnd = 0; + /** The time in seconds this animation was last applied. Some timelines use this for one-time triggers. Eg, when this + * animation is applied, event timelines will fire all events between the `animationLast` time (exclusive) and + * `animationTime` (inclusive). Defaults to -1 to ensure triggers on frame 0 happen the first time this animation + * is applied. */ + animationLast = 0; + nextAnimationLast = 0; + /** Seconds to postpone playing the animation. When this track entry is the current track entry, `delay` + * postpones incrementing the {@link #trackTime}. When this track entry is queued, `delay` is the time from + * the start of the previous animation to when this track entry will become the current track entry (ie when the previous + * track entry {@link TrackEntry#trackTime} >= this track entry's `delay`). + * + * {@link #timeScale} affects the delay. */ + delay = 0; + /** Current time in seconds this track entry has been the current track entry. The track time determines + * {@link #animationTime}. The track time can be set to start the animation at a time other than 0, without affecting + * looping. */ + trackTime = 0; + trackLast = 0; + nextTrackLast = 0; + /** The track time in seconds when this animation will be removed from the track. Defaults to the highest possible float + * value, meaning the animation will be applied until a new animation is set or the track is cleared. If the track end time + * is reached, no other animations are queued for playback, and mixing from any previous animations is complete, then the + * properties keyed by the animation are set to the setup pose and the track is cleared. + * + * It may be desired to use {@link AnimationState#addEmptyAnimation()} rather than have the animation + * abruptly cease being applied. */ + trackEnd = 0; + /** Multiplier for the delta time when this track entry is updated, causing time for this animation to pass slower or + * faster. Defaults to 1. + * + * {@link #mixTime} is not affected by track entry time scale, so {@link #mixDuration} may need to be adjusted to + * match the animation speed. + * + * When using {@link AnimationState#addAnimation()} with a `delay` <= 0, note the + * {@link #delay} is set using the mix duration from the {@link AnimationStateData}, assuming time scale to be 1. If + * the time scale is not 1, the delay may need to be adjusted. + * + * See AnimationState {@link AnimationState#timeScale} for affecting all animations. */ + timeScale = 0; + /** Values < 1 mix this animation with the skeleton's current pose (usually the pose resulting from lower tracks). Defaults + * to 1, which overwrites the skeleton's current pose with this animation. + * + * Typically track 0 is used to completely pose the skeleton, then alpha is used on higher tracks. It doesn't make sense to + * use alpha on track 0 if the skeleton pose is from the last frame render. */ + alpha = 0; + /** Seconds from 0 to the {@link #getMixDuration()} when mixing from the previous animation to this animation. May be + * slightly more than `mixDuration` when the mix is complete. */ + mixTime = 0; + /** Seconds for mixing from the previous animation to this animation. Defaults to the value provided by AnimationStateData + * {@link AnimationStateData#getMix()} based on the animation before this animation (if any). + * + * A mix duration of 0 still mixes out over one frame to provide the track entry being mixed out a chance to revert the + * properties it was animating. + * + * The `mixDuration` can be set manually rather than use the value from + * {@link AnimationStateData#getMix()}. In that case, the `mixDuration` can be set for a new + * track entry only before {@link AnimationState#update(float)} is first called. + * + * When using {@link AnimationState#addAnimation()} with a `delay` <= 0, note the + * {@link #delay} is set using the mix duration from the {@link AnimationStateData}, not a mix duration set + * afterward. */ + _mixDuration = 0; + interruptAlpha = 0; + totalAlpha = 0; + get mixDuration() { + return this._mixDuration; + } + set mixDuration(mixDuration) { + this._mixDuration = mixDuration; + } + setMixDurationWithDelay(mixDuration, delay) { + this._mixDuration = mixDuration; + if (this.previous != null && delay <= 0) + delay += this.previous.getTrackComplete() - mixDuration; + this.delay = delay; + } + /** Controls how properties keyed in the animation are mixed with lower tracks. Defaults to {@link MixBlend#replace}, which + * replaces the values from the lower tracks with the animation values. {@link MixBlend#add} adds the animation values to + * the values from the lower tracks. + * + * The `mixBlend` can be set for a new track entry only before {@link AnimationState#apply()} is first + * called. */ + mixBlend = 2 /* replace */; + timelineMode = new Array(); + timelineHoldMix = new Array(); + timelinesRotation = new Array(); reset() { this.next = null; this.previous = null; @@ -3201,6 +4453,9 @@ var spine = (() => { this.timelineHoldMix.length = 0; this.timelinesRotation.length = 0; } + /** Uses {@link #trackTime} to compute the `animationTime`, which is between {@link #animationStart} + * and {@link #animationEnd}. When the `trackTime` is 0, the `animationTime` is equal to the + * `animationStart` time. */ getAnimationTime() { if (this.loop) { let duration = this.animationEnd - this.animationStart; @@ -3214,9 +4469,19 @@ var spine = (() => { this.animationLast = animationLast; this.nextAnimationLast = animationLast; } + /** Returns true if at least one loop has been completed. + * + * See {@link AnimationStateListener#complete()}. */ isComplete() { return this.trackTime >= this.animationEnd - this.animationStart; } + /** Resets the rotation directions for mixing this entry's rotate timelines. This can be useful to avoid bones rotating the + * long way around when using {@link #alpha} and starting animations on other tracks. + * + * Mixing with {@link MixBlend#replace} involves finding a rotation between two others, which has two possible solutions: + * the short way or the long way around. The two rotations likely change over time, so which direction is the short or long + * way also changes. If the short way was always chosen, bones would flip to the other side when that direction became the + * long way. TrackEntry chooses the short way the first time it is applied and remembers that direction. */ resetRotationDirections() { this.timelinesRotation.length = 0; } @@ -3230,11 +4495,18 @@ var spine = (() => { } return this.trackTime; } + /** Returns true if this track entry has been applied at least once. + *

+ * See {@link AnimationState#apply(Skeleton)}. */ + wasApplied() { + return this.nextTrackLast != -1; + } }; var EventQueue = class { + objects = []; + drainDisabled = false; + animState; constructor(animState) { - this.objects = []; - this.drainDisabled = false; this.animState = animState; } start(entry) { @@ -3338,15 +4610,15 @@ var spine = (() => { this.objects.length = 0; } }; - var EventType; - (function(EventType2) { + var EventType = /* @__PURE__ */ ((EventType2) => { EventType2[EventType2["start"] = 0] = "start"; EventType2[EventType2["interrupt"] = 1] = "interrupt"; EventType2[EventType2["end"] = 2] = "end"; EventType2[EventType2["dispose"] = 3] = "dispose"; EventType2[EventType2["complete"] = 4] = "complete"; EventType2[EventType2["event"] = 5] = "event"; - })(EventType || (EventType = {})); + return EventType2; + })(EventType || {}); var AnimationStateAdapter = class { start(entry) { } @@ -3371,13 +4643,19 @@ var spine = (() => { // spine-core/src/AnimationStateData.ts var AnimationStateData = class { + /** The SkeletonData to look up animations when they are specified by name. */ + skeletonData; + animationToMixTime = {}; + /** The mix duration to use when no mix duration has been defined between two animations. */ + defaultMix = 0; constructor(skeletonData) { - this.animationToMixTime = {}; - this.defaultMix = 0; if (!skeletonData) throw new Error("skeletonData cannot be null."); this.skeletonData = skeletonData; } + /** Sets a mix duration by animation name. + * + * See {@link #setMixWith()}. */ setMix(fromName, toName, duration) { let from = this.skeletonData.findAnimation(fromName); if (!from) @@ -3387,6 +4665,9 @@ var spine = (() => { throw new Error("Animation not found: " + toName); this.setMixWith(from, to, duration); } + /** Sets the mix duration when changing from the specified animation to the other. + * + * See {@link TrackEntry#mixDuration}. */ setMixWith(from, to, duration) { if (!from) throw new Error("from cannot be null."); @@ -3395,6 +4676,8 @@ var spine = (() => { let key = from.name + "." + to.name; this.animationToMixTime[key] = duration; } + /** Returns the mix duration to use when changing from the specified animation to the other, or the {@link #defaultMix} if + * no mix duration has been set. */ getMix(from, to) { let key = from.name + "." + to.name; let value = this.animationToMixTime[key]; @@ -3404,9 +4687,9 @@ var spine = (() => { // spine-core/src/attachments/BoundingBoxAttachment.ts var BoundingBoxAttachment = class extends VertexAttachment { + color = new Color(1, 1, 1, 1); constructor(name) { super(name); - this.color = new Color(1, 1, 1, 1); } copy() { let copy = new BoundingBoxAttachment(this.name); @@ -3418,10 +4701,16 @@ var spine = (() => { // spine-core/src/attachments/ClippingAttachment.ts var ClippingAttachment = class extends VertexAttachment { + /** Clipping is performed between the clipping polygon's slot and the end slot. Returns null if clipping is done until the end of + * the skeleton's rendering. */ + endSlot = null; + // Nonessential. + /** The color of the clipping polygon as it was in Spine. Available only when nonessential data was exported. Clipping polygons + * are not usually rendered at runtime. */ + color = new Color(0.2275, 0.2275, 0.8078, 1); + // ce3a3aff constructor(name) { super(name); - this.endSlot = null; - this.color = new Color(0.2275, 0.2275, 0.8078, 1); } copy() { let copy = new ClippingAttachment(this.name); @@ -3434,6 +4723,7 @@ var spine = (() => { // spine-core/src/Texture.ts var Texture = class { + _image; constructor(image) { this._image = image; } @@ -3441,8 +4731,7 @@ var spine = (() => { return this._image; } }; - var TextureFilter; - (function(TextureFilter2) { + var TextureFilter = /* @__PURE__ */ ((TextureFilter2) => { TextureFilter2[TextureFilter2["Nearest"] = 9728] = "Nearest"; TextureFilter2[TextureFilter2["Linear"] = 9729] = "Linear"; TextureFilter2[TextureFilter2["MipMap"] = 9987] = "MipMap"; @@ -3450,27 +4739,27 @@ var spine = (() => { TextureFilter2[TextureFilter2["MipMapLinearNearest"] = 9985] = "MipMapLinearNearest"; TextureFilter2[TextureFilter2["MipMapNearestLinear"] = 9986] = "MipMapNearestLinear"; TextureFilter2[TextureFilter2["MipMapLinearLinear"] = 9987] = "MipMapLinearLinear"; - })(TextureFilter || (TextureFilter = {})); - var TextureWrap; - (function(TextureWrap3) { + return TextureFilter2; + })(TextureFilter || {}); + var TextureWrap = /* @__PURE__ */ ((TextureWrap3) => { TextureWrap3[TextureWrap3["MirroredRepeat"] = 33648] = "MirroredRepeat"; TextureWrap3[TextureWrap3["ClampToEdge"] = 33071] = "ClampToEdge"; TextureWrap3[TextureWrap3["Repeat"] = 10497] = "Repeat"; - })(TextureWrap || (TextureWrap = {})); + return TextureWrap3; + })(TextureWrap || {}); var TextureRegion = class { - constructor() { - this.u = 0; - this.v = 0; - this.u2 = 0; - this.v2 = 0; - this.width = 0; - this.height = 0; - this.degrees = 0; - this.offsetX = 0; - this.offsetY = 0; - this.originalWidth = 0; - this.originalHeight = 0; - } + texture; + u = 0; + v = 0; + u2 = 0; + v2 = 0; + width = 0; + height = 0; + degrees = 0; + offsetX = 0; + offsetY = 0; + originalWidth = 0; + originalHeight = 0; }; var FakeTexture = class extends Texture { setFilters(minFilter, magFilter) { @@ -3483,9 +4772,9 @@ var spine = (() => { // spine-core/src/TextureAtlas.ts var TextureAtlas = class { + pages = new Array(); + regions = new Array(); constructor(atlasText) { - this.pages = new Array(); - this.regions = new Array(); let reader = new TextureAtlasReader(atlasText); let entry = new Array(4); let pageFields = {}; @@ -3501,9 +4790,9 @@ var spine = (() => { }; pageFields["repeat"] = (page2) => { if (entry[1].indexOf("x") != -1) - page2.uWrap = TextureWrap.Repeat; + page2.uWrap = 10497 /* Repeat */; if (entry[1].indexOf("y") != -1) - page2.vWrap = TextureWrap.Repeat; + page2.vWrap = 10497 /* Repeat */; }; pageFields["pma"] = (page2) => { page2.pma = entry[1] == "true"; @@ -3633,15 +4922,15 @@ var spine = (() => { page.setTexture(assetManager.get(pathPrefix + page.name)); } dispose() { - var _a; for (let i = 0; i < this.pages.length; i++) { - (_a = this.pages[i].texture) == null ? void 0 : _a.dispose(); + this.pages[i].texture?.dispose(); } } }; var TextureAtlasReader = class { + lines; + index = 0; constructor(text) { - this.index = 0; this.lines = text.split(/\r\n|\r|\n/); } readLine() { @@ -3656,8 +4945,10 @@ var spine = (() => { if (line.length == 0) return 0; let colon = line.indexOf(":"); + // let https = line.indexOf("https:"); if ((colon == -1) || (https != -1)) + // return 0; entry[0] = line.substr(0, colon).trim(); for (let i = 1, lastMatch = colon + 1; ; i++) { @@ -3674,59 +4965,81 @@ var spine = (() => { } }; var TextureAtlasPage = class { + name; + minFilter = 9728 /* Nearest */; + magFilter = 9728 /* Nearest */; + uWrap = 33071 /* ClampToEdge */; + vWrap = 33071 /* ClampToEdge */; + texture = null; + width = 0; + height = 0; + pma = false; + regions = new Array(); constructor(name) { - this.minFilter = TextureFilter.Nearest; - this.magFilter = TextureFilter.Nearest; - this.uWrap = TextureWrap.ClampToEdge; - this.vWrap = TextureWrap.ClampToEdge; - this.texture = null; - this.width = 0; - this.height = 0; - this.pma = false; this.name = name; } setTexture(texture) { this.texture = texture; texture.setFilters(this.minFilter, this.magFilter); texture.setWraps(this.uWrap, this.vWrap); + for (let region of this.regions) + region.texture = texture; } }; var TextureAtlasRegion = class extends TextureRegion { + page; + name; + x = 0; + y = 0; + offsetX = 0; + offsetY = 0; + originalWidth = 0; + originalHeight = 0; + index = 0; + degrees = 0; + names = null; + values = null; constructor(page, name) { super(); - this.x = 0; - this.y = 0; - this.offsetX = 0; - this.offsetY = 0; - this.originalWidth = 0; - this.originalHeight = 0; - this.index = 0; - this.degrees = 0; - this.names = null; - this.values = null; this.page = page; this.name = name; + page.regions.push(this); } }; // spine-core/src/attachments/MeshAttachment.ts var MeshAttachment = class extends VertexAttachment { + region = null; + /** The name of the texture region for this attachment. */ + path; + /** The UV pair for each vertex, normalized within the texture region. */ + regionUVs = []; + /** The UV pair for each vertex, normalized within the entire texture. + * + * See {@link #updateUVs}. */ + uvs = []; + /** Triplets of vertex indices which describe the mesh's triangulation. */ + triangles = []; + /** The color to tint the mesh. */ + color = new Color(1, 1, 1, 1); + /** The width of the mesh's image. Available only when nonessential data was exported. */ + width = 0; + /** The height of the mesh's image. Available only when nonessential data was exported. */ + height = 0; + /** The number of entries at the beginning of {@link #vertices} that make up the mesh hull. */ + hullLength = 0; + /** Vertex index pairs describing edges for controling triangulation. Mesh triangles will never cross edges. Only available if + * nonessential data was exported. Triangulation is not performed at runtime. */ + edges = []; + parentMesh = null; + sequence = null; + tempColor = new Color(0, 0, 0, 0); constructor(name, path) { super(name); - this.region = null; - this.regionUVs = []; - this.uvs = []; - this.triangles = []; - this.color = new Color(1, 1, 1, 1); - this.width = 0; - this.height = 0; - this.hullLength = 0; - this.edges = []; - this.parentMesh = null; - this.sequence = null; - this.tempColor = new Color(0, 0, 0, 0); this.path = path; } + /** Calculates {@link #uvs} using the {@link #regionUVs} and region. Must be called if the region, the region's properties, or + * the {@link #regionUVs} are changed. */ updateRegion() { if (!this.region) throw new Error("Region not set."); @@ -3737,8 +5050,8 @@ var spine = (() => { let n = this.uvs.length; let u = this.region.u, v = this.region.v, width = 0, height = 0; if (this.region instanceof TextureAtlasRegion) { - let region = this.region, image = region.page.texture.getImage(); - let textureWidth = image.width, textureHeight = image.height; + let region = this.region, page = region.page; + let textureWidth = page.width, textureHeight = page.height; switch (region.degrees) { case 90: u -= (region.originalHeight - region.offsetY - region.height) / textureWidth; @@ -3787,9 +5100,13 @@ var spine = (() => { uvs[i + 1] = v + regionUVs[i + 1] * height; } } + /** The parent mesh if this is a linked mesh, else null. A linked mesh shares the {@link #bones}, {@link #vertices}, + * {@link #regionUVs}, {@link #triangles}, {@link #hullLength}, {@link #edges}, {@link #width}, and {@link #height} with the + * parent mesh, but may have a different {@link #name} or {@link #path} (and therefore a different texture). */ getParentMesh() { return this.parentMesh; } + /** @param parentMesh May be null. */ setParentMesh(parentMesh) { this.parentMesh = parentMesh; if (parentMesh) { @@ -3830,6 +5147,7 @@ var spine = (() => { this.sequence.apply(slot, this); super.computeWorldVertices(slot, start, count, worldVertices, offset, stride); } + /** Returns a new mesh with the {@link #parentMesh} set to this mesh's parent mesh, if any, else to this mesh. **/ newLinkedMesh() { let copy = new MeshAttachment(this.name, this.path); copy.region = this.region; @@ -3844,12 +5162,18 @@ var spine = (() => { // spine-core/src/attachments/PathAttachment.ts var PathAttachment = class extends VertexAttachment { + /** The lengths along the path in the setup pose from the start of the path to the end of each Bezier curve. */ + lengths = []; + /** If true, the start and end knots are connected. */ + closed = false; + /** If true, additional calculations are performed to make calculating positions along the path more accurate. If false, fewer + * calculations are performed but calculating positions along the path is less accurate. */ + constantSpeed = false; + /** The color of the path as it was in Spine. Available only when nonessential data was exported. Paths are not usually + * rendered at runtime. */ + color = new Color(1, 1, 1, 1); constructor(name) { super(name); - this.lengths = []; - this.closed = false; - this.constantSpeed = false; - this.color = new Color(1, 1, 1, 1); } copy() { let copy = new PathAttachment(this.name); @@ -3865,12 +5189,14 @@ var spine = (() => { // spine-core/src/attachments/PointAttachment.ts var PointAttachment = class extends VertexAttachment { + x = 0; + y = 0; + rotation = 0; + /** The color of the point attachment as it was in Spine. Available only when nonessential data was exported. Point attachments + * are not usually rendered at runtime. */ + color = new Color(0.38, 0.94, 0, 1); constructor(name) { super(name); - this.x = 0; - this.y = 0; - this.rotation = 0; - this.color = new Color(0.38, 0.94, 0, 1); } computeWorldPosition(bone, point) { point.x = this.x * bone.a + this.y * bone.b + bone.worldX; @@ -3878,10 +5204,10 @@ var spine = (() => { return point; } computeWorldRotation(bone) { - let cos = MathUtils.cosDeg(this.rotation), sin = MathUtils.sinDeg(this.rotation); - let x = cos * bone.a + sin * bone.b; - let y = cos * bone.c + sin * bone.d; - return Math.atan2(y, x) * MathUtils.radDeg; + const r = this.rotation * MathUtils.degRad, cos = Math.cos(r), sin = Math.sin(r); + const x = cos * bone.a + sin * bone.b; + const y = cos * bone.c + sin * bone.d; + return MathUtils.atan2Deg(y, x); } copy() { let copy = new PointAttachment(this.name); @@ -3895,35 +5221,60 @@ var spine = (() => { // spine-core/src/attachments/RegionAttachment.ts var _RegionAttachment = class extends Attachment { + /** The local x translation. */ + x = 0; + /** The local y translation. */ + y = 0; + /** The local scaleX. */ + scaleX = 1; + /** The local scaleY. */ + scaleY = 1; + /** The local rotation. */ + rotation = 0; + /** The width of the region attachment in Spine. */ + width = 0; + /** The height of the region attachment in Spine. */ + height = 0; + /** The color to tint the region attachment. */ + color = new Color(1, 1, 1, 1); + /** The name of the texture region for this attachment. */ + path; + region = null; + sequence = null; + /** For each of the 4 vertices, a pair of x,y values that is the local position of the vertex. + * + * See {@link #updateOffset()}. */ + offset = Utils.newFloatArray(8); + uvs = Utils.newFloatArray(8); + tempColor = new Color(1, 1, 1, 1); constructor(name, path) { super(name); - this.x = 0; - this.y = 0; - this.scaleX = 1; - this.scaleY = 1; - this.rotation = 0; - this.width = 0; - this.height = 0; - this.color = new Color(1, 1, 1, 1); - this.rendererObject = null; - this.region = null; - this.sequence = null; - this.offset = Utils.newFloatArray(8); - this.uvs = Utils.newFloatArray(8); - this.tempColor = new Color(1, 1, 1, 1); this.path = path; } + /** Calculates the {@link #offset} using the region settings. Must be called after changing region settings. */ updateRegion() { if (!this.region) throw new Error("Region not set."); let region = this.region; + let uvs = this.uvs; + if (region == null) { + uvs[0] = 0; + uvs[1] = 0; + uvs[2] = 0; + uvs[3] = 1; + uvs[4] = 1; + uvs[5] = 1; + uvs[6] = 1; + uvs[7] = 0; + return; + } let regionScaleX = this.width / this.region.originalWidth * this.scaleX; let regionScaleY = this.height / this.region.originalHeight * this.scaleY; let localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX; let localY = -this.height / 2 * this.scaleY + this.region.offsetY * regionScaleY; let localX2 = localX + this.region.width * regionScaleX; let localY2 = localY + this.region.height * regionScaleY; - let radians = this.rotation * Math.PI / 180; + let radians = this.rotation * MathUtils.degRad; let cos = Math.cos(radians); let sin = Math.sin(radians); let x = this.x, y = this.y; @@ -3944,16 +5295,15 @@ var spine = (() => { offset[5] = localY2Cos + localX2Sin; offset[6] = localX2Cos - localYSin; offset[7] = localYCos + localX2Sin; - let uvs = this.uvs; if (region.degrees == 90) { + uvs[0] = region.u2; + uvs[1] = region.v2; uvs[2] = region.u; uvs[3] = region.v2; uvs[4] = region.u; uvs[5] = region.v; uvs[6] = region.u2; uvs[7] = region.v; - uvs[0] = region.u2; - uvs[1] = region.v2; } else { uvs[0] = region.u; uvs[1] = region.v2; @@ -3965,6 +5315,14 @@ var spine = (() => { uvs[7] = region.v2; } } + /** Transforms the attachment's four vertices to world coordinates. If the attachment has a {@link #sequence}, the region may + * be changed. + *

+ * See World transforms in the Spine + * Runtimes Guide. + * @param worldVertices The output world vertices. Must have a length >= offset + 8. + * @param offset The worldVertices index to begin writing values. + * @param stride The number of worldVertices entries between the value pairs written. */ computeWorldVertices(slot, worldVertices, offset, stride) { if (this.sequence != null) this.sequence.apply(slot, this); @@ -3996,7 +5354,6 @@ var spine = (() => { copy() { let copy = new _RegionAttachment(this.name, this.path); copy.region = this.region; - copy.rendererObject = this.rendererObject; copy.x = this.x; copy.y = this.y; copy.scaleX = this.scaleX; @@ -4012,41 +5369,42 @@ var spine = (() => { } }; var RegionAttachment = _RegionAttachment; - RegionAttachment.X1 = 0; - RegionAttachment.Y1 = 1; - RegionAttachment.C1R = 2; - RegionAttachment.C1G = 3; - RegionAttachment.C1B = 4; - RegionAttachment.C1A = 5; - RegionAttachment.U1 = 6; - RegionAttachment.V1 = 7; - RegionAttachment.X2 = 8; - RegionAttachment.Y2 = 9; - RegionAttachment.C2R = 10; - RegionAttachment.C2G = 11; - RegionAttachment.C2B = 12; - RegionAttachment.C2A = 13; - RegionAttachment.U2 = 14; - RegionAttachment.V2 = 15; - RegionAttachment.X3 = 16; - RegionAttachment.Y3 = 17; - RegionAttachment.C3R = 18; - RegionAttachment.C3G = 19; - RegionAttachment.C3B = 20; - RegionAttachment.C3A = 21; - RegionAttachment.U3 = 22; - RegionAttachment.V3 = 23; - RegionAttachment.X4 = 24; - RegionAttachment.Y4 = 25; - RegionAttachment.C4R = 26; - RegionAttachment.C4G = 27; - RegionAttachment.C4B = 28; - RegionAttachment.C4A = 29; - RegionAttachment.U4 = 30; - RegionAttachment.V4 = 31; + __publicField(RegionAttachment, "X1", 0); + __publicField(RegionAttachment, "Y1", 1); + __publicField(RegionAttachment, "C1R", 2); + __publicField(RegionAttachment, "C1G", 3); + __publicField(RegionAttachment, "C1B", 4); + __publicField(RegionAttachment, "C1A", 5); + __publicField(RegionAttachment, "U1", 6); + __publicField(RegionAttachment, "V1", 7); + __publicField(RegionAttachment, "X2", 8); + __publicField(RegionAttachment, "Y2", 9); + __publicField(RegionAttachment, "C2R", 10); + __publicField(RegionAttachment, "C2G", 11); + __publicField(RegionAttachment, "C2B", 12); + __publicField(RegionAttachment, "C2A", 13); + __publicField(RegionAttachment, "U2", 14); + __publicField(RegionAttachment, "V2", 15); + __publicField(RegionAttachment, "X3", 16); + __publicField(RegionAttachment, "Y3", 17); + __publicField(RegionAttachment, "C3R", 18); + __publicField(RegionAttachment, "C3G", 19); + __publicField(RegionAttachment, "C3B", 20); + __publicField(RegionAttachment, "C3A", 21); + __publicField(RegionAttachment, "U3", 22); + __publicField(RegionAttachment, "V3", 23); + __publicField(RegionAttachment, "X4", 24); + __publicField(RegionAttachment, "Y4", 25); + __publicField(RegionAttachment, "C4R", 26); + __publicField(RegionAttachment, "C4G", 27); + __publicField(RegionAttachment, "C4B", 28); + __publicField(RegionAttachment, "C4A", 29); + __publicField(RegionAttachment, "U4", 30); + __publicField(RegionAttachment, "V4", 31); // spine-core/src/AtlasAttachmentLoader.ts var AtlasAttachmentLoader = class { + atlas; constructor(atlas) { this.atlas = atlas; } @@ -4058,7 +5416,6 @@ var spine = (() => { if (region == null) throw new Error("Region not found in atlas: " + path + " (sequence: " + name + ")"); regions[i] = region; - regions[i].renderObject = regions[i]; } } newRegionAttachment(skin, name, path, sequence) { @@ -4069,7 +5426,6 @@ var spine = (() => { let region = this.atlas.findRegion(path); if (!region) throw new Error("Region not found in atlas: " + path + " (region attachment: " + name + ")"); - region.renderObject = region; attachment.region = region; } return attachment; @@ -4082,7 +5438,6 @@ var spine = (() => { let region = this.atlas.findRegion(path); if (!region) throw new Error("Region not found in atlas: " + path + " (mesh attachment: " + name + ")"); - region.renderObject = region; attachment.region = region; } return attachment; @@ -4103,20 +5458,42 @@ var spine = (() => { // spine-core/src/BoneData.ts var BoneData = class { + /** The index of the bone in {@link Skeleton#getBones()}. */ + index = 0; + /** The name of the bone, which is unique across all bones in the skeleton. */ + name; + /** @returns May be null. */ + parent = null; + /** The bone's length. */ + length = 0; + /** The local x translation. */ + x = 0; + /** The local y translation. */ + y = 0; + /** The local rotation in degrees, counter clockwise. */ + rotation = 0; + /** The local scaleX. */ + scaleX = 1; + /** The local scaleY. */ + scaleY = 1; + /** The local shearX. */ + shearX = 0; + /** The local shearX. */ + shearY = 0; + /** The transform mode for how parent world transforms affect this bone. */ + inherit = Inherit.Normal; + /** When true, {@link Skeleton#updateWorldTransform()} only updates this bone if the {@link Skeleton#skin} contains this + * bone. + * @see Skin#bones */ + skinRequired = false; + /** The color of the bone as it was in Spine. Available only when nonessential data was exported. Bones are not usually + * rendered at runtime. */ + color = new Color(); + /** The bone icon as it was in Spine, or null if nonessential data was not exported. */ + icon; + /** False if the bone was hidden in Spine and nonessential data was exported. Does not affect runtime rendering. */ + visible = false; constructor(index, name, parent) { - this.index = 0; - this.parent = null; - this.length = 0; - this.x = 0; - this.y = 0; - this.rotation = 0; - this.scaleX = 1; - this.scaleY = 1; - this.shearX = 0; - this.shearY = 0; - this.transformMode = TransformMode.Normal; - this.skinRequired = false; - this.color = new Color(); if (index < 0) throw new Error("index must be >= 0."); if (!name) @@ -4126,42 +5503,70 @@ var spine = (() => { this.parent = parent; } }; - var TransformMode; - (function(TransformMode2) { - TransformMode2[TransformMode2["Normal"] = 0] = "Normal"; - TransformMode2[TransformMode2["OnlyTranslation"] = 1] = "OnlyTranslation"; - TransformMode2[TransformMode2["NoRotationOrReflection"] = 2] = "NoRotationOrReflection"; - TransformMode2[TransformMode2["NoScale"] = 3] = "NoScale"; - TransformMode2[TransformMode2["NoScaleOrReflection"] = 4] = "NoScaleOrReflection"; - })(TransformMode || (TransformMode = {})); + var Inherit = /* @__PURE__ */ ((Inherit2) => { + Inherit2[Inherit2["Normal"] = 0] = "Normal"; + Inherit2[Inherit2["OnlyTranslation"] = 1] = "OnlyTranslation"; + Inherit2[Inherit2["NoRotationOrReflection"] = 2] = "NoRotationOrReflection"; + Inherit2[Inherit2["NoScale"] = 3] = "NoScale"; + Inherit2[Inherit2["NoScaleOrReflection"] = 4] = "NoScaleOrReflection"; + return Inherit2; + })(Inherit || {}); // spine-core/src/Bone.ts var Bone = class { + /** The bone's setup pose data. */ + data; + /** The skeleton this bone belongs to. */ + skeleton; + /** The parent bone, or null if this is the root bone. */ + parent = null; + /** The immediate children of this bone. */ + children = new Array(); + /** The local x translation. */ + x = 0; + /** The local y translation. */ + y = 0; + /** The local rotation in degrees, counter clockwise. */ + rotation = 0; + /** The local scaleX. */ + scaleX = 0; + /** The local scaleY. */ + scaleY = 0; + /** The local shearX. */ + shearX = 0; + /** The local shearY. */ + shearY = 0; + /** The applied local x translation. */ + ax = 0; + /** The applied local y translation. */ + ay = 0; + /** The applied local rotation in degrees, counter clockwise. */ + arotation = 0; + /** The applied local scaleX. */ + ascaleX = 0; + /** The applied local scaleY. */ + ascaleY = 0; + /** The applied local shearX. */ + ashearX = 0; + /** The applied local shearY. */ + ashearY = 0; + /** Part of the world transform matrix for the X axis. If changed, {@link #updateAppliedTransform()} should be called. */ + a = 0; + /** Part of the world transform matrix for the Y axis. If changed, {@link #updateAppliedTransform()} should be called. */ + b = 0; + /** Part of the world transform matrix for the X axis. If changed, {@link #updateAppliedTransform()} should be called. */ + c = 0; + /** Part of the world transform matrix for the Y axis. If changed, {@link #updateAppliedTransform()} should be called. */ + d = 0; + /** The world X position. If changed, {@link #updateAppliedTransform()} should be called. */ + worldY = 0; + /** The world Y position. If changed, {@link #updateAppliedTransform()} should be called. */ + worldX = 0; + inherit = 0 /* Normal */; + sorted = false; + active = false; + /** @param parent May be null. */ constructor(data, skeleton, parent) { - this.parent = null; - this.children = new Array(); - this.x = 0; - this.y = 0; - this.rotation = 0; - this.scaleX = 0; - this.scaleY = 0; - this.shearX = 0; - this.shearY = 0; - this.ax = 0; - this.ay = 0; - this.arotation = 0; - this.ascaleX = 0; - this.ascaleY = 0; - this.ashearX = 0; - this.ashearY = 0; - this.a = 0; - this.b = 0; - this.c = 0; - this.d = 0; - this.worldY = 0; - this.worldX = 0; - this.sorted = false; - this.active = false; if (!data) throw new Error("data cannot be null."); if (!skeleton) @@ -4171,15 +5576,26 @@ var spine = (() => { this.parent = parent; this.setToSetupPose(); } + /** Returns false when the bone has not been computed because {@link BoneData#skinRequired} is true and the + * {@link Skeleton#skin active skin} does not {@link Skin#bones contain} this bone. */ isActive() { return this.active; } - update() { + /** Computes the world transform using the parent bone and this bone's local applied transform. */ + update(physics) { this.updateWorldTransformWith(this.ax, this.ay, this.arotation, this.ascaleX, this.ascaleY, this.ashearX, this.ashearY); } + /** Computes the world transform using the parent bone and this bone's local transform. + * + * See {@link #updateWorldTransformWith()}. */ updateWorldTransform() { this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY); } + /** Computes the world transform using the parent bone and the specified local transform. The applied transform is set to the + * specified local transform. Child bones are not updated. + * + * See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine + * Runtimes Guide. */ updateWorldTransformWith(x, y, rotation, scaleX, scaleY, shearX, shearY) { this.ax = x; this.ay = y; @@ -4191,13 +5607,13 @@ var spine = (() => { let parent = this.parent; if (!parent) { let skeleton = this.skeleton; - let rotationY = rotation + 90 + shearY; - let sx = skeleton.scaleX; - let sy = skeleton.scaleY; - this.a = MathUtils.cosDeg(rotation + shearX) * scaleX * sx; - this.b = MathUtils.cosDeg(rotationY) * scaleY * sx; - this.c = MathUtils.sinDeg(rotation + shearX) * scaleX * sy; - this.d = MathUtils.sinDeg(rotationY) * scaleY * sy; + const sx = skeleton.scaleX, sy = skeleton.scaleY; + const rx = (rotation + shearX) * MathUtils.degRad; + const ry = (rotation + 90 + shearY) * MathUtils.degRad; + this.a = Math.cos(rx) * scaleX * sx; + this.b = Math.cos(ry) * scaleY * sx; + this.c = Math.sin(rx) * scaleX * sy; + this.d = Math.sin(ry) * scaleY * sy; this.worldX = x * sx + skeleton.x; this.worldY = y * sy + skeleton.y; return; @@ -4205,28 +5621,30 @@ var spine = (() => { let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d; this.worldX = pa * x + pb * y + parent.worldX; this.worldY = pc * x + pd * y + parent.worldY; - switch (this.data.transformMode) { - case TransformMode.Normal: { - let rotationY = rotation + 90 + shearY; - let la = MathUtils.cosDeg(rotation + shearX) * scaleX; - let lb = MathUtils.cosDeg(rotationY) * scaleY; - let lc = MathUtils.sinDeg(rotation + shearX) * scaleX; - let ld = MathUtils.sinDeg(rotationY) * scaleY; + switch (this.inherit) { + case 0 /* Normal */: { + const rx = (rotation + shearX) * MathUtils.degRad; + const ry = (rotation + 90 + shearY) * MathUtils.degRad; + const la = Math.cos(rx) * scaleX; + const lb = Math.cos(ry) * scaleY; + const lc = Math.sin(rx) * scaleX; + const ld = Math.sin(ry) * scaleY; this.a = pa * la + pb * lc; this.b = pa * lb + pb * ld; this.c = pc * la + pd * lc; this.d = pc * lb + pd * ld; return; } - case TransformMode.OnlyTranslation: { - let rotationY = rotation + 90 + shearY; - this.a = MathUtils.cosDeg(rotation + shearX) * scaleX; - this.b = MathUtils.cosDeg(rotationY) * scaleY; - this.c = MathUtils.sinDeg(rotation + shearX) * scaleX; - this.d = MathUtils.sinDeg(rotationY) * scaleY; + case 1 /* OnlyTranslation */: { + const rx = (rotation + shearX) * MathUtils.degRad; + const ry = (rotation + 90 + shearY) * MathUtils.degRad; + this.a = Math.cos(rx) * scaleX; + this.b = Math.cos(ry) * scaleY; + this.c = Math.sin(rx) * scaleX; + this.d = Math.sin(ry) * scaleY; break; } - case TransformMode.NoRotationOrReflection: { + case 2 /* NoRotationOrReflection */: { let s = pa * pa + pc * pc; let prx = 0; if (s > 1e-4) { @@ -4241,22 +5659,22 @@ var spine = (() => { pc = 0; prx = 90 - Math.atan2(pd, pb) * MathUtils.radDeg; } - let rx = rotation + shearX - prx; - let ry = rotation + shearY - prx + 90; - let la = MathUtils.cosDeg(rx) * scaleX; - let lb = MathUtils.cosDeg(ry) * scaleY; - let lc = MathUtils.sinDeg(rx) * scaleX; - let ld = MathUtils.sinDeg(ry) * scaleY; + const rx = (rotation + shearX - prx) * MathUtils.degRad; + const ry = (rotation + shearY - prx + 90) * MathUtils.degRad; + const la = Math.cos(rx) * scaleX; + const lb = Math.cos(ry) * scaleY; + const lc = Math.sin(rx) * scaleX; + const ld = Math.sin(ry) * scaleY; this.a = pa * la - pb * lc; this.b = pa * lb - pb * ld; this.c = pc * la + pd * lc; this.d = pc * lb + pd * ld; break; } - case TransformMode.NoScale: - case TransformMode.NoScaleOrReflection: { - let cos = MathUtils.cosDeg(rotation); - let sin = MathUtils.sinDeg(rotation); + case 3 /* NoScale */: + case 4 /* NoScaleOrReflection */: { + rotation *= MathUtils.degRad; + const cos = Math.cos(rotation), sin = Math.sin(rotation); let za = (pa * cos + pb * sin) / this.skeleton.scaleX; let zc = (pc * cos + pd * sin) / this.skeleton.scaleY; let s = Math.sqrt(za * za + zc * zc); @@ -4265,15 +5683,17 @@ var spine = (() => { za *= s; zc *= s; s = Math.sqrt(za * za + zc * zc); - if (this.data.transformMode == TransformMode.NoScale && pa * pd - pb * pc < 0 != (this.skeleton.scaleX < 0 != this.skeleton.scaleY < 0)) + if (this.inherit == 3 /* NoScale */ && pa * pd - pb * pc < 0 != (this.skeleton.scaleX < 0 != this.skeleton.scaleY < 0)) s = -s; - let r = Math.PI / 2 + Math.atan2(zc, za); - let zb = Math.cos(r) * s; - let zd = Math.sin(r) * s; - let la = MathUtils.cosDeg(shearX) * scaleX; - let lb = MathUtils.cosDeg(90 + shearY) * scaleY; - let lc = MathUtils.sinDeg(shearX) * scaleX; - let ld = MathUtils.sinDeg(90 + shearY) * scaleY; + rotation = Math.PI / 2 + Math.atan2(zc, za); + const zb = Math.cos(rotation) * s; + const zd = Math.sin(rotation) * s; + shearX *= MathUtils.degRad; + shearY = (90 + shearY) * MathUtils.degRad; + const la = Math.cos(shearX) * scaleX; + const lb = Math.cos(shearY) * scaleY; + const lc = Math.sin(shearX) * scaleX; + const ld = Math.sin(shearY) * scaleY; this.a = za * la + zb * lc; this.b = za * lb + zb * ld; this.c = zc * la + zd * lc; @@ -4286,6 +5706,7 @@ var spine = (() => { this.c *= this.skeleton.scaleY; this.d *= this.skeleton.scaleY; } + /** Sets this bone's local transform to the setup pose. */ setToSetupPose() { let data = this.data; this.x = data.x; @@ -4295,19 +5716,16 @@ var spine = (() => { this.scaleY = data.scaleY; this.shearX = data.shearX; this.shearY = data.shearY; - } - getWorldRotationX() { - return Math.atan2(this.c, this.a) * MathUtils.radDeg; - } - getWorldRotationY() { - return Math.atan2(this.d, this.b) * MathUtils.radDeg; - } - getWorldScaleX() { - return Math.sqrt(this.a * this.a + this.c * this.c); - } - getWorldScaleY() { - return Math.sqrt(this.b * this.b + this.d * this.d); - } + this.inherit = data.inherit; + } + /** Computes the applied transform values from the world transform. + * + * If the world transform is modified (by a constraint, {@link #rotateWorld(float)}, etc) then this method should be called so + * the applied transform matches the world transform. The applied transform may be needed by other code (eg to apply other + * constraints). + * + * Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. The applied transform after + * calling this method is equivalent to the local transform used to compute the world transform, but may not be identical. */ updateAppliedTransform() { let parent = this.parent; if (!parent) { @@ -4322,23 +5740,62 @@ var spine = (() => { } let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d; let pid = 1 / (pa * pd - pb * pc); + let ia = pd * pid, ib = pb * pid, ic = pc * pid, id = pa * pid; let dx = this.worldX - parent.worldX, dy = this.worldY - parent.worldY; - this.ax = dx * pd * pid - dy * pb * pid; - this.ay = dy * pa * pid - dx * pc * pid; - let ia = pid * pd; - let id = pid * pa; - let ib = pid * pb; - let ic = pid * pc; - let ra = ia * this.a - ib * this.c; - let rb = ia * this.b - ib * this.d; - let rc = id * this.c - ic * this.a; - let rd = id * this.d - ic * this.b; + this.ax = dx * ia - dy * ib; + this.ay = dy * id - dx * ic; + let ra, rb, rc, rd; + if (this.inherit == 1 /* OnlyTranslation */) { + ra = this.a; + rb = this.b; + rc = this.c; + rd = this.d; + } else { + switch (this.inherit) { + case 2 /* NoRotationOrReflection */: { + let s2 = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc); + let sa = pa / this.skeleton.scaleX; + let sc = pc / this.skeleton.scaleY; + pb = -sc * s2 * this.skeleton.scaleX; + pd = sa * s2 * this.skeleton.scaleY; + pid = 1 / (pa * pd - pb * pc); + ia = pd * pid; + ib = pb * pid; + break; + } + case 3 /* NoScale */: + case 4 /* NoScaleOrReflection */: + let cos = MathUtils.cosDeg(this.rotation), sin = MathUtils.sinDeg(this.rotation); + pa = (pa * cos + pb * sin) / this.skeleton.scaleX; + pc = (pc * cos + pd * sin) / this.skeleton.scaleY; + let s = Math.sqrt(pa * pa + pc * pc); + if (s > 1e-5) + s = 1 / s; + pa *= s; + pc *= s; + s = Math.sqrt(pa * pa + pc * pc); + if (this.inherit == 3 /* NoScale */ && pid < 0 != (this.skeleton.scaleX < 0 != this.skeleton.scaleY < 0)) + s = -s; + let r = MathUtils.PI / 2 + Math.atan2(pc, pa); + pb = Math.cos(r) * s; + pd = Math.sin(r) * s; + pid = 1 / (pa * pd - pb * pc); + ia = pd * pid; + ib = pb * pid; + ic = pc * pid; + id = pa * pid; + } + ra = ia * this.a - ib * this.c; + rb = ia * this.b - ib * this.d; + rc = id * this.c - ic * this.a; + rd = id * this.d - ic * this.b; + } this.ashearX = 0; this.ascaleX = Math.sqrt(ra * ra + rc * rc); if (this.ascaleX > 1e-4) { let det = ra * rd - rb * rc; this.ascaleY = det / this.ascaleX; - this.ashearY = Math.atan2(ra * rb + rc * rd, det) * MathUtils.radDeg; + this.ashearY = -Math.atan2(ra * rb + rc * rd, det) * MathUtils.radDeg; this.arotation = Math.atan2(rc, ra) * MathUtils.radDeg; } else { this.ascaleX = 0; @@ -4347,6 +5804,23 @@ var spine = (() => { this.arotation = 90 - Math.atan2(rd, rb) * MathUtils.radDeg; } } + /** The world rotation for the X axis, calculated using {@link #a} and {@link #c}. */ + getWorldRotationX() { + return Math.atan2(this.c, this.a) * MathUtils.radDeg; + } + /** The world rotation for the Y axis, calculated using {@link #b} and {@link #d}. */ + getWorldRotationY() { + return Math.atan2(this.d, this.b) * MathUtils.radDeg; + } + /** The magnitude (always positive) of the world scale X, calculated using {@link #a} and {@link #c}. */ + getWorldScaleX() { + return Math.sqrt(this.a * this.a + this.c * this.c); + } + /** The magnitude (always positive) of the world scale Y, calculated using {@link #b} and {@link #d}. */ + getWorldScaleY() { + return Math.sqrt(this.b * this.b + this.d * this.d); + } + /** Transforms a point from world coordinates to the bone's local coordinates. */ worldToLocal(world) { let invDet = 1 / (this.a * this.d - this.b * this.c); let x = world.x - this.worldX, y = world.y - this.worldY; @@ -4354,28 +5828,48 @@ var spine = (() => { world.y = y * this.a * invDet - x * this.c * invDet; return world; } + /** Transforms a point from the bone's local coordinates to world coordinates. */ localToWorld(local) { let x = local.x, y = local.y; local.x = x * this.a + y * this.b + this.worldX; local.y = x * this.c + y * this.d + this.worldY; return local; } + /** Transforms a point from world coordinates to the parent bone's local coordinates. */ + worldToParent(world) { + if (world == null) + throw new Error("world cannot be null."); + return this.parent == null ? world : this.parent.worldToLocal(world); + } + /** Transforms a point from the parent bone's coordinates to world coordinates. */ + parentToWorld(world) { + if (world == null) + throw new Error("world cannot be null."); + return this.parent == null ? world : this.parent.localToWorld(world); + } + /** Transforms a world rotation to a local rotation. */ worldToLocalRotation(worldRotation) { let sin = MathUtils.sinDeg(worldRotation), cos = MathUtils.cosDeg(worldRotation); return Math.atan2(this.a * sin - this.c * cos, this.d * cos - this.b * sin) * MathUtils.radDeg + this.rotation - this.shearX; } + /** Transforms a local rotation to a world rotation. */ localToWorldRotation(localRotation) { localRotation -= this.rotation - this.shearX; let sin = MathUtils.sinDeg(localRotation), cos = MathUtils.cosDeg(localRotation); return Math.atan2(cos * this.c + sin * this.d, cos * this.a + sin * this.b) * MathUtils.radDeg; } + /** Rotates the world transform the specified amount. + *

+ * After changes are made to the world transform, {@link #updateAppliedTransform()} should be called and + * {@link #update(Physics)} will need to be called on any child bones, recursively. */ rotateWorld(degrees) { - let a = this.a, b = this.b, c = this.c, d = this.d; - let cos = MathUtils.cosDeg(degrees), sin = MathUtils.sinDeg(degrees); - this.a = cos * a - sin * c; - this.b = cos * b - sin * d; - this.c = sin * a + cos * c; - this.d = sin * b + cos * d; + degrees *= MathUtils.degRad; + const sin = Math.sin(degrees), cos = Math.cos(degrees); + const ra = this.a, rb = this.b; + this.a = cos * ra - sin * this.c; + this.b = cos * rb - sin * this.d; + this.c = sin * ra + cos * this.c; + this.d = sin * rb + cos * this.d; } }; @@ -4390,12 +5884,14 @@ var spine = (() => { // spine-core/src/AssetManagerBase.ts var AssetManagerBase = class { + pathPrefix = ""; + textureLoader; + downloader; + assets = {}; + errors = {}; + toLoad = 0; + loaded = 0; constructor(textureLoader, pathPrefix = "", downloader = new Downloader()) { - this.pathPrefix = ""; - this.assets = {}; - this.errors = {}; - this.toLoad = 0; - this.loaded = 0; this.textureLoader = textureLoader; this.pathPrefix = pathPrefix; this.downloader = downloader; @@ -4510,17 +6006,21 @@ var spine = (() => { let atlas = new TextureAtlas(atlasText); let toLoad = atlas.pages.length, abort = false; for (let page of atlas.pages) { - this.loadTexture(!fileAlias ? parent + page.name : fileAlias[page.name], (imagePath, texture) => { - if (!abort) { - page.setTexture(texture); - if (--toLoad == 0) - this.success(success, path, atlas); + this.loadTexture( + !fileAlias ? parent + page.name : fileAlias[page.name], + (imagePath, texture) => { + if (!abort) { + page.setTexture(texture); + if (--toLoad == 0) + this.success(success, path, atlas); + } + }, + (imagePath, message) => { + if (!abort) + this.error(error, path, `Couldn't load texture atlas ${path} page image: ${imagePath}`); + abort = true; } - }, (imagePath, message) => { - if (!abort) - this.error(error, path, `Couldn't load texture atlas ${path} page image: ${imagePath}`); - abort = true; - }); + ); } } catch (e) { this.error(error, path, `Couldn't parse texture atlas ${path}: ${e.message}`); @@ -4576,10 +6076,8 @@ var spine = (() => { } }; var Downloader = class { - constructor() { - this.callbacks = {}; - this.rawDataUris = {}; - } + callbacks = {}; + rawDataUris = {}; dataUriToString(dataUri) { if (!dataUri.startsWith("data:")) { throw new Error("Not a data URI."); @@ -4686,13 +6184,14 @@ var spine = (() => { // spine-core/src/Event.ts var Event = class { + data; + intValue = 0; + floatValue = 0; + stringValue = null; + time = 0; + volume = 0; + balance = 0; constructor(time, data) { - this.intValue = 0; - this.floatValue = 0; - this.stringValue = null; - this.time = 0; - this.volume = 0; - this.balance = 0; if (!data) throw new Error("data cannot be null."); this.time = time; @@ -4702,36 +6201,44 @@ var spine = (() => { // spine-core/src/EventData.ts var EventData = class { + name; + intValue = 0; + floatValue = 0; + stringValue = null; + audioPath = null; + volume = 0; + balance = 0; constructor(name) { - this.intValue = 0; - this.floatValue = 0; - this.stringValue = null; - this.audioPath = null; - this.volume = 0; - this.balance = 0; this.name = name; } }; // spine-core/src/IkConstraint.ts var IkConstraint = class { + /** The IK constraint's setup pose data. */ + data; + /** The bones that will be modified by this IK constraint. */ + bones; + /** The bone that is the IK target. */ + target; + /** Controls the bend direction of the IK bones, either 1 or -1. */ + bendDirection = 0; + /** When true and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it. */ + compress = false; + /** When true, if the target is out of range, the parent bone is scaled to reach it. If more than one bone is being constrained + * and the parent bone has local nonuniform scale, stretch is not applied. */ + stretch = false; + /** A percentage (0-1) that controls the mix between the constrained and unconstrained rotations. */ + mix = 1; + /** For two bone IK, the distance from the maximum reach of the bones that rotation will slow. */ + softness = 0; + active = false; constructor(data, skeleton) { - this.bendDirection = 0; - this.compress = false; - this.stretch = false; - this.mix = 1; - this.softness = 0; - this.active = false; if (!data) throw new Error("data cannot be null."); if (!skeleton) throw new Error("skeleton cannot be null."); this.data = data; - this.mix = data.mix; - this.softness = data.softness; - this.bendDirection = data.bendDirection; - this.compress = data.compress; - this.stretch = data.stretch; this.bones = new Array(); for (let i = 0; i < data.bones.length; i++) { let bone = skeleton.findBone(data.bones[i].name); @@ -4743,11 +6250,24 @@ var spine = (() => { if (!target) throw new Error(`Couldn't find bone ${data.target.name}`); this.target = target; + this.mix = data.mix; + this.softness = data.softness; + this.bendDirection = data.bendDirection; + this.compress = data.compress; + this.stretch = data.stretch; } isActive() { return this.active; } - update() { + setToSetupPose() { + const data = this.data; + this.mix = data.mix; + this.softness = data.softness; + this.bendDirection = data.bendDirection; + this.compress = data.compress; + this.stretch = data.stretch; + } + update(physics) { if (this.mix == 0) return; let target = this.target; @@ -4761,19 +6281,20 @@ var spine = (() => { break; } } + /** Applies 1 bone IK. The target is specified in the world coordinate system. */ apply1(bone, targetX, targetY, compress, stretch, uniform, alpha) { let p = bone.parent; if (!p) throw new Error("IK bone must have parent."); let pa = p.a, pb = p.b, pc = p.c, pd = p.d; let rotationIK = -bone.ashearX - bone.arotation, tx = 0, ty = 0; - switch (bone.data.transformMode) { - case TransformMode.OnlyTranslation: - tx = targetX - bone.worldX; - ty = targetY - bone.worldY; + switch (bone.inherit) { + case 1 /* OnlyTranslation */: + tx = (targetX - bone.worldX) * MathUtils.signum(bone.skeleton.scaleX); + ty = (targetY - bone.worldY) * MathUtils.signum(bone.skeleton.scaleY); break; - case TransformMode.NoRotationOrReflection: - let s = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc); + case 2 /* NoRotationOrReflection */: + let s = Math.abs(pa * pd - pb * pc) / Math.max(1e-4, pa * pa + pc * pc); let sa = pa / bone.skeleton.scaleX; let sc = pc / bone.skeleton.scaleY; pb = -sc * s * bone.skeleton.scaleX; @@ -4782,8 +6303,13 @@ var spine = (() => { default: let x = targetX - p.worldX, y = targetY - p.worldY; let d = pa * pd - pb * pc; - tx = (x * pd - y * pb) / d - bone.ax; - ty = (y * pa - x * pc) / d - bone.ay; + if (Math.abs(d) <= 1e-4) { + tx = 0; + ty = 0; + } else { + tx = (x * pd - y * pb) / d - bone.ax; + ty = (y * pa - x * pc) / d - bone.ay; + } } rotationIK += Math.atan2(ty, tx) * MathUtils.radDeg; if (bone.ascaleX < 0) @@ -4794,23 +6320,38 @@ var spine = (() => { rotationIK += 360; let sx = bone.ascaleX, sy = bone.ascaleY; if (compress || stretch) { - switch (bone.data.transformMode) { - case TransformMode.NoScale: - case TransformMode.NoScaleOrReflection: + switch (bone.inherit) { + case 3 /* NoScale */: + case 4 /* NoScaleOrReflection */: tx = targetX - bone.worldX; ty = targetY - bone.worldY; } - let b = bone.data.length * sx, dd = Math.sqrt(tx * tx + ty * ty); - if (compress && dd < b || stretch && dd > b && b > 1e-4) { - let s = (dd / b - 1) * alpha + 1; - sx *= s; - if (uniform) - sy *= s; + const b = bone.data.length * sx; + if (b > 1e-4) { + const dd = tx * tx + ty * ty; + if (compress && dd < b * b || stretch && dd > b * b) { + const s = (Math.sqrt(dd) / b - 1) * alpha + 1; + sx *= s; + if (uniform) + sy *= s; + } } } - bone.updateWorldTransformWith(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, sy, bone.ashearX, bone.ashearY); + bone.updateWorldTransformWith( + bone.ax, + bone.ay, + bone.arotation + rotationIK * alpha, + sx, + sy, + bone.ashearX, + bone.ashearY + ); } + /** Applies 2 bone IK. The target is specified in the world coordinate system. + * @param child A direct descendant of the parent bone. */ apply2(parent, child, targetX, targetY, bendDir, stretch, uniform, softness, alpha) { + if (parent.inherit != 0 /* Normal */ || child.inherit != 0 /* Normal */) + return; let px = parent.ax, py = parent.ay, psx = parent.ascaleX, psy = parent.ascaleY, sx = psx, sy = psy, csx = child.ascaleX; let os1 = 0, os2 = 0, s2 = 0; if (psx < 0) { @@ -4848,7 +6389,8 @@ var spine = (() => { b = pp.b; c = pp.c; d = pp.d; - let id = 1 / (a * d - b * c), x = cwx - pp.worldX, y = cwy - pp.worldY; + let id = a * d - b * c, x = cwx - pp.worldX, y = cwy - pp.worldY; + id = Math.abs(id) <= 1e-4 ? 0 : 1 / id; let dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py; let l1 = Math.sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1, a2; if (l1 < 1e-4) { @@ -4962,17 +6504,10 @@ var spine = (() => { // spine-core/src/IkConstraintData.ts var IkConstraintData = class extends ConstraintData { - constructor(name) { - super(name, 0, false); - this.bones = new Array(); - this._target = null; - this.bendDirection = 1; - this.compress = false; - this.stretch = false; - this.uniform = false; - this.mix = 1; - this.softness = 0; - } + /** The bones that are constrained by this IK constraint. */ + bones = new Array(); + /** The bone that is the IK target. */ + _target = null; set target(boneData) { this._target = boneData; } @@ -4982,24 +6517,31 @@ var spine = (() => { else return this._target; } + /** Controls the bend direction of the IK bones, either 1 or -1. */ + bendDirection = 0; + /** When true and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it. */ + compress = false; + /** When true, if the target is out of range, the parent bone is scaled to reach it. If more than one bone is being constrained + * and the parent bone has local nonuniform scale, stretch is not applied. */ + stretch = false; + /** When true, only a single bone is being constrained, and {@link #getCompress()} or {@link #getStretch()} is used, the bone + * is scaled on both the X and Y axes. */ + uniform = false; + /** A percentage (0-1) that controls the mix between the constrained and unconstrained rotations. */ + mix = 0; + /** For two bone IK, the distance from the maximum reach of the bones that rotation will slow. */ + softness = 0; + constructor(name) { + super(name, 0, false); + } }; // spine-core/src/PathConstraintData.ts var PathConstraintData = class extends ConstraintData { - constructor(name) { - super(name, 0, false); - this.bones = new Array(); - this._target = null; - this.positionMode = PositionMode.Fixed; - this.spacingMode = SpacingMode.Fixed; - this.rotateMode = RotateMode.Chain; - this.offsetRotation = 0; - this.position = 0; - this.spacing = 0; - this.mixRotate = 0; - this.mixX = 0; - this.mixY = 0; - } + /** The bones that will be modified by this path constraint. */ + bones = new Array(); + /** The slot whose path attachment will be used to constrained the bones. */ + _target = null; set target(slotData) { this._target = slotData; } @@ -5009,41 +6551,67 @@ var spine = (() => { else return this._target; } + /** The mode for positioning the first bone on the path. */ + positionMode = PositionMode.Fixed; + /** The mode for positioning the bones after the first bone on the path. */ + spacingMode = SpacingMode.Fixed; + /** The mode for adjusting the rotation of the bones. */ + rotateMode = RotateMode.Chain; + /** An offset added to the constrained bone rotation. */ + offsetRotation = 0; + /** The position along the path. */ + position = 0; + /** The spacing between bones. */ + spacing = 0; + mixRotate = 0; + mixX = 0; + mixY = 0; + constructor(name) { + super(name, 0, false); + } }; - var PositionMode; - (function(PositionMode2) { + var PositionMode = /* @__PURE__ */ ((PositionMode2) => { PositionMode2[PositionMode2["Fixed"] = 0] = "Fixed"; PositionMode2[PositionMode2["Percent"] = 1] = "Percent"; - })(PositionMode || (PositionMode = {})); - var SpacingMode; - (function(SpacingMode2) { + return PositionMode2; + })(PositionMode || {}); + var SpacingMode = /* @__PURE__ */ ((SpacingMode2) => { SpacingMode2[SpacingMode2["Length"] = 0] = "Length"; SpacingMode2[SpacingMode2["Fixed"] = 1] = "Fixed"; SpacingMode2[SpacingMode2["Percent"] = 2] = "Percent"; SpacingMode2[SpacingMode2["Proportional"] = 3] = "Proportional"; - })(SpacingMode || (SpacingMode = {})); - var RotateMode; - (function(RotateMode2) { + return SpacingMode2; + })(SpacingMode || {}); + var RotateMode = /* @__PURE__ */ ((RotateMode2) => { RotateMode2[RotateMode2["Tangent"] = 0] = "Tangent"; RotateMode2[RotateMode2["Chain"] = 1] = "Chain"; RotateMode2[RotateMode2["ChainScale"] = 2] = "ChainScale"; - })(RotateMode || (RotateMode = {})); + return RotateMode2; + })(RotateMode || {}); // spine-core/src/PathConstraint.ts var _PathConstraint = class { + /** The path constraint's setup pose data. */ + data; + /** The bones that will be modified by this path constraint. */ + bones; + /** The slot whose path attachment will be used to constrained the bones. */ + target; + /** The position along the path. */ + position = 0; + /** The spacing between bones. */ + spacing = 0; + mixRotate = 0; + mixX = 0; + mixY = 0; + spaces = new Array(); + positions = new Array(); + world = new Array(); + curves = new Array(); + lengths = new Array(); + segments = new Array(); + active = false; constructor(data, skeleton) { - this.position = 0; - this.spacing = 0; - this.mixRotate = 0; - this.mixX = 0; - this.mixY = 0; - this.spaces = new Array(); - this.positions = new Array(); - this.world = new Array(); - this.curves = new Array(); - this.lengths = new Array(); - this.segments = new Array(); - this.active = false; if (!data) throw new Error("data cannot be null."); if (!skeleton) @@ -5069,7 +6637,15 @@ var spine = (() => { isActive() { return this.active; } - update() { + setToSetupPose() { + const data = this.data; + this.position = data.position; + this.spacing = data.spacing; + this.mixRotate = data.mixRotate; + this.mixX = data.mixX; + this.mixY = data.mixY; + } + update(physics) { let attachment = this.target.getAttachment(); if (!(attachment instanceof PathAttachment)) return; @@ -5077,28 +6653,24 @@ var spine = (() => { if (mixRotate == 0 && mixX == 0 && mixY == 0) return; let data = this.data; - let tangents = data.rotateMode == RotateMode.Tangent, scale = data.rotateMode == RotateMode.ChainScale; + let tangents = data.rotateMode == 0 /* Tangent */, scale = data.rotateMode == 2 /* ChainScale */; let bones = this.bones; let boneCount = bones.length, spacesCount = tangents ? boneCount : boneCount + 1; let spaces = Utils.setArraySize(this.spaces, spacesCount), lengths = scale ? this.lengths = Utils.setArraySize(this.lengths, boneCount) : []; let spacing = this.spacing; switch (data.spacingMode) { - case SpacingMode.Percent: + case 2 /* Percent */: if (scale) { for (let i = 0, n = spacesCount - 1; i < n; i++) { let bone = bones[i]; let setupLength = bone.data.length; - if (setupLength < _PathConstraint.epsilon) - lengths[i] = 0; - else { - let x = setupLength * bone.a, y = setupLength * bone.c; - lengths[i] = Math.sqrt(x * x + y * y); - } + let x = setupLength * bone.a, y = setupLength * bone.c; + lengths[i] = Math.sqrt(x * x + y * y); } } Utils.arrayFill(spaces, 1, spacesCount, spacing); break; - case SpacingMode.Proportional: + case 3 /* Proportional */: let sum = 0; for (let i = 0, n = spacesCount - 1; i < n; ) { let bone = bones[i]; @@ -5123,7 +6695,7 @@ var spine = (() => { } break; default: - let lengthSpacing = data.spacingMode == SpacingMode.Length; + let lengthSpacing = data.spacingMode == 0 /* Length */; for (let i = 0, n = spacesCount - 1; i < n; ) { let bone = bones[i]; let setupLength = bone.data.length; @@ -5144,7 +6716,7 @@ var spine = (() => { let boneX = positions[0], boneY = positions[1], offsetRotation = data.offsetRotation; let tip = false; if (offsetRotation == 0) - tip = data.rotateMode == RotateMode.Chain; + tip = data.rotateMode == 1 /* Chain */; else { tip = false; let p = this.target.bone; @@ -5208,14 +6780,14 @@ var spine = (() => { let lengths = path.lengths; curveCount -= closed2 ? 1 : 2; let pathLength2 = lengths[curveCount]; - if (this.data.positionMode == PositionMode.Percent) + if (this.data.positionMode == 1 /* Percent */) position *= pathLength2; let multiplier2; switch (this.data.spacingMode) { - case SpacingMode.Percent: + case 2 /* Percent */: multiplier2 = pathLength2; break; - case SpacingMode.Proportional: + case 3 /* Proportional */: multiplier2 = pathLength2 / spacesCount; break; default: @@ -5266,7 +6838,20 @@ var spine = (() => { } else path.computeWorldVertices(target, curve * 6 + 2, 8, world, 0, 2); } - this.addCurvePosition(p, world[0], world[1], world[2], world[3], world[4], world[5], world[6], world[7], out, o, tangents || i > 0 && space == 0); + this.addCurvePosition( + p, + world[0], + world[1], + world[2], + world[3], + world[4], + world[5], + world[6], + world[7], + out, + o, + tangents || i > 0 && space == 0 + ); } return out; } @@ -5318,14 +6903,14 @@ var spine = (() => { x1 = x2; y1 = y2; } - if (this.data.positionMode == PositionMode.Percent) + if (this.data.positionMode == 1 /* Percent */) position *= pathLength; let multiplier; switch (this.data.spacingMode) { - case SpacingMode.Percent: + case 2 /* Percent */: multiplier = pathLength; break; - case SpacingMode.Proportional: + case 3 /* Proportional */: multiplier = pathLength / spacesCount; break; default: @@ -5450,19 +7035,294 @@ var spine = (() => { } }; var PathConstraint = _PathConstraint; - PathConstraint.NONE = -1; - PathConstraint.BEFORE = -2; - PathConstraint.AFTER = -3; - PathConstraint.epsilon = 1e-5; + __publicField(PathConstraint, "NONE", -1); + __publicField(PathConstraint, "BEFORE", -2); + __publicField(PathConstraint, "AFTER", -3); + __publicField(PathConstraint, "epsilon", 1e-5); + + // spine-core/src/PhysicsConstraint.ts + var PhysicsConstraint = class { + data; + _bone = null; + /** The bone constrained by this physics constraint. */ + set bone(bone) { + this._bone = bone; + } + get bone() { + if (!this._bone) + throw new Error("Bone not set."); + else + return this._bone; + } + inertia = 0; + strength = 0; + damping = 0; + massInverse = 0; + wind = 0; + gravity = 0; + mix = 0; + _reset = true; + ux = 0; + uy = 0; + cx = 0; + cy = 0; + tx = 0; + ty = 0; + xOffset = 0; + xVelocity = 0; + yOffset = 0; + yVelocity = 0; + rotateOffset = 0; + rotateVelocity = 0; + scaleOffset = 0; + scaleVelocity = 0; + active = false; + skeleton; + remaining = 0; + lastTime = 0; + constructor(data, skeleton) { + this.data = data; + this.skeleton = skeleton; + this.bone = skeleton.bones[data.bone.index]; + this.inertia = data.inertia; + this.strength = data.strength; + this.damping = data.damping; + this.massInverse = data.massInverse; + this.wind = data.wind; + this.gravity = data.gravity; + this.mix = data.mix; + } + reset() { + this.remaining = 0; + this.lastTime = this.skeleton.time; + this._reset = true; + this.xOffset = 0; + this.xVelocity = 0; + this.yOffset = 0; + this.yVelocity = 0; + this.rotateOffset = 0; + this.rotateVelocity = 0; + this.scaleOffset = 0; + this.scaleVelocity = 0; + } + setToSetupPose() { + const data = this.data; + this.inertia = data.inertia; + this.strength = data.strength; + this.damping = data.damping; + this.massInverse = data.massInverse; + this.wind = data.wind; + this.gravity = data.gravity; + this.mix = data.mix; + } + isActive() { + return this.active; + } + /** Applies the constraint to the constrained bones. */ + update(physics) { + const mix = this.mix; + if (mix == 0) + return; + const x = this.data.x > 0, y = this.data.y > 0, rotateOrShearX = this.data.rotate > 0 || this.data.shearX > 0, scaleX = this.data.scaleX > 0; + const bone = this.bone; + const l = bone.data.length; + switch (physics) { + case 0 /* none */: + return; + case 1 /* reset */: + this.reset(); + case 2 /* update */: + const delta = Math.max(this.skeleton.time - this.lastTime, 0); + this.remaining += delta; + this.lastTime = this.skeleton.time; + const bx = bone.worldX, by = bone.worldY; + if (this._reset) { + this._reset = false; + this.ux = bx; + this.uy = by; + } else { + let a = this.remaining, i = this.inertia, q = this.data.limit * delta, t = this.data.step, f = this.skeleton.data.referenceScale, d = -1; + if (x || y) { + if (x) { + const u = (this.ux - bx) * i; + this.xOffset += u > q ? q : u < -q ? -q : u; + this.ux = bx; + } + if (y) { + const u = (this.uy - by) * i; + this.yOffset += u > q ? q : u < -q ? -q : u; + this.uy = by; + } + if (a >= t) { + d = Math.pow(this.damping, 60 * t); + const m = this.massInverse * t, e = this.strength, w = this.wind * f, g = (Skeleton.yDown ? -this.gravity : this.gravity) * f; + do { + if (x) { + this.xVelocity += (w - this.xOffset * e) * m; + this.xOffset += this.xVelocity * t; + this.xVelocity *= d; + } + if (y) { + this.yVelocity -= (g + this.yOffset * e) * m; + this.yOffset += this.yVelocity * t; + this.yVelocity *= d; + } + a -= t; + } while (a >= t); + } + if (x) + bone.worldX += this.xOffset * mix * this.data.x; + if (y) + bone.worldY += this.yOffset * mix * this.data.y; + } + if (rotateOrShearX || scaleX) { + let ca = Math.atan2(bone.c, bone.a), c = 0, s = 0, mr = 0; + let dx = this.cx - bone.worldX, dy = this.cy - bone.worldY; + if (dx > q) + dx = q; + else if (dx < -q) + dx = -q; + if (dy > q) + dy = q; + else if (dy < -q) + dy = -q; + if (rotateOrShearX) { + mr = (this.data.rotate + this.data.shearX) * mix; + let r = Math.atan2(dy + this.ty, dx + this.tx) - ca - this.rotateOffset * mr; + this.rotateOffset += (r - Math.ceil(r * MathUtils.invPI2 - 0.5) * MathUtils.PI2) * i; + r = this.rotateOffset * mr + ca; + c = Math.cos(r); + s = Math.sin(r); + if (scaleX) { + r = l * bone.getWorldScaleX(); + if (r > 0) + this.scaleOffset += (dx * c + dy * s) * i / r; + } + } else { + c = Math.cos(ca); + s = Math.sin(ca); + const r = l * bone.getWorldScaleX(); + if (r > 0) + this.scaleOffset += (dx * c + dy * s) * i / r; + } + a = this.remaining; + if (a >= t) { + if (d == -1) + d = Math.pow(this.damping, 60 * t); + const m = this.massInverse * t, e = this.strength, w = this.wind, g = Skeleton.yDown ? -this.gravity : this.gravity, h = l / f; + while (true) { + a -= t; + if (scaleX) { + this.scaleVelocity += (w * c - g * s - this.scaleOffset * e) * m; + this.scaleOffset += this.scaleVelocity * t; + this.scaleVelocity *= d; + } + if (rotateOrShearX) { + this.rotateVelocity -= ((w * s + g * c) * h + this.rotateOffset * e) * m; + this.rotateOffset += this.rotateVelocity * t; + this.rotateVelocity *= d; + if (a < t) + break; + const r = this.rotateOffset * mr + ca; + c = Math.cos(r); + s = Math.sin(r); + } else if (a < t) + break; + } + } + } + this.remaining = a; + } + this.cx = bone.worldX; + this.cy = bone.worldY; + break; + case 3 /* pose */: + if (x) + bone.worldX += this.xOffset * mix * this.data.x; + if (y) + bone.worldY += this.yOffset * mix * this.data.y; + } + if (rotateOrShearX) { + let o = this.rotateOffset * mix, s = 0, c = 0, a = 0; + if (this.data.shearX > 0) { + let r = 0; + if (this.data.rotate > 0) { + r = o * this.data.rotate; + s = Math.sin(r); + c = Math.cos(r); + a = bone.b; + bone.b = c * a - s * bone.d; + bone.d = s * a + c * bone.d; + } + r += o * this.data.shearX; + s = Math.sin(r); + c = Math.cos(r); + a = bone.a; + bone.a = c * a - s * bone.c; + bone.c = s * a + c * bone.c; + } else { + o *= this.data.rotate; + s = Math.sin(o); + c = Math.cos(o); + a = bone.a; + bone.a = c * a - s * bone.c; + bone.c = s * a + c * bone.c; + a = bone.b; + bone.b = c * a - s * bone.d; + bone.d = s * a + c * bone.d; + } + } + if (scaleX) { + const s = 1 + this.scaleOffset * mix * this.data.scaleX; + bone.a *= s; + bone.c *= s; + } + if (physics != 3 /* pose */) { + this.tx = l * bone.a; + this.ty = l * bone.c; + } + bone.updateAppliedTransform(); + } + /** Translates the physics constraint so next {@link #update(Physics)} forces are applied as if the bone moved an additional + * amount in world space. */ + translate(x, y) { + this.ux -= x; + this.uy -= y; + this.cx -= x; + this.cy -= y; + } + /** Rotates the physics constraint so next {@link #update(Physics)} forces are applied as if the bone rotated around the + * specified point in world space. */ + rotate(x, y, degrees) { + const r = degrees * MathUtils.degRad, cos = Math.cos(r), sin = Math.sin(r); + const dx = this.cx - x, dy = this.cy - y; + this.translate(dx * cos - dy * sin - dx, dx * sin + dy * cos - dy); + } + }; // spine-core/src/Slot.ts var Slot = class { + /** The slot's setup pose data. */ + data; + /** The bone this slot belongs to. */ + bone; + /** The color used to tint the slot's attachment. If {@link #getDarkColor()} is set, this is used as the light color for two + * color tinting. */ + color; + /** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark + * color's alpha is not used. */ + darkColor = null; + attachment = null; + attachmentState = 0; + /** The index of the texture region to display when the slot's attachment has a {@link Sequence}. -1 represents the + * {@link Sequence#getSetupIndex()}. */ + sequenceIndex = -1; + /** Values to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a + * weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions. + * + * See {@link VertexAttachment#computeWorldVertices()} and {@link DeformTimeline}. */ + deform = new Array(); constructor(data, bone) { - this.darkColor = null; - this.attachment = null; - this.attachmentState = 0; - this.sequenceIndex = -1; - this.deform = new Array(); if (!data) throw new Error("data cannot be null."); if (!bone) @@ -5473,12 +7333,17 @@ var spine = (() => { this.darkColor = !data.darkColor ? null : new Color(); this.setToSetupPose(); } + /** The skeleton this slot belongs to. */ getSkeleton() { return this.bone.skeleton; } + /** The current attachment for the slot, or null if the slot has no attachment. */ getAttachment() { return this.attachment; } + /** Sets the slot's attachment and, if the attachment changed, resets {@link #sequenceIndex} and clears the {@link #deform}. + * The deform is not cleared if the old attachment has the same {@link VertexAttachment#getTimelineAttachment()} as the + * specified attachment. */ setAttachment(attachment) { if (this.attachment == attachment) return; @@ -5488,6 +7353,7 @@ var spine = (() => { this.attachment = attachment; this.sequenceIndex = -1; } + /** Sets this slot to the setup pose. */ setToSetupPose() { this.color.setFromColor(this.data.color); if (this.darkColor) @@ -5503,26 +7369,26 @@ var spine = (() => { // spine-core/src/TransformConstraint.ts var TransformConstraint = class { + /** The transform constraint's setup pose data. */ + data; + /** The bones that will be modified by this transform constraint. */ + bones; + /** The target bone whose world transform will be copied to the constrained bones. */ + target; + mixRotate = 0; + mixX = 0; + mixY = 0; + mixScaleX = 0; + mixScaleY = 0; + mixShearY = 0; + temp = new Vector2(); + active = false; constructor(data, skeleton) { - this.mixRotate = 0; - this.mixX = 0; - this.mixY = 0; - this.mixScaleX = 0; - this.mixScaleY = 0; - this.mixShearY = 0; - this.temp = new Vector2(); - this.active = false; if (!data) throw new Error("data cannot be null."); if (!skeleton) throw new Error("skeleton cannot be null."); this.data = data; - this.mixRotate = data.mixRotate; - this.mixX = data.mixX; - this.mixY = data.mixY; - this.mixScaleX = data.mixScaleX; - this.mixScaleY = data.mixScaleY; - this.mixShearY = data.mixShearY; this.bones = new Array(); for (let i = 0; i < data.bones.length; i++) { let bone = skeleton.findBone(data.bones[i].name); @@ -5534,12 +7400,27 @@ var spine = (() => { if (!target) throw new Error(`Couldn't find target bone ${data.target.name}.`); this.target = target; + this.mixRotate = data.mixRotate; + this.mixX = data.mixX; + this.mixY = data.mixY; + this.mixScaleX = data.mixScaleX; + this.mixScaleY = data.mixScaleY; + this.mixShearY = data.mixShearY; } isActive() { return this.active; } - update() { - if (this.mixRotate == 0 && this.mixX == 0 && this.mixY == 0 && this.mixScaleX == 0 && this.mixScaleX == 0 && this.mixShearY == 0) + setToSetupPose() { + const data = this.data; + this.mixRotate = data.mixRotate; + this.mixX = data.mixX; + this.mixY = data.mixY; + this.mixScaleX = data.mixScaleX; + this.mixScaleY = data.mixScaleY; + this.mixShearY = data.mixShearY; + } + update(physics) { + if (this.mixRotate == 0 && this.mixX == 0 && this.mixY == 0 && this.mixScaleX == 0 && this.mixScaleY == 0 && this.mixShearY == 0) return; if (this.data.local) { if (this.data.relative) @@ -5676,11 +7557,8 @@ var spine = (() => { for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; let rotation = bone.arotation; - if (mixRotate != 0) { - let r = target.arotation - rotation + this.data.offsetRotation; - r -= (16384 - (16384.499999999996 - r / 360 | 0)) * 360; - rotation += r * mixRotate; - } + if (mixRotate != 0) + rotation += (target.arotation - rotation + this.data.offsetRotation) * mixRotate; let x = bone.ax, y = bone.ay; x += (target.ax - x + this.data.offsetX) * mixX; y += (target.ay - y + this.data.offsetY) * mixY; @@ -5690,11 +7568,8 @@ var spine = (() => { if (mixScaleY != 0 && scaleY != 0) scaleY = (scaleY + (target.ascaleY - scaleY + this.data.offsetScaleY) * mixScaleY) / scaleY; let shearY = bone.ashearY; - if (mixShearY != 0) { - let r = target.ashearY - shearY + this.data.offsetShearY; - r -= (16384 - (16384.499999999996 - r / 360 | 0)) * 360; - shearY += r * mixShearY; - } + if (mixShearY != 0) + shearY += (target.ashearY - shearY + this.data.offsetShearY) * mixShearY; bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY); } } @@ -5716,14 +7591,50 @@ var spine = (() => { }; // spine-core/src/Skeleton.ts - var Skeleton = class { + var _Skeleton = class { + /** The skeleton's setup pose data. */ + data; + /** The skeleton's bones, sorted parent first. The root bone is always the first bone. */ + bones; + /** The skeleton's slots in the setup pose draw order. */ + slots; + /** The skeleton's slots in the order they should be drawn. The returned array may be modified to change the draw order. */ + drawOrder; + /** The skeleton's IK constraints. */ + ikConstraints; + /** The skeleton's transform constraints. */ + transformConstraints; + /** The skeleton's path constraints. */ + pathConstraints; + /** The skeleton's physics constraints. */ + physicsConstraints; + /** The list of bones and constraints, sorted in the order they should be updated, as computed by {@link #updateCache()}. */ + _updateCache = new Array(); + /** The skeleton's current skin. May be null. */ + skin = null; + /** The color to tint all the skeleton's attachments. */ + color; + /** Scales the entire skeleton on the X axis. This affects all bones, even if the bone's transform mode disallows scale + * inheritance. */ + scaleX = 1; + /** Scales the entire skeleton on the Y axis. This affects all bones, even if the bone's transform mode disallows scale + * inheritance. */ + _scaleY = 1; + get scaleY() { + return _Skeleton.yDown ? -this._scaleY : this._scaleY; + } + set scaleY(scaleY) { + this._scaleY = scaleY; + } + /** Sets the skeleton X position, which is added to the root bone worldX position. */ + x = 0; + /** Sets the skeleton Y position, which is added to the root bone worldY position. */ + y = 0; + /** Returns the skeleton's time. This is used for time-based manipulations, such as {@link PhysicsConstraint}. + *

+ * See {@link #update(float)}. */ + time = 0; constructor(data) { - this._updateCache = new Array(); - this.skin = null; - this.scaleX = 1; - this.scaleY = 1; - this.x = 0; - this.y = 0; if (!data) throw new Error("data cannot be null."); this.data = data; @@ -5764,9 +7675,16 @@ var spine = (() => { let pathConstraintData = data.pathConstraints[i]; this.pathConstraints.push(new PathConstraint(pathConstraintData, this)); } + this.physicsConstraints = new Array(); + for (let i = 0; i < data.physicsConstraints.length; i++) { + let physicsConstraintData = data.physicsConstraints[i]; + this.physicsConstraints.push(new PhysicsConstraint(physicsConstraintData, this)); + } this.color = new Color(1, 1, 1, 1); this.updateCache(); } + /** Caches information about bones and constraints. Must be called if the {@link #getSkin()} is modified or if bones, + * constraints, or weighted path attachments are added or removed. */ updateCache() { let updateCache = this._updateCache; updateCache.length = 0; @@ -5790,8 +7708,9 @@ var spine = (() => { let ikConstraints = this.ikConstraints; let transformConstraints = this.transformConstraints; let pathConstraints = this.pathConstraints; - let ikCount = ikConstraints.length, transformCount = transformConstraints.length, pathCount = pathConstraints.length; - let constraintCount = ikCount + transformCount + pathCount; + let physicsConstraints = this.physicsConstraints; + let ikCount = ikConstraints.length, transformCount = transformConstraints.length, pathCount = pathConstraints.length, physicsCount = this.physicsConstraints.length; + let constraintCount = ikCount + transformCount + pathCount + physicsCount; outer: for (let i = 0; i < constraintCount; i++) { for (let ii = 0; ii < ikCount; ii++) { @@ -5815,6 +7734,13 @@ var spine = (() => { continue outer; } } + for (let ii = 0; ii < physicsCount; ii++) { + const constraint = physicsConstraints[ii]; + if (constraint.data.order == i) { + this.sortPhysicsConstraint(constraint); + continue outer; + } + } } for (let i = 0, n = bones.length; i < n; i++) this.sortBone(bones[i]); @@ -5913,6 +7839,16 @@ var spine = (() => { } } } + sortPhysicsConstraint(constraint) { + const bone = constraint.bone; + constraint.active = bone.active && (!constraint.data.skinRequired || this.skin != null && Utils.contains(this.skin.constraints, constraint.data, true)); + if (!constraint.active) + return; + this.sortBone(bone); + this._updateCache.push(constraint); + this.sortReset(bone.children); + bone.sorted = true; + } sortBone(bone) { if (!bone) return; @@ -5934,7 +7870,13 @@ var spine = (() => { bone.sorted = false; } } - updateWorldTransform() { + /** Updates the world transform for each bone and applies all constraints. + * + * See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine + * Runtimes Guide. */ + updateWorldTransform(physics) { + if (physics === undefined || physics === null) + throw new Error("physics is undefined"); let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; @@ -5948,20 +7890,21 @@ var spine = (() => { } let updateCache = this._updateCache; for (let i = 0, n = updateCache.length; i < n; i++) - updateCache[i].update(); + updateCache[i].update(physics); } - updateWorldTransformWith(parent) { + updateWorldTransformWith(physics, parent) { let rootBone = this.getRootBone(); if (!rootBone) throw new Error("Root bone must not be null."); let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d; rootBone.worldX = pa * this.x + pb * this.y + parent.worldX; rootBone.worldY = pc * this.x + pd * this.y + parent.worldY; - let rotationY = rootBone.rotation + 90 + rootBone.shearY; - let la = MathUtils.cosDeg(rootBone.rotation + rootBone.shearX) * rootBone.scaleX; - let lb = MathUtils.cosDeg(rotationY) * rootBone.scaleY; - let lc = MathUtils.sinDeg(rootBone.rotation + rootBone.shearX) * rootBone.scaleX; - let ld = MathUtils.sinDeg(rotationY) * rootBone.scaleY; + const rx = (rootBone.rotation + rootBone.shearX) * MathUtils.degRad; + const ry = (rootBone.rotation + 90 + rootBone.shearY) * MathUtils.degRad; + const la = Math.cos(rx) * rootBone.scaleX; + const lb = Math.cos(ry) * rootBone.scaleY; + const lc = Math.sin(rx) * rootBone.scaleX; + const ld = Math.sin(ry) * rootBone.scaleY; rootBone.a = (pa * la + pb * lc) * this.scaleX; rootBone.b = (pa * lb + pb * ld) * this.scaleX; rootBone.c = (pc * la + pd * lc) * this.scaleY; @@ -5970,59 +7913,41 @@ var spine = (() => { for (let i = 0, n = updateCache.length; i < n; i++) { let updatable = updateCache[i]; if (updatable != rootBone) - updatable.update(); + updatable.update(physics); } } + /** Sets the bones, constraints, and slots to their setup pose values. */ setToSetupPose() { this.setBonesToSetupPose(); this.setSlotsToSetupPose(); } + /** Sets the bones and constraints to their setup pose values. */ setBonesToSetupPose() { - let bones = this.bones; - for (let i = 0, n = bones.length; i < n; i++) - bones[i].setToSetupPose(); - let ikConstraints = this.ikConstraints; - for (let i = 0, n = ikConstraints.length; i < n; i++) { - let constraint = ikConstraints[i]; - constraint.mix = constraint.data.mix; - constraint.softness = constraint.data.softness; - constraint.bendDirection = constraint.data.bendDirection; - constraint.compress = constraint.data.compress; - constraint.stretch = constraint.data.stretch; - } - let transformConstraints = this.transformConstraints; - for (let i = 0, n = transformConstraints.length; i < n; i++) { - let constraint = transformConstraints[i]; - let data = constraint.data; - constraint.mixRotate = data.mixRotate; - constraint.mixX = data.mixX; - constraint.mixY = data.mixY; - constraint.mixScaleX = data.mixScaleX; - constraint.mixScaleY = data.mixScaleY; - constraint.mixShearY = data.mixShearY; - } - let pathConstraints = this.pathConstraints; - for (let i = 0, n = pathConstraints.length; i < n; i++) { - let constraint = pathConstraints[i]; - let data = constraint.data; - constraint.position = data.position; - constraint.spacing = data.spacing; - constraint.mixRotate = data.mixRotate; - constraint.mixX = data.mixX; - constraint.mixY = data.mixY; - } - } + for (const bone of this.bones) + bone.setToSetupPose(); + for (const constraint of this.ikConstraints) + constraint.setToSetupPose(); + for (const constraint of this.transformConstraints) + constraint.setToSetupPose(); + for (const constraint of this.pathConstraints) + constraint.setToSetupPose(); + for (const constraint of this.physicsConstraints) + constraint.setToSetupPose(); + } + /** Sets the slots and draw order to their setup pose values. */ setSlotsToSetupPose() { let slots = this.slots; Utils.arrayCopy(slots, 0, this.drawOrder, 0, slots.length); for (let i = 0, n = slots.length; i < n; i++) slots[i].setToSetupPose(); } + /** @returns May return null. */ getRootBone() { if (this.bones.length == 0) return null; return this.bones[0]; } + /** @returns May be null. */ findBone(boneName) { if (!boneName) throw new Error("boneName cannot be null."); @@ -6034,6 +7959,9 @@ var spine = (() => { } return null; } + /** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it + * repeatedly. + * @returns May be null. */ findSlot(slotName) { if (!slotName) throw new Error("slotName cannot be null."); @@ -6045,12 +7973,25 @@ var spine = (() => { } return null; } + /** Sets a skin by name. + * + * See {@link #setSkin()}. */ setSkinByName(skinName) { let skin = this.data.findSkin(skinName); if (!skin) throw new Error("Skin not found: " + skinName); this.setSkin(skin); } + /** Sets the skin used to look up attachments before looking in the {@link SkeletonData#defaultSkin default skin}. If the + * skin is changed, {@link #updateCache()} is called. + * + * Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no + * old skin, each slot's setup mode attachment is attached from the new skin. + * + * After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling + * {@link #setSlotsToSetupPose()}. Also, often {@link AnimationState#apply()} is called before the next time the + * skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin. + * @param newSkin May be null. */ setSkin(newSkin) { if (newSkin == this.skin) return; @@ -6073,12 +8014,22 @@ var spine = (() => { this.skin = newSkin; this.updateCache(); } + /** Finds an attachment by looking in the {@link #skin} and {@link SkeletonData#defaultSkin} using the slot name and attachment + * name. + * + * See {@link #getAttachment()}. + * @returns May be null. */ getAttachmentByName(slotName, attachmentName) { let slot = this.data.findSlot(slotName); if (!slot) throw new Error(`Can't find slot with name ${slotName}`); return this.getAttachment(slot.index, attachmentName); } + /** Finds an attachment by looking in the {@link #skin} and {@link SkeletonData#defaultSkin} using the slot index and + * attachment name. First the skin is checked and if the attachment was not found, the default skin is checked. + * + * See [Runtime skins](http://esotericsoftware.com/spine-runtime-skins) in the Spine Runtimes Guide. + * @returns May be null. */ getAttachment(slotIndex, attachmentName) { if (!attachmentName) throw new Error("attachmentName cannot be null."); @@ -6091,6 +8042,9 @@ var spine = (() => { return this.data.defaultSkin.getAttachment(slotIndex, attachmentName); return null; } + /** A convenience method to set an attachment by finding the slot with {@link #findSlot()}, finding the attachment with + * {@link #getAttachment()}, then setting the slot's {@link Slot#attachment}. + * @param attachmentName May be null to clear the slot's attachment. */ setAttachment(slotName, attachmentName) { if (!slotName) throw new Error("slotName cannot be null."); @@ -6110,46 +8064,51 @@ var spine = (() => { } throw new Error("Slot not found: " + slotName); } + /** Finds an IK constraint by comparing each IK constraint's name. It is more efficient to cache the results of this method + * than to call it repeatedly. + * @return May be null. */ findIkConstraint(constraintName) { if (!constraintName) throw new Error("constraintName cannot be null."); - let ikConstraints = this.ikConstraints; - for (let i = 0, n = ikConstraints.length; i < n; i++) { - let ikConstraint = ikConstraints[i]; - if (ikConstraint.data.name == constraintName) - return ikConstraint; - } - return null; - } - findTransformConstraint(constraintName) { - if (!constraintName) - throw new Error("constraintName cannot be null."); - let transformConstraints = this.transformConstraints; - for (let i = 0, n = transformConstraints.length; i < n; i++) { - let constraint = transformConstraints[i]; - if (constraint.data.name == constraintName) - return constraint; - } - return null; + return this.ikConstraints.find((constraint) => constraint.data.name == constraintName) ?? null; } + /** Finds a transform constraint by comparing each transform constraint's name. It is more efficient to cache the results of + * this method than to call it repeatedly. + * @return May be null. */ + findTransformConstraint(constraintName) { + if (!constraintName) + throw new Error("constraintName cannot be null."); + return this.transformConstraints.find((constraint) => constraint.data.name == constraintName) ?? null; + } + /** Finds a path constraint by comparing each path constraint's name. It is more efficient to cache the results of this method + * than to call it repeatedly. + * @return May be null. */ findPathConstraint(constraintName) { if (!constraintName) throw new Error("constraintName cannot be null."); - let pathConstraints = this.pathConstraints; - for (let i = 0, n = pathConstraints.length; i < n; i++) { - let constraint = pathConstraints[i]; - if (constraint.data.name == constraintName) - return constraint; - } - return null; + return this.pathConstraints.find((constraint) => constraint.data.name == constraintName) ?? null; + } + /** Finds a physics constraint by comparing each physics constraint's name. It is more efficient to cache the results of this + * method than to call it repeatedly. */ + findPhysicsConstraint(constraintName) { + if (constraintName == null) + throw new Error("constraintName cannot be null."); + return this.physicsConstraints.find((constraint) => constraint.data.name == constraintName) ?? null; } + /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose as `{ x: number, y: number, width: number, height: number }`. + * Note that this method will create temporary objects which can add to garbage collection pressure. Use `getBounds()` if garbage collection is a concern. */ getBoundsRect() { let offset = new Vector2(); let size = new Vector2(); this.getBounds(offset, size); return { x: offset.x, y: offset.y, width: size.x, height: size.y }; } - getBounds(offset, size, temp = new Array(2)) { + /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose. + * @param offset An output value, the distance from the skeleton origin to the bottom left corner of the AABB. + * @param size An output value, the width and height of the AABB. + * @param temp Working memory to temporarily store attachments' computed world vertices. + * @param clipper {@link SkeletonClipping} to use. If null, no clipping is applied. */ + getBounds(offset, size, temp = new Array(2), clipper = null) { if (!offset) throw new Error("offset cannot be null."); if (!size) @@ -6162,18 +8121,29 @@ var spine = (() => { continue; let verticesLength = 0; let vertices = null; + let triangles = null; let attachment = slot.getAttachment(); if (attachment instanceof RegionAttachment) { verticesLength = 8; vertices = Utils.setArraySize(temp, verticesLength, 0); attachment.computeWorldVertices(slot, vertices, 0, 2); + triangles = _Skeleton.quadTriangles; } else if (attachment instanceof MeshAttachment) { let mesh = attachment; verticesLength = mesh.worldVerticesLength; vertices = Utils.setArraySize(temp, verticesLength, 0); mesh.computeWorldVertices(slot, 0, verticesLength, vertices, 0, 2); + triangles = mesh.triangles; + } else if (attachment instanceof ClippingAttachment && clipper != null) { + clipper.clipStart(slot, attachment); + continue; } - if (vertices) { + if (vertices && triangles) { + if (clipper != null && clipper.isClipping()) { + clipper.clipTriangles(vertices, verticesLength, triangles, triangles.length); + vertices = clipper.clippedVertices; + verticesLength = clipper.clippedVertices.length; + } for (let ii = 0, nn = vertices.length; ii < nn; ii += 2) { let x = vertices[ii], y = vertices[ii + 1]; minX = Math.min(minX, x); @@ -6182,35 +8152,134 @@ var spine = (() => { maxY = Math.max(maxY, y); } } + if (clipper != null) + clipper.clipEndWithSlot(slot); } + if (clipper != null) + clipper.clipEnd(); offset.set(minX, minY); size.set(maxX - minX, maxY - minY); } + /** Increments the skeleton's {@link #time}. */ + update(delta) { + this.time += delta; + } + physicsTranslate(x, y) { + const physicsConstraints = this.physicsConstraints; + for (let i = 0, n = physicsConstraints.length; i < n; i++) + physicsConstraints[i].translate(x, y); + } + /** Calls {@link PhysicsConstraint#rotate(float, float, float)} for each physics constraint. */ + physicsRotate(x, y, degrees) { + const physicsConstraints = this.physicsConstraints; + for (let i = 0, n = physicsConstraints.length; i < n; i++) + physicsConstraints[i].rotate(x, y, degrees); + } + }; + var Skeleton = _Skeleton; + __publicField(Skeleton, "quadTriangles", [0, 1, 2, 2, 3, 0]); + __publicField(Skeleton, "yDown", false); + var Physics = /* @__PURE__ */ ((Physics2) => { + Physics2[Physics2["none"] = 0] = "none"; + Physics2[Physics2["reset"] = 1] = "reset"; + Physics2[Physics2["update"] = 2] = "update"; + Physics2[Physics2["pose"] = 3] = "pose"; + return Physics2; + })(Physics || {}); + + // spine-core/src/PhysicsConstraintData.ts + var PhysicsConstraintData = class extends ConstraintData { + _bone = null; + /** The bone constrained by this physics constraint. */ + set bone(boneData) { + this._bone = boneData; + } + get bone() { + if (!this._bone) + throw new Error("BoneData not set."); + else + return this._bone; + } + x = 0; + y = 0; + rotate = 0; + scaleX = 0; + shearX = 0; + limit = 0; + step = 0; + inertia = 0; + strength = 0; + damping = 0; + massInverse = 0; + wind = 0; + gravity = 0; + /** A percentage (0-1) that controls the mix between the constrained and unconstrained poses. */ + mix = 0; + inertiaGlobal = false; + strengthGlobal = false; + dampingGlobal = false; + massGlobal = false; + windGlobal = false; + gravityGlobal = false; + mixGlobal = false; + constructor(name) { + super(name, 0, false); + } }; // spine-core/src/SkeletonData.ts var SkeletonData = class { - constructor() { - this.name = null; - this.bones = new Array(); - this.slots = new Array(); - this.skins = new Array(); - this.defaultSkin = null; - this.events = new Array(); - this.animations = new Array(); - this.ikConstraints = new Array(); - this.transformConstraints = new Array(); - this.pathConstraints = new Array(); - this.x = 0; - this.y = 0; - this.width = 0; - this.height = 0; - this.version = null; - this.hash = null; - this.fps = 0; - this.imagesPath = null; - this.audioPath = null; - } + /** The skeleton's name, which by default is the name of the skeleton data file, if possible. May be null. */ + name = null; + /** The skeleton's bones, sorted parent first. The root bone is always the first bone. */ + bones = new Array(); + // Ordered parents first. + /** The skeleton's slots in the setup pose draw order. */ + slots = new Array(); + // Setup pose draw order. + skins = new Array(); + /** The skeleton's default skin. By default this skin contains all attachments that were not in a skin in Spine. + * + * See {@link Skeleton#getAttachmentByName()}. + * May be null. */ + defaultSkin = null; + /** The skeleton's events. */ + events = new Array(); + /** The skeleton's animations. */ + animations = new Array(); + /** The skeleton's IK constraints. */ + ikConstraints = new Array(); + /** The skeleton's transform constraints. */ + transformConstraints = new Array(); + /** The skeleton's path constraints. */ + pathConstraints = new Array(); + /** The skeleton's physics constraints. */ + physicsConstraints = new Array(); + /** The X coordinate of the skeleton's axis aligned bounding box in the setup pose. */ + x = 0; + /** The Y coordinate of the skeleton's axis aligned bounding box in the setup pose. */ + y = 0; + /** The width of the skeleton's axis aligned bounding box in the setup pose. */ + width = 0; + /** The height of the skeleton's axis aligned bounding box in the setup pose. */ + height = 0; + /** Baseline scale factor for applying distance-dependent effects on non-scalable properties, such as angle or scale. Default + * is 100. */ + referenceScale = 100; + /** The Spine version used to export the skeleton data, or null. */ + version = null; + /** The skeleton data hash. This value will change if any of the skeleton data has changed. May be null. */ + hash = null; + // Nonessential + /** The dopesheet FPS in Spine. Available only when nonessential data was exported. */ + fps = 0; + /** The path to the images directory as defined in Spine. Available only when nonessential data was exported. May be null. */ + imagesPath = null; + /** The path to the audio directory as defined in Spine. Available only when nonessential data was exported. May be null. */ + audioPath = null; + /** Finds a bone by comparing each bone's name. It is more efficient to cache the results of this method than to call it + * multiple times. + * @returns May be null. */ findBone(boneName) { if (!boneName) throw new Error("boneName cannot be null."); @@ -6222,6 +8291,9 @@ var spine = (() => { } return null; } + /** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it + * multiple times. + * @returns May be null. */ findSlot(slotName) { if (!slotName) throw new Error("slotName cannot be null."); @@ -6233,6 +8305,9 @@ var spine = (() => { } return null; } + /** Finds a skin by comparing each skin's name. It is more efficient to cache the results of this method than to call it + * multiple times. + * @returns May be null. */ findSkin(skinName) { if (!skinName) throw new Error("skinName cannot be null."); @@ -6244,6 +8319,9 @@ var spine = (() => { } return null; } + /** Finds an event by comparing each events's name. It is more efficient to cache the results of this method than to call it + * multiple times. + * @returns May be null. */ findEvent(eventDataName) { if (!eventDataName) throw new Error("eventDataName cannot be null."); @@ -6255,6 +8333,9 @@ var spine = (() => { } return null; } + /** Finds an animation by comparing each animation's name. It is more efficient to cache the results of this method than to + * call it multiple times. + * @returns May be null. */ findAnimation(animationName) { if (!animationName) throw new Error("animationName cannot be null."); @@ -6266,34 +8347,57 @@ var spine = (() => { } return null; } + /** Finds an IK constraint by comparing each IK constraint's name. It is more efficient to cache the results of this method + * than to call it multiple times. + * @return May be null. */ findIkConstraint(constraintName) { if (!constraintName) throw new Error("constraintName cannot be null."); - let ikConstraints = this.ikConstraints; + const ikConstraints = this.ikConstraints; for (let i = 0, n = ikConstraints.length; i < n; i++) { - let constraint = ikConstraints[i]; + const constraint = ikConstraints[i]; if (constraint.name == constraintName) return constraint; } return null; } + /** Finds a transform constraint by comparing each transform constraint's name. It is more efficient to cache the results of + * this method than to call it multiple times. + * @return May be null. */ findTransformConstraint(constraintName) { if (!constraintName) throw new Error("constraintName cannot be null."); - let transformConstraints = this.transformConstraints; + const transformConstraints = this.transformConstraints; for (let i = 0, n = transformConstraints.length; i < n; i++) { - let constraint = transformConstraints[i]; + const constraint = transformConstraints[i]; if (constraint.name == constraintName) return constraint; } return null; } + /** Finds a path constraint by comparing each path constraint's name. It is more efficient to cache the results of this method + * than to call it multiple times. + * @return May be null. */ findPathConstraint(constraintName) { if (!constraintName) throw new Error("constraintName cannot be null."); - let pathConstraints = this.pathConstraints; + const pathConstraints = this.pathConstraints; for (let i = 0, n = pathConstraints.length; i < n; i++) { - let constraint = pathConstraints[i]; + const constraint = pathConstraints[i]; + if (constraint.name == constraintName) + return constraint; + } + return null; + } + /** Finds a physics constraint by comparing each physics constraint's name. It is more efficient to cache the results of this method + * than to call it multiple times. + * @return May be null. */ + findPhysicsConstraint(constraintName) { + if (!constraintName) + throw new Error("constraintName cannot be null."); + const physicsConstraints = this.physicsConstraints; + for (let i = 0, n = physicsConstraints.length; i < n; i++) { + const constraint = physicsConstraints[i]; if (constraint.name == constraintName) return constraint; } @@ -6310,14 +8414,20 @@ var spine = (() => { } }; var Skin = class { + /** The skin's name, which is unique across all skins in the skeleton. */ + name; + attachments = new Array(); + bones = Array(); + constraints = new Array(); + /** The color of the skin as it was in Spine, or a default color if nonessential data was not exported. */ + color = new Color(0.99607843, 0.61960787, 0.30980393, 1); + // fe9e4fff constructor(name) { - this.attachments = new Array(); - this.bones = Array(); - this.constraints = new Array(); if (!name) throw new Error("name cannot be null."); this.name = name; } + /** Adds an attachment to the skin for the specified slot index and name. */ setAttachment(slotIndex, name, attachment) { if (!attachment) throw new Error("attachment cannot be null."); @@ -6328,6 +8438,7 @@ var spine = (() => { attachments[slotIndex] = {}; attachments[slotIndex][name] = attachment; } + /** Adds all attachments, bones, and constraints from the specified skin to this skin. */ addSkin(skin) { for (let i = 0; i < skin.bones.length; i++) { let bone = skin.bones[i]; @@ -6359,6 +8470,8 @@ var spine = (() => { this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment); } } + /** Adds all bones and constraints and copies of all attachments from the specified skin to this skin. Mesh attachments are not + * copied, instead a new linked mesh is created. The attachment copies can be modified without affecting the originals. */ copySkin(skin) { for (let i = 0; i < skin.bones.length; i++) { let bone = skin.bones[i]; @@ -6398,15 +8511,18 @@ var spine = (() => { } } } + /** Returns the attachment for the specified slot index and name, or null. */ getAttachment(slotIndex, name) { let dictionary = this.attachments[slotIndex]; return dictionary ? dictionary[name] : null; } + /** Removes the attachment in the skin for the specified slot index and name, if any. */ removeAttachment(slotIndex, name) { let dictionary = this.attachments[slotIndex]; if (dictionary) delete dictionary[name]; } + /** Returns all attachments in this skin. */ getAttachments() { let entries = new Array(); for (var i = 0; i < this.attachments.length; i++) { @@ -6421,6 +8537,7 @@ var spine = (() => { } return entries; } + /** Returns all attachments in this skin for the specified slot index. */ getAttachmentsForSlot(slotIndex, attachments) { let slotAttachments = this.attachments[slotIndex]; if (slotAttachments) { @@ -6431,11 +8548,13 @@ var spine = (() => { } } } + /** Clears all attachments, bones, and constraints. */ clear() { this.attachments.length = 0; this.bones.length = 0; this.constraints.length = 0; } + /** Attach each attachment in this skin if the corresponding attachment in the old skin is currently attached. */ attachAll(skeleton, oldSkin) { let slotIndex = 0; for (let i = 0; i < skeleton.slots.length; i++) { @@ -6460,12 +8579,27 @@ var spine = (() => { // spine-core/src/SlotData.ts var SlotData = class { + /** The index of the slot in {@link Skeleton#getSlots()}. */ + index = 0; + /** The name of the slot, which is unique across all slots in the skeleton. */ + name; + /** The bone this slot belongs to. */ + boneData; + /** The color used to tint the slot's attachment. If {@link #getDarkColor()} is set, this is used as the light color for two + * color tinting. */ + color = new Color(1, 1, 1, 1); + /** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark + * color's alpha is not used. */ + darkColor = null; + /** The name of the attachment that is visible for this slot in the setup pose, or null if no attachment is visible. */ + attachmentName = null; + /** The blend mode for drawing the slot's attachment. */ + blendMode = BlendMode.Normal; + /** False if the slot was hidden in Spine and nonessential data was exported. Does not affect runtime rendering. */ + visible = true; + /** The folders for this slot in the draw order, delimited by /, or null if nonessential data was not exported. */ + path = null; constructor(index, name, boneData) { - this.index = 0; - this.color = new Color(1, 1, 1, 1); - this.darkColor = null; - this.attachmentName = null; - this.blendMode = BlendMode.Normal; if (index < 0) throw new Error("index must be >= 0."); if (!name) @@ -6477,35 +8611,20 @@ var spine = (() => { this.boneData = boneData; } }; - var BlendMode; - (function(BlendMode3) { + var BlendMode = /* @__PURE__ */ ((BlendMode3) => { BlendMode3[BlendMode3["Normal"] = 0] = "Normal"; BlendMode3[BlendMode3["Additive"] = 1] = "Additive"; BlendMode3[BlendMode3["Multiply"] = 2] = "Multiply"; BlendMode3[BlendMode3["Screen"] = 3] = "Screen"; - })(BlendMode || (BlendMode = {})); + return BlendMode3; + })(BlendMode || {}); // spine-core/src/TransformConstraintData.ts var TransformConstraintData = class extends ConstraintData { - constructor(name) { - super(name, 0, false); - this.bones = new Array(); - this._target = null; - this.mixRotate = 0; - this.mixX = 0; - this.mixY = 0; - this.mixScaleX = 0; - this.mixScaleY = 0; - this.mixShearY = 0; - this.offsetRotation = 0; - this.offsetX = 0; - this.offsetY = 0; - this.offsetScaleX = 0; - this.offsetScaleY = 0; - this.offsetShearY = 0; - this.relative = false; - this.local = false; - } + /** The bones that will be modified by this transform constraint. */ + bones = new Array(); + /** The target bone whose world transform will be copied to the constrained bones. */ + _target = null; set target(boneData) { this._target = boneData; } @@ -6515,13 +8634,41 @@ var spine = (() => { else return this._target; } + mixRotate = 0; + mixX = 0; + mixY = 0; + mixScaleX = 0; + mixScaleY = 0; + mixShearY = 0; + /** An offset added to the constrained bone rotation. */ + offsetRotation = 0; + /** An offset added to the constrained bone X translation. */ + offsetX = 0; + /** An offset added to the constrained bone Y translation. */ + offsetY = 0; + /** An offset added to the constrained bone scaleX. */ + offsetScaleX = 0; + /** An offset added to the constrained bone scaleY. */ + offsetScaleY = 0; + /** An offset added to the constrained bone shearY. */ + offsetShearY = 0; + relative = false; + local = false; + constructor(name) { + super(name, 0, false); + } }; // spine-core/src/SkeletonBinary.ts var SkeletonBinary = class { + /** Scales bone positions, image sizes, and translations as they are loaded. This allows different size images to be used at + * runtime than were used in Spine. + * + * See [Scaling](http://esotericsoftware.com/spine-loading-skeleton-data#Scaling) in the Spine Runtimes Guide. */ + scale = 1; + attachmentLoader; + linkedMeshes = new Array(); constructor(attachmentLoader) { - this.scale = 1; - this.linkedMeshes = new Array(); this.attachmentLoader = attachmentLoader; } readSkeletonData(binary) { @@ -6537,6 +8684,7 @@ var spine = (() => { skeletonData.y = input.readFloat(); skeletonData.width = input.readFloat(); skeletonData.height = input.readFloat(); + skeletonData.referenceScale = input.readFloat() * scale; let nonessential = input.readBoolean(); if (nonessential) { skeletonData.fps = input.readFloat(); @@ -6566,10 +8714,13 @@ var spine = (() => { data.shearX = input.readFloat(); data.shearY = input.readFloat(); data.length = input.readFloat() * scale; - data.transformMode = input.readInt(true); + data.inherit = input.readByte(); data.skinRequired = input.readBoolean(); - if (nonessential) + if (nonessential) { Color.rgba8888ToColor(data.color, input.readInt32()); + data.icon = input.readString() ?? void 0; + data.visible = input.readBoolean(); + } skeletonData.bones.push(data); } n = input.readInt(true); @@ -6577,6 +8728,14 @@ var spine = (() => { let slotName = input.readString(); if (!slotName) throw new Error("Slot name must not be null."); + let path = null; + if (nonessential) { + const slash = slotName.lastIndexOf("/"); + if (slash != -1) { + path = slotName.substring(0, slash); + slotName = slotName.substring(slash + 1); + } + } let boneData = skeletonData.bones[input.readInt(true)]; let data = new SlotData(i, slotName, boneData); Color.rgba8888ToColor(data.color, input.readInt32()); @@ -6585,6 +8744,10 @@ var spine = (() => { Color.rgb888ToColor(data.darkColor = new Color(), darkColor); data.attachmentName = input.readStringRef(); data.blendMode = input.readInt(true); + if (nonessential) { + data.visible = input.readBoolean(); + data.path = path; + } skeletonData.slots.push(data); } n = input.readInt(true); @@ -6594,17 +8757,20 @@ var spine = (() => { throw new Error("IK constraint data name must not be null."); let data = new IkConstraintData(name); data.order = input.readInt(true); - data.skinRequired = input.readBoolean(); nn = input.readInt(true); for (let ii = 0; ii < nn; ii++) data.bones.push(skeletonData.bones[input.readInt(true)]); data.target = skeletonData.bones[input.readInt(true)]; - data.mix = input.readFloat(); - data.softness = input.readFloat() * scale; - data.bendDirection = input.readByte(); - data.compress = input.readBoolean(); - data.stretch = input.readBoolean(); - data.uniform = input.readBoolean(); + let flags = input.readByte(); + data.skinRequired = (flags & 1) != 0; + data.bendDirection = (flags & 2) != 0 ? 1 : -1; + data.compress = (flags & 4) != 0; + data.stretch = (flags & 8) != 0; + data.uniform = (flags & 16) != 0; + if ((flags & 32) != 0) + data.mix = (flags & 64) != 0 ? input.readFloat() : 1; + if ((flags & 128) != 0) + data.softness = input.readFloat() * scale; skeletonData.ikConstraints.push(data); } n = input.readInt(true); @@ -6614,25 +8780,39 @@ var spine = (() => { throw new Error("Transform constraint data name must not be null."); let data = new TransformConstraintData(name); data.order = input.readInt(true); - data.skinRequired = input.readBoolean(); nn = input.readInt(true); for (let ii = 0; ii < nn; ii++) data.bones.push(skeletonData.bones[input.readInt(true)]); data.target = skeletonData.bones[input.readInt(true)]; - data.local = input.readBoolean(); - data.relative = input.readBoolean(); - data.offsetRotation = input.readFloat(); - data.offsetX = input.readFloat() * scale; - data.offsetY = input.readFloat() * scale; - data.offsetScaleX = input.readFloat(); - data.offsetScaleY = input.readFloat(); - data.offsetShearY = input.readFloat(); - data.mixRotate = input.readFloat(); - data.mixX = input.readFloat(); - data.mixY = input.readFloat(); - data.mixScaleX = input.readFloat(); - data.mixScaleY = input.readFloat(); - data.mixShearY = input.readFloat(); + let flags = input.readByte(); + data.skinRequired = (flags & 1) != 0; + data.local = (flags & 2) != 0; + data.relative = (flags & 4) != 0; + if ((flags & 8) != 0) + data.offsetRotation = input.readFloat(); + if ((flags & 16) != 0) + data.offsetX = input.readFloat() * scale; + if ((flags & 32) != 0) + data.offsetY = input.readFloat() * scale; + if ((flags & 64) != 0) + data.offsetScaleX = input.readFloat(); + if ((flags & 128) != 0) + data.offsetScaleY = input.readFloat(); + flags = input.readByte(); + if ((flags & 1) != 0) + data.offsetShearY = input.readFloat(); + if ((flags & 2) != 0) + data.mixRotate = input.readFloat(); + if ((flags & 4) != 0) + data.mixX = input.readFloat(); + if ((flags & 8) != 0) + data.mixY = input.readFloat(); + if ((flags & 16) != 0) + data.mixScaleX = input.readFloat(); + if ((flags & 32) != 0) + data.mixScaleY = input.readFloat(); + if ((flags & 64) != 0) + data.mixShearY = input.readFloat(); skeletonData.transformConstraints.push(data); } n = input.readInt(true); @@ -6647,21 +8827,69 @@ var spine = (() => { for (let ii = 0; ii < nn; ii++) data.bones.push(skeletonData.bones[input.readInt(true)]); data.target = skeletonData.slots[input.readInt(true)]; - data.positionMode = input.readInt(true); - data.spacingMode = input.readInt(true); - data.rotateMode = input.readInt(true); - data.offsetRotation = input.readFloat(); + const flags = input.readByte(); + data.positionMode = flags & 1; + data.spacingMode = flags >> 1 & 3; + data.rotateMode = flags >> 3 & 3; + if ((flags & 128) != 0) + data.offsetRotation = input.readFloat(); data.position = input.readFloat(); - if (data.positionMode == PositionMode.Fixed) + if (data.positionMode == 0 /* Fixed */) data.position *= scale; data.spacing = input.readFloat(); - if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) + if (data.spacingMode == 0 /* Length */ || data.spacingMode == 1 /* Fixed */) data.spacing *= scale; data.mixRotate = input.readFloat(); data.mixX = input.readFloat(); data.mixY = input.readFloat(); skeletonData.pathConstraints.push(data); } + n = input.readInt(true); + for (let i = 0, nn; i < n; i++) { + const name = input.readString(); + if (!name) + throw new Error("Physics constraint data name must not be null."); + const data = new PhysicsConstraintData(name); + data.order = input.readInt(true); + data.bone = skeletonData.bones[input.readInt(true)]; + let flags = input.readByte(); + data.skinRequired = (flags & 1) != 0; + if ((flags & 2) != 0) + data.x = input.readFloat(); + if ((flags & 4) != 0) + data.y = input.readFloat(); + if ((flags & 8) != 0) + data.rotate = input.readFloat(); + if ((flags & 16) != 0) + data.scaleX = input.readFloat(); + if ((flags & 32) != 0) + data.shearX = input.readFloat(); + data.limit = ((flags & 64) != 0 ? input.readFloat() : 5e3) * scale; + data.step = 1 / input.readUnsignedByte(); + data.inertia = input.readFloat(); + data.strength = input.readFloat(); + data.damping = input.readFloat(); + data.massInverse = (flags & 128) != 0 ? input.readFloat() : 1; + data.wind = input.readFloat(); + data.gravity = input.readFloat(); + flags = input.readByte(); + if ((flags & 1) != 0) + data.inertiaGlobal = true; + if ((flags & 2) != 0) + data.strengthGlobal = true; + if ((flags & 4) != 0) + data.dampingGlobal = true; + if ((flags & 8) != 0) + data.massGlobal = true; + if ((flags & 16) != 0) + data.windGlobal = true; + if ((flags & 32) != 0) + data.gravityGlobal = true; + if ((flags & 64) != 0) + data.mixGlobal = true; + data.mix = (flags & 128) != 0 ? input.readFloat() : 1; + skeletonData.physicsConstraints.push(data); + } let defaultSkin = this.readSkin(input, skeletonData, true, nonessential); if (defaultSkin) { skeletonData.defaultSkin = defaultSkin; @@ -6680,9 +8908,7 @@ var spine = (() => { n = this.linkedMeshes.length; for (let i = 0; i < n; i++) { let linkedMesh = this.linkedMeshes[i]; - let skin = !linkedMesh.skin ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin); - if (!skin) - throw new Error("Not skin found for linked mesh."); + const skin = skeletonData.skins[linkedMesh.skinIndex]; if (!linkedMesh.parent) throw new Error("Linked mesh parent must not be null"); let parent = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent); @@ -6696,9 +8922,9 @@ var spine = (() => { this.linkedMeshes.length = 0; n = input.readInt(true); for (let i = 0; i < n; i++) { - let eventName = input.readStringRef(); + let eventName = input.readString(); if (!eventName) - throw new Error(); + throw new Error("Event data name must not be null"); let data = new EventData(eventName); data.intValue = input.readInt(false); data.floatValue = input.readFloat(); @@ -6728,10 +8954,12 @@ var spine = (() => { return null; skin = new Skin("default"); } else { - let skinName = input.readStringRef(); + let skinName = input.readString(); if (!skinName) throw new Error("Skin name must not be null."); skin = new Skin(skinName); + if (nonessential) + Color.rgba8888ToColor(skin.color, input.readInt32()); skin.bones.length = input.readInt(true); for (let i = 0, n = skin.bones.length; i < n; i++) skin.bones[i] = skeletonData.bones[input.readInt(true)]; @@ -6741,6 +8969,8 @@ var spine = (() => { skin.constraints.push(skeletonData.transformConstraints[input.readInt(true)]); for (let i = 0, n = input.readInt(true); i < n; i++) skin.constraints.push(skeletonData.pathConstraints[input.readInt(true)]); + for (let i = 0, n = input.readInt(true); i < n; i++) + skin.constraints.push(skeletonData.physicsConstraints[input.readInt(true)]); slotCount = input.readInt(true); } for (let i = 0; i < slotCount; i++) { @@ -6758,21 +8988,22 @@ var spine = (() => { } readAttachment(input, skeletonData, skin, slotIndex, attachmentName, nonessential) { let scale = this.scale; - let name = input.readStringRef(); + let flags = input.readByte(); + const name = (flags & 8) != 0 ? input.readStringRef() : attachmentName; if (!name) - name = attachmentName; - switch (input.readByte()) { + throw new Error("Attachment name must not be null"); + switch (flags & 7) { case AttachmentType.Region: { - let path = input.readStringRef(); - let rotation = input.readFloat(); + let path = (flags & 16) != 0 ? input.readStringRef() : null; + const color = (flags & 32) != 0 ? input.readInt32() : 4294967295; + const sequence = (flags & 64) != 0 ? this.readSequence(input) : null; + let rotation = (flags & 128) != 0 ? input.readFloat() : 0; let x = input.readFloat(); let y = input.readFloat(); let scaleX = input.readFloat(); let scaleY = input.readFloat(); let width = input.readFloat(); let height = input.readFloat(); - let color = input.readInt32(); - let sequence = this.readSequence(input); if (!path) path = name; let region = this.attachmentLoader.newRegionAttachment(skin, name, path, sequence); @@ -6793,13 +9024,12 @@ var spine = (() => { return region; } case AttachmentType.BoundingBox: { - let vertexCount = input.readInt(true); - let vertices = this.readVertices(input, vertexCount); + let vertices = this.readVertices(input, (flags & 16) != 0); let color = nonessential ? input.readInt32() : 0; let box = this.attachmentLoader.newBoundingBoxAttachment(skin, name); if (!box) return null; - box.worldVerticesLength = vertexCount << 1; + box.worldVerticesLength = vertices.length; box.vertices = vertices.vertices; box.bones = vertices.bones; if (nonessential) @@ -6807,18 +9037,17 @@ var spine = (() => { return box; } case AttachmentType.Mesh: { - let path = input.readStringRef(); - let color = input.readInt32(); - let vertexCount = input.readInt(true); - let uvs = this.readFloatArray(input, vertexCount << 1, 1); - let triangles = this.readShortArray(input); - let vertices = this.readVertices(input, vertexCount); - let hullLength = input.readInt(true); - let sequence = this.readSequence(input); + let path = (flags & 16) != 0 ? input.readStringRef() : name; + const color = (flags & 32) != 0 ? input.readInt32() : 4294967295; + const sequence = (flags & 64) != 0 ? this.readSequence(input) : null; + const hullLength = input.readInt(true); + const vertices = this.readVertices(input, (flags & 128) != 0); + const uvs = this.readFloatArray(input, vertices.length, 1); + const triangles = this.readShortArray(input, (vertices.length - hullLength - 2) * 3); let edges = []; let width = 0, height = 0; if (nonessential) { - edges = this.readShortArray(input); + edges = this.readShortArray(input, input.readInt(true)); width = input.readFloat(); height = input.readFloat(); } @@ -6831,7 +9060,7 @@ var spine = (() => { Color.rgba8888ToColor(mesh.color, color); mesh.bones = vertices.bones; mesh.vertices = vertices.vertices; - mesh.worldVerticesLength = vertexCount << 1; + mesh.worldVerticesLength = vertices.length; mesh.triangles = triangles; mesh.regionUVs = uvs; if (sequence == null) @@ -6846,19 +9075,19 @@ var spine = (() => { return mesh; } case AttachmentType.LinkedMesh: { - let path = input.readStringRef(); - let color = input.readInt32(); - let skinName = input.readStringRef(); - let parent = input.readStringRef(); - let inheritTimelines = input.readBoolean(); - let sequence = this.readSequence(input); + const path = (flags & 16) != 0 ? input.readStringRef() : name; + if (path == null) + throw new Error("Path of linked mesh must not be null"); + const color = (flags & 32) != 0 ? input.readInt32() : 4294967295; + const sequence = (flags & 64) != 0 ? this.readSequence(input) : null; + const inheritTimelines = (flags & 128) != 0; + const skinIndex = input.readInt(true); + const parent = input.readStringRef(); let width = 0, height = 0; if (nonessential) { width = input.readFloat(); height = input.readFloat(); } - if (!path) - path = name; let mesh = this.attachmentLoader.newMeshAttachment(skin, name, path, sequence); if (!mesh) return null; @@ -6869,24 +9098,23 @@ var spine = (() => { mesh.width = width * scale; mesh.height = height * scale; } - this.linkedMeshes.push(new LinkedMesh(mesh, skinName, slotIndex, parent, inheritTimelines)); + this.linkedMeshes.push(new LinkedMesh(mesh, skinIndex, slotIndex, parent, inheritTimelines)); return mesh; } case AttachmentType.Path: { - let closed2 = input.readBoolean(); - let constantSpeed = input.readBoolean(); - let vertexCount = input.readInt(true); - let vertices = this.readVertices(input, vertexCount); - let lengths = Utils.newArray(vertexCount / 3, 0); + const closed2 = (flags & 16) != 0; + const constantSpeed = (flags & 32) != 0; + const vertices = this.readVertices(input, (flags & 64) != 0); + const lengths = Utils.newArray(vertices.length / 6, 0); for (let i = 0, n = lengths.length; i < n; i++) lengths[i] = input.readFloat() * scale; - let color = nonessential ? input.readInt32() : 0; - let path = this.attachmentLoader.newPathAttachment(skin, name); + const color = nonessential ? input.readInt32() : 0; + const path = this.attachmentLoader.newPathAttachment(skin, name); if (!path) return null; path.closed = closed2; path.constantSpeed = constantSpeed; - path.worldVerticesLength = vertexCount << 1; + path.worldVerticesLength = vertices.length; path.vertices = vertices.vertices; path.bones = vertices.bones; path.lengths = lengths; @@ -6895,11 +9123,11 @@ var spine = (() => { return path; } case AttachmentType.Point: { - let rotation = input.readFloat(); - let x = input.readFloat(); - let y = input.readFloat(); - let color = nonessential ? input.readInt32() : 0; - let point = this.attachmentLoader.newPointAttachment(skin, name); + const rotation = input.readFloat(); + const x = input.readFloat(); + const y = input.readFloat(); + const color = nonessential ? input.readInt32() : 0; + const point = this.attachmentLoader.newPointAttachment(skin, name); if (!point) return null; point.x = x * scale; @@ -6910,15 +9138,14 @@ var spine = (() => { return point; } case AttachmentType.Clipping: { - let endSlotIndex = input.readInt(true); - let vertexCount = input.readInt(true); - let vertices = this.readVertices(input, vertexCount); + const endSlotIndex = input.readInt(true); + const vertices = this.readVertices(input, (flags & 16) != 0); let color = nonessential ? input.readInt32() : 0; let clip = this.attachmentLoader.newClippingAttachment(skin, name); if (!clip) return null; clip.endSlot = skeletonData.slots[endSlotIndex]; - clip.worldVerticesLength = vertexCount << 1; + clip.worldVerticesLength = vertices.length; clip.vertices = vertices.vertices; clip.bones = vertices.bones; if (nonessential) @@ -6929,20 +9156,19 @@ var spine = (() => { return null; } readSequence(input) { - if (!input.readBoolean()) - return null; let sequence = new Sequence(input.readInt(true)); sequence.start = input.readInt(true); sequence.digits = input.readInt(true); sequence.setupIndex = input.readInt(true); return sequence; } - readVertices(input, vertexCount) { - let scale = this.scale; - let verticesLength = vertexCount << 1; - let vertices = new Vertices(); - if (!input.readBoolean()) { - vertices.vertices = this.readFloatArray(input, verticesLength, scale); + readVertices(input, weighted) { + const scale = this.scale; + const vertexCount = input.readInt(true); + const vertices = new Vertices(); + vertices.length = vertexCount << 1; + if (!weighted) { + vertices.vertices = this.readFloatArray(input, vertices.length, scale); return vertices; } let weights = new Array(); @@ -6972,19 +9198,16 @@ var spine = (() => { } return array; } - readShortArray(input) { - let n = input.readInt(true); + readShortArray(input, n) { let array = new Array(n); for (let i = 0; i < n; i++) - array[i] = input.readShort(); + array[i] = input.readInt(true); return array; } readAnimation(input, name, skeletonData) { input.readInt(true); let timelines = new Array(); let scale = this.scale; - let tempColor1 = new Color(); - let tempColor2 = new Color(); for (let i = 0, n = input.readInt(true); i < n; i++) { let slotIndex = input.readInt(true); for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) { @@ -7186,7 +9409,16 @@ var spine = (() => { for (let i = 0, n = input.readInt(true); i < n; i++) { let boneIndex = input.readInt(true); for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) { - let type = input.readByte(), frameCount = input.readInt(true), bezierCount = input.readInt(true); + let type = input.readByte(), frameCount = input.readInt(true); + if (type == BONE_INHERIT) { + let timeline = new InheritTimeline(frameCount, boneIndex); + for (let frame = 0; frame < frameCount; frame++) { + timeline.setFrame(frame, input.readFloat(), input.readByte()); + } + timelines.push(timeline); + continue; + } + let bezierCount = input.readInt(true); switch (type) { case BONE_ROTATE: timelines.push(readTimeline1(input, new RotateTimeline(frameCount, bezierCount, boneIndex), 1)); @@ -7223,19 +9455,21 @@ var spine = (() => { for (let i = 0, n = input.readInt(true); i < n; i++) { let index = input.readInt(true), frameCount = input.readInt(true), frameLast = frameCount - 1; let timeline = new IkConstraintTimeline(frameCount, input.readInt(true), index); - let time = input.readFloat(), mix = input.readFloat(), softness = input.readFloat() * scale; + let flags = input.readByte(); + let time = input.readFloat(), mix = (flags & 1) != 0 ? (flags & 2) != 0 ? input.readFloat() : 1 : 0; + let softness = (flags & 4) != 0 ? input.readFloat() * scale : 0; for (let frame = 0, bezier = 0; ; frame++) { - timeline.setFrame(frame, time, mix, softness, input.readByte(), input.readBoolean(), input.readBoolean()); + timeline.setFrame(frame, time, mix, softness, (flags & 8) != 0 ? 1 : -1, (flags & 16) != 0, (flags & 32) != 0); if (frame == frameLast) break; - let time2 = input.readFloat(), mix2 = input.readFloat(), softness2 = input.readFloat() * scale; - switch (input.readByte()) { - case CURVE_STEPPED: - timeline.setStepped(frame); - break; - case CURVE_BEZIER: - setBezier(input, timeline, bezier++, frame, 0, time, time2, mix, mix2, 1); - setBezier(input, timeline, bezier++, frame, 1, time, time2, softness, softness2, scale); + flags = input.readByte(); + const time2 = input.readFloat(), mix2 = (flags & 1) != 0 ? (flags & 2) != 0 ? input.readFloat() : 1 : 0; + const softness2 = (flags & 4) != 0 ? input.readFloat() * scale : 0; + if ((flags & 64) != 0) { + timeline.setStepped(frame); + } else if ((flags & 128) != 0) { + setBezier(input, timeline, bezier++, frame, 0, time, time2, mix, mix2, 1); + setBezier(input, timeline, bezier++, frame, 1, time, time2, softness, softness2, scale); } time = time2; mix = mix2; @@ -7278,15 +9512,24 @@ var spine = (() => { let index = input.readInt(true); let data = skeletonData.pathConstraints[index]; for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) { - switch (input.readByte()) { + const type = input.readByte(), frameCount = input.readInt(true), bezierCount = input.readInt(true); + switch (type) { case PATH_POSITION: - timelines.push(readTimeline1(input, new PathConstraintPositionTimeline(input.readInt(true), input.readInt(true), index), data.positionMode == PositionMode.Fixed ? scale : 1)); + timelines.push(readTimeline1( + input, + new PathConstraintPositionTimeline(frameCount, bezierCount, index), + data.positionMode == 0 /* Fixed */ ? scale : 1 + )); break; case PATH_SPACING: - timelines.push(readTimeline1(input, new PathConstraintSpacingTimeline(input.readInt(true), input.readInt(true), index), data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed ? scale : 1)); + timelines.push(readTimeline1( + input, + new PathConstraintSpacingTimeline(frameCount, bezierCount, index), + data.spacingMode == 0 /* Length */ || data.spacingMode == 1 /* Fixed */ ? scale : 1 + )); break; case PATH_MIX: - let timeline = new PathConstraintMixTimeline(input.readInt(true), input.readInt(true), index); + let timeline = new PathConstraintMixTimeline(frameCount, bezierCount, index); let time = input.readFloat(), mixRotate = input.readFloat(), mixX = input.readFloat(), mixY = input.readFloat(); for (let frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1; ; frame++) { timeline.setFrame(frame, time, mixRotate, mixX, mixY); @@ -7311,6 +9554,42 @@ var spine = (() => { } } } + for (let i = 0, n = input.readInt(true); i < n; i++) { + const index = input.readInt(true) - 1; + for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) { + const type = input.readByte(), frameCount = input.readInt(true); + if (type == PHYSICS_RESET) { + const timeline = new PhysicsConstraintResetTimeline(frameCount, index); + for (let frame = 0; frame < frameCount; frame++) + timeline.setFrame(frame, input.readFloat()); + timelines.push(timeline); + continue; + } + const bezierCount = input.readInt(true); + switch (type) { + case PHYSICS_INERTIA: + timelines.push(readTimeline1(input, new PhysicsConstraintInertiaTimeline(frameCount, bezierCount, index), 1)); + break; + case PHYSICS_STRENGTH: + timelines.push(readTimeline1(input, new PhysicsConstraintStrengthTimeline(frameCount, bezierCount, index), 1)); + break; + case PHYSICS_DAMPING: + timelines.push(readTimeline1(input, new PhysicsConstraintDampingTimeline(frameCount, bezierCount, index), 1)); + break; + case PHYSICS_MASS: + timelines.push(readTimeline1(input, new PhysicsConstraintMassTimeline(frameCount, bezierCount, index), 1)); + break; + case PHYSICS_WIND: + timelines.push(readTimeline1(input, new PhysicsConstraintWindTimeline(frameCount, bezierCount, index), 1)); + break; + case PHYSICS_GRAVITY: + timelines.push(readTimeline1(input, new PhysicsConstraintGravityTimeline(frameCount, bezierCount, index), 1)); + break; + case PHYSICS_MIX: + timelines.push(readTimeline1(input, new PhysicsConstraintMixTimeline(frameCount, bezierCount, index), 1)); + } + } + } for (let i = 0, n = input.readInt(true); i < n; i++) { let skin = skeletonData.skins[input.readInt(true)]; for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) { @@ -7374,7 +9653,13 @@ var spine = (() => { for (let frame = 0; frame < frameCount; frame++) { let time = input.readFloat(); let modeAndIndex = input.readInt32(); - timeline.setFrame(frame, time, SequenceModeValues[modeAndIndex & 15], modeAndIndex >> 4, input.readFloat()); + timeline.setFrame( + frame, + time, + SequenceModeValues[modeAndIndex & 15], + modeAndIndex >> 4, + input.readFloat() + ); } timelines.push(timeline); break; @@ -7419,7 +9704,9 @@ var spine = (() => { let event = new Event(time, eventData); event.intValue = input.readInt(false); event.floatValue = input.readFloat(); - event.stringValue = input.readBoolean() ? input.readString() : eventData.stringValue; + event.stringValue = input.readString(); + if (event.stringValue == null) + event.stringValue = eventData.stringValue; if (event.data.audioPath) { event.volume = input.readFloat(); event.balance = input.readFloat(); @@ -7521,22 +9808,27 @@ var spine = (() => { } }; var LinkedMesh = class { - constructor(mesh, skin, slotIndex, parent, inheritDeform) { + parent; + skinIndex; + slotIndex; + mesh; + inheritTimeline; + constructor(mesh, skinIndex, slotIndex, parent, inheritDeform) { this.mesh = mesh; - this.skin = skin; + this.skinIndex = skinIndex; this.slotIndex = slotIndex; this.parent = parent; this.inheritTimeline = inheritDeform; } }; var Vertices = class { - constructor(bones = null, vertices = null) { + constructor(bones = null, vertices = null, length = 0) { this.bones = bones; this.vertices = vertices; + this.length = length; } }; - var AttachmentType; - (function(AttachmentType2) { + var AttachmentType = /* @__PURE__ */ ((AttachmentType2) => { AttachmentType2[AttachmentType2["Region"] = 0] = "Region"; AttachmentType2[AttachmentType2["BoundingBox"] = 1] = "BoundingBox"; AttachmentType2[AttachmentType2["Mesh"] = 2] = "Mesh"; @@ -7544,7 +9836,8 @@ var spine = (() => { AttachmentType2[AttachmentType2["Path"] = 4] = "Path"; AttachmentType2[AttachmentType2["Point"] = 5] = "Point"; AttachmentType2[AttachmentType2["Clipping"] = 6] = "Clipping"; - })(AttachmentType || (AttachmentType = {})); + return AttachmentType2; + })(AttachmentType || {}); function readTimeline1(input, timeline, scale) { let time = input.readFloat(), value = input.readFloat() * scale; for (let frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1; ; frame++) { @@ -7598,6 +9891,7 @@ var spine = (() => { var BONE_SHEAR = 7; var BONE_SHEARX = 8; var BONE_SHEARY = 9; + var BONE_INHERIT = 10; var SLOT_ATTACHMENT = 0; var SLOT_RGBA = 1; var SLOT_RGB = 2; @@ -7609,22 +9903,38 @@ var spine = (() => { var PATH_POSITION = 0; var PATH_SPACING = 1; var PATH_MIX = 2; + var PHYSICS_INERTIA = 0; + var PHYSICS_STRENGTH = 1; + var PHYSICS_DAMPING = 2; + var PHYSICS_MASS = 4; + var PHYSICS_WIND = 5; + var PHYSICS_GRAVITY = 6; + var PHYSICS_MIX = 7; + var PHYSICS_RESET = 8; var CURVE_STEPPED = 1; var CURVE_BEZIER = 2; // spine-core/src/SkeletonBounds.ts var SkeletonBounds = class { - constructor() { - this.minX = 0; - this.minY = 0; - this.maxX = 0; - this.maxY = 0; - this.boundingBoxes = new Array(); - this.polygons = new Array(); - this.polygonPool = new Pool(() => { - return Utils.newFloatArray(16); - }); - } + /** The left edge of the axis aligned bounding box. */ + minX = 0; + /** The bottom edge of the axis aligned bounding box. */ + minY = 0; + /** The right edge of the axis aligned bounding box. */ + maxX = 0; + /** The top edge of the axis aligned bounding box. */ + maxY = 0; + /** The visible bounding boxes. */ + boundingBoxes = new Array(); + /** The world vertices for the bounding box polygons. */ + polygons = new Array(); + polygonPool = new Pool(() => { + return Utils.newFloatArray(16); + }); + /** Clears any previous polygons, finds all visible bounding box attachments, and computes the world vertices for each bounding + * box's polygon. + * @param updateAabb If true, the axis aligned bounding box containing all the polygons is computed. If false, the + * SkeletonBounds AABB methods will always return true. */ update(skeleton, updateAabb) { if (!skeleton) throw new Error("skeleton cannot be null."); @@ -7681,9 +9991,11 @@ var spine = (() => { this.maxX = maxX; this.maxY = maxY; } + /** Returns true if the axis aligned bounding box contains the point. */ aabbContainsPoint(x, y) { return x >= this.minX && x <= this.maxX && y >= this.minY && y <= this.maxY; } + /** Returns true if the axis aligned bounding box intersects the line segment. */ aabbIntersectsSegment(x1, y1, x2, y2) { let minX = this.minX; let minY = this.minY; @@ -7706,9 +10018,12 @@ var spine = (() => { return true; return false; } + /** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */ aabbIntersectsSkeleton(bounds) { return this.minX < bounds.maxX && this.maxX > bounds.minX && this.minY < bounds.maxY && this.maxY > bounds.minY; } + /** Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more + * efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true. */ containsPoint(x, y) { let polygons = this.polygons; for (let i = 0, n = polygons.length; i < n; i++) @@ -7716,6 +10031,7 @@ var spine = (() => { return this.boundingBoxes[i]; return null; } + /** Returns true if the polygon contains the point. */ containsPointPolygon(polygon, x, y) { let vertices = polygon; let nn = polygon.length; @@ -7733,6 +10049,9 @@ var spine = (() => { } return inside; } + /** Returns the first bounding box attachment that contains any part of the line segment, or null. When doing many checks, it + * is usually more efficient to only call this method if {@link #aabbIntersectsSegment()} returns + * true. */ intersectsSegment(x1, y1, x2, y2) { let polygons = this.polygons; for (let i = 0, n = polygons.length; i < n; i++) @@ -7740,6 +10059,7 @@ var spine = (() => { return this.boundingBoxes[i]; return null; } + /** Returns true if the polygon contains any part of the line segment. */ intersectsSegmentPolygon(polygon, x1, y1, x2, y2) { let vertices = polygon; let nn = polygon.length; @@ -7762,15 +10082,18 @@ var spine = (() => { } return false; } + /** Returns the polygon for the specified bounding box, or null. */ getPolygon(boundingBox) { if (!boundingBox) throw new Error("boundingBox cannot be null."); let index = this.boundingBoxes.indexOf(boundingBox); return index == -1 ? null : this.polygons[index]; } + /** The width of the axis aligned bounding box. */ getWidth() { return this.maxX - this.minX; } + /** The height of the axis aligned bounding box. */ getHeight() { return this.maxY - this.minY; } @@ -7778,19 +10101,17 @@ var spine = (() => { // spine-core/src/Triangulator.ts var Triangulator = class { - constructor() { - this.convexPolygons = new Array(); - this.convexPolygonsIndices = new Array(); - this.indicesArray = new Array(); - this.isConcaveArray = new Array(); - this.triangles = new Array(); - this.polygonPool = new Pool(() => { - return new Array(); - }); - this.polygonIndicesPool = new Pool(() => { - return new Array(); - }); - } + convexPolygons = new Array(); + convexPolygonsIndices = new Array(); + indicesArray = new Array(); + isConcaveArray = new Array(); + triangles = new Array(); + polygonPool = new Pool(() => { + return new Array(); + }); + polygonIndicesPool = new Pool(() => { + return new Array(); + }); triangulate(verticesArray) { let vertices = verticesArray; let vertexCount = verticesArray.length >> 1; @@ -7974,7 +10295,14 @@ var spine = (() => { let previous = indices[(vertexCount + index - 1) % vertexCount] << 1; let current = indices[index] << 1; let next = indices[(index + 1) % vertexCount] << 1; - return !this.positiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next], vertices[next + 1]); + return !this.positiveArea( + vertices[previous], + vertices[previous + 1], + vertices[current], + vertices[current + 1], + vertices[next], + vertices[next + 1] + ); } static positiveArea(p1x, p1y, p2x, p2y, p3x, p3y) { return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0; @@ -7987,16 +10315,14 @@ var spine = (() => { // spine-core/src/SkeletonClipping.ts var SkeletonClipping = class { - constructor() { - this.triangulator = new Triangulator(); - this.clippingPolygon = new Array(); - this.clipOutput = new Array(); - this.clippedVertices = new Array(); - this.clippedTriangles = new Array(); - this.scratch = new Array(); - this.clipAttachment = null; - this.clippingPolygons = null; - } + triangulator = new Triangulator(); + clippingPolygon = new Array(); + clipOutput = new Array(); + clippedVertices = new Array(); + clippedTriangles = new Array(); + scratch = new Array(); + clipAttachment = null; + clippingPolygons = null; clipStart(slot, clip) { if (this.clipAttachment) return 0; @@ -8032,6 +10358,73 @@ var spine = (() => { return this.clipAttachment != null; } clipTriangles(vertices, verticesLength, triangles, trianglesLength, uvs, light, dark, twoColor) { + if (uvs && light && dark && typeof twoColor === "boolean") + this.clipTrianglesRender(vertices, verticesLength, triangles, trianglesLength, uvs, light, dark, twoColor); + else + this.clipTrianglesNoRender(vertices, verticesLength, triangles, trianglesLength); + } + clipTrianglesNoRender(vertices, verticesLength, triangles, trianglesLength) { + let clipOutput = this.clipOutput, clippedVertices = this.clippedVertices; + let clippedTriangles = this.clippedTriangles; + let polygons = this.clippingPolygons; + let polygonsCount = polygons.length; + let vertexSize = 2; + let index = 0; + clippedVertices.length = 0; + clippedTriangles.length = 0; + outer: + for (let i = 0; i < trianglesLength; i += 3) { + let vertexOffset = triangles[i] << 1; + let x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1]; + vertexOffset = triangles[i + 1] << 1; + let x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1]; + vertexOffset = triangles[i + 2] << 1; + let x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1]; + for (let p = 0; p < polygonsCount; p++) { + let s = clippedVertices.length; + if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) { + let clipOutputLength = clipOutput.length; + if (clipOutputLength == 0) + continue; + let clipOutputCount = clipOutputLength >> 1; + let clipOutputItems = this.clipOutput; + let clippedVerticesItems = Utils.setArraySize(clippedVertices, s + clipOutputCount * vertexSize); + for (let ii = 0; ii < clipOutputLength; ii += 2) { + let x = clipOutputItems[ii], y = clipOutputItems[ii + 1]; + clippedVerticesItems[s] = x; + clippedVerticesItems[s + 1] = y; + s += 2; + } + s = clippedTriangles.length; + let clippedTrianglesItems = Utils.setArraySize(clippedTriangles, s + 3 * (clipOutputCount - 2)); + clipOutputCount--; + for (let ii = 1; ii < clipOutputCount; ii++) { + clippedTrianglesItems[s] = index; + clippedTrianglesItems[s + 1] = index + ii; + clippedTrianglesItems[s + 2] = index + ii + 1; + s += 3; + } + index += clipOutputCount + 1; + } else { + let clippedVerticesItems = Utils.setArraySize(clippedVertices, s + 3 * vertexSize); + clippedVerticesItems[s] = x1; + clippedVerticesItems[s + 1] = y1; + clippedVerticesItems[s + 2] = x2; + clippedVerticesItems[s + 3] = y2; + clippedVerticesItems[s + 4] = x3; + clippedVerticesItems[s + 5] = y3; + s = clippedTriangles.length; + let clippedTrianglesItems = Utils.setArraySize(clippedTriangles, s + 3); + clippedTrianglesItems[s] = index; + clippedTrianglesItems[s + 1] = index + 1; + clippedTrianglesItems[s + 2] = index + 2; + index += 3; + continue outer; + } + } + } + } + clipTrianglesRender(vertices, verticesLength, triangles, trianglesLength, uvs, light, dark, twoColor) { let clipOutput = this.clipOutput, clippedVertices = this.clippedVertices; let clippedTriangles = this.clippedTriangles; let polygons = this.clippingPolygons; @@ -8164,6 +10557,8 @@ var spine = (() => { } } } + /** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping + * area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list. */ clip(x1, y1, x2, y2, x3, y3, clippingArea, output) { let originalOutput = output; let clipped = false; @@ -8274,9 +10669,14 @@ var spine = (() => { // spine-core/src/SkeletonJson.ts var SkeletonJson = class { + attachmentLoader; + /** Scales bone positions, image sizes, and translations as they are loaded. This allows different size images to be used at + * runtime than were used in Spine. + * + * See [Scaling](http://esotericsoftware.com/spine-loading-skeleton-data#Scaling) in the Spine Runtimes Guide. */ + scale = 1; + linkedMeshes = new Array(); constructor(attachmentLoader) { - this.scale = 1; - this.linkedMeshes = new Array(); this.attachmentLoader = attachmentLoader; } readSkeletonData(json) { @@ -8291,8 +10691,10 @@ var spine = (() => { skeletonData.y = skeletonMap.y; skeletonData.width = skeletonMap.width; skeletonData.height = skeletonMap.height; + skeletonData.referenceScale = getValue(skeletonMap, "referenceScale", 100) * scale; skeletonData.fps = skeletonMap.fps; - skeletonData.imagesPath = skeletonMap.images; + skeletonData.imagesPath = skeletonMap.images ?? null; + skeletonData.audioPath = skeletonMap.audio ?? null; } if (root.bones) { for (let i = 0; i < root.bones.length; i++) { @@ -8310,7 +10712,7 @@ var spine = (() => { data.scaleY = getValue(boneMap, "scaleY", 1); data.shearX = getValue(boneMap, "shearX", 0); data.shearY = getValue(boneMap, "shearY", 0); - data.transformMode = Utils.enumValue(TransformMode, getValue(boneMap, "transform", "Normal")); + data.inherit = Utils.enumValue(Inherit, getValue(boneMap, "inherit", "Normal")); data.skinRequired = getValue(boneMap, "skin", false); let color = getValue(boneMap, "color", null); if (color) @@ -8321,10 +10723,17 @@ var spine = (() => { if (root.slots) { for (let i = 0; i < root.slots.length; i++) { let slotMap = root.slots[i]; + let path = null; + let slotName = slotMap.name; + const slash = slotName.lastIndexOf("/"); + if (slash != -1) { + path = slotName.substring(0, slash); + slotName = slotName.substring(slash + 1); + } let boneData = skeletonData.findBone(slotMap.bone); if (!boneData) - throw new Error(`Couldn't find bone ${slotMap.bone} for slot ${slotMap.name}`); - let data = new SlotData(skeletonData.slots.length, slotMap.name, boneData); + throw new Error(`Couldn't find bone ${slotMap.bone} for slot ${slotName}`); + let data = new SlotData(skeletonData.slots.length, slotName, boneData); let color = getValue(slotMap, "color", null); if (color) data.color.setFromString(color); @@ -8333,6 +10742,8 @@ var spine = (() => { data.darkColor = Color.fromString(dark); data.attachmentName = getValue(slotMap, "attachment", null); data.blendMode = Utils.enumValue(BlendMode, getValue(slotMap, "blend", "normal")); + data.visible = getValue(slotMap, "visible", true); + data.path = path; skeletonData.slots.push(data); } } @@ -8420,10 +10831,10 @@ var spine = (() => { data.rotateMode = Utils.enumValue(RotateMode, getValue(constraintMap, "rotateMode", "Tangent")); data.offsetRotation = getValue(constraintMap, "rotation", 0); data.position = getValue(constraintMap, "position", 0); - if (data.positionMode == PositionMode.Fixed) + if (data.positionMode == 0 /* Fixed */) data.position *= scale; data.spacing = getValue(constraintMap, "spacing", 0); - if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) + if (data.spacingMode == 0 /* Length */ || data.spacingMode == 1 /* Fixed */) data.spacing *= scale; data.mixRotate = getValue(constraintMap, "mixRotate", 1); data.mixX = getValue(constraintMap, "mixX", 1); @@ -8431,6 +10842,41 @@ var spine = (() => { skeletonData.pathConstraints.push(data); } } + if (root.physics) { + for (let i = 0; i < root.physics.length; i++) { + const constraintMap = root.physics[i]; + const data = new PhysicsConstraintData(constraintMap.name); + data.order = getValue(constraintMap, "order", 0); + data.skinRequired = getValue(constraintMap, "skin", false); + const boneName = constraintMap.bone; + const bone = skeletonData.findBone(boneName); + if (bone == null) + throw new Error("Physics bone not found: " + boneName); + data.bone = bone; + data.x = getValue(constraintMap, "x", 0); + data.y = getValue(constraintMap, "y", 0); + data.rotate = getValue(constraintMap, "rotate", 0); + data.scaleX = getValue(constraintMap, "scaleX", 0); + data.shearX = getValue(constraintMap, "shearX", 0); + data.limit = getValue(constraintMap, "limit", 5e3) * scale; + data.step = 1 / getValue(constraintMap, "fps", 60); + data.inertia = getValue(constraintMap, "inertia", 1); + data.strength = getValue(constraintMap, "strength", 100); + data.damping = getValue(constraintMap, "damping", 1); + data.massInverse = 1 / getValue(constraintMap, "mass", 1); + data.wind = getValue(constraintMap, "wind", 0); + data.gravity = getValue(constraintMap, "gravity", 0); + data.mix = getValue(constraintMap, "mix", 1); + data.inertiaGlobal = getValue(constraintMap, "inertiaGlobal", false); + data.strengthGlobal = getValue(constraintMap, "strengthGlobal", false); + data.dampingGlobal = getValue(constraintMap, "dampingGlobal", false); + data.massGlobal = getValue(constraintMap, "massGlobal", false); + data.windGlobal = getValue(constraintMap, "windGlobal", false); + data.gravityGlobal = getValue(constraintMap, "gravityGlobal", false); + data.mixGlobal = getValue(constraintMap, "mixGlobal", false); + skeletonData.physicsConstraints.push(data); + } + } if (root.skins) { for (let i = 0; i < root.skins.length; i++) { let skinMap = root.skins[i]; @@ -8471,6 +10917,15 @@ var spine = (() => { skin.constraints.push(constraint); } } + if (skinMap.physics) { + for (let ii = 0; ii < skinMap.physics.length; ii++) { + let constraintName = skinMap.physics[ii]; + let constraint = skeletonData.findPhysicsConstraint(constraintName); + if (!constraint) + throw new Error(`Couldn't find physics constraint ${constraintName} for skin ${skinMap.name}.`); + skin.constraints.push(constraint); + } + } for (let slotName in skinMap.attachments) { let slot = skeletonData.findSlot(slotName); if (!slot) @@ -8855,6 +11310,13 @@ var spine = (() => { } else if (timelineName === "sheary") { let timeline = new ShearYTimeline(frames, frames, boneIndex); timelines.push(readTimeline12(timelineMap, timeline, 0, 1)); + } else if (timelineName === "inherit") { + let timeline = new InheritTimeline(frames, bone.index); + for (let frame = 0; frame < timelineMap.length; frame++) { + let aFrame = timelineMap[frame]; + timeline.setFrame(frame, getValue(aFrame, "time", 0), Utils.enumValue(Inherit, getValue(aFrame, "inherit", "Normal"))); + } + timelines.push(timeline); } } } @@ -8964,10 +11426,10 @@ var spine = (() => { let frames = timelineMap.length; if (timelineName === "position") { let timeline = new PathConstraintPositionTimeline(frames, frames, constraintIndex); - timelines.push(readTimeline12(timelineMap, timeline, 0, constraint.positionMode == PositionMode.Fixed ? scale : 1)); + timelines.push(readTimeline12(timelineMap, timeline, 0, constraint.positionMode == 0 /* Fixed */ ? scale : 1)); } else if (timelineName === "spacing") { let timeline = new PathConstraintSpacingTimeline(frames, frames, constraintIndex); - timelines.push(readTimeline12(timelineMap, timeline, 0, constraint.spacingMode == SpacingMode.Length || constraint.spacingMode == SpacingMode.Fixed ? scale : 1)); + timelines.push(readTimeline12(timelineMap, timeline, 0, constraint.spacingMode == 0 /* Length */ || constraint.spacingMode == 1 /* Fixed */ ? scale : 1)); } else if (timelineName === "mix") { let timeline = new PathConstraintMixTimeline(frames, frames * 3, constraintIndex); let time = getValue(keyMap, "time", 0); @@ -9002,6 +11464,50 @@ var spine = (() => { } } } + if (map.physics) { + for (let constraintName in map.physics) { + let constraintMap = map.physics[constraintName]; + let constraintIndex = -1; + if (constraintName.length > 0) { + let constraint = skeletonData.findPhysicsConstraint(constraintName); + if (!constraint) + throw new Error("Physics constraint not found: " + constraintName); + constraintIndex = skeletonData.physicsConstraints.indexOf(constraint); + } + for (let timelineName in constraintMap) { + let timelineMap = constraintMap[timelineName]; + let keyMap = timelineMap[0]; + if (!keyMap) + continue; + let frames = timelineMap.length; + if (timelineName == "reset") { + const timeline2 = new PhysicsConstraintResetTimeline(timelineMap.size, constraintIndex); + for (let frame = 0; keyMap != null; keyMap = timelineMap[frame + 1], frame++) + timeline2.setFrame(frame, getValue(keyMap, "time", 0)); + timelines.push(timeline2); + continue; + } + let timeline; + if (timelineName == "inertia") + timeline = new PhysicsConstraintInertiaTimeline(frames, frames, constraintIndex); + else if (timelineName == "strength") + timeline = new PhysicsConstraintStrengthTimeline(frames, frames, constraintIndex); + else if (timelineName == "damping") + timeline = new PhysicsConstraintDampingTimeline(frames, frames, constraintIndex); + else if (timelineName == "mass") + timeline = new PhysicsConstraintMassTimeline(frames, frames, constraintIndex); + else if (timelineName == "wind") + timeline = new PhysicsConstraintWindTimeline(frames, frames, constraintIndex); + else if (timelineName == "gravity") + timeline = new PhysicsConstraintGravityTimeline(frames, frames, constraintIndex); + else if (timelineName == "mix") + timeline = new PhysicsConstraintMixTimeline(frames, frames, constraintIndex); + else + continue; + timelines.push(readTimeline12(timelineMap, timeline, 0, 1)); + } + } + } if (map.attachments) { for (let attachmentsName in map.attachments) { let attachmentsMap = map.attachments[attachmentsName]; @@ -9138,6 +11644,11 @@ var spine = (() => { } }; var LinkedMesh2 = class { + parent; + skin; + slotIndex; + mesh; + inheritTimeline; constructor(mesh, skin, slotIndex, parent, inheritDeform) { this.mesh = mesh; this.skin = skin; @@ -9208,7 +11719,7 @@ var spine = (() => { return bezier + 1; } function getValue(map, property, defaultValue) { - //return map[property] !== void 0 ? map[property] : defaultValue; + // C3Chante return map[property] !== void 0 ? map[property] : defaultValue; return (property in map) ? map[property] : defaultValue; } @@ -9225,8 +11736,10 @@ var spine = (() => { // spine-webgl/src/WebGL.ts var ManagedWebGLRenderingContext = class { + canvas; + gl; + restorables = new Array(); constructor(canvasOrContext, contextConfig = { alpha: "true" }) { - this.restorables = new Array(); if (!(canvasOrContext instanceof WebGLRenderingContext || typeof WebGL2RenderingContext !== "undefined" && canvasOrContext instanceof WebGL2RenderingContext)) { let canvas = canvasOrContext; this.gl = canvas.getContext("webgl2", contextConfig) || canvas.getContext("webgl", contextConfig); @@ -9254,63 +11767,15 @@ var spine = (() => { this.restorables.splice(index, 1); } }; - var ONE = 1; - var ONE_MINUS_SRC_COLOR = 769; - var SRC_ALPHA = 770; - var ONE_MINUS_SRC_ALPHA = 771; - var DST_COLOR = 774; - var WebGLBlendModeConverter = class { - static getDestGLBlendMode(blendMode) { - switch (blendMode) { - case BlendMode.Normal: - return ONE_MINUS_SRC_ALPHA; - case BlendMode.Additive: - return ONE; - case BlendMode.Multiply: - return ONE_MINUS_SRC_ALPHA; - case BlendMode.Screen: - return ONE_MINUS_SRC_ALPHA; - default: - throw new Error("Unknown blend mode: " + blendMode); - } - } - static getSourceColorGLBlendMode(blendMode, premultipliedAlpha = false) { - switch (blendMode) { - case BlendMode.Normal: - return premultipliedAlpha ? ONE : SRC_ALPHA; - case BlendMode.Additive: - return premultipliedAlpha ? ONE : SRC_ALPHA; - case BlendMode.Multiply: - return DST_COLOR; - case BlendMode.Screen: - return ONE; - default: - throw new Error("Unknown blend mode: " + blendMode); - } - } - static getSourceAlphaGLBlendMode(blendMode) { - switch (blendMode) { - case BlendMode.Normal: - return ONE; - case BlendMode.Additive: - return ONE; - case BlendMode.Multiply: - return ONE_MINUS_SRC_ALPHA; - case BlendMode.Screen: - return ONE_MINUS_SRC_COLOR; - default: - throw new Error("Unknown blend mode: " + blendMode); - } - } - }; // spine-webgl/src/GLTexture.ts var _GLTexture = class extends Texture { + context; + texture = null; + boundUnit = 0; + useMipMaps = false; constructor(context, image, useMipMaps = false) { super(image); - this.texture = null; - this.boundUnit = 0; - this.useMipMaps = false; this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context); this.useMipMaps = useMipMaps; this.restore(); @@ -9321,19 +11786,32 @@ var spine = (() => { 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.MipMap: - case TextureFilter.MipMapLinearLinear: - case TextureFilter.MipMapLinearNearest: - case TextureFilter.MipMapNearestLinear: - case TextureFilter.MipMapNearestNearest: - return TextureFilter.Linear; + case 9987 /* MipMapLinearLinear */: + case 9985 /* MipMapLinearNearest */: + case 9986 /* MipMapNearestLinear */: + case 9984 /* MipMapNearestNearest */: + return 9729 /* Linear */; default: return magFilter; } } + static usesMipMaps(filter) { + switch (filter) { + case 9987 /* MipMapLinearLinear */: + case 9985 /* MipMapLinearNearest */: + case 9986 /* MipMapNearestLinear */: + case 9984 /* MipMapNearestNearest */: + return true; + default: + return false; + } + } setWraps(uWrap, vWrap) { let gl = this.context.gl; this.bind(); @@ -9377,7 +11855,7 @@ var spine = (() => { } }; var GLTexture = _GLTexture; - GLTexture.DISABLE_UNPACK_PREMULTIPLIED_ALPHA_WEBGL = false; + __publicField(GLTexture, "DISABLE_UNPACK_PREMULTIPLIED_ALPHA_WEBGL", false); // spine-webgl/src/AssetManager.ts var AssetManager = class extends AssetManagerBase { @@ -9390,10 +11868,10 @@ var spine = (() => { // spine-webgl/src/Vector3.ts var Vector3 = class { + x = 0; + y = 0; + z = 0; constructor(x = 0, y = 0, z = 0) { - this.x = 0; - this.y = 0; - this.z = 0; this.x = x; this.y = y; this.z = z; @@ -9443,12 +11921,20 @@ var spine = (() => { } 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]); + 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); + 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; @@ -9482,9 +11968,9 @@ var spine = (() => { var M32 = 11; var M33 = 15; var _Matrix4 = class { + temp = new Float32Array(16); + values = new Float32Array(16); constructor() { - this.temp = new Float32Array(16); - this.values = new Float32Array(16); let v = this.values; v[M00] = 1; v[M11] = 1; @@ -9715,26 +12201,26 @@ var spine = (() => { } }; var Matrix42 = _Matrix4; - Matrix42.xAxis = new Vector3(); - Matrix42.yAxis = new Vector3(); - Matrix42.zAxis = new Vector3(); - Matrix42.tmpMatrix = new _Matrix4(); + __publicField(Matrix42, "xAxis", new Vector3()); + __publicField(Matrix42, "yAxis", new Vector3()); + __publicField(Matrix42, "zAxis", new Vector3()); + __publicField(Matrix42, "tmpMatrix", new _Matrix4()); // spine-webgl/src/Camera.ts var OrthoCamera = class { + 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 Matrix42(); + inverseProjectionView = new Matrix42(); + projection = new Matrix42(); + view = new Matrix42(); constructor(viewportWidth, viewportHeight) { - this.position = new Vector3(0, 0, 0); - this.direction = new Vector3(0, 0, -1); - this.up = new Vector3(0, 1, 0); - this.near = 0; - this.far = 100; - this.zoom = 1; - this.viewportWidth = 0; - this.viewportHeight = 0; - this.projectionView = new Matrix42(); - this.inverseProjectionView = new Matrix42(); - this.projection = new Matrix42(); - this.view = new Matrix42(); this.viewportWidth = viewportWidth; this.viewportHeight = viewportHeight; this.update(); @@ -9745,7 +12231,14 @@ var spine = (() => { 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); + 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); @@ -9774,15 +12267,16 @@ var spine = (() => { // spine-webgl/src/Input.ts var Input = class { + element; + mouseX = 0; + mouseY = 0; + buttonDown = false; + touch0 = null; + touch1 = null; + initialPinchDistance = 0; + listeners = new Array(); + eventListeners = []; constructor(element) { - this.mouseX = 0; - this.mouseY = 0; - this.buttonDown = false; - this.touch0 = null; - this.touch1 = null; - this.initialPinchDistance = 0; - this.listeners = new Array(); - this.eventListeners = []; this.element = element; this.setupCallbacks(element); } @@ -10045,18 +12539,21 @@ var spine = (() => { constructor(context, vertexShader, fragmentShader) { this.vertexShader = vertexShader; this.fragmentShader = fragmentShader; - this.vs = null; - this.fs = null; - this.program = null; - this.tmp2x2 = new Float32Array(2 * 2); - this.tmp3x3 = new Float32Array(3 * 3); - this.tmp4x4 = new Float32Array(4 * 4); this.vsSource = vertexShader; this.fsSource = fragmentShader; this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context); this.context.addRestorable(this); this.compile(); } + 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; } @@ -10193,121 +12690,114 @@ var spine = (() => { } 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; +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}; - } - `; +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; +#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); - } - `; +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; +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}; - } - `; +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; +#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; - } - `; +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; +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}; - } - `; +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; +#ifdef GL_ES + #define LOWP lowp + precision mediump float; +#else + #define LOWP +#endif +varying LOWP vec4 v_color; - void main () { - gl_FragColor = v_color; - } - `; +void main () { + gl_FragColor = v_color; +} +`; return new _Shader(context, vs, fs); } }; var Shader = _Shader; - Shader.MVP_MATRIX = "u_projTrans"; - Shader.POSITION = "a_position"; - Shader.COLOR = "a_color"; - Shader.COLOR2 = "a_color2"; - Shader.TEXCOORDS = "a_texCoords"; - Shader.SAMPLER = "u_texture"; + __publicField(Shader, "MVP_MATRIX", "u_projTrans"); + __publicField(Shader, "POSITION", "a_position"); + __publicField(Shader, "COLOR", "a_color"); + __publicField(Shader, "COLOR2", "a_color2"); + __publicField(Shader, "TEXCOORDS", "a_texCoords"); + __publicField(Shader, "SAMPLER", "u_texture"); // spine-webgl/src/Mesh.ts var Mesh = class { constructor(context, attributes, maxVertices, maxIndices) { this.attributes = attributes; - this.verticesBuffer = null; - this.verticesLength = 0; - this.dirtyVertices = false; - this.indicesBuffer = null; - this.indicesLength = 0; - this.dirtyIndices = false; - this.elementsPerVertex = 0; this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context); this.elementsPerVertex = 0; for (let i = 0; i < attributes.length; i++) { @@ -10317,6 +12807,16 @@ var spine = (() => { this.indices = new Uint16Array(maxIndices); this.context.addRestorable(this); } + context; + vertices; + verticesBuffer = null; + verticesLength = 0; + dirtyVertices = false; + indices; + indicesBuffer = null; + indicesLength = 0; + dirtyIndices = false; + elementsPerVertex = 0; getAttributes() { return this.attributes; } @@ -10471,21 +12971,31 @@ var spine = (() => { super(Shader.COLOR2, VertexAttributeType.Float, 4); } }; - var VertexAttributeType; - (function(VertexAttributeType2) { + var VertexAttributeType = /* @__PURE__ */ ((VertexAttributeType2) => { VertexAttributeType2[VertexAttributeType2["Float"] = 0] = "Float"; - })(VertexAttributeType || (VertexAttributeType = {})); + return VertexAttributeType2; + })(VertexAttributeType || {}); // spine-webgl/src/PolygonBatcher.ts - var PolygonBatcher = class { + var GL_ONE = 1; + var GL_ONE_MINUS_SRC_COLOR = 769; + var GL_SRC_ALPHA = 770; + var GL_ONE_MINUS_SRC_ALPHA = 771; + var GL_DST_COLOR = 774; + var _PolygonBatcher = class { + context; + drawCalls = 0; + isDrawing = false; + mesh; + shader = null; + lastTexture = null; + verticesLength = 0; + indicesLength = 0; + srcColorBlend; + srcAlphaBlend; + dstBlend; + cullWasEnabled = false; constructor(context, twoColorTint = true, maxVertices = 10920) { - this.drawCalls = 0; - this.isDrawing = false; - this.shader = null; - this.lastTexture = null; - this.verticesLength = 0; - this.indicesLength = 0; - this.cullWasEnabled = false; 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); @@ -10506,11 +13016,17 @@ var spine = (() => { let gl = this.context.gl; gl.enable(gl.BLEND); gl.blendFuncSeparate(this.srcColorBlend, this.dstBlend, this.srcAlphaBlend, this.dstBlend); - this.cullWasEnabled = gl.isEnabled(gl.CULL_FACE); - if (this.cullWasEnabled) - gl.disable(gl.CULL_FACE); + if (_PolygonBatcher.disableCulling) { + this.cullWasEnabled = gl.isEnabled(gl.CULL_FACE); + if (this.cullWasEnabled) + gl.disable(gl.CULL_FACE); + } } - setBlendMode(srcColorBlend, srcAlphaBlend, dstBlend) { + 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; @@ -10518,9 +13034,9 @@ var spine = (() => { this.dstBlend = dstBlend; if (this.isDrawing) { this.flush(); - let gl = this.context.gl; - gl.blendFuncSeparate(srcColorBlend, dstBlend, srcAlphaBlend, dstBlend); } + let gl = this.context.gl; + gl.blendFuncSeparate(srcColorBlend, dstBlend, srcAlphaBlend, dstBlend); } draw(texture, vertices, indices) { if (texture != this.lastTexture) { @@ -10553,6 +13069,7 @@ var spine = (() => { this.mesh.setVerticesLength(0); this.mesh.setIndicesLength(0); this.drawCalls++; + _PolygonBatcher.globalDrawCalls++; } end() { if (!this.isDrawing) @@ -10564,26 +13081,47 @@ var spine = (() => { this.isDrawing = false; let gl = this.context.gl; gl.disable(gl.BLEND); - if (this.cullWasEnabled) - gl.enable(gl.CULL_FACE); + 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(); } }; + var PolygonBatcher = _PolygonBatcher; + __publicField(PolygonBatcher, "disableCulling", false); + __publicField(PolygonBatcher, "globalDrawCalls", 0); + __publicField(PolygonBatcher, "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 } + ]); // spine-webgl/src/ShapeRenderer.ts var ShapeRenderer = class { + 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) { - this.isDrawing = false; - this.shapeType = ShapeType.Filled; - this.color = new Color(1, 1, 1, 1); - this.shader = null; - this.vertexIndex = 0; - this.tmp = new Vector2(); 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); @@ -10725,7 +13263,7 @@ var spine = (() => { if (count < 3) throw new Error("Polygon must contain at least 3 vertices"); this.check(ShapeType.Line, count * 2); - if (color) + if (!color) color = this.color; let vertices = this.mesh.getVertices(); let idx = this.vertexIndex; @@ -10792,7 +13330,7 @@ var spine = (() => { } curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color) { this.check(ShapeType.Line, segments * 2 + 2); - if (color) + if (!color) color = this.color; let subdiv_step = 1 / segments; let subdiv_step2 = subdiv_step * subdiv_step; @@ -10871,37 +13409,38 @@ var spine = (() => { this.mesh.dispose(); } }; - var ShapeType; - (function(ShapeType2) { + var ShapeType = /* @__PURE__ */ ((ShapeType2) => { ShapeType2[ShapeType2["Point"] = 0] = "Point"; ShapeType2[ShapeType2["Line"] = 1] = "Line"; ShapeType2[ShapeType2["Filled"] = 4] = "Filled"; - })(ShapeType || (ShapeType = {})); + return ShapeType2; + })(ShapeType || {}); // spine-webgl/src/SkeletonDebugRenderer.ts var _SkeletonDebugRenderer = class { + 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); constructor(context) { - this.boneLineColor = new Color(1, 0, 0, 1); - this.boneOriginColor = new Color(0, 1, 0, 1); - this.attachmentLineColor = new Color(0, 0, 1, 0.5); - this.triangleLineColor = new Color(1, 0.64, 0, 0.5); - this.pathColor = new Color().setFromString("FF7F00"); - this.clipColor = new Color(0.8, 0, 0, 2); - this.aabbColor = new Color(0, 1, 0, 0.5); - this.drawBones = true; - this.drawRegionAttachments = true; - this.drawBoundingBoxes = true; - this.drawMeshHull = true; - this.drawMeshTriangles = true; - this.drawPaths = true; - this.drawSkeletonXY = false; - this.drawClipping = true; - this.premultipliedAlpha = false; - this.scale = 1; - this.boneWidth = 2; - this.bounds = new SkeletonBounds(); - this.temp = new Array(); - this.vertices = Utils.newFloatArray(2 * 1024); this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context); } draw(shapes, skeleton, ignoredBones) { @@ -10961,7 +13500,18 @@ var spine = (() => { 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]); + shapes.triangle( + false, + vertices[v1], + vertices[v1 + 1], + // + vertices[v2], + vertices[v2 + 1], + // + vertices[v3], + vertices[v3 + 1] + // + ); } } if (this.drawMeshHull && hullLength > 0) { @@ -11036,7 +13586,7 @@ var spine = (() => { let bone = bones[i]; if (ignoredBones && ignoredBones.indexOf(bone.data.name) > -1) continue; - shapes.circle(true, bone.worldX, bone.worldY, 3 * this.scale, _SkeletonDebugRenderer.GREEN, 8); + shapes.circle(true, bone.worldX, bone.worldY, 3 * this.scale, this.boneOriginColor, 8); } } if (this.drawClipping) { @@ -11067,8 +13617,8 @@ var spine = (() => { } }; var SkeletonDebugRenderer = _SkeletonDebugRenderer; - SkeletonDebugRenderer.LIGHT_GRAY = new Color(192 / 255, 192 / 255, 192 / 255, 1); - SkeletonDebugRenderer.GREEN = new Color(0, 1, 0, 1); + __publicField(SkeletonDebugRenderer, "LIGHT_GRAY", new Color(192 / 255, 192 / 255, 192 / 255, 1)); + __publicField(SkeletonDebugRenderer, "GREEN", new Color(0, 1, 0, 1)); // spine-webgl/src/SkeletonRenderer.ts var Renderable = class { @@ -11079,32 +13629,31 @@ var spine = (() => { } }; var _SkeletonRenderer = class { + 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(); constructor(context, twoColorTint = true) { - this.premultipliedAlpha = false; - this.tempColor = new Color(); - this.tempColor2 = new Color(); - this.vertexSize = 2 + 2 + 4; - this.twoColorTint = false; - this.renderable = new Renderable([], 0, 0); - this.clipper = new SkeletonClipping(); - this.temp = new Vector2(); - this.temp2 = new Vector2(); - this.temp3 = new Color(); - this.temp4 = new Color(); this.twoColorTint = twoColorTint; if (twoColorTint) this.vertexSize += 4; this.vertices = Utils.newFloatArray(this.vertexSize * 1024); } - draw(batcher, skeleton, slotRangeStart = -1, slotRangeEnd = -1, sequenceAutoplay, sequenceFPS) { + //< C3Change> + draw(batcher, skeleton, slotRangeStart = -1, slotRangeEnd = -1, transformer = null, sequenceAutoplay, sequenceFPS) { + // let clipper = this.clipper; let premultipliedAlpha = this.premultipliedAlpha; let twoColorTint = this.twoColorTint; let blendMode = null; - let tempPos = this.temp; - let tempUv = this.temp2; - let tempLight = this.temp3; - let tempDark = this.temp4; let renderable = this.renderable; let uvs; let triangles; @@ -11113,10 +13662,11 @@ var spine = (() => { let skeletonColor = skeleton.color; let vertexSize = twoColorTint ? 12 : 8; let inRange = false; + // let currentTime = Date.now(); let frameTime = 1/sequenceFPS * 1000; skeleton.sequenceActive = false; - + // if (slotRangeStart == -1) inRange = true; for (let i = 0, n = drawOrder.length; i < n; i++) { @@ -11139,6 +13689,7 @@ var spine = (() => { let attachment = slot.getAttachment(); let texture; if (attachment instanceof RegionAttachment) { + // // Automatic sequence looping if (sequenceAutoplay && attachment.sequence) { // Length of animation in frames @@ -11148,6 +13699,7 @@ var spine = (() => { slot.sequenceIndex = index; skeleton.sequenceActive = true; } + // let region = attachment; renderable.vertices = this.vertices; @@ -11156,19 +13708,9 @@ var spine = (() => { region.computeWorldVertices(slot, renderable.vertices, 0, clippedVertexSize); triangles = _SkeletonRenderer.QUAD_TRIANGLES; uvs = region.uvs; - texture = region.region.renderObject.page.texture; + texture = region.region.texture; attachmentColor = region.color; } else if (attachment instanceof MeshAttachment) { - - // Automatic sequence looping - if (sequenceAutoplay && attachment.sequence) { - // Length of animation in frames - let count = attachment.sequence.regions.length; - let index = Math.round(currentTime / frameTime); - index %= count; - slot.sequenceIndex = index; - skeleton.sequenceActive = true; - } let mesh = attachment; renderable.vertices = this.vertices; renderable.numVertices = mesh.worldVerticesLength >> 1; @@ -11178,7 +13720,7 @@ var spine = (() => { } mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, renderable.vertices, 0, clippedVertexSize); triangles = mesh.triangles; - texture = mesh.region.renderObject.page.texture; + texture = mesh.region.texture; uvs = mesh.uvs; attachmentColor = mesh.color; } else if (attachment instanceof ClippingAttachment) { @@ -11217,12 +13759,14 @@ var spine = (() => { let slotBlendMode = slot.data.blendMode; if (slotBlendMode != blendMode) { blendMode = slotBlendMode; - batcher.setBlendMode(WebGLBlendModeConverter.getSourceColorGLBlendMode(blendMode, premultipliedAlpha), WebGLBlendModeConverter.getSourceAlphaGLBlendMode(blendMode), WebGLBlendModeConverter.getDestGLBlendMode(blendMode)); + batcher.setBlendMode(blendMode, premultipliedAlpha); } if (clipper.isClipping()) { clipper.clipTriangles(renderable.vertices, renderable.numFloats, 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; @@ -11250,6 +13794,8 @@ var spine = (() => { } } let view = renderable.vertices.subarray(0, renderable.numFloats); + if (transformer) + transformer(renderable.vertices, renderable.numFloats, vertexSize); batcher.draw(texture, view, triangles); } } @@ -11257,9 +13803,13 @@ var spine = (() => { } clipper.clipEnd(); } + /** Returns the {@link SkeletonClipping} used by this renderer for use with e.g. {@link Skeleton.getBounds} **/ + getSkeletonClipping() { + return this.clipper; + } }; var SkeletonRenderer = _SkeletonRenderer; - SkeletonRenderer.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0]; + __publicField(SkeletonRenderer, "QUAD_TRIANGLES", [0, 1, 2, 2, 3, 0]); // spine-webgl/src/SceneRenderer.ts var quad = [ @@ -11299,9 +13849,18 @@ var spine = (() => { var QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0]; var WHITE = new Color(1, 1, 1, 1); var SceneRenderer = class { + context; + canvas; + camera; + batcher; + twoColorTint = false; + batcherShader; + shapes; + shapesShader; + activeRenderer = null; + skeletonRenderer; + skeletonDebugRenderer; constructor(canvas, context, twoColorTint = true) { - this.twoColorTint = false; - this.activeRenderer = null; this.canvas = canvas; this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context); this.twoColorTint = twoColorTint; @@ -11324,10 +13883,10 @@ var spine = (() => { this.camera.update(); this.enableRenderer(this.batcher); } - drawSkeleton(skeleton, premultipliedAlpha = false, slotRangeStart = -1, slotRangeEnd = -1) { + 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); + this.skeletonRenderer.draw(this.batcher, skeleton, slotRangeStart, slotRangeEnd, transform); } drawSkeletonDebug(skeleton, premultipliedAlpha = false, ignoredBones) { this.enableRenderer(this.shapes); @@ -11717,12 +14276,12 @@ var spine = (() => { this.activeRenderer = this.skeletonDebugRenderer; } }; - var ResizeMode; - (function(ResizeMode2) { + var ResizeMode = /* @__PURE__ */ ((ResizeMode2) => { ResizeMode2[ResizeMode2["Stretch"] = 0] = "Stretch"; ResizeMode2[ResizeMode2["Expand"] = 1] = "Expand"; ResizeMode2[ResizeMode2["Fit"] = 2] = "Fit"; - })(ResizeMode || (ResizeMode = {})); + return ResizeMode2; + })(ResizeMode || {}); // spine-webgl/src/LoadingScreen.ts var spinnerImage; @@ -11734,15 +14293,16 @@ var spine = (() => { var logoHeight = 108; var spinnerSize = 163; var LoadingScreen = class { + 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.logo = null; - this.spinner = null; - this.angle = 0; - this.fadeOut = 0; - this.fadeIn = 0; - this.timeKeeper = new TimeKeeper(); - this.backgroundColor = new Color(0.135, 0.135, 0.135, 1); - this.tempColor = new Color(); this.renderer = renderer; this.timeKeeper.maxDelta = 9; if (!logoImage) { @@ -11761,9 +14321,8 @@ var spine = (() => { } } dispose() { - var _a, _b; - (_a = this.logo) == null ? void 0 : _a.dispose(); - (_b = this.spinner) == null ? void 0 : _b.dispose(); + this.logo?.dispose(); + this.spinner?.dispose(); } draw(complete = false) { if (loaded < 2 || complete && this.fadeOut > FADE_OUT) @@ -11775,9 +14334,9 @@ var spine = (() => { let renderer = this.renderer; let canvas = renderer.canvas; let gl = renderer.context.gl; - renderer.resize(ResizeMode.Expand); + renderer.resize(1 /* Expand */); renderer.camera.position.set(canvas.width / 2, canvas.height / 2, 0); - renderer.batcher.setBlendMode(gl.ONE, gl.ONE, gl.ONE_MINUS_SRC_ALPHA); + renderer.batcher.setBlendMode(0 /* Normal */, true); if (complete) { this.fadeOut += this.timeKeeper.delta * (this.timeKeeper.totalTime < 1 ? 2 : 1); if (this.fadeOut > FADE_OUT) @@ -11789,7 +14348,21 @@ var spine = (() => { 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.quad( + true, + 0, + 0, + canvas.width, + 0, + canvas.width, + canvas.height, + 0, + canvas.height, + tempColor, + tempColor, + tempColor, + tempColor + ); renderer.end(); } } else { @@ -11819,8 +14392,9 @@ var spine = (() => { // spine-webgl/src/SpineCanvas.ts var SpineCanvas = class { + /** Constructs a new spine canvas, rendering to the provided HTML canvas. */ constructor(canvas, config) { - this.time = new TimeKeeper(); + this.config = config; if (!config.pathPrefix) config.pathPrefix = ""; if (!config.app) @@ -11834,9 +14408,11 @@ var spine = (() => { render: () => { }, error: () => { + }, + dispose: () => { } }; - if (config.webglConfig) + if (!config.webglConfig) config.webglConfig = { alpha: true }; this.htmlCanvas = canvas; this.context = new ManagedWebGLRenderingContext(canvas, config.webglConfig); @@ -11847,6 +14423,8 @@ var spine = (() => { if (config.app.loadAssets) config.app.loadAssets(this); let loop = () => { + if (this.disposed) + return; requestAnimationFrame(loop); this.time.update(); if (config.app.update) @@ -11855,6 +14433,8 @@ var spine = (() => { config.app.render(this); }; let waitForAssets = () => { + if (this.disposed) + return; if (this.assetManager.isLoadingComplete()) { if (this.assetManager.hasErrors()) { if (config.app.error) @@ -11870,12 +14450,35 @@ var spine = (() => { }; requestAnimationFrame(waitForAssets); } + 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; + /** 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; + } }; - return src_exports; + return __toCommonJS(src_exports); })(); +// if (!globalThis.spine) globalThis.spine = spine +// diff --git a/src/lang/en-US.json b/src/lang/en-US.json index 0f70cee..fa957e7 100644 --- a/src/lang/en-US.json +++ b/src/lang/en-US.json @@ -277,6 +277,23 @@ } } }, + "set-physics-mode": { + "list-name": "Set physics mode", + "display-text": "Set physics mode to {0}", + "description": "Set physics mode.", + "params": { + "physics-mode": { + "name": "Physics mode", + "desc": "Set behavior of spine physics.", + "items": { + "none": "none", + "reset": "reset", + "update": "update", + "pose": "pose" + } + } + } + }, "set-animation-time": { "list-name": "Set animation time", "display-text": "Set animation time in {0} to {1} on track {2}", diff --git a/src/plugin.js b/src/plugin.js index 388a19a..5a4d954 100755 --- a/src/plugin.js +++ b/src/plugin.js @@ -3,7 +3,7 @@ const C3 = self.C3; const PLUGIN_ID = "Gritsenko_Spine"; - const PLUGIN_VERSION = "2.8.4"; + const PLUGIN_VERSION = "2.9.0"; const PLUGIN_CATEGORY = "general"; const PLUGIN_CLASS = SDK.Plugins.Gritsenko_Spine = class SpinePlugin extends SDK.IPluginBase {