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pixi.js / src / pixi / extras / Spine.js
@Sergei Gorshechnikov Sergei Gorshechnikov on 13 Aug 2013 45 KB Fixed bug described by @GillesVermeulen in #229
/**
 * @author Mat Groves http://matgroves.com/ @Doormat23
 * based on pixi impact spine implementation made by Eemeli Kelokorpi (@ekelokorpi) https://github.com/ekelokorpi
 *
 * Awesome JS run time provided by EsotericSoftware
 * https://github.com/EsotericSoftware/spine-runtimes
 *
 */

/**
 * A class that enables the you to import and run your spine animations in pixi.
 * Spine animation data needs to be loaded using the PIXI.AssetLoader or PIXI.SpineLoader before it can be used by this class
 * See example 12 (http://www.goodboydigital.com/pixijs/examples/12/) to see a working example and check out the source
 *
 * @class Spine
 * @extends DisplayObjectContainer
 * @constructor
 * @param url {String} The url of the spine anim file to be used
 */
PIXI.Spine = function (url) {
	PIXI.DisplayObjectContainer.call(this);

	this.spineData = PIXI.AnimCache[url];

	if (!this.spineData) {
		throw new Error("Spine data must be preloaded using PIXI.SpineLoader or PIXI.AssetLoader: " + url);
	}

	this.skeleton = new spine.Skeleton(this.spineData);
	this.skeleton.updateWorldTransform();

	this.stateData = new spine.AnimationStateData(this.spineData);
	this.state = new spine.AnimationState(this.stateData);

	this.slotContainers = [];

	for (var i = 0, n = this.skeleton.drawOrder.length; i < n; i++) {
		var slot = this.skeleton.drawOrder[i];
		var attachment = slot.attachment;
		var slotContainer = new PIXI.DisplayObjectContainer();
		this.slotContainers.push(slotContainer);
		this.addChild(slotContainer);
		if (!(attachment instanceof spine.RegionAttachment)) {
			continue;
		}
		var spriteName = attachment.rendererObject.name;
		var sprite = this.createSprite(slot, attachment.rendererObject);
		slot.currentSprite = sprite;
		slotContainer.addChild(sprite);
	}
};

PIXI.Spine.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
PIXI.Spine.prototype.constructor = PIXI.Spine;

/*
 * Updates the object transform for rendering
 *
 * @method updateTransform
 * @private
 */
PIXI.Spine.prototype.updateTransform = function () {
	this.lastTime = this.lastTime || Date.now();
	var timeDelta = (Date.now() - this.lastTime) * 0.001;
	this.lastTime = Date.now();
	this.state.update(timeDelta);
	this.state.apply(this.skeleton);
	this.skeleton.updateWorldTransform();

	var drawOrder = this.skeleton.drawOrder;
	for (var i = 0, n = drawOrder.length; i < n; i++) {
		var slot = drawOrder[i];
		var attachment = slot.attachment;
		var slotContainer = this.slotContainers[i];
		if (!(attachment instanceof spine.RegionAttachment)) {
			slotContainer.visible = false;
			continue;
		}

		if (attachment.rendererObject) {
			if (!slot.data.attachmentName || attachment.rendererObject.name != slot.data.attachmentName) {
				var spriteName = attachment.rendererObject.name;
				if (slot.currentSprite !== undefined) {
					slot.currentSprite.visible = false;
				}
				slot.sprites = slot.sprites || {};
				if (slot.sprites[spriteName] !== undefined) {
					slot.sprites[spriteName].visible = true;
				} else {
					var sprite = this.createSprite(slot, attachment.rendererObject);
					slotContainer.addChild(sprite);
				}
				slot.data.attachmentName = attachment.rendererObject.name;
				slot.currentSprite = slot.sprites[spriteName];
			}
		}
		slotContainer.visible = true;

		var bone = slot.bone;

		slotContainer.position.x = bone.worldX + attachment.x * bone.m00 + attachment.y * bone.m01;
		slotContainer.position.y = bone.worldY + attachment.x * bone.m10 + attachment.y * bone.m11;
		slotContainer.scale.x = bone.worldScaleX;
		slotContainer.scale.y = bone.worldScaleY;

		slotContainer.rotation = -(slot.bone.worldRotation * Math.PI / 180);
	}

	PIXI.DisplayObjectContainer.prototype.updateTransform.call(this);
};


PIXI.Spine.prototype.createSprite = function (slot, descriptor) {
	var name = PIXI.TextureCache[descriptor.name] ? descriptor.name : descriptor.name + ".png";
	var sprite = new PIXI.Sprite(PIXI.Texture.fromFrame(name));
	sprite.scale = descriptor.scale;
	sprite.rotation = descriptor.rotation;
	sprite.anchor.x = sprite.anchor.y = 0.5;

	slot.sprites = slot.sprites || {};
	slot.sprites[descriptor.name] = sprite;
	return sprite;
};

/*
 * Awesome JS run time provided by EsotericSoftware
 * 
 * https://github.com/EsotericSoftware/spine-runtimes
 * 
 */

var spine = {};

spine.BoneData = function (name, parent) {
	this.name = name;
	this.parent = parent;
};
spine.BoneData.prototype = {
	length: 0,
	x: 0, y: 0,
	rotation: 0,
	scaleX: 1, scaleY: 1
};

spine.SlotData = function (name, boneData) {
	this.name = name;
	this.boneData = boneData;
};
spine.SlotData.prototype = {
	r: 1, g: 1, b: 1, a: 1,
	attachmentName: null
};

spine.Bone = function (boneData, parent) {
	this.data = boneData;
	this.parent = parent;
	this.setToSetupPose();
};
spine.Bone.yDown = false;
spine.Bone.prototype = {
	x: 0, y: 0,
	rotation: 0,
	scaleX: 1, scaleY: 1,
	m00: 0, m01: 0, worldX: 0, // a b x
	m10: 0, m11: 0, worldY: 0, // c d y
	worldRotation: 0,
	worldScaleX: 1, worldScaleY: 1,
	updateWorldTransform: function (flipX, flipY) {
		var parent = this.parent;
		if (parent != null) {
			this.worldX = this.x * parent.m00 + this.y * parent.m01 + parent.worldX;
			this.worldY = this.x * parent.m10 + this.y * parent.m11 + parent.worldY;
			this.worldScaleX = parent.worldScaleX * this.scaleX;
			this.worldScaleY = parent.worldScaleY * this.scaleY;
			this.worldRotation = parent.worldRotation + this.rotation;
		} else {
			this.worldX = this.x;
			this.worldY = this.y;
			this.worldScaleX = this.scaleX;
			this.worldScaleY = this.scaleY;
			this.worldRotation = this.rotation;
		}
		var radians = this.worldRotation * Math.PI / 180;
		var cos = Math.cos(radians);
		var sin = Math.sin(radians);
		this.m00 = cos * this.worldScaleX;
		this.m10 = sin * this.worldScaleX;
		this.m01 = -sin * this.worldScaleY;
		this.m11 = cos * this.worldScaleY;
		if (flipX) {
			this.m00 = -this.m00;
			this.m01 = -this.m01;
		}
		if (flipY) {
			this.m10 = -this.m10;
			this.m11 = -this.m11;
		}
		if (spine.Bone.yDown) {
			this.m10 = -this.m10;
			this.m11 = -this.m11;
		}
	},
	setToSetupPose: function () {
		var data = this.data;
		this.x = data.x;
		this.y = data.y;
		this.rotation = data.rotation;
		this.scaleX = data.scaleX;
		this.scaleY = data.scaleY;
	}
};

spine.Slot = function (slotData, skeleton, bone) {
	this.data = slotData;
	this.skeleton = skeleton;
	this.bone = bone;
	this.setToSetupPose();
};
spine.Slot.prototype = {
	r: 1, g: 1, b: 1, a: 1,
	_attachmentTime: 0,
	attachment: null,
	setAttachment: function (attachment) {
		this.attachment = attachment;
		this._attachmentTime = this.skeleton.time;
	},
	setAttachmentTime: function (time) {
		this._attachmentTime = this.skeleton.time - time;
	},
	getAttachmentTime: function () {
		return this.skeleton.time - this._attachmentTime;
	},
	setToSetupPose: function () {
		var data = this.data;
		this.r = data.r;
		this.g = data.g;
		this.b = data.b;
		this.a = data.a;

		var slotDatas = this.skeleton.data.slots;
		for (var i = 0, n = slotDatas.length; i < n; i++) {
			if (slotDatas[i] == data) {
				this.setAttachment(!data.attachmentName ? null : this.skeleton.getAttachmentBySlotIndex(i, data.attachmentName));
				break;
			}
		}
	}
};

spine.Skin = function (name) {
	this.name = name;
	this.attachments = {};
};
spine.Skin.prototype = {
	addAttachment: function (slotIndex, name, attachment) {
		this.attachments[slotIndex + ":" + name] = attachment;
	},
	getAttachment: function (slotIndex, name) {
		return this.attachments[slotIndex + ":" + name];
	},
	_attachAll: function (skeleton, oldSkin) {
		for (var key in oldSkin.attachments) {
			var colon = key.indexOf(":");
			var slotIndex = parseInt(key.substring(0, colon));
			var name = key.substring(colon + 1);
			var slot = skeleton.slots[slotIndex];
			if (slot.attachment && slot.attachment.name == name) {
				var attachment = this.getAttachment(slotIndex, name);
				if (attachment) slot.setAttachment(attachment);
			}
		}
	}
};

spine.Animation = function (name, timelines, duration) {
	this.name = name;
	this.timelines = timelines;
	this.duration = duration;
};
spine.Animation.prototype = {
	apply: function (skeleton, time, loop) {
		if (loop && this.duration != 0) time %= this.duration;
		var timelines = this.timelines;
		for (var i = 0, n = timelines.length; i < n; i++)
			timelines[i].apply(skeleton, time, 1);
	},
	mix: function (skeleton, time, loop, alpha) {
		if (loop && this.duration != 0) time %= this.duration;
		var timelines = this.timelines;
		for (var i = 0, n = timelines.length; i < n; i++)
			timelines[i].apply(skeleton, time, alpha);
	}
};

spine.binarySearch = function (values, target, step) {
	var low = 0;
	var high = Math.floor(values.length / step) - 2;
	if (high == 0) return step;
	var current = high >>> 1;
	while (true) {
		if (values[(current + 1) * step] <= target)
			low = current + 1;
		else
			high = current;
		if (low == high) return (low + 1) * step;
		current = (low + high) >>> 1;
	}
};
spine.linearSearch = function (values, target, step) {
	for (var i = 0, last = values.length - step; i <= last; i += step)
		if (values[i] > target) return i;
	return -1;
};

spine.Curves = function (frameCount) {
	this.curves = []; // dfx, dfy, ddfx, ddfy, dddfx, dddfy, ...
	this.curves.length = (frameCount - 1) * 6;
};
spine.Curves.prototype = {
	setLinear: function (frameIndex) {
		this.curves[frameIndex * 6] = 0/*LINEAR*/;
	},
	setStepped: function (frameIndex) {
		this.curves[frameIndex * 6] = -1/*STEPPED*/;
	},
	/** Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
	 * cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
	 * the difference between the keyframe's values. */
	setCurve: function (frameIndex, cx1, cy1, cx2, cy2) {
		var subdiv_step = 1 / 10/*BEZIER_SEGMENTS*/;
		var subdiv_step2 = subdiv_step * subdiv_step;
		var subdiv_step3 = subdiv_step2 * subdiv_step;
		var pre1 = 3 * subdiv_step;
		var pre2 = 3 * subdiv_step2;
		var pre4 = 6 * subdiv_step2;
		var pre5 = 6 * subdiv_step3;
		var tmp1x = -cx1 * 2 + cx2;
		var tmp1y = -cy1 * 2 + cy2;
		var tmp2x = (cx1 - cx2) * 3 + 1;
		var tmp2y = (cy1 - cy2) * 3 + 1;
		var i = frameIndex * 6;
		var curves = this.curves;
		curves[i] = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3;
		curves[i + 1] = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3;
		curves[i + 2] = tmp1x * pre4 + tmp2x * pre5;
		curves[i + 3] = tmp1y * pre4 + tmp2y * pre5;
		curves[i + 4] = tmp2x * pre5;
		curves[i + 5] = tmp2y * pre5;
	},
	getCurvePercent: function (frameIndex, percent) {
		percent = percent < 0 ? 0 : (percent > 1 ? 1 : percent);
		var curveIndex = frameIndex * 6;
		var curves = this.curves;
		var dfx = curves[curveIndex];
		if (!dfx/*LINEAR*/) return percent;
		if (dfx == -1/*STEPPED*/) return 0;
		var dfy = curves[curveIndex + 1];
		var ddfx = curves[curveIndex + 2];
		var ddfy = curves[curveIndex + 3];
		var dddfx = curves[curveIndex + 4];
		var dddfy = curves[curveIndex + 5];
		var x = dfx, y = dfy;
		var i = 10/*BEZIER_SEGMENTS*/ - 2;
		while (true) {
			if (x >= percent) {
				var lastX = x - dfx;
				var lastY = y - dfy;
				return lastY + (y - lastY) * (percent - lastX) / (x - lastX);
			}
			if (i == 0) break;
			i--;
			dfx += ddfx;
			dfy += ddfy;
			ddfx += dddfx;
			ddfy += dddfy;
			x += dfx;
			y += dfy;
		}
		return y + (1 - y) * (percent - x) / (1 - x); // Last point is 1,1.
	}
};

spine.RotateTimeline = function (frameCount) {
	this.curves = new spine.Curves(frameCount);
	this.frames = []; // time, angle, ...
	this.frames.length = frameCount * 2;
};
spine.RotateTimeline.prototype = {
	boneIndex: 0,
	getFrameCount: function () {
		return this.frames.length / 2;
	},
	setFrame: function (frameIndex, time, angle) {
		frameIndex *= 2;
		this.frames[frameIndex] = time;
		this.frames[frameIndex + 1] = angle;
	},
	apply: function (skeleton, time, alpha) {
		var frames = this.frames;
		if (time < frames[0]) return; // Time is before first frame.

		var bone = skeleton.bones[this.boneIndex];

		if (time >= frames[frames.length - 2]) { // Time is after last frame.
			var amount = bone.data.rotation + frames[frames.length - 1] - bone.rotation;
			while (amount > 180)
				amount -= 360;
			while (amount < -180)
				amount += 360;
			bone.rotation += amount * alpha;
			return;
		}

		// Interpolate between the last frame and the current frame.
		var frameIndex = spine.binarySearch(frames, time, 2);
		var lastFrameValue = frames[frameIndex - 1];
		var frameTime = frames[frameIndex];
		var percent = 1 - (time - frameTime) / (frames[frameIndex - 2/*LAST_FRAME_TIME*/] - frameTime);
		percent = this.curves.getCurvePercent(frameIndex / 2 - 1, percent);

		var amount = frames[frameIndex + 1/*FRAME_VALUE*/] - lastFrameValue;
		while (amount > 180)
			amount -= 360;
		while (amount < -180)
			amount += 360;
		amount = bone.data.rotation + (lastFrameValue + amount * percent) - bone.rotation;
		while (amount > 180)
			amount -= 360;
		while (amount < -180)
			amount += 360;
		bone.rotation += amount * alpha;
	}
};

spine.TranslateTimeline = function (frameCount) {
	this.curves = new spine.Curves(frameCount);
	this.frames = []; // time, x, y, ...
	this.frames.length = frameCount * 3;
};
spine.TranslateTimeline.prototype = {
	boneIndex: 0,
	getFrameCount: function () {
		return this.frames.length / 3;
	},
	setFrame: function (frameIndex, time, x, y) {
		frameIndex *= 3;
		this.frames[frameIndex] = time;
		this.frames[frameIndex + 1] = x;
		this.frames[frameIndex + 2] = y;
	},
	apply: function (skeleton, time, alpha) {
		var frames = this.frames;
		if (time < frames[0]) return; // Time is before first frame.

		var bone = skeleton.bones[this.boneIndex];

		if (time >= frames[frames.length - 3]) { // Time is after last frame.
			bone.x += (bone.data.x + frames[frames.length - 2] - bone.x) * alpha;
			bone.y += (bone.data.y + frames[frames.length - 1] - bone.y) * alpha;
			return;
		}

		// Interpolate between the last frame and the current frame.
		var frameIndex = spine.binarySearch(frames, time, 3);
		var lastFrameX = frames[frameIndex - 2];
		var lastFrameY = frames[frameIndex - 1];
		var frameTime = frames[frameIndex];
		var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*LAST_FRAME_TIME*/] - frameTime);
		percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);

		bone.x += (bone.data.x + lastFrameX + (frames[frameIndex + 1/*FRAME_X*/] - lastFrameX) * percent - bone.x) * alpha;
		bone.y += (bone.data.y + lastFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - lastFrameY) * percent - bone.y) * alpha;
	}
};

spine.ScaleTimeline = function (frameCount) {
	this.curves = new spine.Curves(frameCount);
	this.frames = []; // time, x, y, ...
	this.frames.length = frameCount * 3;
};
spine.ScaleTimeline.prototype = {
	boneIndex: 0,
	getFrameCount: function () {
		return this.frames.length / 3;
	},
	setFrame: function (frameIndex, time, x, y) {
		frameIndex *= 3;
		this.frames[frameIndex] = time;
		this.frames[frameIndex + 1] = x;
		this.frames[frameIndex + 2] = y;
	},
	apply: function (skeleton, time, alpha) {
		var frames = this.frames;
		if (time < frames[0]) return; // Time is before first frame.

		var bone = skeleton.bones[this.boneIndex];

		if (time >= frames[frames.length - 3]) { // Time is after last frame.
			bone.scaleX += (bone.data.scaleX - 1 + frames[frames.length - 2] - bone.scaleX) * alpha;
			bone.scaleY += (bone.data.scaleY - 1 + frames[frames.length - 1] - bone.scaleY) * alpha;
			return;
		}

		// Interpolate between the last frame and the current frame.
		var frameIndex = spine.binarySearch(frames, time, 3);
		var lastFrameX = frames[frameIndex - 2];
		var lastFrameY = frames[frameIndex - 1];
		var frameTime = frames[frameIndex];
		var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*LAST_FRAME_TIME*/] - frameTime);
		percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);

		bone.scaleX += (bone.data.scaleX - 1 + lastFrameX + (frames[frameIndex + 1/*FRAME_X*/] - lastFrameX) * percent - bone.scaleX) * alpha;
		bone.scaleY += (bone.data.scaleY - 1 + lastFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - lastFrameY) * percent - bone.scaleY) * alpha;
	}
};

spine.ColorTimeline = function (frameCount) {
	this.curves = new spine.Curves(frameCount);
	this.frames = []; // time, r, g, b, a, ...
	this.frames.length = frameCount * 5;
};
spine.ColorTimeline.prototype = {
	slotIndex: 0,
	getFrameCount: function () {
		return this.frames.length / 2;
	},
	setFrame: function (frameIndex, time, x, y) {
		frameIndex *= 5;
		this.frames[frameIndex] = time;
		this.frames[frameIndex + 1] = r;
		this.frames[frameIndex + 2] = g;
		this.frames[frameIndex + 3] = b;
		this.frames[frameIndex + 4] = a;
	},
	apply: function (skeleton, time, alpha) {
		var frames = this.frames;
		if (time < frames[0]) return; // Time is before first frame.

		var slot = skeleton.slots[this.slotIndex];

		if (time >= frames[frames.length - 5]) { // Time is after last frame.
			var i = frames.length - 1;
			slot.r = frames[i - 3];
			slot.g = frames[i - 2];
			slot.b = frames[i - 1];
			slot.a = frames[i];
			return;
		}

		// Interpolate between the last frame and the current frame.
		var frameIndex = spine.binarySearch(frames, time, 5);
		var lastFrameR = frames[frameIndex - 4];
		var lastFrameG = frames[frameIndex - 3];
		var lastFrameB = frames[frameIndex - 2];
		var lastFrameA = frames[frameIndex - 1];
		var frameTime = frames[frameIndex];
		var percent = 1 - (time - frameTime) / (frames[frameIndex - 5/*LAST_FRAME_TIME*/] - frameTime);
		percent = this.curves.getCurvePercent(frameIndex / 5 - 1, percent);

		var r = lastFrameR + (frames[frameIndex + 1/*FRAME_R*/] - lastFrameR) * percent;
		var g = lastFrameG + (frames[frameIndex + 2/*FRAME_G*/] - lastFrameG) * percent;
		var b = lastFrameB + (frames[frameIndex + 3/*FRAME_B*/] - lastFrameB) * percent;
		var a = lastFrameA + (frames[frameIndex + 4/*FRAME_A*/] - lastFrameA) * percent;
		if (alpha < 1) {
			slot.r += (r - slot.r) * alpha;
			slot.g += (g - slot.g) * alpha;
			slot.b += (b - slot.b) * alpha;
			slot.a += (a - slot.a) * alpha;
		} else {
			slot.r = r;
			slot.g = g;
			slot.b = b;
			slot.a = a;
		}
	}
};

spine.AttachmentTimeline = function (frameCount) {
	this.curves = new spine.Curves(frameCount);
	this.frames = []; // time, ...
	this.frames.length = frameCount;
	this.attachmentNames = []; // time, ...
	this.attachmentNames.length = frameCount;
};
spine.AttachmentTimeline.prototype = {
	slotIndex: 0,
	getFrameCount: function () {
            return this.frames.length;
	},
	setFrame: function (frameIndex, time, attachmentName) {
		this.frames[frameIndex] = time;
		this.attachmentNames[frameIndex] = attachmentName;
	},
	apply: function (skeleton, time, alpha) {
		var frames = this.frames;
		if (time < frames[0]) return; // Time is before first frame.

		var frameIndex;
		if (time >= frames[frames.length - 1]) // Time is after last frame.
			frameIndex = frames.length - 1;
		else
			frameIndex = spine.binarySearch(frames, time, 1) - 1;

		var attachmentName = this.attachmentNames[frameIndex];
		skeleton.slots[this.slotIndex].setAttachment(!attachmentName ? null : skeleton.getAttachmentBySlotIndex(this.slotIndex, attachmentName));
	}
};

spine.SkeletonData = function () {
	this.bones = [];
	this.slots = [];
	this.skins = [];
	this.animations = [];
};
spine.SkeletonData.prototype = {
	defaultSkin: null,
	/** @return May be null. */
	findBone: function (boneName) {
		var bones = this.bones;
		for (var i = 0, n = bones.length; i < n; i++)
			if (bones[i].name == boneName) return bones[i];
		return null;
	},
	/** @return -1 if the bone was not found. */
	findBoneIndex: function (boneName) {
		var bones = this.bones;
		for (var i = 0, n = bones.length; i < n; i++)
			if (bones[i].name == boneName) return i;
		return -1;
	},
	/** @return May be null. */
	findSlot: function (slotName) {
		var slots = this.slots;
		for (var i = 0, n = slots.length; i < n; i++) {
			if (slots[i].name == slotName) return slot[i];
		}
		return null;
	},
	/** @return -1 if the bone was not found. */
	findSlotIndex: function (slotName) {
		var slots = this.slots;
		for (var i = 0, n = slots.length; i < n; i++)
			if (slots[i].name == slotName) return i;
		return -1;
	},
	/** @return May be null. */
	findSkin: function (skinName) {
		var skins = this.skins;
		for (var i = 0, n = skins.length; i < n; i++)
			if (skins[i].name == skinName) return skins[i];
		return null;
	},
	/** @return May be null. */
	findAnimation: function (animationName) {
		var animations = this.animations;
		for (var i = 0, n = animations.length; i < n; i++)
			if (animations[i].name == animationName) return animations[i];
		return null;
	}
};

spine.Skeleton = function (skeletonData) {
	this.data = skeletonData;

	this.bones = [];
	for (var i = 0, n = skeletonData.bones.length; i < n; i++) {
		var boneData = skeletonData.bones[i];
		var parent = !boneData.parent ? null : this.bones[skeletonData.bones.indexOf(boneData.parent)];
		this.bones.push(new spine.Bone(boneData, parent));
	}

	this.slots = [];
	this.drawOrder = [];
	for (var i = 0, n = skeletonData.slots.length; i < n; i++) {
		var slotData = skeletonData.slots[i];
		var bone = this.bones[skeletonData.bones.indexOf(slotData.boneData)];
		var slot = new spine.Slot(slotData, this, bone);
		this.slots.push(slot);
		this.drawOrder.push(slot);
	}
};
spine.Skeleton.prototype = {
	x: 0, y: 0,
	skin: null,
	r: 1, g: 1, b: 1, a: 1,
	time: 0,
	flipX: false, flipY: false,
	/** Updates the world transform for each bone. */
	updateWorldTransform: function () {
		var flipX = this.flipX;
		var flipY = this.flipY;
		var bones = this.bones;
		for (var i = 0, n = bones.length; i < n; i++)
			bones[i].updateWorldTransform(flipX, flipY);
	},
	/** Sets the bones and slots to their setup pose values. */
	setToSetupPose: function () {
		this.setBonesToSetupPose();
		this.setSlotsToSetupPose();
	},
	setBonesToSetupPose: function () {
		var bones = this.bones;
		for (var i = 0, n = bones.length; i < n; i++)
			bones[i].setToSetupPose();
	},
	setSlotsToSetupPose: function () {
		var slots = this.slots;
		for (var i = 0, n = slots.length; i < n; i++)
			slots[i].setToSetupPose(i);
	},
	/** @return May return null. */
	getRootBone: function () {
		return this.bones.length == 0 ? null : this.bones[0];
	},
	/** @return May be null. */
	findBone: function (boneName) {
		var bones = this.bones;
		for (var i = 0, n = bones.length; i < n; i++)
			if (bones[i].data.name == boneName) return bones[i];
		return null;
	},
	/** @return -1 if the bone was not found. */
	findBoneIndex: function (boneName) {
		var bones = this.bones;
		for (var i = 0, n = bones.length; i < n; i++)
			if (bones[i].data.name == boneName) return i;
		return -1;
	},
	/** @return May be null. */
	findSlot: function (slotName) {
		var slots = this.slots;
		for (var i = 0, n = slots.length; i < n; i++)
			if (slots[i].data.name == slotName) return slots[i];
		return null;
	},
	/** @return -1 if the bone was not found. */
	findSlotIndex: function (slotName) {
		var slots = this.slots;
		for (var i = 0, n = slots.length; i < n; i++)
			if (slots[i].data.name == slotName) return i;
		return -1;
	},
	setSkinByName: function (skinName) {
		var skin = this.data.findSkin(skinName);
		if (!skin) throw "Skin not found: " + skinName;
		this.setSkin(skin);
	},
	/** Sets the skin used to look up attachments not found in the {@link SkeletonData#getDefaultSkin() default skin}. Attachments
	 * from the new skin are attached if the corresponding attachment from the old skin was attached.
	 * @param newSkin May be null. */
	setSkin: function (newSkin) {
		if (this.skin && newSkin) newSkin._attachAll(this, this.skin);
		this.skin = newSkin;
	},
	/** @return May be null. */
	getAttachmentBySlotName: function (slotName, attachmentName) {
		return this.getAttachmentBySlotIndex(this.data.findSlotIndex(slotName), attachmentName);
	},
	/** @return May be null. */
	getAttachmentBySlotIndex: function (slotIndex, attachmentName) {
		if (this.skin) {
			var attachment = this.skin.getAttachment(slotIndex, attachmentName);
			if (attachment) return attachment;
		}
		if (this.data.defaultSkin) return this.data.defaultSkin.getAttachment(slotIndex, attachmentName);
		return null;
	},
	/** @param attachmentName May be null. */
	setAttachment: function (slotName, attachmentName) {
		var slots = this.slots;
		for (var i = 0, n = slots.size; i < n; i++) {
			var slot = slots[i];
			if (slot.data.name == slotName) {
				var attachment = null;
				if (attachmentName) {
					attachment = this.getAttachment(i, attachmentName);
					if (attachment == null) throw "Attachment not found: " + attachmentName + ", for slot: " + slotName;
				}
				slot.setAttachment(attachment);
				return;
			}
		}
		throw "Slot not found: " + slotName;
	},
	update: function (delta) {
		time += delta;
	}
};

spine.AttachmentType = {
	region: 0
};

spine.RegionAttachment = function () {
	this.offset = [];
	this.offset.length = 8;
	this.uvs = [];
	this.uvs.length = 8;
};
spine.RegionAttachment.prototype = {
	x: 0, y: 0,
	rotation: 0,
	scaleX: 1, scaleY: 1,
	width: 0, height: 0,
	rendererObject: null,
	regionOffsetX: 0, regionOffsetY: 0,
	regionWidth: 0, regionHeight: 0,
	regionOriginalWidth: 0, regionOriginalHeight: 0,
	setUVs: function (u, v, u2, v2, rotate) {
		var uvs = this.uvs;
		if (rotate) {
			uvs[2/*X2*/] = u;
			uvs[3/*Y2*/] = v2;
			uvs[4/*X3*/] = u;
			uvs[5/*Y3*/] = v;
			uvs[6/*X4*/] = u2;
			uvs[7/*Y4*/] = v;
			uvs[0/*X1*/] = u2;
			uvs[1/*Y1*/] = v2;
		} else {
			uvs[0/*X1*/] = u;
			uvs[1/*Y1*/] = v2;
			uvs[2/*X2*/] = u;
			uvs[3/*Y2*/] = v;
			uvs[4/*X3*/] = u2;
			uvs[5/*Y3*/] = v;
			uvs[6/*X4*/] = u2;
			uvs[7/*Y4*/] = v2;
		}
	},
	updateOffset: function () {
		var regionScaleX = this.width / this.regionOriginalWidth * this.scaleX;
		var regionScaleY = this.height / this.regionOriginalHeight * this.scaleY;
		var localX = -this.width / 2 * this.scaleX + this.regionOffsetX * regionScaleX;
		var localY = -this.height / 2 * this.scaleY + this.regionOffsetY * regionScaleY;
		var localX2 = localX + this.regionWidth * regionScaleX;
		var localY2 = localY + this.regionHeight * regionScaleY;
		var radians = this.rotation * Math.PI / 180;
		var cos = Math.cos(radians);
		var sin = Math.sin(radians);
		var localXCos = localX * cos + this.x;
		var localXSin = localX * sin;
		var localYCos = localY * cos + this.y;
		var localYSin = localY * sin;
		var localX2Cos = localX2 * cos + this.x;
		var localX2Sin = localX2 * sin;
		var localY2Cos = localY2 * cos + this.y;
		var localY2Sin = localY2 * sin;
		var offset = this.offset;
		offset[0/*X1*/] = localXCos - localYSin;
		offset[1/*Y1*/] = localYCos + localXSin;
		offset[2/*X2*/] = localXCos - localY2Sin;
		offset[3/*Y2*/] = localY2Cos + localXSin;
		offset[4/*X3*/] = localX2Cos - localY2Sin;
		offset[5/*Y3*/] = localY2Cos + localX2Sin;
		offset[6/*X4*/] = localX2Cos - localYSin;
		offset[7/*Y4*/] = localYCos + localX2Sin;
	},
	computeVertices: function (x, y, bone, vertices) {
		x += bone.worldX;
		y += bone.worldY;
		var m00 = bone.m00;
		var m01 = bone.m01;
		var m10 = bone.m10;
		var m11 = bone.m11;
		var offset = this.offset;
		vertices[0/*X1*/] = offset[0/*X1*/] * m00 + offset[1/*Y1*/] * m01 + x;
		vertices[1/*Y1*/] = offset[0/*X1*/] * m10 + offset[1/*Y1*/] * m11 + y;
		vertices[2/*X2*/] = offset[2/*X2*/] * m00 + offset[3/*Y2*/] * m01 + x;
		vertices[3/*Y2*/] = offset[2/*X2*/] * m10 + offset[3/*Y2*/] * m11 + y;
		vertices[4/*X3*/] = offset[4/*X3*/] * m00 + offset[5/*X3*/] * m01 + x;
		vertices[5/*X3*/] = offset[4/*X3*/] * m10 + offset[5/*X3*/] * m11 + y;
		vertices[6/*X4*/] = offset[6/*X4*/] * m00 + offset[7/*Y4*/] * m01 + x;
		vertices[7/*Y4*/] = offset[6/*X4*/] * m10 + offset[7/*Y4*/] * m11 + y;
	}
}

spine.AnimationStateData = function (skeletonData) {
	this.skeletonData = skeletonData;
	this.animationToMixTime = {};
};
spine.AnimationStateData.prototype = {
        defaultMix: 0,
	setMixByName: function (fromName, toName, duration) {
		var from = this.skeletonData.findAnimation(fromName);
		if (!from) throw "Animation not found: " + fromName;
		var to = this.skeletonData.findAnimation(toName);
		if (!to) throw "Animation not found: " + toName;
		this.setMix(from, to, duration);
	},
	setMix: function (from, to, duration) {
		this.animationToMixTime[from.name + ":" + to.name] = duration;
	},
	getMix: function (from, to) {
		var time = this.animationToMixTime[from.name + ":" + to.name];
            return time ? time : this.defaultMix;
	}
};

spine.AnimationState = function (stateData) {
	this.data = stateData;
	this.queue = [];
};
spine.AnimationState.prototype = {
	current: null,
	previous: null,
	currentTime: 0,
	previousTime: 0,
	currentLoop: false,
	previousLoop: false,
	mixTime: 0,
	mixDuration: 0,
	update: function (delta) {
		this.currentTime += delta;
		this.previousTime += delta;
		this.mixTime += delta;

		if (this.queue.length > 0) {
			var entry = this.queue[0];
			if (this.currentTime >= entry.delay) {
				this._setAnimation(entry.animation, entry.loop);
				this.queue.shift();
			}
		}
	},
	apply: function (skeleton) {
		if (!this.current) return;
		if (this.previous) {
			this.previous.apply(skeleton, this.previousTime, this.previousLoop);
			var alpha = this.mixTime / this.mixDuration;
			if (alpha >= 1) {
				alpha = 1;
				this.previous = null;
			}
			this.current.mix(skeleton, this.currentTime, this.currentLoop, alpha);
		} else
			this.current.apply(skeleton, this.currentTime, this.currentLoop);
	},
	clearAnimation: function () {
		this.previous = null;
		this.current = null;
		this.queue.length = 0;
	},
	_setAnimation: function (animation, loop) {
		this.previous = null;
		if (animation && this.current) {
			this.mixDuration = this.data.getMix(this.current, animation);
			if (this.mixDuration > 0) {
				this.mixTime = 0;
				this.previous = this.current;
				this.previousTime = this.currentTime;
				this.previousLoop = this.currentLoop;
			}
		}
		this.current = animation;
		this.currentLoop = loop;
		this.currentTime = 0;
	},
	/** @see #setAnimation(Animation, Boolean) */
	setAnimationByName: function (animationName, loop) {
		var animation = this.data.skeletonData.findAnimation(animationName);
		if (!animation) throw "Animation not found: " + animationName;
		this.setAnimation(animation, loop);
	},
	/** Set the current animation. Any queued animations are cleared and the current animation time is set to 0.
	 * @param animation May be null. */
	setAnimation: function (animation, loop) {
		this.queue.length = 0;
		this._setAnimation(animation, loop);
	},
	/** @see #addAnimation(Animation, Boolean, Number) */
	addAnimationByName: function (animationName, loop, delay) {
		var animation = this.data.skeletonData.findAnimation(animationName);
		if (!animation) throw "Animation not found: " + animationName;
		this.addAnimation(animation, loop, delay);
	},
	/** Adds an animation to be played delay seconds after the current or last queued animation.
	 * @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
	addAnimation: function (animation, loop, delay) {
		var entry = {};
		entry.animation = animation;
		entry.loop = loop;

		if (!delay || delay <= 0) {
			var previousAnimation = this.queue.length == 0 ? this.current : this.queue[this.queue.length - 1].animation;
			if (previousAnimation != null)
				delay = previousAnimation.duration - this.data.getMix(previousAnimation, animation) + (delay || 0);
			else
				delay = 0;
		}
		entry.delay = delay;

		this.queue.push(entry);
	},
	/** Returns true if no animation is set or if the current time is greater than the animation duration, regardless of looping. */
	isComplete: function () {
		return !this.current || this.currentTime >= this.current.duration;
	}
};

spine.SkeletonJson = function (attachmentLoader) {
	this.attachmentLoader = attachmentLoader;
};
spine.SkeletonJson.prototype = {
	scale: 1,
	readSkeletonData: function (root) {
		var skeletonData = new spine.SkeletonData();

		// Bones.
		var bones = root["bones"];
		for (var i = 0, n = bones.length; i < n; i++) {
			var boneMap = bones[i];
			var parent = null;
			if (boneMap["parent"]) {
				parent = skeletonData.findBone(boneMap["parent"]);
				if (!parent) throw "Parent bone not found: " + boneMap["parent"];
			}
			var boneData = new spine.BoneData(boneMap["name"], parent);
			boneData.length = (boneMap["length"] || 0) * this.scale;
			boneData.x = (boneMap["x"] || 0) * this.scale;
			boneData.y = (boneMap["y"] || 0) * this.scale;
			boneData.rotation = (boneMap["rotation"] || 0);
			boneData.scaleX = boneMap["scaleX"] || 1;
			boneData.scaleY = boneMap["scaleY"] || 1;
			skeletonData.bones.push(boneData);
		}

		// Slots.
		var slots = root["slots"];
		for (var i = 0, n = slots.length; i < n; i++) {
			var slotMap = slots[i];
			var boneData = skeletonData.findBone(slotMap["bone"]);
			if (!boneData) throw "Slot bone not found: " + slotMap["bone"];
			var slotData = new spine.SlotData(slotMap["name"], boneData);

			var color = slotMap["color"];
			if (color) {
				slotData.r = spine.SkeletonJson.toColor(color, 0);
				slotData.g = spine.SkeletonJson.toColor(color, 1);
				slotData.b = spine.SkeletonJson.toColor(color, 2);
				slotData.a = spine.SkeletonJson.toColor(color, 3);
			}

			slotData.attachmentName = slotMap["attachment"];

			skeletonData.slots.push(slotData);
		}

		// Skins.
		var skins = root["skins"];
		for (var skinName in skins) {
			if (!skins.hasOwnProperty(skinName)) continue;
			var skinMap = skins[skinName];
			var skin = new spine.Skin(skinName);
			for (var slotName in skinMap) {
				if (!skinMap.hasOwnProperty(slotName)) continue;
				var slotIndex = skeletonData.findSlotIndex(slotName);
				var slotEntry = skinMap[slotName];
				for (var attachmentName in slotEntry) {
					if (!slotEntry.hasOwnProperty(attachmentName)) continue;
					var attachment = this.readAttachment(skin, attachmentName, slotEntry[attachmentName]);
					if (attachment != null) skin.addAttachment(slotIndex, attachmentName, attachment);
				}
			}
			skeletonData.skins.push(skin);
			if (skin.name == "default") skeletonData.defaultSkin = skin;
		}

		// Animations.
		var animations = root["animations"];
		for (var animationName in animations) {
			if (!animations.hasOwnProperty(animationName)) continue;
			this.readAnimation(animationName, animations[animationName], skeletonData);
		}

		return skeletonData;
	},
	readAttachment: function (skin, name, map) {
		name = map["name"] || name;

		var type = spine.AttachmentType[map["type"] || "region"];

		if (type == spine.AttachmentType.region) {
			var attachment = new spine.RegionAttachment();
			attachment.x = (map["x"] || 0) * this.scale;
			attachment.y = (map["y"] || 0) * this.scale;
			attachment.scaleX = map["scaleX"] || 1;
			attachment.scaleY = map["scaleY"] || 1;
			attachment.rotation = map["rotation"] || 0;
			attachment.width = (map["width"] || 32) * this.scale;
			attachment.height = (map["height"] || 32) * this.scale;
			attachment.updateOffset();

			attachment.rendererObject = {};
			attachment.rendererObject.name = name;
			attachment.rendererObject.scale = {};
			attachment.rendererObject.scale.x = attachment.scaleX;
			attachment.rendererObject.scale.y = attachment.scaleY;
			attachment.rendererObject.rotation = -attachment.rotation * Math.PI / 180;
			return attachment;
		}

            throw "Unknown attachment type: " + type;
	},

	readAnimation: function (name, map, skeletonData) {
		var timelines = [];
		var duration = 0;

		var bones = map["bones"];
		for (var boneName in bones) {
			if (!bones.hasOwnProperty(boneName)) continue;
			var boneIndex = skeletonData.findBoneIndex(boneName);
			if (boneIndex == -1) throw "Bone not found: " + boneName;
			var boneMap = bones[boneName];

			for (var timelineName in boneMap) {
				if (!boneMap.hasOwnProperty(timelineName)) continue;
				var values = boneMap[timelineName];
				if (timelineName == "rotate") {
					var timeline = new spine.RotateTimeline(values.length);
					timeline.boneIndex = boneIndex;

					var frameIndex = 0;
					for (var i = 0, n = values.length; i < n; i++) {
						var valueMap = values[i];
						timeline.setFrame(frameIndex, valueMap["time"], valueMap["angle"]);
						spine.SkeletonJson.readCurve(timeline, frameIndex, valueMap);
						frameIndex++;
					}
					timelines.push(timeline);
					duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 2 - 2]);

				} else if (timelineName == "translate" || timelineName == "scale") {
					var timeline;
					var timelineScale = 1;
					if (timelineName == "scale")
						timeline = new spine.ScaleTimeline(values.length);
					else {
						timeline = new spine.TranslateTimeline(values.length);
						timelineScale = this.scale;
					}
					timeline.boneIndex = boneIndex;

					var frameIndex = 0;
					for (var i = 0, n = values.length; i < n; i++) {
						var valueMap = values[i];
						var x = (valueMap["x"] || 0) * timelineScale;
						var y = (valueMap["y"] || 0) * timelineScale;
						timeline.setFrame(frameIndex, valueMap["time"], x, y);
						spine.SkeletonJson.readCurve(timeline, frameIndex, valueMap);
						frameIndex++;
					}
					timelines.push(timeline);
					duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 3 - 3]);

				} else
					throw "Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")";
			}
		}
		var slots = map["slots"];
		for (var slotName in slots) {
			if (!slots.hasOwnProperty(slotName)) continue;
			var slotMap = slots[slotName];
			var slotIndex = skeletonData.findSlotIndex(slotName);

			for (var timelineName in slotMap) {
				if (!slotMap.hasOwnProperty(timelineName)) continue;
				var values = slotMap[timelineName];
				if (timelineName == "color") {
					var timeline = new spine.ColorTimeline(values.length);
					timeline.slotIndex = slotIndex;

					var frameIndex = 0;
					for (var i = 0, n = values.length; i < n; i++) {
						var valueMap = values[i];
						var color = valueMap["color"];
						var r = spine.SkeletonJson.toColor(color, 0);
						var g = spine.SkeletonJson.toColor(color, 1);
						var b = spine.SkeletonJson.toColor(color, 2);
						var a = spine.SkeletonJson.toColor(color, 3);
						timeline.setFrame(frameIndex, valueMap["time"], r, g, b, a);
						spine.SkeletonJson.readCurve(timeline, frameIndex, valueMap);
						frameIndex++;
					}
					timelines.push(timeline);
					duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 5 - 5]);

				} else if (timelineName == "attachment") {
					var timeline = new spine.AttachmentTimeline(values.length);
					timeline.slotIndex = slotIndex;

					var frameIndex = 0;
					for (var i = 0, n = values.length; i < n; i++) {
						var valueMap = values[i];
						timeline.setFrame(frameIndex++, valueMap["time"], valueMap["name"]);
					}
					timelines.push(timeline);
                        duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);

				} else
					throw "Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")";
			}
		}
		skeletonData.animations.push(new spine.Animation(name, timelines, duration));
	}
};
spine.SkeletonJson.readCurve = function (timeline, frameIndex, valueMap) {
	var curve = valueMap["curve"];
	if (!curve) return;
	if (curve == "stepped")
		timeline.curves.setStepped(frameIndex);
	else if (curve instanceof Array)
		timeline.curves.setCurve(frameIndex, curve[0], curve[1], curve[2], curve[3]);
};
spine.SkeletonJson.toColor = function (hexString, colorIndex) {
	if (hexString.length != 8) throw "Color hexidecimal length must be 8, recieved: " + hexString;
	return parseInt(hexString.substring(colorIndex * 2, 2), 16) / 255;
};

spine.Atlas = function (atlasText, textureLoader) {
	this.textureLoader = textureLoader;
	this.pages = [];
	this.regions = [];

	var reader = new spine.AtlasReader(atlasText);
	var tuple = [];
	tuple.length = 4;
	var page = null;
	while (true) {
		var line = reader.readLine();
		if (line == null) break;
		line = reader.trim(line);
		if (line.length == 0)
			page = null;
		else if (!page) {
			page = new spine.AtlasPage();
			page.name = line;

			page.format = spine.Atlas.Format[reader.readValue()];

			reader.readTuple(tuple);
			page.minFilter = spine.Atlas.TextureFilter[tuple[0]];
			page.magFilter = spine.Atlas.TextureFilter[tuple[1]];

			var direction = reader.readValue();
			page.uWrap = spine.Atlas.TextureWrap.clampToEdge;
			page.vWrap = spine.Atlas.TextureWrap.clampToEdge;
			if (direction == "x")
				page.uWrap = spine.Atlas.TextureWrap.repeat;
			else if (direction == "y")
				page.vWrap = spine.Atlas.TextureWrap.repeat;
			else if (direction == "xy")
				page.uWrap = page.vWrap = spine.Atlas.TextureWrap.repeat;

			textureLoader.load(page, line);

			this.pages.push(page);

		} else {
			var region = new spine.AtlasRegion();
			region.name = line;
			region.page = page;

			region.rotate = reader.readValue() == "true";

			reader.readTuple(tuple);
			var x = parseInt(tuple[0]);
			var y = parseInt(tuple[1]);

			reader.readTuple(tuple);
			var width = parseInt(tuple[0]);
			var height = parseInt(tuple[1]);

			region.u = x / page.width;
			region.v = y / page.height;
			if (region.rotate) {
				region.u2 = (x + height) / page.width;
				region.v2 = (y + width) / page.height;
			} else {
				region.u2 = (x + width) / page.width;
				region.v2 = (y + height) / page.height;
			}
			region.x = x;
			region.y = y;
			region.width = Math.abs(width);
			region.height = Math.abs(height);

			if (reader.readTuple(tuple) == 4) { // split is optional
				region.splits = [parseInt(tuple[0]), parseInt(tuple[1]), parseInt(tuple[2]), parseInt(tuple[3])];

				if (reader.readTuple(tuple) == 4) { // pad is optional, but only present with splits
					region.pads = [parseInt(tuple[0]), parseInt(tuple[1]), parseInt(tuple[2]), parseInt(tuple[3])];

					reader.readTuple(tuple);
				}
			}

			region.originalWidth = parseInt(tuple[0]);
			region.originalHeight = parseInt(tuple[1]);

			reader.readTuple(tuple);
			region.offsetX = parseInt(tuple[0]);
			region.offsetY = parseInt(tuple[1]);

			region.index = parseInt(reader.readValue());

			this.regions.push(region);
		}
	}
};
spine.Atlas.prototype = {
	findRegion: function (name) {
		var regions = this.regions;
		for (var i = 0, n = regions.length; i < n; i++)
			if (regions[i].name == name) return regions[i];
		return null;
	},
	dispose: function () {
		var pages = this.pages;
		for (var i = 0, n = pages.length; i < n; i++)
			this.textureLoader.unload(pages[i].rendererObject);
	},
	updateUVs: function (page) {
		var regions = this.regions;
		for (var i = 0, n = regions.length; i < n; i++) {
			var region = regions[i];
			if (region.page != page) continue;
			region.u = region.x / page.width;
			region.v = region.y / page.height;
			if (region.rotate) {
				region.u2 = (region.x + region.height) / page.width;
				region.v2 = (region.y + region.width) / page.height;
			} else {
				region.u2 = (region.x + region.width) / page.width;
				region.v2 = (region.y + region.height) / page.height;
			}
		}
	}
};

spine.Atlas.Format = {
	alpha: 0,
	intensity: 1,
	luminanceAlpha: 2,
	rgb565: 3,
	rgba4444: 4,
	rgb888: 5,
	rgba8888: 6
};

spine.Atlas.TextureFilter = {
	nearest: 0,
	linear: 1,
	mipMap: 2,
	mipMapNearestNearest: 3,
	mipMapLinearNearest: 4,
	mipMapNearestLinear: 5,
	mipMapLinearLinear: 6
};

spine.Atlas.TextureWrap = {
	mirroredRepeat: 0,
	clampToEdge: 1,
	repeat: 2
};

spine.AtlasPage = function () {};
spine.AtlasPage.prototype = {
	name: null,
	format: null,
	minFilter: null,
	magFilter: null,
	uWrap: null,
	vWrap: null,
	rendererObject: null,
	width: 0,
	height: 0
};

spine.AtlasRegion = function () {};
spine.AtlasRegion.prototype = {
	page: null,
	name: null,
	x: 0, y: 0,
	width: 0, height: 0,
	u: 0, v: 0, u2: 0, v2: 0,
	offsetX: 0, offsetY: 0,
	originalWidth: 0, originalHeight: 0,
	index: 0,
	rotate: false,
	splits: null,
	pads: null,
};

spine.AtlasReader = function (text) {
	this.lines = text.split(/\r\n|\r|\n/);
};
spine.AtlasReader.prototype = {
	index: 0,
	trim: function (value) {
		return value.replace(/^\s+|\s+$/g, "");
	},
	readLine: function () {
		if (this.index >= this.lines.length) return null;
		return this.lines[this.index++];
	},
	readValue: function () {
		var line = this.readLine();
		var colon = line.indexOf(":");
		if (colon == -1) throw "Invalid line: " + line;
		return this.trim(line.substring(colon + 1));
	},
	/** Returns the number of tuple values read (2 or 4). */
	readTuple: function (tuple) {
		var line = this.readLine();
		var colon = line.indexOf(":");
		if (colon == -1) throw "Invalid line: " + line;
		var i = 0, lastMatch= colon + 1;
		for (; i < 3; i++) {
			var comma = line.indexOf(",", lastMatch);
			if (comma == -1) {
				if (i == 0) throw "Invalid line: " + line;
				break;
			}
			tuple[i] = this.trim(line.substr(lastMatch, comma - lastMatch));
			lastMatch = comma + 1;
		}
		tuple[i] = this.trim(line.substring(lastMatch));
		return i + 1;
	}
}

spine.AtlasAttachmentLoader = function (atlas) {
	this.atlas = atlas;
}
spine.AtlasAttachmentLoader.prototype = {
	newAttachment: function (skin, type, name) {
		switch (type) {
		case spine.AttachmentType.region:
			var region = this.atlas.findRegion(name);
			if (!region) throw "Region not found in atlas: " + name + " (" + type + ")";
			var attachment = new spine.RegionAttachment(name);
			attachment.rendererObject = region;
			attachment.setUVs(region.u, region.v, region.u2, region.v2, region.rotate);
			attachment.regionOffsetX = region.offsetX;
			attachment.regionOffsetY = region.offsetY;
			attachment.regionWidth = region.width;
			attachment.regionHeight = region.height;
			attachment.regionOriginalWidth = region.originalWidth;
			attachment.regionOriginalHeight = region.originalHeight;
			return attachment;
		}
		throw "Unknown attachment type: " + type;
	}
}

PIXI.AnimCache = {};
spine.Bone.yDown = true;