Newer
Older
pixi.js / src / pixi / extras / Spine.js
@Martin Kelm Martin Kelm on 14 Dec 2013 47 KB merge upstream/dev
/**
 * @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;
    slot.currentSpriteName = spriteName;
    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.currentSpriteName || slot.currentSpriteName != attachment.name) {
        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.currentSprite = slot.sprites[spriteName];
        slot.currentSpriteName = 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;