diff --git a/src/pixi/extras/Spine.js b/src/pixi/extras/Spine.js index 7acd908..5477d36 100644 --- a/src/pixi/extras/Spine.js +++ b/src/pixi/extras/Spine.js @@ -1,1474 +1,2626 @@ -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - * based on pixi impact spine implementation made by Eemeli Kelokorpi (@ekelokorpi) https://github.com/ekelokorpi +/****************************************************************************** + * Spine Runtimes Software License + * Version 2.1 * - * Awesome JS run time provided by EsotericSoftware - * https://github.com/EsotericSoftware/spine-runtimes + * Copyright (c) 2013, Esoteric Software + * All rights reserved. * - */ - -/* - * Awesome JS run time provided by EsotericSoftware + * You are granted a perpetual, non-exclusive, non-sublicensable and + * non-transferable license to install, execute and perform the Spine Runtimes + * Software (the "Software") solely for internal use. Without the written + * permission of Esoteric Software (typically granted by licensing Spine), you + * may not (a) modify, translate, adapt or otherwise create derivative works, + * improvements of the Software or develop new applications using the Software + * or (b) remove, delete, alter or obscure any trademarks or any copyright, + * trademark, patent or other intellectual property or proprietary rights + * notices on or in the Software, including any copy thereof. Redistributions + * in binary or source form must include this license and terms. * - * https://github.com/EsotericSoftware/spine-runtimes - * - */ + * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR + * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF + * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO + * EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; + * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, + * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR + * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF + * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + *****************************************************************************/ - - -var spine = {}; +var spine = { + radDeg: 180 / Math.PI, + degRad: Math.PI / 180, + temp: [], + Float32Array: (typeof(Float32Array) === 'undefined') ? Array : Float32Array, + Uint16Array: (typeof(Uint16Array) === 'undefined') ? Array : Uint16Array +}; spine.BoneData = function (name, parent) { - this.name = name; - this.parent = parent; + this.name = name; + this.parent = parent; }; spine.BoneData.prototype = { - length: 0, - x: 0, y: 0, - rotation: 0, - scaleX: 1, scaleY: 1 + length: 0, + x: 0, y: 0, + rotation: 0, + scaleX: 1, scaleY: 1, + inheritScale: true, + inheritRotation: true, + flipX: false, flipY: false }; spine.SlotData = function (name, boneData) { - this.name = name; - this.boneData = boneData; + this.name = name; + this.boneData = boneData; }; spine.SlotData.prototype = { - r: 1, g: 1, b: 1, a: 1, - attachmentName: null + r: 1, g: 1, b: 1, a: 1, + attachmentName: null, + additiveBlending: false }; -spine.Bone = function (boneData, parent) { - this.data = boneData; - this.parent = parent; - this.setToSetupPose(); +spine.IkConstraintData = function (name) { + this.name = name; + this.bones = []; +}; +spine.IkConstraintData.prototype = { + target: null, + bendDirection: 1, + mix: 1 +}; + +spine.Bone = function (boneData, skeleton, parent) { + this.data = boneData; + this.skeleton = skeleton; + this.parent = parent; + this.setToSetupPose(); }; spine.Bone.yDown = false; spine.Bone.prototype = { - x: 0, y: 0, - rotation: 0, - 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; - } + x: 0, y: 0, + rotation: 0, rotationIK: 0, + scaleX: 1, scaleY: 1, + flipX: false, flipY: false, + m00: 0, m01: 0, worldX: 0, // a b x + m10: 0, m11: 0, worldY: 0, // c d y + worldRotation: 0, + worldScaleX: 1, worldScaleY: 1, + worldFlipX: false, worldFlipY: false, + updateWorldTransform: function () { + var parent = this.parent; + if (parent) { + this.worldX = this.x * parent.m00 + this.y * parent.m01 + parent.worldX; + this.worldY = this.x * parent.m10 + this.y * parent.m11 + parent.worldY; + if (this.data.inheritScale) { + this.worldScaleX = parent.worldScaleX * this.scaleX; + this.worldScaleY = parent.worldScaleY * this.scaleY; + } else { + this.worldScaleX = this.scaleX; + this.worldScaleY = this.scaleY; + } + this.worldRotation = this.data.inheritRotation ? (parent.worldRotation + this.rotationIK) : this.rotationIK; + this.worldFlipX = parent.worldFlipX != this.flipX; + this.worldFlipY = parent.worldFlipY != this.flipY; + } else { + var skeletonFlipX = this.skeleton.flipX, skeletonFlipY = this.skeleton.flipY; + this.worldX = skeletonFlipX ? -this.x : this.x; + this.worldY = (skeletonFlipY != spine.Bone.yDown) ? -this.y : this.y; + this.worldScaleX = this.scaleX; + this.worldScaleY = this.scaleY; + this.worldRotation = this.rotationIK; + this.worldFlipX = skeletonFlipX != this.flipX; + this.worldFlipY = skeletonFlipY != this.flipY; + } + var radians = this.worldRotation * spine.degRad; + var cos = Math.cos(radians); + var sin = Math.sin(radians); + if (this.worldFlipX) { + this.m00 = -cos * this.worldScaleX; + this.m01 = sin * this.worldScaleY; + } else { + this.m00 = cos * this.worldScaleX; + this.m01 = -sin * this.worldScaleY; + } + if (this.worldFlipY != spine.Bone.yDown) { + this.m10 = -sin * this.worldScaleX; + this.m11 = -cos * this.worldScaleY; + } else { + this.m10 = sin * this.worldScaleX; + this.m11 = cos * this.worldScaleY; + } + }, + setToSetupPose: function () { + var data = this.data; + this.x = data.x; + this.y = data.y; + this.rotation = data.rotation; + this.rotationIK = this.rotation; + this.scaleX = data.scaleX; + this.scaleY = data.scaleY; + this.flipX = data.flipX; + this.flipY = data.flipY; + }, + worldToLocal: function (world) { + var dx = world[0] - this.worldX, dy = world[1] - this.worldY; + var m00 = this.m00, m10 = this.m10, m01 = this.m01, m11 = this.m11; + if (this.worldFlipX != (this.worldFlipY != spine.Bone.yDown)) { + m00 = -m00; + m11 = -m11; + } + var invDet = 1 / (m00 * m11 - m01 * m10); + world[0] = dx * m00 * invDet - dy * m01 * invDet; + world[1] = dy * m11 * invDet - dx * m10 * invDet; + }, + localToWorld: function (local) { + var localX = local[0], localY = local[1]; + local[0] = localX * this.m00 + localY * this.m01 + this.worldX; + local[1] = localX * this.m10 + localY * this.m11 + this.worldY; + } }; -spine.Slot = function (slotData, skeleton, bone) { - this.data = slotData; - this.skeleton = skeleton; - this.bone = bone; - this.setToSetupPose(); +spine.Slot = function (slotData, bone) { + this.data = slotData; + this.bone = bone; + this.setToSetupPose(); }; spine.Slot.prototype = { - r: 1, g: 1, b: 1, a: 1, - _attachmentTime: 0, - attachment: null, - 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; + r: 1, g: 1, b: 1, a: 1, + _attachmentTime: 0, + attachment: null, + attachmentVertices: [], + setAttachment: function (attachment) { + this.attachment = attachment; + this._attachmentTime = this.bone.skeleton.time; + this.attachmentVertices.length = 0; + }, + setAttachmentTime: function (time) { + this._attachmentTime = this.bone.skeleton.time - time; + }, + getAttachmentTime: function () { + return this.bone.skeleton.time - this._attachmentTime; + }, + setToSetupPose: function () { + var data = this.data; + this.r = data.r; + this.g = data.g; + this.b = data.b; + this.a = data.a; - var slotDatas = this.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; - } - } - } + var slotDatas = this.bone.skeleton.data.slots; + for (var i = 0, n = slotDatas.length; i < n; i++) { + if (slotDatas[i] == data) { + this.setAttachment(!data.attachmentName ? null : this.bone.skeleton.getAttachmentBySlotIndex(i, data.attachmentName)); + break; + } + } + } +}; + +spine.IkConstraint = function (data, skeleton) { + this.data = data; + this.mix = data.mix; + this.bendDirection = data.bendDirection; + + this.bones = []; + for (var i = 0, n = data.bones.length; i < n; i++) + this.bones.push(skeleton.findBone(data.bones[i].name)); + this.target = skeleton.findBone(data.target.name); +}; +spine.IkConstraint.prototype = { + apply: function () { + var target = this.target; + var bones = this.bones; + switch (bones.length) { + case 1: + spine.IkConstraint.apply1(bones[0], target.worldX, target.worldY, this.mix); + break; + case 2: + spine.IkConstraint.apply2(bones[0], bones[1], target.worldX, target.worldY, this.bendDirection, this.mix); + break; + } + } +}; +/** Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified in the world + * coordinate system. */ +spine.IkConstraint.apply1 = function (bone, targetX, targetY, alpha) { + var parentRotation = (!bone.data.inheritRotation || !bone.parent) ? 0 : bone.parent.worldRotation; + var rotation = bone.rotation; + var rotationIK = Math.atan2(targetY - bone.worldY, targetX - bone.worldX) * spine.radDeg - parentRotation; + bone.rotationIK = rotation + (rotationIK - rotation) * alpha; +}; +/** Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as possible. The + * target is specified in the world coordinate system. + * @param child Any descendant bone of the parent. */ +spine.IkConstraint.apply2 = function (parent, child, targetX, targetY, bendDirection, alpha) { + var childRotation = child.rotation, parentRotation = parent.rotation; + if (!alpha) { + child.rotationIK = childRotation; + parent.rotationIK = parentRotation; + return; + } + var positionX, positionY, tempPosition = spine.temp; + var parentParent = parent.parent; + if (parentParent) { + tempPosition[0] = targetX; + tempPosition[1] = targetY; + parentParent.worldToLocal(tempPosition); + targetX = (tempPosition[0] - parent.x) * parentParent.worldScaleX; + targetY = (tempPosition[1] - parent.y) * parentParent.worldScaleY; + } else { + targetX -= parent.x; + targetY -= parent.y; + } + if (child.parent == parent) { + positionX = child.x; + positionY = child.y; + } else { + tempPosition[0] = child.x; + tempPosition[1] = child.y; + child.parent.localToWorld(tempPosition); + parent.worldToLocal(tempPosition); + positionX = tempPosition[0]; + positionY = tempPosition[1]; + } + var childX = positionX * parent.worldScaleX, childY = positionY * parent.worldScaleY; + var offset = Math.atan2(childY, childX); + var len1 = Math.sqrt(childX * childX + childY * childY), len2 = child.data.length * child.worldScaleX; + // Based on code by Ryan Juckett with permission: Copyright (c) 2008-2009 Ryan Juckett, http://www.ryanjuckett.com/ + var cosDenom = 2 * len1 * len2; + if (cosDenom < 0.0001) { + child.rotationIK = childRotation + (Math.atan2(targetY, targetX) * spine.radDeg - parentRotation - childRotation) * alpha; + return; + } + var cos = (targetX * targetX + targetY * targetY - len1 * len1 - len2 * len2) / cosDenom; + if (cos < -1) + cos = -1; + else if (cos > 1) + cos = 1; + var childAngle = Math.acos(cos) * bendDirection; + var adjacent = len1 + len2 * cos, opposite = len2 * Math.sin(childAngle); + var parentAngle = Math.atan2(targetY * adjacent - targetX * opposite, targetX * adjacent + targetY * opposite); + var rotation = (parentAngle - offset) * spine.radDeg - parentRotation; + if (rotation > 180) + rotation -= 360; + else if (rotation < -180) // + rotation += 360; + parent.rotationIK = parentRotation + rotation * alpha; + rotation = (childAngle + offset) * spine.radDeg - childRotation; + if (rotation > 180) + rotation -= 360; + else if (rotation < -180) // + rotation += 360; + child.rotationIK = childRotation + (rotation + parent.worldRotation - child.parent.worldRotation) * alpha; }; spine.Skin = function (name) { - this.name = name; - this.attachments = {}; + 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), 10); - 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); - } - } - } + 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; + this.name = name; + this.timelines = timelines; + this.duration = duration; }; spine.Animation.prototype = { - apply: function (skeleton, time, loop) { - if (loop && this.duration) 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) time %= this.duration; - var timelines = this.timelines; - for (var i = 0, n = timelines.length; i < n; i++) - timelines[i].apply(skeleton, time, alpha); - } + apply: function (skeleton, lastTime, time, loop, events) { + if (loop && this.duration != 0) { + time %= this.duration; + lastTime %= this.duration; + } + var timelines = this.timelines; + for (var i = 0, n = timelines.length; i < n; i++) + timelines[i].apply(skeleton, lastTime, time, events, 1); + }, + mix: function (skeleton, lastTime, time, loop, events, alpha) { + if (loop && this.duration != 0) { + time %= this.duration; + lastTime %= this.duration; + } + var timelines = this.timelines; + for (var i = 0, n = timelines.length; i < n; i++) + timelines[i].apply(skeleton, lastTime, time, events, alpha); + } }; - -spine.binarySearch = function (values, target, step) { - var low = 0; - var high = Math.floor(values.length / step) - 2; - if (!high) return step; - var current = high >>> 1; - while (true) { - if (values[(current + 1) * step] <= target) - low = current + 1; - else - high = current; - if (low == high) return (low + 1) * step; - current = (low + high) >>> 1; - } +spine.Animation.binarySearch = function (values, target, step) { + var low = 0; + var high = Math.floor(values.length / step) - 2; + if (!high) return step; + var current = high >>> 1; + while (true) { + if (values[(current + 1) * step] <= 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.Animation.binarySearch1 = function (values, target) { + var low = 0; + var high = values.length - 2; + if (!high) return 1; + var current = high >>> 1; + while (true) { + if (values[current + 1] <= target) + low = current + 1; + else + high = current; + if (low == high) return low + 1; + current = (low + high) >>> 1; + } +}; +spine.Animation.linearSearch = function (values, target, step) { + for (var i = 0, last = values.length - step; i <= 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; + this.curves = []; // type, x, y, ... + //this.curves.length = (frameCount - 1) * 19/*BEZIER_SIZE*/; }; 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) 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. - } + setLinear: function (frameIndex) { + this.curves[frameIndex * 19/*BEZIER_SIZE*/] = 0/*LINEAR*/; + }, + setStepped: function (frameIndex) { + this.curves[frameIndex * 19/*BEZIER_SIZE*/] = 1/*STEPPED*/; + }, + /** Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next. + * cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of + * the difference between the keyframe's values. */ + setCurve: function (frameIndex, cx1, cy1, cx2, cy2) { + var subdiv1 = 1 / 10/*BEZIER_SEGMENTS*/, subdiv2 = subdiv1 * subdiv1, subdiv3 = subdiv2 * subdiv1; + var pre1 = 3 * subdiv1, pre2 = 3 * subdiv2, pre4 = 6 * subdiv2, pre5 = 6 * subdiv3; + var tmp1x = -cx1 * 2 + cx2, tmp1y = -cy1 * 2 + cy2, tmp2x = (cx1 - cx2) * 3 + 1, tmp2y = (cy1 - cy2) * 3 + 1; + var dfx = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv3, dfy = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv3; + var ddfx = tmp1x * pre4 + tmp2x * pre5, ddfy = tmp1y * pre4 + tmp2y * pre5; + var dddfx = tmp2x * pre5, dddfy = tmp2y * pre5; + + var i = frameIndex * 19/*BEZIER_SIZE*/; + var curves = this.curves; + curves[i++] = 2/*BEZIER*/; + + var x = dfx, y = dfy; + for (var n = i + 19/*BEZIER_SIZE*/ - 1; i < n; i += 2) { + curves[i] = x; + curves[i + 1] = y; + dfx += ddfx; + dfy += ddfy; + ddfx += dddfx; + ddfy += dddfy; + x += dfx; + y += dfy; + } + }, + getCurvePercent: function (frameIndex, percent) { + percent = percent < 0 ? 0 : (percent > 1 ? 1 : percent); + var curves = this.curves; + var i = frameIndex * 19/*BEZIER_SIZE*/; + var type = curves[i]; + if (type === 0/*LINEAR*/) return percent; + if (type == 1/*STEPPED*/) return 0; + i++; + var x = 0; + for (var start = i, n = i + 19/*BEZIER_SIZE*/ - 1; i < n; i += 2) { + x = curves[i]; + if (x >= percent) { + var prevX, prevY; + if (i == start) { + prevX = 0; + prevY = 0; + } else { + prevX = curves[i - 2]; + prevY = curves[i - 1]; + } + return prevY + (curves[i + 1] - prevY) * (percent - prevX) / (x - prevX); + } + } + var y = curves[i - 1]; + return y + (1 - y) * (percent - x) / (1 - x); // Last point is 1,1. + } }; spine.RotateTimeline = function (frameCount) { - this.curves = new spine.Curves(frameCount); - this.frames = []; // time, angle, ... - this.frames.length = frameCount * 2; + 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, - amount; + boneIndex: 0, + getFrameCount: function () { + return this.frames.length / 2; + }, + setFrame: function (frameIndex, time, angle) { + frameIndex *= 2; + this.frames[frameIndex] = time; + this.frames[frameIndex + 1] = angle; + }, + apply: function (skeleton, lastTime, time, firedEvents, alpha) { + var frames = this.frames; + if (time < frames[0]) return; // Time is before first frame. - if (time < frames[0]) return; // Time is before first frame. + var bone = skeleton.bones[this.boneIndex]; - 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; + } - if (time >= frames[frames.length - 2]) { // Time is after last frame. - 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 previous frame and the current frame. + var frameIndex = spine.Animation.binarySearch(frames, time, 2); + var prevFrameValue = frames[frameIndex - 1]; + var frameTime = frames[frameIndex]; + var percent = 1 - (time - frameTime) / (frames[frameIndex - 2/*PREV_FRAME_TIME*/] - frameTime); + percent = this.curves.getCurvePercent(frameIndex / 2 - 1, percent); - // 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); - - 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; - } + var amount = frames[frameIndex + 1/*FRAME_VALUE*/] - prevFrameValue; + while (amount > 180) + amount -= 360; + while (amount < -180) + amount += 360; + amount = bone.data.rotation + (prevFrameValue + 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; + 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. + boneIndex: 0, + getFrameCount: function () { + return this.frames.length / 3; + }, + setFrame: function (frameIndex, time, x, y) { + frameIndex *= 3; + this.frames[frameIndex] = time; + this.frames[frameIndex + 1] = x; + this.frames[frameIndex + 2] = y; + }, + apply: function (skeleton, lastTime, time, firedEvents, alpha) { + var frames = this.frames; + if (time < frames[0]) return; // Time is before first frame. - var bone = skeleton.bones[this.boneIndex]; + 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; - } + 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); + // Interpolate between the previous frame and the current frame. + var frameIndex = spine.Animation.binarySearch(frames, time, 3); + var prevFrameX = frames[frameIndex - 2]; + var prevFrameY = frames[frameIndex - 1]; + var frameTime = frames[frameIndex]; + var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*PREV_FRAME_TIME*/] - frameTime); + percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent); - bone.x += (bone.data.x + 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; - } + bone.x += (bone.data.x + prevFrameX + (frames[frameIndex + 1/*FRAME_X*/] - prevFrameX) * percent - bone.x) * alpha; + bone.y += (bone.data.y + prevFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - prevFrameY) * percent - bone.y) * alpha; + } }; spine.ScaleTimeline = function (frameCount) { - this.curves = new spine.Curves(frameCount); - this.frames = []; // time, x, y, ... - this.frames.length = frameCount * 3; + 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. + boneIndex: 0, + getFrameCount: function () { + return this.frames.length / 3; + }, + setFrame: function (frameIndex, time, x, y) { + frameIndex *= 3; + this.frames[frameIndex] = time; + this.frames[frameIndex + 1] = x; + this.frames[frameIndex + 2] = y; + }, + apply: function (skeleton, lastTime, time, firedEvents, alpha) { + var frames = this.frames; + if (time < frames[0]) return; // Time is before first frame. - var bone = skeleton.bones[this.boneIndex]; + 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; - } + if (time >= frames[frames.length - 3]) { // Time is after last frame. + bone.scaleX += (bone.data.scaleX * frames[frames.length - 2] - bone.scaleX) * alpha; + bone.scaleY += (bone.data.scaleY * frames[frames.length - 1] - bone.scaleY) * alpha; + return; + } - // Interpolate between the 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); + // Interpolate between the previous frame and the current frame. + var frameIndex = spine.Animation.binarySearch(frames, time, 3); + var prevFrameX = frames[frameIndex - 2]; + var prevFrameY = frames[frameIndex - 1]; + var frameTime = frames[frameIndex]; + var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*PREV_FRAME_TIME*/] - frameTime); + percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent); - bone.scaleX += (bone.data.scaleX - 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; - } + bone.scaleX += (bone.data.scaleX * (prevFrameX + (frames[frameIndex + 1/*FRAME_X*/] - prevFrameX) * percent) - bone.scaleX) * alpha; + bone.scaleY += (bone.data.scaleY * (prevFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - prevFrameY) * percent) - bone.scaleY) * alpha; + } }; spine.ColorTimeline = function (frameCount) { - this.curves = new spine.Curves(frameCount); - this.frames = []; // time, r, g, b, a, ... - this.frames.length = frameCount * 5; + this.curves = new spine.Curves(frameCount); + this.frames = []; // time, r, g, b, a, ... + this.frames.length = frameCount * 5; }; spine.ColorTimeline.prototype = { - slotIndex: 0, - getFrameCount: function () { - return this.frames.length / 5; - }, - setFrame: function (frameIndex, time, r, g, b, a) { - frameIndex *= 5; - this.frames[frameIndex] = time; - this.frames[frameIndex + 1] = r; - this.frames[frameIndex + 2] = g; - this.frames[frameIndex + 3] = b; - this.frames[frameIndex + 4] = a; - }, - apply: function (skeleton, time, alpha) { - var frames = this.frames; - if (time < frames[0]) return; // Time is before first frame. + slotIndex: 0, + getFrameCount: function () { + return this.frames.length / 5; + }, + setFrame: function (frameIndex, time, r, g, b, a) { + frameIndex *= 5; + this.frames[frameIndex] = time; + this.frames[frameIndex + 1] = r; + this.frames[frameIndex + 2] = g; + this.frames[frameIndex + 3] = b; + this.frames[frameIndex + 4] = a; + }, + apply: function (skeleton, lastTime, time, firedEvents, alpha) { + var frames = this.frames; + if (time < frames[0]) return; // Time is before first frame. - var slot = skeleton.slots[this.slotIndex]; + var r, g, b, a; + if (time >= frames[frames.length - 5]) { + // Time is after last frame. + var i = frames.length - 1; + r = frames[i - 3]; + g = frames[i - 2]; + b = frames[i - 1]; + a = frames[i]; + } else { + // Interpolate between the previous frame and the current frame. + var frameIndex = spine.Animation.binarySearch(frames, time, 5); + var prevFrameR = frames[frameIndex - 4]; + var prevFrameG = frames[frameIndex - 3]; + var prevFrameB = frames[frameIndex - 2]; + var prevFrameA = frames[frameIndex - 1]; + var frameTime = frames[frameIndex]; + var percent = 1 - (time - frameTime) / (frames[frameIndex - 5/*PREV_FRAME_TIME*/] - frameTime); + percent = this.curves.getCurvePercent(frameIndex / 5 - 1, percent); - 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; - } - } + r = prevFrameR + (frames[frameIndex + 1/*FRAME_R*/] - prevFrameR) * percent; + g = prevFrameG + (frames[frameIndex + 2/*FRAME_G*/] - prevFrameG) * percent; + b = prevFrameB + (frames[frameIndex + 3/*FRAME_B*/] - prevFrameB) * percent; + a = prevFrameA + (frames[frameIndex + 4/*FRAME_A*/] - prevFrameA) * percent; + } + var slot = skeleton.slots[this.slotIndex]; + if (alpha < 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; + this.curves = new spine.Curves(frameCount); + this.frames = []; // time, ... + this.frames.length = frameCount; + this.attachmentNames = []; + this.attachmentNames.length = frameCount; }; spine.AttachmentTimeline.prototype = { - slotIndex: 0, - getFrameCount: function () { - return this.frames.length; - }, - setFrame: function (frameIndex, time, attachmentName) { - this.frames[frameIndex] = time; - this.attachmentNames[frameIndex] = attachmentName; - }, - apply: function (skeleton, time, alpha) { - var frames = this.frames; - if (time < frames[0]) return; // Time is before first frame. + slotIndex: 0, + getFrameCount: function () { + return this.frames.length; + }, + setFrame: function (frameIndex, time, attachmentName) { + this.frames[frameIndex] = time; + this.attachmentNames[frameIndex] = attachmentName; + }, + apply: function (skeleton, lastTime, time, firedEvents, alpha) { + var frames = this.frames; + if (time < frames[0]) { + if (lastTime > time) this.apply(skeleton, lastTime, Number.MAX_VALUE, null, 0); + return; + } else if (lastTime > time) // + lastTime = -1; - 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 frameIndex = time >= frames[frames.length - 1] ? frames.length - 1 : spine.Animation.binarySearch1(frames, time) - 1; + if (frames[frameIndex] < lastTime) return; - var attachmentName = this.attachmentNames[frameIndex]; - skeleton.slots[this.slotIndex].setAttachment(!attachmentName ? null : skeleton.getAttachmentBySlotIndex(this.slotIndex, attachmentName)); - } + var attachmentName = this.attachmentNames[frameIndex]; + skeleton.slots[this.slotIndex].setAttachment( + !attachmentName ? null : skeleton.getAttachmentBySlotIndex(this.slotIndex, attachmentName)); + } +}; + +spine.EventTimeline = function (frameCount) { + this.frames = []; // time, ... + this.frames.length = frameCount; + this.events = []; + this.events.length = frameCount; +}; +spine.EventTimeline.prototype = { + getFrameCount: function () { + return this.frames.length; + }, + setFrame: function (frameIndex, time, event) { + this.frames[frameIndex] = time; + this.events[frameIndex] = event; + }, + /** Fires events for frames > lastTime and <= time. */ + apply: function (skeleton, lastTime, time, firedEvents, alpha) { + if (!firedEvents) return; + + var frames = this.frames; + var frameCount = frames.length; + + if (lastTime > time) { // Fire events after last time for looped animations. + this.apply(skeleton, lastTime, Number.MAX_VALUE, firedEvents, alpha); + lastTime = -1; + } else if (lastTime >= frames[frameCount - 1]) // Last time is after last frame. + return; + if (time < frames[0]) return; // Time is before first frame. + + var frameIndex; + if (lastTime < frames[0]) + frameIndex = 0; + else { + frameIndex = spine.Animation.binarySearch1(frames, lastTime); + var frame = frames[frameIndex]; + while (frameIndex > 0) { // Fire multiple events with the same frame. + if (frames[frameIndex - 1] != frame) break; + frameIndex--; + } + } + var events = this.events; + for (; frameIndex < frameCount && time >= frames[frameIndex]; frameIndex++) + firedEvents.push(events[frameIndex]); + } +}; + +spine.DrawOrderTimeline = function (frameCount) { + this.frames = []; // time, ... + this.frames.length = frameCount; + this.drawOrders = []; + this.drawOrders.length = frameCount; +}; +spine.DrawOrderTimeline.prototype = { + getFrameCount: function () { + return this.frames.length; + }, + setFrame: function (frameIndex, time, drawOrder) { + this.frames[frameIndex] = time; + this.drawOrders[frameIndex] = drawOrder; + }, + apply: function (skeleton, lastTime, time, firedEvents, alpha) { + var frames = this.frames; + if (time < frames[0]) return; // Time is before first frame. + + var frameIndex; + if (time >= frames[frames.length - 1]) // Time is after last frame. + frameIndex = frames.length - 1; + else + frameIndex = spine.Animation.binarySearch1(frames, time) - 1; + + var drawOrder = skeleton.drawOrder; + var slots = skeleton.slots; + var drawOrderToSetupIndex = this.drawOrders[frameIndex]; + if (!drawOrderToSetupIndex) { + for (var i = 0, n = slots.length; i < n; i++) + drawOrder[i] = slots[i]; + } else { + for (var i = 0, n = drawOrderToSetupIndex.length; i < n; i++) + drawOrder[i] = skeleton.slots[drawOrderToSetupIndex[i]]; + } + + } +}; + +spine.FfdTimeline = function (frameCount) { + this.curves = new spine.Curves(frameCount); + this.frames = []; + this.frames.length = frameCount; + this.frameVertices = []; + this.frameVertices.length = frameCount; +}; +spine.FfdTimeline.prototype = { + slotIndex: 0, + attachment: 0, + getFrameCount: function () { + return this.frames.length; + }, + setFrame: function (frameIndex, time, vertices) { + this.frames[frameIndex] = time; + this.frameVertices[frameIndex] = vertices; + }, + apply: function (skeleton, lastTime, time, firedEvents, alpha) { + var slot = skeleton.slots[slotIndex]; + if (slot.attachment != attachment) return; + + var frames = this.frames; + if (time < frames[0]) return; // Time is before first frame. + + var frameVertices = this.frameVertices; + var vertexCount = frameVertices[0].length; + + var vertices = slot.attachmentVertices; + if (vertices.length != vertexCount) alpha = 1; + vertices.length = vertexCount; + + if (time >= frames[frames.length - 1]) { // Time is after last frame. + var lastVertices = frameVertices[frames.length - 1]; + if (alpha < 1) { + for (var i = 0; i < vertexCount; i++) + vertices[i] += (lastVertices[i] - vertices[i]) * alpha; + } else { + for (var i = 0; i < vertexCount; i++) + vertices[i] = lastVertices[i]; + } + return; + } + + // Interpolate between the previous frame and the current frame. + var frameIndex = spine.Animation.binarySearch1(frames, time); + var frameTime = frames[frameIndex]; + var percent = 1 - (time - frameTime) / (frames[frameIndex - 1] - frameTime); + percent = this.curves.getCurvePercent(frameIndex - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent)); + + var prevVertices = frameVertices[frameIndex - 1]; + var nextVertices = frameVertices[frameIndex]; + + if (alpha < 1) { + for (var i = 0; i < vertexCount; i++) { + var prev = prevVertices[i]; + vertices[i] += (prev + (nextVertices[i] - prev) * percent - vertices[i]) * alpha; + } + } else { + for (var i = 0; i < vertexCount; i++) { + var prev = prevVertices[i]; + vertices[i] = prev + (nextVertices[i] - prev) * percent; + } + } + } +}; + +spine.IkConstraintTimeline = function (frameCount) { + this.curves = new spine.Curves(frameCount); + this.frames = []; // time, mix, bendDirection, ... + this.frames.length = frameCount * 3; +}; +spine.IkConstraintTimeline.prototype = { + ikConstraintIndex: 0, + getFrameCount: function () { + return this.frames.length / 3; + }, + setFrame: function (frameIndex, time, mix, bendDirection) { + frameIndex *= 3; + this.frames[frameIndex] = time; + this.frames[frameIndex + 1] = mix; + this.frames[frameIndex + 2] = bendDirection; + }, + apply: function (skeleton, lastTime, time, firedEvents, alpha) { + var frames = this.frames; + if (time < frames[0]) return; // Time is before first frame. + + var ikConstraint = skeleton.ikConstraints[this.ikConstraintIndex]; + + if (time >= frames[frames.length - 3]) { // Time is after last frame. + ikConstraint.mix += (frames[frames.length - 2] - ikConstraint.mix) * alpha; + ikConstraint.bendDirection = frames[frames.length - 1]; + return; + } + + // Interpolate between the previous frame and the current frame. + var frameIndex = spine.Animation.binarySearch(frames, time, 3); + var prevFrameMix = frames[frameIndex + -2/*PREV_FRAME_MIX*/]; + var frameTime = frames[frameIndex]; + var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*PREV_FRAME_TIME*/] - frameTime); + percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent); + + var mix = prevFrameMix + (frames[frameIndex + 1/*FRAME_MIX*/] - prevFrameMix) * percent; + ikConstraint.mix += (mix - ikConstraint.mix) * alpha; + ikConstraint.bendDirection = frames[frameIndex + -1/*PREV_FRAME_BEND_DIRECTION*/]; + } +}; + +spine.FlipXTimeline = function (frameCount) { + this.curves = new spine.Curves(frameCount); + this.frames = []; // time, flip, ... + this.frames.length = frameCount * 2; +}; +spine.FlipXTimeline.prototype = { + boneIndex: 0, + getFrameCount: function () { + return this.frames.length / 2; + }, + setFrame: function (frameIndex, time, flip) { + frameIndex *= 2; + this.frames[frameIndex] = time; + this.frames[frameIndex + 1] = flip ? 1 : 0; + }, + apply: function (skeleton, lastTime, time, firedEvents, alpha) { + var frames = this.frames; + if (time < frames[0]) { + if (lastTime > time) this.apply(skeleton, lastTime, Number.MAX_VALUE, null, 0); + return; + } else if (lastTime > time) // + lastTime = -1; + var frameIndex = (time >= frames[frames.length - 2] ? frames.length : spine.Animation.binarySearch(frames, time, 2)) - 2; + if (frames[frameIndex] < lastTime) return; + skeleton.bones[boneIndex].flipX = frames[frameIndex + 1] != 0; + } +}; + +spine.FlipYTimeline = function (frameCount) { + this.curves = new spine.Curves(frameCount); + this.frames = []; // time, flip, ... + this.frames.length = frameCount * 2; +}; +spine.FlipYTimeline.prototype = { + boneIndex: 0, + getFrameCount: function () { + return this.frames.length / 2; + }, + setFrame: function (frameIndex, time, flip) { + frameIndex *= 2; + this.frames[frameIndex] = time; + this.frames[frameIndex + 1] = flip ? 1 : 0; + }, + apply: function (skeleton, lastTime, time, firedEvents, alpha) { + var frames = this.frames; + if (time < frames[0]) { + if (lastTime > time) this.apply(skeleton, lastTime, Number.MAX_VALUE, null, 0); + return; + } else if (lastTime > time) // + lastTime = -1; + var frameIndex = (time >= frames[frames.length - 2] ? frames.length : spine.Animation.binarySearch(frames, time, 2)) - 2; + if (frames[frameIndex] < lastTime) return; + skeleton.bones[boneIndex].flipY = frames[frameIndex + 1] != 0; + } }; spine.SkeletonData = function () { - this.bones = []; - this.slots = []; - this.skins = []; - this.animations = []; + this.bones = []; + this.slots = []; + this.skins = []; + this.events = []; + this.animations = []; + this.ikConstraints = []; }; 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; - } + name: null, + defaultSkin: null, + width: 0, height: 0, + version: null, hash: null, + /** @return May be null. */ + findBone: function (boneName) { + var bones = this.bones; + for (var i = 0, n = bones.length; i < 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. */ + findEvent: function (eventName) { + var events = this.events; + for (var i = 0, n = events.length; i < n; i++) + if (events[i].name == eventName) return events[i]; + return null; + }, + /** @return May be null. */ + findAnimation: function (animationName) { + var animations = this.animations; + for (var i = 0, n = animations.length; i < n; i++) + if (animations[i].name == animationName) return animations[i]; + return null; + }, + /** @return May be null. */ + findIkConstraint: function (ikConstraintName) { + var ikConstraints = this.ikConstraints; + for (var i = 0, n = ikConstraints.length; i < n; i++) + if (ikConstraints[i].name == ikConstraintName) return ikConstraints[i]; + return null; + } }; spine.Skeleton = function (skeletonData) { - this.data = 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.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, this, parent)); + } - this.slots = []; - this.drawOrder = []; - for (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); - } + 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, bone); + this.slots.push(slot); + this.drawOrder.push(slot); + } + + this.ikConstraints = []; + for (var i = 0, n = skeletonData.ikConstraints.length; i < n; i++) + this.ikConstraints.push(new spine.IkConstraint(skeletonData.ikConstraints[i], this)); + + this.boneCache = []; + this.updateCache(); }; spine.Skeleton.prototype = { - x: 0, y: 0, - skin: null, - r: 1, g: 1, b: 1, a: 1, - time: 0, - flipX: false, flipY: false, - /** 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 ? this.bones[0] : 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].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; - } + x: 0, y: 0, + skin: null, + r: 1, g: 1, b: 1, a: 1, + time: 0, + flipX: false, flipY: false, + /** Caches information about bones and IK constraints. Must be called if bones or IK constraints are added or removed. */ + updateCache: function () { + var ikConstraints = this.ikConstraints; + var ikConstraintsCount = ikConstraints.length; + + var arrayCount = ikConstraintsCount + 1; + var boneCache = this.boneCache; + if (boneCache.length > arrayCount) boneCache.length = arrayCount; + for (var i = 0, n = boneCache.length; i < n; i++) + boneCache[i].length = 0; + while (boneCache.length < arrayCount) + boneCache[boneCache.length] = []; + + var nonIkBones = boneCache[0]; + var bones = this.bones; + + outer: + for (var i = 0, n = bones.length; i < n; i++) { + var bone = bones[i]; + var current = bone; + do { + for (var ii = 0; ii < ikConstraintsCount; ii++) { + var ikConstraint = ikConstraints[ii]; + var parent = ikConstraint.bones[0]; + var child= ikConstraint.bones[ikConstraint.bones.length - 1]; + while (true) { + if (current == child) { + boneCache[ii].push(bone); + boneCache[ii + 1].push(bone); + continue outer; + } + if (child == parent) break; + child = child.parent; + } + } + current = current.parent; + } while (current); + nonIkBones[nonIkBones.length] = bone; + } + }, + /** Updates the world transform for each bone. */ + updateWorldTransform: function () { + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) { + var bone = bones[i]; + bone.rotationIK = bone.rotation; + } + var i = 0, last = this.boneCache.length - 1; + while (true) { + var cacheBones = this.boneCache[i]; + for (var ii = 0, nn = cacheBones.length; ii < nn; ii++) + cacheBones[ii].updateWorldTransform(); + if (i == last) break; + this.ikConstraints[i].apply(); + i++; + } + }, + /** Sets the bones and slots to their setup pose values. */ + setToSetupPose: function () { + this.setBonesToSetupPose(); + this.setSlotsToSetupPose(); + }, + setBonesToSetupPose: function () { + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) + bones[i].setToSetupPose(); + + var ikConstraints = this.ikConstraints; + for (var i = 0, n = ikConstraints.length; i < n; i++) { + var ikConstraint = ikConstraints[i]; + ikConstraint.bendDirection = ikConstraint.data.bendDirection; + ikConstraint.mix = ikConstraint.data.mix; + } + }, + setSlotsToSetupPose: function () { + var slots = this.slots; + var drawOrder = this.drawOrder; + for (var i = 0, n = slots.length; i < n; i++) { + drawOrder[i] = slots[i]; + slots[i].setToSetupPose(i); + } + }, + /** @return May return null. */ + getRootBone: function () { + return this.bones.length ? this.bones[0] : null; + }, + /** @return May be null. */ + findBone: function (boneName) { + var bones = this.bones; + for (var i = 0, n = bones.length; i < 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 before looking in the {@link SkeletonData#getDefaultSkin() default skin}. + * Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was + * no old skin, each slot's setup mode attachment is attached from the new skin. + * @param newSkin May be null. */ + setSkin: function (newSkin) { + if (newSkin) { + if (this.skin) + newSkin._attachAll(this, this.skin); + else { + var slots = this.slots; + for (var i = 0, n = slots.length; i < n; i++) { + var slot = slots[i]; + var name = slot.data.attachmentName; + if (name) { + var attachment = newSkin.getAttachment(i, name); + if (attachment) slot.setAttachment(attachment); + } + } + } + } + this.skin = newSkin; + }, + /** @return May be null. */ + getAttachmentBySlotName: function (slotName, attachmentName) { + return this.getAttachmentBySlotIndex(this.data.findSlotIndex(slotName), attachmentName); + }, + /** @return May be null. */ + getAttachmentBySlotIndex: function (slotIndex, attachmentName) { + if (this.skin) { + var attachment = this.skin.getAttachment(slotIndex, attachmentName); + if (attachment) return attachment; + } + if (this.data.defaultSkin) return this.data.defaultSkin.getAttachment(slotIndex, attachmentName); + return null; + }, + /** @param attachmentName May be null. */ + setAttachment: function (slotName, attachmentName) { + var slots = this.slots; + for (var i = 0, n = slots.length; i < n; i++) { + var slot = slots[i]; + if (slot.data.name == slotName) { + var attachment = null; + if (attachmentName) { + attachment = this.getAttachmentBySlotIndex(i, attachmentName); + if (!attachment) throw "Attachment not found: " + attachmentName + ", for slot: " + slotName; + } + slot.setAttachment(attachment); + return; + } + } + throw "Slot not found: " + slotName; + }, + /** @return May be null. */ + findIkConstraint: function (ikConstraintName) { + var ikConstraints = this.ikConstraints; + for (var i = 0, n = ikConstraints.length; i < n; i++) + if (ikConstraints[i].data.name == ikConstraintName) return ikConstraints[i]; + return null; + }, + update: function (delta) { + this.time += delta; + } +}; + +spine.EventData = function (name) { + this.name = name; +}; +spine.EventData.prototype = { + intValue: 0, + floatValue: 0, + stringValue: null +}; + +spine.Event = function (data) { + this.data = data; +}; +spine.Event.prototype = { + intValue: 0, + floatValue: 0, + stringValue: null }; spine.AttachmentType = { - region: 0 + region: 0, + boundingbox: 1, + mesh: 2, + skinnedmesh: 3 }; -spine.RegionAttachment = function () { - this.offset = []; - this.offset.length = 8; - this.uvs = []; - this.uvs.length = 8; +spine.RegionAttachment = function (name) { + this.name = name; + 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; - } -} + type: spine.AttachmentType.region, + x: 0, y: 0, + rotation: 0, + scaleX: 1, scaleY: 1, + width: 0, height: 0, + r: 1, g: 1, b: 1, a: 1, + path: null, + rendererObject: null, + regionOffsetX: 0, regionOffsetY: 0, + regionWidth: 0, regionHeight: 0, + regionOriginalWidth: 0, regionOriginalHeight: 0, + setUVs: function (u, v, u2, v2, rotate) { + var uvs = this.uvs; + if (rotate) { + uvs[2/*X2*/] = u; + uvs[3/*Y2*/] = v2; + uvs[4/*X3*/] = u; + uvs[5/*Y3*/] = v; + uvs[6/*X4*/] = u2; + uvs[7/*Y4*/] = v; + uvs[0/*X1*/] = u2; + uvs[1/*Y1*/] = v2; + } else { + uvs[0/*X1*/] = u; + uvs[1/*Y1*/] = v2; + uvs[2/*X2*/] = u; + uvs[3/*Y2*/] = v; + uvs[4/*X3*/] = u2; + uvs[5/*Y3*/] = v; + uvs[6/*X4*/] = u2; + uvs[7/*Y4*/] = v2; + } + }, + updateOffset: function () { + var regionScaleX = this.width / this.regionOriginalWidth * this.scaleX; + var regionScaleY = this.height / this.regionOriginalHeight * this.scaleY; + var localX = -this.width / 2 * this.scaleX + this.regionOffsetX * regionScaleX; + var localY = -this.height / 2 * this.scaleY + this.regionOffsetY * regionScaleY; + var localX2 = localX + this.regionWidth * regionScaleX; + var localY2 = localY + this.regionHeight * regionScaleY; + var radians = this.rotation * spine.degRad; + var cos = Math.cos(radians); + var sin = Math.sin(radians); + var localXCos = localX * cos + this.x; + var localXSin = localX * sin; + var localYCos = localY * cos + this.y; + var localYSin = localY * sin; + var localX2Cos = localX2 * cos + this.x; + var localX2Sin = localX2 * sin; + var localY2Cos = localY2 * cos + this.y; + var localY2Sin = localY2 * sin; + var offset = this.offset; + offset[0/*X1*/] = localXCos - localYSin; + offset[1/*Y1*/] = localYCos + localXSin; + offset[2/*X2*/] = localXCos - localY2Sin; + offset[3/*Y2*/] = localY2Cos + localXSin; + offset[4/*X3*/] = localX2Cos - localY2Sin; + offset[5/*Y3*/] = localY2Cos + localX2Sin; + offset[6/*X4*/] = localX2Cos - localYSin; + offset[7/*Y4*/] = localYCos + localX2Sin; + }, + computeVertices: function (x, y, bone, vertices) { + x += bone.worldX; + y += bone.worldY; + var m00 = bone.m00, m01 = bone.m01, m10 = bone.m10, m11 = bone.m11; + var offset = this.offset; + vertices[0/*X1*/] = offset[0/*X1*/] * m00 + offset[1/*Y1*/] * m01 + x; + vertices[1/*Y1*/] = offset[0/*X1*/] * m10 + offset[1/*Y1*/] * m11 + y; + vertices[2/*X2*/] = offset[2/*X2*/] * m00 + offset[3/*Y2*/] * m01 + x; + vertices[3/*Y2*/] = offset[2/*X2*/] * m10 + offset[3/*Y2*/] * m11 + y; + vertices[4/*X3*/] = offset[4/*X3*/] * m00 + offset[5/*X3*/] * m01 + x; + vertices[5/*X3*/] = offset[4/*X3*/] * m10 + offset[5/*X3*/] * m11 + y; + vertices[6/*X4*/] = offset[6/*X4*/] * m00 + offset[7/*Y4*/] * m01 + x; + vertices[7/*Y4*/] = offset[6/*X4*/] * m10 + offset[7/*Y4*/] * m11 + y; + } +}; + +spine.MeshAttachment = function (name) { + this.name = name; +}; +spine.MeshAttachment.prototype = { + type: spine.AttachmentType.mesh, + vertices: null, + uvs: null, + regionUVs: null, + triangles: null, + hullLength: 0, + r: 1, g: 1, b: 1, a: 1, + path: null, + rendererObject: null, + regionU: 0, regionV: 0, regionU2: 0, regionV2: 0, regionRotate: false, + regionOffsetX: 0, regionOffsetY: 0, + regionWidth: 0, regionHeight: 0, + regionOriginalWidth: 0, regionOriginalHeight: 0, + edges: null, + width: 0, height: 0, + updateUVs: function () { + var width = this.regionU2 - this.regionU, height = this.regionV2 - this.regionV; + var n = this.regionUVs.length; + if (!this.uvs || this.uvs.length != n) { + this.uvs = new spine.Float32Array(n); + } + if (this.regionRotate) { + for (var i = 0; i < n; i += 2) { + this.uvs[i] = this.regionU + this.regionUVs[i + 1] * width; + this.uvs[i + 1] = this.regionV + height - this.regionUVs[i] * height; + } + } else { + for (var i = 0; i < n; i += 2) { + this.uvs[i] = this.regionU + this.regionUVs[i] * width; + this.uvs[i + 1] = this.regionV + this.regionUVs[i + 1] * height; + } + } + }, + computeWorldVertices: function (x, y, slot, worldVertices) { + var bone = slot.bone; + x += bone.worldX; + y += bone.worldY; + var m00 = bone.m00, m01 = bone.m01, m10 = bone.m10, m11 = bone.m11; + var vertices = this.vertices; + var verticesCount = vertices.length; + if (slot.attachmentVertices.length == verticesCount) vertices = slot.attachmentVertices; + for (var i = 0; i < verticesCount; i += 2) { + var vx = vertices[i]; + var vy = vertices[i + 1]; + worldVertices[i] = vx * m00 + vy * m01 + x; + worldVertices[i + 1] = vx * m10 + vy * m11 + y; + } + } +}; + +spine.SkinnedMeshAttachment = function (name) { + this.name = name; +}; +spine.SkinnedMeshAttachment.prototype = { + type: spine.AttachmentType.skinnedmesh, + bones: null, + weights: null, + uvs: null, + regionUVs: null, + triangles: null, + hullLength: 0, + r: 1, g: 1, b: 1, a: 1, + path: null, + rendererObject: null, + regionU: 0, regionV: 0, regionU2: 0, regionV2: 0, regionRotate: false, + regionOffsetX: 0, regionOffsetY: 0, + regionWidth: 0, regionHeight: 0, + regionOriginalWidth: 0, regionOriginalHeight: 0, + edges: null, + width: 0, height: 0, + updateUVs: function (u, v, u2, v2, rotate) { + var width = this.regionU2 - this.regionU, height = this.regionV2 - this.regionV; + var n = this.regionUVs.length; + if (!this.uvs || this.uvs.length != n) { + this.uvs = new spine.Float32Array(n); + } + if (this.regionRotate) { + for (var i = 0; i < n; i += 2) { + this.uvs[i] = this.regionU + this.regionUVs[i + 1] * width; + this.uvs[i + 1] = this.regionV + height - this.regionUVs[i] * height; + } + } else { + for (var i = 0; i < n; i += 2) { + this.uvs[i] = this.regionU + this.regionUVs[i] * width; + this.uvs[i + 1] = this.regionV + this.regionUVs[i + 1] * height; + } + } + }, + computeWorldVertices: function (x, y, slot, worldVertices) { + var skeletonBones = slot.bone.skeleton.bones; + var weights = this.weights; + var bones = this.bones; + + var w = 0, v = 0, b = 0, f = 0, n = bones.length, nn; + var wx, wy, bone, vx, vy, weight; + if (!slot.attachmentVertices.length) { + for (; v < n; w += 2) { + wx = 0; + wy = 0; + nn = bones[v++] + v; + for (; v < nn; v++, b += 3) { + bone = skeletonBones[bones[v]]; + vx = weights[b]; + vy = weights[b + 1]; + weight = weights[b + 2]; + wx += (vx * bone.m00 + vy * bone.m01 + bone.worldX) * weight; + wy += (vx * bone.m10 + vy * bone.m11 + bone.worldY) * weight; + } + worldVertices[w] = wx + x; + worldVertices[w + 1] = wy + y; + } + } else { + var ffd = slot.attachmentVertices; + for (; v < n; w += 2) { + wx = 0; + wy = 0; + nn = bones[v++] + v; + for (; v < nn; v++, b += 3, f += 2) { + bone = skeletonBones[bones[v]]; + vx = weights[b] + ffd[f]; + vy = weights[b + 1] + ffd[f + 1]; + weight = weights[b + 2]; + wx += (vx * bone.m00 + vy * bone.m01 + bone.worldX) * weight; + wy += (vx * bone.m10 + vy * bone.m11 + bone.worldY) * weight; + } + worldVertices[w] = wx + x; + worldVertices[w + 1] = wy + y; + } + } + } +}; + +spine.BoundingBoxAttachment = function (name) { + this.name = name; + this.vertices = []; +}; +spine.BoundingBoxAttachment.prototype = { + type: spine.AttachmentType.boundingbox, + computeWorldVertices: function (x, y, bone, worldVertices) { + x += bone.worldX; + y += bone.worldY; + var m00 = bone.m00, m01 = bone.m01, m10 = bone.m10, m11 = bone.m11; + var vertices = this.vertices; + for (var i = 0, n = vertices.length; i < n; i += 2) { + var px = vertices[i]; + var py = vertices[i + 1]; + worldVertices[i] = px * m00 + py * m01 + x; + worldVertices[i + 1] = px * m10 + py * m11 + y; + } + } +}; spine.AnimationStateData = function (skeletonData) { - this.skeletonData = skeletonData; - this.animationToMixTime = {}; + 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; - } + defaultMix: 0, + setMixByName: function (fromName, toName, duration) { + var from = this.skeletonData.findAnimation(fromName); + if (!from) throw "Animation not found: " + fromName; + var to = this.skeletonData.findAnimation(toName); + if (!to) throw "Animation not found: " + toName; + this.setMix(from, to, duration); + }, + setMix: function (from, to, duration) { + this.animationToMixTime[from.name + ":" + to.name] = duration; + }, + getMix: function (from, to) { + var key = from.name + ":" + to.name; + return this.animationToMixTime.hasOwnProperty(key) ? this.animationToMixTime[key] : this.defaultMix; + } +}; + +spine.TrackEntry = function () {}; +spine.TrackEntry.prototype = { + next: null, previous: null, + animation: null, + loop: false, + delay: 0, time: 0, lastTime: -1, endTime: 0, + timeScale: 1, + mixTime: 0, mixDuration: 0, mix: 1, + onStart: null, onEnd: null, onComplete: null, onEvent: null }; spine.AnimationState = function (stateData) { - this.data = stateData; - this.queue = []; + this.data = stateData; + this.tracks = []; + this.events = []; }; spine.AnimationState.prototype = { - animationSpeed: 1, - current: null, - previous: null, - currentTime: 0, - previousTime: 0, - currentLoop: false, - previousLoop: false, - mixTime: 0, - mixDuration: 0, - update: function (delta) { - this.currentTime += (delta * this.animationSpeed); //timeScale: Multiply delta by the speed of animation required. - this.previousTime += delta; - this.mixTime += delta; + onStart: null, + onEnd: null, + onComplete: null, + onEvent: null, + timeScale: 1, + update: function (delta) { + delta *= this.timeScale; + for (var i = 0; i < this.tracks.length; i++) { + var current = this.tracks[i]; + if (!current) continue; - 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; + current.time += delta * current.timeScale; + if (current.previous) { + var previousDelta = delta * current.previous.timeScale; + current.previous.time += previousDelta; + current.mixTime += previousDelta; + } - if (!delay || delay <= 0) { - var previousAnimation = this.queue.length ? this.queue[this.queue.length - 1].animation : this.current; - if (previousAnimation != null) - delay = previousAnimation.duration - this.data.getMix(previousAnimation, animation) + (delay || 0); - else - delay = 0; - } - entry.delay = delay; + var next = current.next; + if (next) { + next.time = current.lastTime - next.delay; + if (next.time >= 0) this.setCurrent(i, next); + } else { + // End non-looping animation when it reaches its end time and there is no next entry. + if (!current.loop && current.lastTime >= current.endTime) this.clearTrack(i); + } + } + }, + apply: function (skeleton) { + for (var i = 0; i < this.tracks.length; i++) { + var current = this.tracks[i]; + if (!current) continue; - 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; - } + this.events.length = 0; + + var time = current.time; + var lastTime = current.lastTime; + var endTime = current.endTime; + var loop = current.loop; + if (!loop && time > endTime) time = endTime; + + var previous = current.previous; + if (!previous) { + if (current.mix == 1) + current.animation.apply(skeleton, current.lastTime, time, loop, this.events); + else + current.animation.mix(skeleton, current.lastTime, time, loop, this.events, current.mix); + } else { + var previousTime = previous.time; + if (!previous.loop && previousTime > previous.endTime) previousTime = previous.endTime; + previous.animation.apply(skeleton, previousTime, previousTime, previous.loop, null); + + var alpha = current.mixTime / current.mixDuration * current.mix; + if (alpha >= 1) { + alpha = 1; + current.previous = null; + } + current.animation.mix(skeleton, current.lastTime, time, loop, this.events, alpha); + } + + for (var ii = 0, nn = this.events.length; ii < nn; ii++) { + var event = this.events[ii]; + if (current.onEvent) current.onEvent(i, event); + if (this.onEvent) this.onEvent(i, event); + } + + // Check if completed the animation or a loop iteration. + if (loop ? (lastTime % endTime > time % endTime) : (lastTime < endTime && time >= endTime)) { + var count = Math.floor(time / endTime); + if (current.onComplete) current.onComplete(i, count); + if (this.onComplete) this.onComplete(i, count); + } + + current.lastTime = current.time; + } + }, + clearTracks: function () { + for (var i = 0, n = this.tracks.length; i < n; i++) + this.clearTrack(i); + this.tracks.length = 0; + }, + clearTrack: function (trackIndex) { + if (trackIndex >= this.tracks.length) return; + var current = this.tracks[trackIndex]; + if (!current) return; + + if (current.onEnd) current.onEnd(trackIndex); + if (this.onEnd) this.onEnd(trackIndex); + + this.tracks[trackIndex] = null; + }, + _expandToIndex: function (index) { + if (index < this.tracks.length) return this.tracks[index]; + while (index >= this.tracks.length) + this.tracks.push(null); + return null; + }, + setCurrent: function (index, entry) { + var current = this._expandToIndex(index); + if (current) { + var previous = current.previous; + current.previous = null; + + if (current.onEnd) current.onEnd(index); + if (this.onEnd) this.onEnd(index); + + entry.mixDuration = this.data.getMix(current.animation, entry.animation); + if (entry.mixDuration > 0) { + entry.mixTime = 0; + // If a mix is in progress, mix from the closest animation. + if (previous && current.mixTime / current.mixDuration < 0.5) + entry.previous = previous; + else + entry.previous = current; + } + } + + this.tracks[index] = entry; + + if (entry.onStart) entry.onStart(index); + if (this.onStart) this.onStart(index); + }, + setAnimationByName: function (trackIndex, animationName, loop) { + var animation = this.data.skeletonData.findAnimation(animationName); + if (!animation) throw "Animation not found: " + animationName; + return this.setAnimation(trackIndex, animation, loop); + }, + /** Set the current animation. Any queued animations are cleared. */ + setAnimation: function (trackIndex, animation, loop) { + var entry = new spine.TrackEntry(); + entry.animation = animation; + entry.loop = loop; + entry.endTime = animation.duration; + this.setCurrent(trackIndex, entry); + return entry; + }, + addAnimationByName: function (trackIndex, animationName, loop, delay) { + var animation = this.data.skeletonData.findAnimation(animationName); + if (!animation) throw "Animation not found: " + animationName; + return this.addAnimation(trackIndex, animation, loop, delay); + }, + /** Adds an animation to be played delay seconds after the current or last queued animation. + * @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */ + addAnimation: function (trackIndex, animation, loop, delay) { + var entry = new spine.TrackEntry(); + entry.animation = animation; + entry.loop = loop; + entry.endTime = animation.duration; + + var last = this._expandToIndex(trackIndex); + if (last) { + while (last.next) + last = last.next; + last.next = entry; + } else + this.tracks[trackIndex] = entry; + + if (delay <= 0) { + if (last) + delay += last.endTime - this.data.getMix(last.animation, animation); + else + delay = 0; + } + entry.delay = delay; + + return entry; + }, + /** May be null. */ + getCurrent: function (trackIndex) { + if (trackIndex >= this.tracks.length) return null; + return this.tracks[trackIndex]; + } }; spine.SkeletonJson = function (attachmentLoader) { - this.attachmentLoader = attachmentLoader; + this.attachmentLoader = attachmentLoader; }; spine.SkeletonJson.prototype = { - scale: 1, - readSkeletonData: function (root) { - /*jshint -W069*/ - var skeletonData = new spine.SkeletonData(), - boneData; + scale: 1, + readSkeletonData: function (root, name) { + var skeletonData = new spine.SkeletonData(); + skeletonData.name = name; - // 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"]; - } - 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); - } + // Skeleton. + var skeletonMap = root["skeleton"]; + if (skeletonMap) { + skeletonData.hash = skeletonMap["hash"]; + skeletonData.version = skeletonMap["spine"]; + skeletonData.width = skeletonMap["width"] || 0; + skeletonData.height = skeletonMap["height"] || 0; + } - // Slots. - var slots = root["slots"]; - for (i = 0, n = slots.length; i < n; i++) { - var slotMap = slots[i]; - boneData = skeletonData.findBone(slotMap["bone"]); - if (!boneData) throw "Slot bone not found: " + slotMap["bone"]; - var slotData = new spine.SlotData(slotMap["name"], boneData); + // 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.hasOwnProperty("scaleX") ? boneMap["scaleX"] : 1; + boneData.scaleY = boneMap.hasOwnProperty("scaleY") ? boneMap["scaleY"] : 1; + boneData.inheritScale = boneMap.hasOwnProperty("inheritScale") ? boneMap["inheritScale"] : true; + boneData.inheritRotation = boneMap.hasOwnProperty("inheritRotation") ? boneMap["inheritRotation"] : true; + skeletonData.bones.push(boneData); + } - 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); - } + // IK constraints. + var ik = root["ik"]; + if (ik) { + for (var i = 0, n = ik.length; i < n; i++) { + var ikMap = ik[i]; + var ikConstraintData = new spine.IkConstraintData(ikMap["name"]); - slotData.attachmentName = slotMap["attachment"]; + var bones = ikMap["bones"]; + for (var ii = 0, nn = bones.length; ii < nn; ii++) { + var bone = skeletonData.findBone(bones[ii]); + if (!bone) throw "IK bone not found: " + bones[ii]; + ikConstraintData.bones.push(bone); + } - skeletonData.slots.push(slotData); - } + ikConstraintData.target = skeletonData.findBone(ikMap["target"]); + if (!ikConstraintData.target) throw "Target bone not found: " + ikMap["target"]; - // 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; - } + ikConstraintData.bendDirection = (!ikMap.hasOwnProperty("bendPositive") || ikMap["bendPositive"]) ? 1 : -1; + ikConstraintData.mix = ikMap.hasOwnProperty("mix") ? ikMap["mix"] : 1; - // Animations. - var animations = root["animations"]; - for (var animationName in animations) { - if (!animations.hasOwnProperty(animationName)) continue; - this.readAnimation(animationName, animations[animationName], skeletonData); - } + skeletonData.ikConstraints.push(ikConstraintData); + } + } - return skeletonData; - }, - readAttachment: function (skin, name, map) { - /*jshint -W069*/ - name = map["name"] || name; + // 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 type = spine.AttachmentType[map["type"] || "region"]; + var color = slotMap["color"]; + if (color) { + slotData.r = this.toColor(color, 0); + slotData.g = this.toColor(color, 1); + slotData.b = this.toColor(color, 2); + slotData.a = this.toColor(color, 3); + } - 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(); + slotData.attachmentName = slotMap["attachment"]; + slotData.additiveBlending = slotMap["additive"] && slotMap["additive"] == "true"; - 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; - } + skeletonData.slots.push(slotData); + } - throw "Unknown attachment type: " + type; - }, + // Skins. + var skins = root["skins"]; + for (var skinName in skins) { + if (!skins.hasOwnProperty(skinName)) continue; + var skinMap = skins[skinName]; + var skin = new spine.Skin(skinName); + for (var slotName in skinMap) { + if (!skinMap.hasOwnProperty(slotName)) continue; + var slotIndex = skeletonData.findSlotIndex(slotName); + var slotEntry = skinMap[slotName]; + for (var attachmentName in slotEntry) { + if (!slotEntry.hasOwnProperty(attachmentName)) continue; + var attachment = this.readAttachment(skin, attachmentName, slotEntry[attachmentName]); + if (attachment) skin.addAttachment(slotIndex, attachmentName, attachment); + } + } + skeletonData.skins.push(skin); + if (skin.name == "default") skeletonData.defaultSkin = skin; + } - readAnimation: function (name, map, skeletonData) { - /*jshint -W069*/ - var timelines = []; - var duration = 0; - var frameIndex, timeline, timelineName, valueMap, values, - i, n; + // Events. + var events = root["events"]; + for (var eventName in events) { + if (!events.hasOwnProperty(eventName)) continue; + var eventMap = events[eventName]; + var eventData = new spine.EventData(eventName); + eventData.intValue = eventMap["int"] || 0; + eventData.floatValue = eventMap["float"] || 0; + eventData.stringValue = eventMap["string"] || null; + skeletonData.events.push(eventData); + } - 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]; + // Animations. + var animations = root["animations"]; + for (var animationName in animations) { + if (!animations.hasOwnProperty(animationName)) continue; + this.readAnimation(animationName, animations[animationName], skeletonData); + } - for (timelineName in boneMap) { - if (!boneMap.hasOwnProperty(timelineName)) continue; - values = boneMap[timelineName]; - if (timelineName == "rotate") { - timeline = new spine.RotateTimeline(values.length); - timeline.boneIndex = boneIndex; + return skeletonData; + }, + readAttachment: function (skin, name, map) { + name = map["name"] || name; - frameIndex = 0; - for (i = 0, n = values.length; i < n; i++) { - 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]); + var type = spine.AttachmentType[map["type"] || "region"]; + var path = map["path"] || name; - } else if (timelineName == "translate" || timelineName == "scale") { - 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 scale = this.scale; + if (type == spine.AttachmentType.region) { + var region = this.attachmentLoader.newRegionAttachment(skin, name, path); + if (!region) return null; + region.path = path; + region.x = (map["x"] || 0) * this.scale; + region.y = (map["y"] || 0) * this.scale; + region.scaleX = map.hasOwnProperty("scaleX") ? map["scaleX"] : 1; + region.scaleY = map.hasOwnProperty("scaleY") ? map["scaleY"] : 1; + region.rotation = map["rotation"] || 0; + region.width = (map["width"] || 0) * scale; + region.height = (map["height"] || 0) * scale; - frameIndex = 0; - for (i = 0, n = values.length; i < n; i++) { - 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]); + var color = map["color"]; + if (color) { + region.r = this.toColor(color, 0); + region.g = this.toColor(color, 1); + region.b = this.toColor(color, 2); + region.a = this.toColor(color, 3); + } - } 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); + region.updateOffset(); + return region; + } else if (type == spine.AttachmentType.mesh) { + var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path); + if (!mesh) return null; + mesh.path = path; + mesh.vertices = this.getFloatArray(map, "vertices", scale); + mesh.triangles = this.getIntArray(map, "triangles"); + mesh.regionUVs = this.getFloatArray(map, "uvs", 1); + mesh.updateUVs(); - for (timelineName in slotMap) { - if (!slotMap.hasOwnProperty(timelineName)) continue; - values = slotMap[timelineName]; - if (timelineName == "color") { - timeline = new spine.ColorTimeline(values.length); - timeline.slotIndex = slotIndex; + color = map["color"]; + if (color) { + mesh.r = this.toColor(color, 0); + mesh.g = this.toColor(color, 1); + mesh.b = this.toColor(color, 2); + mesh.a = this.toColor(color, 3); + } - frameIndex = 0; - for (i = 0, n = values.length; i < n; i++) { - 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]); + mesh.hullLength = (map["hull"] || 0) * 2; + if (map["edges"]) mesh.edges = this.getIntArray(map, "edges"); + mesh.width = (map["width"] || 0) * scale; + mesh.height = (map["height"] || 0) * scale; + return mesh; + } else if (type == spine.AttachmentType.skinnedmesh) { + var mesh = this.attachmentLoader.newSkinnedMeshAttachment(skin, name, path); + if (!mesh) return null; + mesh.path = path; - } else if (timelineName == "attachment") { - timeline = new spine.AttachmentTimeline(values.length); - timeline.slotIndex = slotIndex; + var uvs = this.getFloatArray(map, "uvs", 1); + var vertices = this.getFloatArray(map, "vertices", 1); + var weights = []; + var bones = []; + for (var i = 0, n = vertices.length; i < n; ) { + var boneCount = vertices[i++] | 0; + bones[bones.length] = boneCount; + for (var nn = i + boneCount * 4; i < nn; ) { + bones[bones.length] = vertices[i]; + weights[weights.length] = vertices[i + 1] * scale; + weights[weights.length] = vertices[i + 2] * scale; + weights[weights.length] = vertices[i + 3]; + i += 4; + } + } + mesh.bones = bones; + mesh.weights = weights; + mesh.triangles = this.getIntArray(map, "triangles"); + mesh.regionUVs = uvs; + mesh.updateUVs(); - frameIndex = 0; - for (i = 0, n = values.length; i < n; i++) { - valueMap = values[i]; - timeline.setFrame(frameIndex++, valueMap["time"], valueMap["name"]); - } - timelines.push(timeline); - duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]); + color = map["color"]; + if (color) { + mesh.r = this.toColor(color, 0); + mesh.g = this.toColor(color, 1); + mesh.b = this.toColor(color, 2); + mesh.a = this.toColor(color, 3); + } - } 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) { - /*jshint -W069*/ - 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.substr(colorIndex * 2, 2), 16) / 255; + mesh.hullLength = (map["hull"] || 0) * 2; + if (map["edges"]) mesh.edges = this.getIntArray(map, "edges"); + mesh.width = (map["width"] || 0) * scale; + mesh.height = (map["height"] || 0) * scale; + return mesh; + } else if (type == spine.AttachmentType.boundingbox) { + var attachment = this.attachmentLoader.newBoundingBoxAttachment(skin, name); + var vertices = map["vertices"]; + for (var i = 0, n = vertices.length; i < n; i++) + attachment.vertices.push(vertices[i] * this.scale); + return attachment; + } + throw "Unknown attachment type: " + type; + }, + readAnimation: function (name, map, skeletonData) { + var timelines = []; + var duration = 0; + + var slots = map["slots"]; + for (var slotName in slots) { + if (!slots.hasOwnProperty(slotName)) continue; + var slotMap = slots[slotName]; + var slotIndex = skeletonData.findSlotIndex(slotName); + + for (var timelineName in slotMap) { + if (!slotMap.hasOwnProperty(timelineName)) continue; + var values = slotMap[timelineName]; + if (timelineName == "color") { + var timeline = new spine.ColorTimeline(values.length); + timeline.slotIndex = slotIndex; + + var frameIndex = 0; + for (var i = 0, n = values.length; i < n; i++) { + var valueMap = values[i]; + var color = valueMap["color"]; + var r = this.toColor(color, 0); + var g = this.toColor(color, 1); + var b = this.toColor(color, 2); + var a = this.toColor(color, 3); + timeline.setFrame(frameIndex, valueMap["time"], r, g, b, a); + this.readCurve(timeline, frameIndex, valueMap); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 5 - 5]); + + } else if (timelineName == "attachment") { + var timeline = new spine.AttachmentTimeline(values.length); + timeline.slotIndex = slotIndex; + + var frameIndex = 0; + for (var i = 0, n = values.length; i < n; i++) { + var valueMap = values[i]; + timeline.setFrame(frameIndex++, valueMap["time"], valueMap["name"]); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]); + + } else + throw "Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")"; + } + } + + var bones = map["bones"]; + for (var boneName in bones) { + if (!bones.hasOwnProperty(boneName)) continue; + var boneIndex = skeletonData.findBoneIndex(boneName); + if (boneIndex == -1) throw "Bone not found: " + boneName; + var boneMap = bones[boneName]; + + for (var timelineName in boneMap) { + if (!boneMap.hasOwnProperty(timelineName)) continue; + var values = boneMap[timelineName]; + if (timelineName == "rotate") { + var timeline = new spine.RotateTimeline(values.length); + timeline.boneIndex = boneIndex; + + var frameIndex = 0; + for (var i = 0, n = values.length; i < n; i++) { + var valueMap = values[i]; + timeline.setFrame(frameIndex, valueMap["time"], valueMap["angle"]); + this.readCurve(timeline, frameIndex, valueMap); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 2 - 2]); + + } else if (timelineName == "translate" || timelineName == "scale") { + var timeline; + var timelineScale = 1; + if (timelineName == "scale") + timeline = new spine.ScaleTimeline(values.length); + else { + timeline = new spine.TranslateTimeline(values.length); + timelineScale = this.scale; + } + timeline.boneIndex = boneIndex; + + var frameIndex = 0; + for (var i = 0, n = values.length; i < n; i++) { + var valueMap = values[i]; + var x = (valueMap["x"] || 0) * timelineScale; + var y = (valueMap["y"] || 0) * timelineScale; + timeline.setFrame(frameIndex, valueMap["time"], x, y); + this.readCurve(timeline, frameIndex, valueMap); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 3 - 3]); + + } else if (timelineName == "flipX" || timelineName == "flipY") { + var x = timelineName == "flipX"; + var timeline = x ? new spine.FlipXTimeline(values.length) : new spine.FlipYTimeline(values.length); + timeline.boneIndex = boneIndex; + + var field = x ? "x" : "y"; + var frameIndex = 0; + for (var i = 0, n = values.length; i < n; i++) { + var valueMap = values[i]; + timeline.setFrame(frameIndex, valueMap["time"], valueMap[field] || false); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 2 - 2]); + } else + throw "Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")"; + } + } + + var ikMap = map["ik"]; + for (var ikConstraintName in ikMap) { + if (!ikMap.hasOwnProperty(ikConstraintName)) continue; + var ikConstraint = skeletonData.findIkConstraint(ikConstraintName); + var values = ikMap[ikConstraintName]; + var timeline = new spine.IkConstraintTimeline(values.length); + timeline.ikConstraintIndex = skeletonData.ikConstraints.indexOf(ikConstraint); + var frameIndex = 0; + for (var i = 0, n = values.length; i < n; i++) { + var valueMap = values[i]; + var mix = valueMap.hasOwnProperty("mix") ? valueMap["mix"] : 1; + var bendDirection = (!valueMap.hasOwnProperty("bendPositive") || valueMap["bendPositive"]) ? 1 : -1; + timeline.setFrame(frameIndex, valueMap["time"], mix, bendDirection); + this.readCurve(timeline, frameIndex, valueMap); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[timeline.frameCount * 3 - 3]); + } + + var ffd = map["ffd"]; + for (var skinName in ffd) { + var skin = skeletonData.findSkin(skinName); + var slotMap = ffd[skinName]; + for (slotName in slotMap) { + var slotIndex = skeletonData.findSlotIndex(slotName); + var meshMap = slotMap[slotName]; + for (var meshName in meshMap) { + var values = meshMap[meshName]; + var timeline = new spine.FfdTimeline(values.length); + var attachment = skin.getAttachment(slotIndex, meshName); + if (!attachment) throw "FFD attachment not found: " + meshName; + timeline.slotIndex = slotIndex; + timeline.attachment = attachment; + + var isMesh = attachment.type == spine.AttachmentType.mesh; + var vertexCount; + if (isMesh) + vertexCount = attachment.vertices.length; + else + vertexCount = attachment.weights.length / 3 * 2; + + var frameIndex = 0; + for (var i = 0, n = values.length; i < n; i++) { + var valueMap = values[i]; + var vertices; + if (!valueMap["vertices"]) { + if (isMesh) + vertices = attachment.vertices; + else { + vertices = []; + vertices.length = vertexCount; + } + } else { + var verticesValue = valueMap["vertices"]; + var vertices = []; + vertices.length = vertexCount; + var start = valueMap["offset"] || 0; + var nn = verticesValue.length; + if (scale == 1) { + for (var ii = 0; ii < nn; ii++) + vertices[ii + start] = verticesValue[ii]; + } else { + for (var ii = 0; ii < nn; ii++) + vertices[ii + start] = verticesValue[ii] * scale; + } + if (isMesh) { + var meshVertices = attachment.vertices; + for (var ii = 0, nn = vertices.length; ii < nn; i++) + vertices[ii] += meshVertices[ii]; + } + } + + timeline.setFrame(frameIndex, valueMap["time"], vertices); + this.readCurve(timeline, frameIndex, valueMap); + frameIndex++; + } + timelines[timelines.length] = timeline; + duration = Math.max(duration, timeline.frames[timeline.frameCount - 1]); + } + } + } + + var drawOrderValues = map["drawOrder"]; + if (!drawOrderValues) drawOrderValues = map["draworder"]; + if (drawOrderValues) { + var timeline = new spine.DrawOrderTimeline(drawOrderValues.length); + var slotCount = skeletonData.slots.length; + var frameIndex = 0; + for (var i = 0, n = drawOrderValues.length; i < n; i++) { + var drawOrderMap = drawOrderValues[i]; + var drawOrder = null; + if (drawOrderMap["offsets"]) { + drawOrder = []; + drawOrder.length = slotCount; + for (var ii = slotCount - 1; ii >= 0; ii--) + drawOrder[ii] = -1; + var offsets = drawOrderMap["offsets"]; + var unchanged = []; + unchanged.length = slotCount - offsets.length; + var originalIndex = 0, unchangedIndex = 0; + for (var ii = 0, nn = offsets.length; ii < nn; ii++) { + var offsetMap = offsets[ii]; + var slotIndex = skeletonData.findSlotIndex(offsetMap["slot"]); + if (slotIndex == -1) throw "Slot not found: " + offsetMap["slot"]; + // Collect unchanged items. + while (originalIndex != slotIndex) + unchanged[unchangedIndex++] = originalIndex++; + // Set changed items. + drawOrder[originalIndex + offsetMap["offset"]] = originalIndex++; + } + // Collect remaining unchanged items. + while (originalIndex < slotCount) + unchanged[unchangedIndex++] = originalIndex++; + // Fill in unchanged items. + for (var ii = slotCount - 1; ii >= 0; ii--) + if (drawOrder[ii] == -1) drawOrder[ii] = unchanged[--unchangedIndex]; + } + timeline.setFrame(frameIndex++, drawOrderMap["time"], drawOrder); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]); + } + + var events = map["events"]; + if (events) { + var timeline = new spine.EventTimeline(events.length); + var frameIndex = 0; + for (var i = 0, n = events.length; i < n; i++) { + var eventMap = events[i]; + var eventData = skeletonData.findEvent(eventMap["name"]); + if (!eventData) throw "Event not found: " + eventMap["name"]; + var event = new spine.Event(eventData); + event.intValue = eventMap.hasOwnProperty("int") ? eventMap["int"] : eventData.intValue; + event.floatValue = eventMap.hasOwnProperty("float") ? eventMap["float"] : eventData.floatValue; + event.stringValue = eventMap.hasOwnProperty("string") ? eventMap["string"] : eventData.stringValue; + timeline.setFrame(frameIndex++, eventMap["time"], event); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]); + } + + skeletonData.animations.push(new spine.Animation(name, timelines, duration)); + }, + readCurve: function (timeline, frameIndex, valueMap) { + var curve = valueMap["curve"]; + if (!curve) + timeline.curves.setLinear(frameIndex); + else if (curve == "stepped") + timeline.curves.setStepped(frameIndex); + else if (curve instanceof Array) + timeline.curves.setCurve(frameIndex, curve[0], curve[1], curve[2], curve[3]); + }, + toColor: function (hexString, colorIndex) { + if (hexString.length != 8) throw "Color hexidecimal length must be 8, recieved: " + hexString; + return parseInt(hexString.substring(colorIndex * 2, (colorIndex * 2) + 2), 16) / 255; + }, + getFloatArray: function (map, name, scale) { + var list = map[name]; + var values = new spine.Float32Array(list.length); + var i = 0, n = list.length; + if (scale == 1) { + for (; i < n; i++) + values[i] = list[i]; + } else { + for (; i < n; i++) + values[i] = list[i] * scale; + } + return values; + }, + getIntArray: function (map, name) { + var list = map[name]; + var values = new spine.Uint16Array(list.length); + for (var i = 0, n = list.length; i < n; i++) + values[i] = list[i] | 0; + return values; + } }; spine.Atlas = function (atlasText, textureLoader) { - this.textureLoader = textureLoader; - this.pages = []; - this.regions = []; + this.textureLoader = textureLoader; + this.pages = []; + this.regions = []; - var reader = new spine.AtlasReader(atlasText); - var tuple = []; - tuple.length = 4; - var page = null; - while (true) { - var line = reader.readLine(); - if (line == null) break; - line = reader.trim(line); - if (!line.length) - page = null; - else if (!page) { - page = new spine.AtlasPage(); - page.name = line; + var reader = new spine.AtlasReader(atlasText); + var tuple = []; + tuple.length = 4; + var page = null; + while (true) { + var line = reader.readLine(); + if (line === null) break; + line = reader.trim(line); + if (!line.length) + page = null; + else if (!page) { + page = new spine.AtlasPage(); + page.name = line; - page.format = spine.Atlas.Format[reader.readValue()]; + if (reader.readTuple(tuple) == 2) { // size is only optional for an atlas packed with an old TexturePacker. + page.width = parseInt(tuple[0]); + page.height = parseInt(tuple[1]); + reader.readTuple(tuple); + } + page.format = spine.Atlas.Format[tuple[0]]; - reader.readTuple(tuple); - page.minFilter = spine.Atlas.TextureFilter[tuple[0]]; - page.magFilter = spine.Atlas.TextureFilter[tuple[1]]; + 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; + 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); + textureLoader.load(page, line, this); - this.pages.push(page); + this.pages.push(page); - } else { - var region = new spine.AtlasRegion(); - region.name = line; - region.page = page; + } else { + var region = new spine.AtlasRegion(); + region.name = line; + region.page = page; - region.rotate = reader.readValue() == "true"; + region.rotate = reader.readValue() == "true"; - reader.readTuple(tuple); - var x = parseInt(tuple[0], 10); - var y = parseInt(tuple[1], 10); + reader.readTuple(tuple); + var x = parseInt(tuple[0]); + var y = parseInt(tuple[1]); - reader.readTuple(tuple); - var width = parseInt(tuple[0], 10); - var height = parseInt(tuple[1], 10); + 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); + 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], 10), parseInt(tuple[1], 10), parseInt(tuple[2], 10), parseInt(tuple[3], 10)]; + 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], 10), parseInt(tuple[1], 10), parseInt(tuple[2], 10), parseInt(tuple[3], 10)]; + 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); - } - } + reader.readTuple(tuple); + } + } - region.originalWidth = parseInt(tuple[0], 10); - region.originalHeight = parseInt(tuple[1], 10); + region.originalWidth = parseInt(tuple[0]); + region.originalHeight = parseInt(tuple[1]); - reader.readTuple(tuple); - region.offsetX = parseInt(tuple[0], 10); - region.offsetY = parseInt(tuple[1], 10); + reader.readTuple(tuple); + region.offsetX = parseInt(tuple[0]); + region.offsetY = parseInt(tuple[1]); - region.index = parseInt(reader.readValue(), 10); + region.index = parseInt(reader.readValue()); - this.regions.push(region); - } - } + 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; - } - } - } + 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 + 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 + nearest: 0, + linear: 1, + mipMap: 2, + mipMapNearestNearest: 3, + mipMapLinearNearest: 4, + mipMapNearestLinear: 5, + mipMapLinearLinear: 6 }; spine.Atlas.TextureWrap = { - mirroredRepeat: 0, - clampToEdge: 1, - repeat: 2 + 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 + 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 + 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/); + this.lines = text.split(/\r\n|\r|\n/); }; spine.AtlasReader.prototype = { - index: 0, - trim: function (value) { - return value.replace(/^\s+|\s+$/g, ""); - }, - readLine: function () { - if (this.index >= this.lines.length) return null; - return this.lines[this.index++]; - }, - readValue: function () { - var line = this.readLine(); - var colon = line.indexOf(":"); - if (colon == -1) throw "Invalid line: " + line; - return this.trim(line.substring(colon + 1)); - }, - /** Returns the number of tuple values read (2 or 4). */ - readTuple: function (tuple) { - var line = this.readLine(); - var colon = line.indexOf(":"); - if (colon == -1) throw "Invalid line: " + line; - var i = 0, lastMatch= colon + 1; - for (; i < 3; i++) { - var comma = line.indexOf(",", lastMatch); - if (comma == -1) { - if (!i) throw "Invalid line: " + line; - break; - } - tuple[i] = this.trim(line.substr(lastMatch, comma - lastMatch)); - lastMatch = comma + 1; - } - tuple[i] = this.trim(line.substring(lastMatch)); - return i + 1; - } -} + index: 0, + trim: function (value) { + return value.replace(/^\s+|\s+$/g, ""); + }, + readLine: function () { + if (this.index >= this.lines.length) return null; + return this.lines[this.index++]; + }, + readValue: function () { + var line = this.readLine(); + var colon = line.indexOf(":"); + if (colon == -1) throw "Invalid line: " + line; + return this.trim(line.substring(colon + 1)); + }, + /** Returns the number of tuple values read (1, 2 or 4). */ + readTuple: function (tuple) { + var line = this.readLine(); + var colon = line.indexOf(":"); + if (colon == -1) throw "Invalid line: " + line; + var i = 0, lastMatch = colon + 1; + for (; i < 3; i++) { + var comma = line.indexOf(",", lastMatch); + if (comma == -1) break; + tuple[i] = this.trim(line.substr(lastMatch, comma - lastMatch)); + lastMatch = comma + 1; + } + tuple[i] = this.trim(line.substring(lastMatch)); + return i + 1; + } +}; spine.AtlasAttachmentLoader = function (atlas) { - this.atlas = atlas; -} + 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; - } -} - -spine.Bone.yDown = true; -PIXI.AnimCache = {}; - -/** - * 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); - } + newRegionAttachment: function (skin, name, path) { + var region = this.atlas.findRegion(name); + if (!region) throw "Region not found in atlas: " + path + " (region attachment: " + name + ")"; + var attachment = new spine.RegionAttachment(name); + attachment.rendererObject = region; + attachment.setUVs(region.u, region.v, region.u2, region.v2, region.rotate); + attachment.regionOffsetX = region.offsetX; + attachment.regionOffsetY = region.offsetY; + attachment.regionWidth = region.width; + attachment.regionHeight = region.height; + attachment.regionOriginalWidth = region.originalWidth; + attachment.regionOriginalHeight = region.originalHeight; + return attachment; + }, + newMeshAttachment: function (skin, name, path) { + var region = this.atlas.findRegion(name); + if (!region) throw "Region not found in atlas: " + path + " (mesh attachment: " + name + ")"; + var attachment = new spine.MeshAttachment(name); + attachment.rendererObject = region; + attachment.regionU = region.u; + attachment.regionV = region.v; + attachment.regionU2 = region.u2; + attachment.regionV2 = region.v2; + attachment.regionRotate = region.rotate; + attachment.regionOffsetX = region.offsetX; + attachment.regionOffsetY = region.offsetY; + attachment.regionWidth = region.width; + attachment.regionHeight = region.height; + attachment.regionOriginalWidth = region.originalWidth; + attachment.regionOriginalHeight = region.originalHeight; + return attachment; + }, + newSkinnedMeshAttachment: function (skin, name, path) { + var region = this.atlas.findRegion(name); + if (!region) throw "Region not found in atlas: " + path + " (skinned mesh attachment: " + name + ")"; + var attachment = new spine.SkinnedMeshAttachment(name); + attachment.rendererObject = region; + attachment.regionU = region.u; + attachment.regionV = region.v; + attachment.regionU2 = region.u2; + attachment.regionV2 = region.v2; + attachment.regionRotate = region.rotate; + attachment.regionOffsetX = region.offsetX; + attachment.regionOffsetY = region.offsetY; + attachment.regionWidth = region.width; + attachment.regionHeight = region.height; + attachment.regionOriginalWidth = region.originalWidth; + attachment.regionOriginalHeight = region.originalHeight; + return attachment; + }, + newBoundingBoxAttachment: function (skin, name) { + return new spine.BoundingBoxAttachment(name); + } }; -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); - - slotContainer.alpha = slot.a; - slot.currentSprite.tint = PIXI.rgb2hex([slot.r,slot.g,slot.b]); - } - - PIXI.DisplayObjectContainer.prototype.updateTransform.call(this); +spine.SkeletonBounds = function () { + this.polygonPool = []; + this.polygons = []; + this.boundingBoxes = []; }; +spine.SkeletonBounds.prototype = { + minX: 0, minY: 0, maxX: 0, maxY: 0, + update: function (skeleton, updateAabb) { + var slots = skeleton.slots; + var slotCount = slots.length; + var x = skeleton.x, y = skeleton.y; + var boundingBoxes = this.boundingBoxes; + var polygonPool = this.polygonPool; + var polygons = this.polygons; + boundingBoxes.length = 0; + for (var i = 0, n = polygons.length; i < n; i++) + polygonPool.push(polygons[i]); + polygons.length = 0; -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; + for (var i = 0; i < slotCount; i++) { + var slot = slots[i]; + var boundingBox = slot.attachment; + if (boundingBox.type != spine.AttachmentType.boundingbox) continue; + boundingBoxes.push(boundingBox); - slot.sprites = slot.sprites || {}; - slot.sprites[descriptor.name] = sprite; - return sprite; + var poolCount = polygonPool.length, polygon; + if (poolCount > 0) { + polygon = polygonPool[poolCount - 1]; + polygonPool.splice(poolCount - 1, 1); + } else + polygon = []; + polygons.push(polygon); + + polygon.length = boundingBox.vertices.length; + boundingBox.computeWorldVertices(x, y, slot.bone, polygon); + } + + if (updateAabb) this.aabbCompute(); + }, + aabbCompute: function () { + var polygons = this.polygons; + var minX = Number.MAX_VALUE, minY = Number.MAX_VALUE, maxX = Number.MIN_VALUE, maxY = Number.MIN_VALUE; + for (var i = 0, n = polygons.length; i < n; i++) { + var vertices = polygons[i]; + for (var ii = 0, nn = vertices.length; ii < nn; ii += 2) { + var x = vertices[ii]; + var y = vertices[ii + 1]; + minX = Math.min(minX, x); + minY = Math.min(minY, y); + maxX = Math.max(maxX, x); + maxY = Math.max(maxY, y); + } + } + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }, + /** Returns true if the axis aligned bounding box contains the point. */ + aabbContainsPoint: function (x, y) { + return x >= this.minX && x <= this.maxX && y >= this.minY && y <= this.maxY; + }, + /** Returns true if the axis aligned bounding box intersects the line segment. */ + aabbIntersectsSegment: function (x1, y1, x2, y2) { + var minX = this.minX, minY = this.minY, maxX = this.maxX, maxY = this.maxY; + if ((x1 <= minX && x2 <= minX) || (y1 <= minY && y2 <= minY) || (x1 >= maxX && x2 >= maxX) || (y1 >= maxY && y2 >= maxY)) + return false; + var m = (y2 - y1) / (x2 - x1); + var y = m * (minX - x1) + y1; + if (y > minY && y < maxY) return true; + y = m * (maxX - x1) + y1; + if (y > minY && y < maxY) return true; + var x = (minY - y1) / m + x1; + if (x > minX && x < maxX) return true; + x = (maxY - y1) / m + x1; + if (x > minX && x < maxX) return true; + return false; + }, + /** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */ + aabbIntersectsSkeleton: function (bounds) { + return this.minX < bounds.maxX && this.maxX > bounds.minX && this.minY < bounds.maxY && this.maxY > bounds.minY; + }, + /** Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more + * efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true. */ + containsPoint: function (x, y) { + var polygons = this.polygons; + for (var i = 0, n = polygons.length; i < n; i++) + if (this.polygonContainsPoint(polygons[i], x, y)) return this.boundingBoxes[i]; + return null; + }, + /** Returns the first bounding box attachment that contains the line segment, or null. When doing many checks, it is usually + * more efficient to only call this method if {@link #aabbIntersectsSegment(float, float, float, float)} returns true. */ + intersectsSegment: function (x1, y1, x2, y2) { + var polygons = this.polygons; + for (var i = 0, n = polygons.length; i < n; i++) + if (polygons[i].intersectsSegment(x1, y1, x2, y2)) return this.boundingBoxes[i]; + return null; + }, + /** Returns true if the polygon contains the point. */ + polygonContainsPoint: function (polygon, x, y) { + var nn = polygon.length; + var prevIndex = nn - 2; + var inside = false; + for (var ii = 0; ii < nn; ii += 2) { + var vertexY = polygon[ii + 1]; + var prevY = polygon[prevIndex + 1]; + if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) { + var vertexX = polygon[ii]; + if (vertexX + (y - vertexY) / (prevY - vertexY) * (polygon[prevIndex] - vertexX) < x) inside = !inside; + } + prevIndex = ii; + } + return inside; + }, + /** Returns true if the polygon contains the line segment. */ + polygonIntersectsSegment: function (polygon, x1, y1, x2, y2) { + var nn = polygon.length; + var width12 = x1 - x2, height12 = y1 - y2; + var det1 = x1 * y2 - y1 * x2; + var x3 = polygon[nn - 2], y3 = polygon[nn - 1]; + for (var ii = 0; ii < nn; ii += 2) { + var x4 = polygon[ii], y4 = polygon[ii + 1]; + var det2 = x3 * y4 - y3 * x4; + var width34 = x3 - x4, height34 = y3 - y4; + var det3 = width12 * height34 - height12 * width34; + var x = (det1 * width34 - width12 * det2) / det3; + if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) { + var y = (det1 * height34 - height12 * det2) / det3; + if (((y >= y3 && y <= y4) || (y >= y4 && y <= y3)) && ((y >= y1 && y <= y2) || (y >= y2 && y <= y1))) return true; + } + x3 = x4; + y3 = y4; + } + return false; + }, + getPolygon: function (attachment) { + var index = this.boundingBoxes.indexOf(attachment); + return index == -1 ? null : this.polygons[index]; + }, + getWidth: function () { + return this.maxX - this.minX; + }, + getHeight: function () { + return this.maxY - this.minY; + } };