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spine.js
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spine.js
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// ImpactPixiSpine
// v0.2.1
// Eemeli Kelokorpi 2013
ig.module(
'plugins.spine'
)
.defines(function() {
ig.Spine = ig.Class.extend({
pos: {x:0, y:0},
anim: null,
skeleton: null,
skeletonData: null,
state: null,
stateData: null,
sprites: [],
container: null,
init: function() {
var anim = PIXI.AnimCache[this.anim.path];
var json = new spine.SkeletonJson();
this.skeletonData = json.readSkeletonData(JSON.parse(anim));
spine.Bone.yDown = true;
this.skeleton = new spine.Skeleton(this.skeletonData);
this.skeleton.updateWorldTransform();
this.stateData = new spine.AnimationStateData(this.skeletonData);
this.state = new spine.AnimationState(this.stateData);
this.container = new PIXI.DisplayObjectContainer();
for (var i = 0; i < this.skeleton.drawOrder.length; i++) {
var sprite = new PIXI.Sprite(PIXI.Texture.fromFrame(this.skeleton.drawOrder[i].data.attachmentName));
sprite.anchor.x = sprite.anchor.y = 0.5;
this.container.addChild(sprite);
this.sprites.push(sprite);
};
ig.system.stage.addChild(this.container);
},
update: function() {
this.skeleton.getRootBone().x = this.pos.x;
this.skeleton.getRootBone().y = this.pos.y;
this.state.update(ig.system.tick);
this.state.apply(this.skeleton);
this.skeleton.updateWorldTransform();
for (var i = 0; i < this.skeleton.drawOrder.length; i++) {
var slot = this.skeleton.drawOrder[i];
var x = slot.bone.worldX + slot.attachment.x * slot.bone.m00 + slot.attachment.y * slot.bone.m01 + slot.attachment.width * 0.5;
var y = slot.bone.worldY + slot.attachment.x * slot.bone.m10 + slot.attachment.y * slot.bone.m11 + slot.attachment.height * 0.5;
x += -((slot.attachment.width * (slot.bone.worldScaleX + slot.attachment.scaleX - 1))>>1);
y += -((slot.attachment.height * (slot.bone.worldScaleY + slot.attachment.scaleY - 1))>>1);
this.sprites[i].position.x = x;
this.sprites[i].position.y = y;
this.sprites[i].rotation = (-(slot.bone.worldRotation + slot.attachment.rotation)) * (Math.PI/180);
}
}
});
window.spine = {};
spine.BoneData = function (name, parent) {
this.name = name;
this.parent = parent;
};
spine.BoneData.prototype = {
length: 0,
x: 0, y: 0,
rotation: 0,
scaleX: 1, scaleY: 1
};
spine.SlotData = function (name, boneData) {
this.name = name;
this.boneData = boneData;
};
spine.SlotData.prototype = {
r: 1, g: 1, b: 1, a: 1,
attachmentName: null
};
spine.Bone = function (boneData, parent) {
this.data = boneData;
this.parent = parent;
this.setToSetupPose();
};
spine.Bone.yDown = false;
spine.Bone.prototype = {
x: 0, y: 0,
rotation: 0,
scaleX: 1, scaleY: 1,
m00: 0, m01: 0, worldX: 0, // a b x
m10: 0, m11: 0, worldY: 0, // c d y
worldRotation: 0,
worldScaleX: 1, worldScaleY: 1,
updateWorldTransform: function (flipX, flipY) {
var parent = this.parent;
if (parent != null) {
this.worldX = this.x * parent.m00 + this.y * parent.m01 + parent.worldX;
this.worldY = this.x * parent.m10 + this.y * parent.m11 + parent.worldY;
this.worldScaleX = parent.worldScaleX * this.scaleX;
this.worldScaleY = parent.worldScaleY * this.scaleY;
this.worldRotation = parent.worldRotation + this.rotation;
} else {
this.worldX = this.x;
this.worldY = this.y;
this.worldScaleX = this.scaleX;
this.worldScaleY = this.scaleY;
this.worldRotation = this.rotation;
}
var radians = this.worldRotation * Math.PI / 180;
var cos = Math.cos(radians);
var sin = Math.sin(radians);
this.m00 = cos * this.worldScaleX;
this.m10 = sin * this.worldScaleX;
this.m01 = -sin * this.worldScaleY;
this.m11 = cos * this.worldScaleY;
if (flipX) {
this.m00 = -this.m00;
this.m01 = -this.m01;
}
if (flipY) {
this.m10 = -this.m10;
this.m11 = -this.m11;
}
if (spine.Bone.yDown) {
this.m10 = -this.m10;
this.m11 = -this.m11;
}
},
setToSetupPose: function () {
var data = this.data;
this.x = data.x;
this.y = data.y;
this.rotation = data.rotation;
this.scaleX = data.scaleX;
this.scaleY = data.scaleY;
}
};
spine.Slot = function (slotData, skeleton, bone) {
this.data = slotData;
this.skeleton = skeleton;
this.bone = bone;
this.setToSetupPose();
};
spine.Slot.prototype = {
r: 1, g: 1, b: 1, a: 1,
_attachmentTime: 0,
attachment: null,
setAttachment: function (attachment) {
this.attachment = attachment;
this._attachmentTime = this.skeleton.time;
},
setAttachmentTime: function (time) {
this._attachmentTime = this.skeleton.time - time;
},
getAttachmentTime: function () {
return this.skeleton.time - this._attachmentTime;
},
setToSetupPose: function () {
var data = this.data;
this.r = data.r;
this.g = data.g;
this.b = data.b;
this.a = data.a;
var slotDatas = this.skeleton.data.slots;
for (var i = 0, n = slotDatas.length; i < n; i++) {
if (slotDatas[i] == data) {
this.setAttachment(!data.attachmentName ? null : this.skeleton.getAttachmentBySlotIndex(i, data.attachmentName));
break;
}
}
}
};
spine.Skin = function (name) {
this.name = name;
this.attachments = {};
};
spine.Skin.prototype = {
addAttachment: function (slotIndex, name, attachment) {
this.attachments[slotIndex + ":" + name] = attachment;
},
getAttachment: function (slotIndex, name) {
return this.attachments[slotIndex + ":" + name];
},
_attachAll: function (skeleton, oldSkin) {
for (var key in oldSkin.attachments) {
var colon = key.indexOf(":");
var slotIndex = parseInt(key.substring(0, colon));
var name = key.substring(colon + 1);
var slot = skeleton.slots[slotIndex];
if (slot.attachment && slot.attachment.name == name) {
var attachment = this.getAttachment(slotIndex, name);
if (attachment) slot.setAttachment(attachment);
}
}
}
};
spine.Animation = function (name, timelines, duration) {
this.name = name;
this.timelines = timelines;
this.duration = duration;
};
spine.Animation.prototype = {
apply: function (skeleton, time, loop) {
if (loop && this.duration != 0) time %= this.duration;
var timelines = this.timelines;
for (var i = 0, n = timelines.length; i < n; i++)
timelines[i].apply(skeleton, time, 1);
},
mix: function (skeleton, time, loop, alpha) {
if (loop && this.duration != 0) time %= this.duration;
var timelines = this.timelines;
for (var i = 0, n = timelines.length; i < n; i++)
timelines[i].apply(skeleton, time, alpha);
}
};
spine.binarySearch = function (values, target, step) {
var low = 0;
var high = Math.floor(values.length / step) - 2;
if (high == 0) return step;
var current = high >>> 1;
while (true) {
if (values[(current + 1) * step] <= target)
low = current + 1;
else
high = current;
if (low == high) return (low + 1) * step;
current = (low + high) >>> 1;
}
};
spine.linearSearch = function (values, target, step) {
for (var i = 0, last = values.length - step; i <= last; i += step)
if (values[i] > target) return i;
return -1;
};
spine.Curves = function (frameCount) {
this.curves = []; // dfx, dfy, ddfx, ddfy, dddfx, dddfy, ...
this.curves.length = (frameCount - 1) * 6;
};
spine.Curves.prototype = {
setLinear: function (frameIndex) {
this.curves[frameIndex * 6] = 0/*LINEAR*/;
},
setStepped: function (frameIndex) {
this.curves[frameIndex * 6] = -1/*STEPPED*/;
},
/** Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
* cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
* the difference between the keyframe's values. */
setCurve: function (frameIndex, cx1, cy1, cx2, cy2) {
var subdiv_step = 1 / 10/*BEZIER_SEGMENTS*/;
var subdiv_step2 = subdiv_step * subdiv_step;
var subdiv_step3 = subdiv_step2 * subdiv_step;
var pre1 = 3 * subdiv_step;
var pre2 = 3 * subdiv_step2;
var pre4 = 6 * subdiv_step2;
var pre5 = 6 * subdiv_step3;
var tmp1x = -cx1 * 2 + cx2;
var tmp1y = -cy1 * 2 + cy2;
var tmp2x = (cx1 - cx2) * 3 + 1;
var tmp2y = (cy1 - cy2) * 3 + 1;
var i = frameIndex * 6;
var curves = this.curves;
curves[i] = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3;
curves[i + 1] = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3;
curves[i + 2] = tmp1x * pre4 + tmp2x * pre5;
curves[i + 3] = tmp1y * pre4 + tmp2y * pre5;
curves[i + 4] = tmp2x * pre5;
curves[i + 5] = tmp2y * pre5;
},
getCurvePercent: function (frameIndex, percent) {
percent = percent < 0 ? 0 : (percent > 1 ? 1 : percent);
var curveIndex = frameIndex * 6;
var curves = this.curves;
var dfx = curves[curveIndex];
if (!dfx/*LINEAR*/) return percent;
if (dfx == -1/*STEPPED*/) return 0;
var dfy = curves[curveIndex + 1];
var ddfx = curves[curveIndex + 2];
var ddfy = curves[curveIndex + 3];
var dddfx = curves[curveIndex + 4];
var dddfy = curves[curveIndex + 5];
var x = dfx, y = dfy;
var i = 10/*BEZIER_SEGMENTS*/ - 2;
while (true) {
if (x >= percent) {
var lastX = x - dfx;
var lastY = y - dfy;
return lastY + (y - lastY) * (percent - lastX) / (x - lastX);
}
if (i == 0) break;
i--;
dfx += ddfx;
dfy += ddfy;
ddfx += dddfx;
ddfy += dddfy;
x += dfx;
y += dfy;
}
return y + (1 - y) * (percent - x) / (1 - x); // Last point is 1,1.
}
};
spine.RotateTimeline = function (frameCount) {
this.curves = new spine.Curves(frameCount);
this.frames = []; // time, angle, ...
this.frames.length = frameCount * 2;
};
spine.RotateTimeline.prototype = {
boneIndex: 0,
getFrameCount: function () {
return this.frames.length / 2;
},
setFrame: function (frameIndex, time, angle) {
frameIndex *= 2;
this.frames[frameIndex] = time;
this.frames[frameIndex + 1] = angle;
},
apply: function (skeleton, time, alpha) {
var frames = this.frames;
if (time < frames[0]) return; // Time is before first frame.
var bone = skeleton.bones[this.boneIndex];
if (time >= frames[frames.length - 2]) { // Time is after last frame.
var amount = bone.data.rotation + frames[frames.length - 1] - bone.rotation;
while (amount > 180)
amount -= 360;
while (amount < -180)
amount += 360;
bone.rotation += amount * alpha;
return;
}
// Interpolate between the last frame and the current frame.
var frameIndex = spine.binarySearch(frames, time, 2);
var lastFrameValue = frames[frameIndex - 1];
var frameTime = frames[frameIndex];
var percent = 1 - (time - frameTime) / (frames[frameIndex - 2/*LAST_FRAME_TIME*/] - frameTime);
percent = this.curves.getCurvePercent(frameIndex / 2 - 1, percent);
var amount = frames[frameIndex + 1/*FRAME_VALUE*/] - lastFrameValue;
while (amount > 180)
amount -= 360;
while (amount < -180)
amount += 360;
amount = bone.data.rotation + (lastFrameValue + amount * percent) - bone.rotation;
while (amount > 180)
amount -= 360;
while (amount < -180)
amount += 360;
bone.rotation += amount * alpha;
}
};
spine.TranslateTimeline = function (frameCount) {
this.curves = new spine.Curves(frameCount);
this.frames = []; // time, x, y, ...
this.frames.length = frameCount * 3;
};
spine.TranslateTimeline.prototype = {
boneIndex: 0,
getFrameCount: function () {
return this.frames.length / 3;
},
setFrame: function (frameIndex, time, x, y) {
frameIndex *= 3;
this.frames[frameIndex] = time;
this.frames[frameIndex + 1] = x;
this.frames[frameIndex + 2] = y;
},
apply: function (skeleton, time, alpha) {
var frames = this.frames;
if (time < frames[0]) return; // Time is before first frame.
var bone = skeleton.bones[this.boneIndex];
if (time >= frames[frames.length - 3]) { // Time is after last frame.
bone.x += (bone.data.x + frames[frames.length - 2] - bone.x) * alpha;
bone.y += (bone.data.y + frames[frames.length - 1] - bone.y) * alpha;
return;
}
// Interpolate between the last frame and the current frame.
var frameIndex = spine.binarySearch(frames, time, 3);
var lastFrameX = frames[frameIndex - 2];
var lastFrameY = frames[frameIndex - 1];
var frameTime = frames[frameIndex];
var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*LAST_FRAME_TIME*/] - frameTime);
percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);
bone.x += (bone.data.x + lastFrameX + (frames[frameIndex + 1/*FRAME_X*/] - lastFrameX) * percent - bone.x) * alpha;
bone.y += (bone.data.y + lastFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - lastFrameY) * percent - bone.y) * alpha;
}
};
spine.ScaleTimeline = function (frameCount) {
this.curves = new spine.Curves(frameCount);
this.frames = []; // time, x, y, ...
this.frames.length = frameCount * 3;
};
spine.ScaleTimeline.prototype = {
boneIndex: 0,
getFrameCount: function () {
return this.frames.length / 3;
},
setFrame: function (frameIndex, time, x, y) {
frameIndex *= 3;
this.frames[frameIndex] = time;
this.frames[frameIndex + 1] = x;
this.frames[frameIndex + 2] = y;
},
apply: function (skeleton, time, alpha) {
var frames = this.frames;
if (time < frames[0]) return; // Time is before first frame.
var bone = skeleton.bones[this.boneIndex];
if (time >= frames[frames.length - 3]) { // Time is after last frame.
bone.scaleX += (bone.data.scaleX - 1 + frames[frames.length - 2] - bone.scaleX) * alpha;
bone.scaleY += (bone.data.scaleY - 1 + frames[frames.length - 1] - bone.scaleY) * alpha;
return;
}
// Interpolate between the last frame and the current frame.
var frameIndex = spine.binarySearch(frames, time, 3);
var lastFrameX = frames[frameIndex - 2];
var lastFrameY = frames[frameIndex - 1];
var frameTime = frames[frameIndex];
var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*LAST_FRAME_TIME*/] - frameTime);
percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);
bone.scaleX += (bone.data.scaleX - 1 + lastFrameX + (frames[frameIndex + 1/*FRAME_X*/] - lastFrameX) * percent - bone.scaleX) * alpha;
bone.scaleY += (bone.data.scaleY - 1 + lastFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - lastFrameY) * percent - bone.scaleY) * alpha;
}
};
spine.ColorTimeline = function (frameCount) {
this.curves = new spine.Curves(frameCount);
this.frames = []; // time, r, g, b, a, ...
this.frames.length = frameCount * 5;
};
spine.ColorTimeline.prototype = {
slotIndex: 0,
getFrameCount: function () {
return this.frames.length / 2;
},
setFrame: function (frameIndex, time, x, y) {
frameIndex *= 5;
this.frames[frameIndex] = time;
this.frames[frameIndex + 1] = r;
this.frames[frameIndex + 2] = g;
this.frames[frameIndex + 3] = b;
this.frames[frameIndex + 4] = a;
},
apply: function (skeleton, time, alpha) {
var frames = this.frames;
if (time < frames[0]) return; // Time is before first frame.
var slot = skeleton.slots[this.slotIndex];
if (time >= frames[frames.length - 5]) { // Time is after last frame.
var i = frames.length - 1;
slot.r = frames[i - 3];
slot.g = frames[i - 2];
slot.b = frames[i - 1];
slot.a = frames[i];
return;
}
// Interpolate between the last frame and the current frame.
var frameIndex = spine.binarySearch(frames, time, 5);
var lastFrameR = frames[frameIndex - 4];
var lastFrameG = frames[frameIndex - 3];
var lastFrameB = frames[frameIndex - 2];
var lastFrameA = frames[frameIndex - 1];
var frameTime = frames[frameIndex];
var percent = 1 - (time - frameTime) / (frames[frameIndex - 5/*LAST_FRAME_TIME*/] - frameTime);
percent = this.curves.getCurvePercent(frameIndex / 5 - 1, percent);
var r = lastFrameR + (frames[frameIndex + 1/*FRAME_R*/] - lastFrameR) * percent;
var g = lastFrameG + (frames[frameIndex + 2/*FRAME_G*/] - lastFrameG) * percent;
var b = lastFrameB + (frames[frameIndex + 3/*FRAME_B*/] - lastFrameB) * percent;
var a = lastFrameA + (frames[frameIndex + 4/*FRAME_A*/] - lastFrameA) * percent;
if (alpha < 1) {
slot.r += (r - slot.r) * alpha;
slot.g += (g - slot.g) * alpha;
slot.b += (b - slot.b) * alpha;
slot.a += (a - slot.a) * alpha;
} else {
slot.r = r;
slot.g = g;
slot.b = b;
slot.a = a;
}
}
};
spine.AttachmentTimeline = function (frameCount) {
this.curves = new spine.Curves(frameCount);
this.frames = []; // time, ...
this.frames.length = frameCount;
this.attachmentNames = []; // time, ...
this.attachmentNames.length = frameCount;
};
spine.AttachmentTimeline.prototype = {
slotIndex: 0,
getFrameCount: function () {
return this.frames.length / 2;
},
setFrame: function (frameIndex, time, attachmentName) {
this.frames[frameIndex] = time;
this.attachmentNames[frameIndex] = attachmentName;
},
apply: function (skeleton, time, alpha) {
var frames = this.frames;
if (time < frames[0]) return; // Time is before first frame.
var frameIndex;
if (time >= frames[frames.length - 1]) // Time is after last frame.
frameIndex = frames.length - 1;
else
frameIndex = spine.binarySearch(frames, time, 1) - 1;
var attachmentName = this.attachmentNames[frameIndex];
skeleton.slots[this.slotIndex].setAttachment(!attachmentName ? null : skeleton.getAttachmentBySlotIndex(this.slotIndex, attachmentName));
}
};
spine.SkeletonData = function () {
this.bones = [];
this.slots = [];
this.skins = [];
this.animations = [];
};
spine.SkeletonData.prototype = {
defaultSkin: null,
/** @return May be null. */
findBone: function (boneName) {
var bones = this.bones;
for (var i = 0, n = bones.length; i < n; i++)
if (bones[i].name == boneName) return bones[i];
return null;
},
/** @return -1 if the bone was not found. */
findBoneIndex: function (boneName) {
var bones = this.bones;
for (var i = 0, n = bones.length; i < n; i++)
if (bones[i].name == boneName) return i;
return -1;
},
/** @return May be null. */
findSlot: function (slotName) {
var slots = this.slots;
for (var i = 0, n = slots.length; i < n; i++) {
if (slots[i].name == slotName) return slot[i];
}
return null;
},
/** @return -1 if the bone was not found. */
findSlotIndex: function (slotName) {
var slots = this.slots;
for (var i = 0, n = slots.length; i < n; i++)
if (slots[i].name == slotName) return i;
return -1;
},
/** @return May be null. */
findSkin: function (skinName) {
var skins = this.skins;
for (var i = 0, n = skins.length; i < n; i++)
if (skins[i].name == skinName) return skins[i];
return null;
},
/** @return May be null. */
findAnimation: function (animationName) {
var animations = this.animations;
for (var i = 0, n = animations.length; i < n; i++)
if (animations[i].name == animationName) return animations[i];
return null;
}
};
spine.Skeleton = function (skeletonData) {
this.data = skeletonData;
this.bones = [];
for (var i = 0, n = skeletonData.bones.length; i < n; i++) {
var boneData = skeletonData.bones[i];
var parent = !boneData.parent ? null : this.bones[skeletonData.bones.indexOf(boneData.parent)];
this.bones.push(new spine.Bone(boneData, parent));
}
this.slots = [];
this.drawOrder = [];
for (var i = 0, n = skeletonData.slots.length; i < n; i++) {
var slotData = skeletonData.slots[i];
var bone = this.bones[skeletonData.bones.indexOf(slotData.boneData)];
var slot = new spine.Slot(slotData, this, bone);
this.slots.push(slot);
this.drawOrder.push(slot);
}
};
spine.Skeleton.prototype = {
x: 0, y: 0,
skin: null,
r: 1, g: 1, b: 1, a: 1,
time: 0,
flipX: false, flipY: false,
/** Updates the world transform for each bone. */
updateWorldTransform: function () {
var flipX = this.flipX;
var flipY = this.flipY;
var bones = this.bones;
for (var i = 0, n = bones.length; i < n; i++)
bones[i].updateWorldTransform(flipX, flipY);
},
/** Sets the bones and slots to their setup pose values. */
setToSetupPose: function () {
this.setBonesToSetupPose();
this.setSlotsToSetupPose();
},
setBonesToSetupPose: function () {
var bones = this.bones;
for (var i = 0, n = bones.length; i < n; i++)
bones[i].setToSetupPose();
},
setSlotsToSetupPose: function () {
var slots = this.slots;
for (var i = 0, n = slots.length; i < n; i++)
slots[i].setToSetupPose(i);
},
/** @return May return null. */
getRootBone: function () {
return this.bones.length == 0 ? null : this.bones[0];
},
/** @return May be null. */
findBone: function (boneName) {
var bones = this.bones;
for (var i = 0, n = bones.length; i < n; i++)
if (bones[i].data.name == boneName) return bones[i];
return null;
},
/** @return -1 if the bone was not found. */
findBoneIndex: function (boneName) {
var bones = this.bones;
for (var i = 0, n = bones.length; i < n; i++)
if (bones[i].data.name == boneName) return i;
return -1;
},
/** @return May be null. */
findSlot: function (slotName) {
var slots = this.slots;
for (var i = 0, n = slots.length; i < n; i++)
if (slots[i].data.name == slotName) return slots[i];
return null;
},
/** @return -1 if the bone was not found. */
findSlotIndex: function (slotName) {
var slots = this.slots;
for (var i = 0, n = slots.length; i < n; i++)
if (slots[i].data.name == slotName) return i;
return -1;
},
setSkinByName: function (skinName) {
var skin = this.data.findSkin(skinName);
if (!skin) throw "Skin not found: " + skinName;
this.setSkin(skin);
},
/** Sets the skin used to look up attachments not found in the {@link SkeletonData#getDefaultSkin() default skin}. Attachments
* from the new skin are attached if the corresponding attachment from the old skin was attached.
* @param newSkin May be null. */
setSkin: function (newSkin) {
if (this.skin && newSkin) newSkin._attachAll(this, this.skin);
this.skin = newSkin;
},
/** @return May be null. */
getAttachmentBySlotName: function (slotName, attachmentName) {
return this.getAttachmentBySlotIndex(this.data.findSlotIndex(slotName), attachmentName);
},
/** @return May be null. */
getAttachmentBySlotIndex: function (slotIndex, attachmentName) {
if (this.skin) {
var attachment = this.skin.getAttachment(slotIndex, attachmentName);
if (attachment) return attachment;
}
if (this.data.defaultSkin) return this.data.defaultSkin.getAttachment(slotIndex, attachmentName);
return null;
},
/** @param attachmentName May be null. */
setAttachment: function (slotName, attachmentName) {
var slots = this.slots;
for (var i = 0, n = slots.size; i < n; i++) {
var slot = slots[i];
if (slot.data.name == slotName) {
var attachment = null;
if (attachmentName) {
attachment = this.getAttachment(i, attachmentName);
if (attachment == null) throw "Attachment not found: " + attachmentName + ", for slot: " + slotName;
}
slot.setAttachment(attachment);
return;
}
}
throw "Slot not found: " + slotName;
},
update: function (delta) {
time += delta;
}
};
spine.AttachmentType = {
region: 0
};
spine.RegionAttachment = function () {
this.offset = [];
this.offset.length = 8;
this.uvs = [];
this.uvs.length = 8;
};
spine.RegionAttachment.prototype = {
x: 0, y: 0,
rotation: 0,
scaleX: 1, scaleY: 1,
width: 0, height: 0,
rendererObject: null,
regionOffsetX: 0, regionOffsetY: 0,
regionWidth: 0, regionHeight: 0,
regionOriginalWidth: 0, regionOriginalHeight: 0,
setUVs: function (u, v, u2, v2, rotate) {
var uvs = this.uvs;
if (rotate) {
uvs[2/*X2*/] = u;
uvs[3/*Y2*/] = v2;
uvs[4/*X3*/] = u;
uvs[5/*Y3*/] = v;
uvs[6/*X4*/] = u2;
uvs[7/*Y4*/] = v;
uvs[0/*X1*/] = u2;
uvs[1/*Y1*/] = v2;
} else {
uvs[0/*X1*/] = u;
uvs[1/*Y1*/] = v2;
uvs[2/*X2*/] = u;
uvs[3/*Y2*/] = v;
uvs[4/*X3*/] = u2;
uvs[5/*Y3*/] = v;
uvs[6/*X4*/] = u2;
uvs[7/*Y4*/] = v2;
}
},
updateOffset: function () {
var regionScaleX = this.width / this.regionOriginalWidth * this.scaleX;
var regionScaleY = this.height / this.regionOriginalHeight * this.scaleY;
var localX = -this.width / 2 * this.scaleX + this.regionOffsetX * regionScaleX;
var localY = -this.height / 2 * this.scaleY + this.regionOffsetY * regionScaleY;
var localX2 = localX + this.regionWidth * regionScaleX;
var localY2 = localY + this.regionHeight * regionScaleY;
var radians = this.rotation * Math.PI / 180;
var cos = Math.cos(radians);
var sin = Math.sin(radians);
var localXCos = localX * cos + this.x;
var localXSin = localX * sin;
var localYCos = localY * cos + this.y;
var localYSin = localY * sin;
var localX2Cos = localX2 * cos + this.x;
var localX2Sin = localX2 * sin;
var localY2Cos = localY2 * cos + this.y;
var localY2Sin = localY2 * sin;
var offset = this.offset;
offset[0/*X1*/] = localXCos - localYSin;
offset[1/*Y1*/] = localYCos + localXSin;
offset[2/*X2*/] = localXCos - localY2Sin;
offset[3/*Y2*/] = localY2Cos + localXSin;
offset[4/*X3*/] = localX2Cos - localY2Sin;
offset[5/*Y3*/] = localY2Cos + localX2Sin;
offset[6/*X4*/] = localX2Cos - localYSin;
offset[7/*Y4*/] = localYCos + localX2Sin;
},
computeVertices: function (x, y, bone, vertices) {
x += bone.worldX;
y += bone.worldY;
var m00 = bone.m00;
var m01 = bone.m01;
var m10 = bone.m10;
var m11 = bone.m11;
var offset = this.offset;
vertices[0/*X1*/] = offset[0/*X1*/] * m00 + offset[1/*Y1*/] * m01 + x;
vertices[1/*Y1*/] = offset[0/*X1*/] * m10 + offset[1/*Y1*/] * m11 + y;
vertices[2/*X2*/] = offset[2/*X2*/] * m00 + offset[3/*Y2*/] * m01 + x;
vertices[3/*Y2*/] = offset[2/*X2*/] * m10 + offset[3/*Y2*/] * m11 + y;
vertices[4/*X3*/] = offset[4/*X3*/] * m00 + offset[5/*X3*/] * m01 + x;
vertices[5/*X3*/] = offset[4/*X3*/] * m10 + offset[5/*X3*/] * m11 + y;
vertices[6/*X4*/] = offset[6/*X4*/] * m00 + offset[7/*Y4*/] * m01 + x;
vertices[7/*Y4*/] = offset[6/*X4*/] * m10 + offset[7/*Y4*/] * m11 + y;
}
}
spine.AnimationStateData = function (skeletonData) {
this.skeletonData = skeletonData;
this.animationToMixTime = {};
};
spine.AnimationStateData.prototype = {
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 : 0;
}
};
spine.AnimationState = function (stateData) {
this.data = stateData;
this.queue = [];
};
spine.AnimationState.prototype = {
current: null,
previous: null,
currentTime: 0,
previousTime: 0,
currentLoop: false,
previousLoop: false,
mixTime: 0,
mixDuration: 0,
update: function (delta) {
this.currentTime += delta;
this.previousTime += delta;
this.mixTime += delta;
if (this.queue.length > 0) {
var entry = this.queue[0];
if (this.currentTime >= entry.delay) {
this._setAnimation(entry.animation, entry.loop);
this.queue.shift();
}
}
},
apply: function (skeleton) {
if (!this.current) return;
if (this.previous) {
this.previous.apply(skeleton, this.previousTime, this.previousLoop);
var alpha = this.mixTime / this.mixDuration;
if (alpha >= 1) {
alpha = 1;
this.previous = null;
}
this.current.mix(skeleton, this.currentTime, this.currentLoop, alpha);
} else
this.current.apply(skeleton, this.currentTime, this.currentLoop);
},
clearAnimation: function () {
this.previous = null;
this.current = null;
this.queue.length = 0;
},
_setAnimation: function (animation, loop) {
this.previous = null;
if (animation && this.current) {
this.mixDuration = this.data.getMix(this.current, animation);
if (this.mixDuration > 0) {
this.mixTime = 0;
this.previous = this.current;
this.previousTime = this.currentTime;
this.previousLoop = this.currentLoop;
}
}
this.current = animation;
this.currentLoop = loop;
this.currentTime = 0;
},
/** @see #setAnimation(Animation, Boolean) */
setAnimationByName: function (animationName, loop) {
var animation = this.data.skeletonData.findAnimation(animationName);
if (!animation) throw "Animation not found: " + animationName;
this.setAnimation(animation, loop);
},
/** Set the current animation. Any queued animations are cleared and the current animation time is set to 0.
* @param animation May be null. */
setAnimation: function (animation, loop) {
this.queue.length = 0;
this._setAnimation(animation, loop);
},
/** @see #addAnimation(Animation, Boolean, Number) */
addAnimationByName: function (animationName, loop, delay) {
var animation = this.data.skeletonData.findAnimation(animationName);
if (!animation) throw "Animation not found: " + animationName;
this.addAnimation(animation, loop, delay);
},
/** Adds an animation to be played delay seconds after the current or last queued animation.
* @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
addAnimation: function (animation, loop, delay) {
var entry = {};
entry.animation = animation;
entry.loop = loop;
if (!delay || delay <= 0) {
var previousAnimation = this.queue.length == 0 ? this.current : this.queue[this.queue.length - 1].animation;
if (previousAnimation != null)
delay = previousAnimation.duration - this.data.getMix(previousAnimation, animation) + (delay || 0);
else
delay = 0;
}
entry.delay = delay;
this.queue.push(entry);
},
/** Returns true if no animation is set or if the current time is greater than the animation duration, regardless of looping. */
isComplete: function () {
return !this.current || this.currentTime >= this.current.duration;
}
};
spine.SkeletonJson = function (attachmentLoader) {
this.attachmentLoader = attachmentLoader;
};
spine.SkeletonJson.prototype = {
scale: 1,
readSkeletonData: function (root) {
var skeletonData = new spine.SkeletonData();
// Bones.
var bones = root["bones"];
for (var i = 0, n = bones.length; i < n; i++) {
var boneMap = bones[i];
var parent = null;
if (boneMap["parent"]) {
parent = skeletonData.findBone(boneMap["parent"]);
if (!parent) throw "Parent bone not found: " + boneMap["parent"];
}
var boneData = new spine.BoneData(boneMap["name"], parent);
boneData.length = (boneMap["length"] || 0) * this.scale;
boneData.x = (boneMap["x"] || 0) * this.scale;
boneData.y = (boneMap["y"] || 0) * this.scale;
boneData.rotation = (boneMap["rotation"] || 0);
boneData.scaleX = boneMap["scaleX"] || 1;
boneData.scaleY = boneMap["scaleY"] || 1;
skeletonData.bones.push(boneData);
}
// Slots.
var slots = root["slots"];
for (var i = 0, n = slots.length; i < n; i++) {
var slotMap = slots[i];
var boneData = skeletonData.findBone(slotMap["bone"]);
if (!boneData) throw "Slot bone not found: " + slotMap["bone"];
var slotData = new spine.SlotData(slotMap["name"], boneData);
var color = slotMap["color"];
if (color) {
slotData.r = spine.SkeletonJson.toColor(color, 0);
slotData.g = spine.SkeletonJson.toColor(color, 1);
slotData.b = spine.SkeletonJson.toColor(color, 2);
slotData.a = spine.SkeletonJson.toColor(color, 3);
}
slotData.attachmentName = slotMap["attachment"];
skeletonData.slots.push(slotData);
}
// Skins.
var skins = root["skins"];
for (var skinName in skins) {
if (!skins.hasOwnProperty(skinName)) continue;
var skinMap = skins[skinName];
var skin = new spine.Skin(skinName);
for (var slotName in skinMap) {
if (!skinMap.hasOwnProperty(slotName)) continue;
var slotIndex = skeletonData.findSlotIndex(slotName);
var slotEntry = skinMap[slotName];
for (var attachmentName in slotEntry) {
if (!slotEntry.hasOwnProperty(attachmentName)) continue;
var attachment = this.readAttachment(skin, attachmentName, slotEntry[attachmentName]);
if (attachment != null) skin.addAttachment(slotIndex, attachmentName, attachment);
}
}
skeletonData.skins.push(skin);