@esotericsoftware/spine-core 4.1.24 → 4.1.26

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -1,11 +1,22 @@
1
+ "use strict";
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  var spine = (() => {
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  var __defProp = Object.defineProperty;
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- var __markAsModule = (target) => __defProp(target, "__esModule", { value: true });
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+ var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
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+ var __getOwnPropNames = Object.getOwnPropertyNames;
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+ var __hasOwnProp = Object.prototype.hasOwnProperty;
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  var __export = (target, all) => {
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- __markAsModule(target);
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  for (var name in all)
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  __defProp(target, name, { get: all[name], enumerable: true });
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  };
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+ var __copyProps = (to, from, except, desc) => {
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+ if (from && typeof from === "object" || typeof from === "function") {
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+ for (let key of __getOwnPropNames(from))
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+ if (!__hasOwnProp.call(to, key) && key !== except)
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+ __defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
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+ }
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+ return to;
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+ };
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+ var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
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  // spine-core/src/index.ts
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  var src_exports = {};
@@ -369,6 +380,7 @@ var spine = (() => {
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  static toSinglePrecision(value) {
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  return _Utils.SUPPORTS_TYPED_ARRAYS ? Math.fround(value) : value;
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  }
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+ // This function is used to fix WebKit 602 specific issue described at http://esotericsoftware.com/forum/iOS-10-disappearing-graphics-10109
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  static webkit602BugfixHelper(alpha, blend) {
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  }
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  static contains(array, element, identity = true) {
@@ -507,12 +519,34 @@ var spine = (() => {
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  var _VertexAttachment = class extends Attachment {
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  constructor(name) {
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  super(name);
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+ /** The unique ID for this attachment. */
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  this.id = _VertexAttachment.nextID++;
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+ /** The bones which affect the {@link #getVertices()}. The array entries are, for each vertex, the number of bones affecting
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+ * the vertex followed by that many bone indices, which is the index of the bone in {@link Skeleton#bones}. Will be null
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+ * if this attachment has no weights. */
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  this.bones = null;
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+ /** The vertex positions in the bone's coordinate system. For a non-weighted attachment, the values are `x,y`
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+ * entries for each vertex. For a weighted attachment, the values are `x,y,weight` entries for each bone affecting
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+ * each vertex. */
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  this.vertices = [];
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+ /** The maximum number of world vertex values that can be output by
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+ * {@link #computeWorldVertices()} using the `count` parameter. */
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  this.worldVerticesLength = 0;
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+ /** Timelines for the timeline attachment are also applied to this attachment.
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+ * May be null if no attachment-specific timelines should be applied. */
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  this.timelineAttachment = this;
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  }
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+ /** Transforms the attachment's local {@link #vertices} to world coordinates. If the slot's {@link Slot#deform} is
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+ * not empty, it is used to deform the vertices.
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+ *
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+ * See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine
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+ * Runtimes Guide.
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+ * @param start The index of the first {@link #vertices} value to transform. Each vertex has 2 values, x and y.
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+ * @param count The number of world vertex values to output. Must be <= {@link #worldVerticesLength} - `start`.
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+ * @param worldVertices The output world vertices. Must have a length >= `offset` + `count` *
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+ * `stride` / 2.
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+ * @param offset The `worldVertices` index to begin writing values.
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+ * @param stride The number of `worldVertices` entries between the value pairs written. */
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  computeWorldVertices(slot, start, count, worldVertices, offset, stride) {
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  count = offset + (count >> 1) * stride;
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  let skeleton = slot.bone.skeleton;
@@ -571,6 +605,7 @@ var spine = (() => {
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  }
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  }
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  }
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+ /** Does not copy id (generated) or name (set on construction). **/
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  copyTo(attachment) {
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  if (this.bones) {
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  attachment.bones = new Array(this.bones.length);
@@ -594,6 +629,7 @@ var spine = (() => {
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  this.id = _Sequence.nextID();
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  this.start = 0;
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  this.digits = 0;
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+ /** The index of the region to show for the setup pose. */
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  this.setupIndex = 0;
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  this.regions = new Array(count);
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  }
@@ -631,8 +667,7 @@ var spine = (() => {
631
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  };
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  var Sequence = _Sequence;
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  Sequence._nextID = 0;
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- var SequenceMode;
635
- (function(SequenceMode2) {
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+ var SequenceMode = /* @__PURE__ */ ((SequenceMode2) => {
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  SequenceMode2[SequenceMode2["hold"] = 0] = "hold";
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  SequenceMode2[SequenceMode2["once"] = 1] = "once";
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  SequenceMode2[SequenceMode2["loop"] = 2] = "loop";
@@ -640,15 +675,16 @@ var spine = (() => {
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  SequenceMode2[SequenceMode2["onceReverse"] = 4] = "onceReverse";
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  SequenceMode2[SequenceMode2["loopReverse"] = 5] = "loopReverse";
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  SequenceMode2[SequenceMode2["pingpongReverse"] = 6] = "pingpongReverse";
643
- })(SequenceMode || (SequenceMode = {}));
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+ return SequenceMode2;
679
+ })(SequenceMode || {});
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  var SequenceModeValues = [
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- 0,
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- 1,
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- 2,
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- 3,
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- 4,
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- 5,
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- 6
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+ 0 /* hold */,
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+ 1 /* once */,
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+ 2 /* loop */,
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+ 3 /* pingpong */,
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+ 4 /* onceReverse */,
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+ 5 /* loopReverse */,
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+ 6 /* pingpongReverse */
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  ];
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  // spine-core/src/Animation.ts
@@ -676,6 +712,11 @@ var spine = (() => {
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  return true;
677
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  return false;
678
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  }
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+ /** Applies all the animation's timelines to the specified skeleton.
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+ *
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+ * See Timeline {@link Timeline#apply(Skeleton, float, float, Array, float, MixBlend, MixDirection)}.
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+ * @param loop If true, the animation repeats after {@link #getDuration()}.
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+ * @param events May be null to ignore fired events. */
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  apply(skeleton, lastTime, time, loop, events, alpha, blend, direction) {
680
721
  if (!skeleton)
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  throw new Error("skeleton cannot be null.");
@@ -689,18 +730,18 @@ var spine = (() => {
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  timelines[i].apply(skeleton, lastTime, time, events, alpha, blend, direction);
690
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  }
691
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  };
692
- var MixBlend;
693
- (function(MixBlend2) {
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+ var MixBlend = /* @__PURE__ */ ((MixBlend2) => {
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  MixBlend2[MixBlend2["setup"] = 0] = "setup";
695
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  MixBlend2[MixBlend2["first"] = 1] = "first";
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  MixBlend2[MixBlend2["replace"] = 2] = "replace";
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  MixBlend2[MixBlend2["add"] = 3] = "add";
698
- })(MixBlend || (MixBlend = {}));
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- var MixDirection;
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- (function(MixDirection2) {
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+ return MixBlend2;
739
+ })(MixBlend || {});
740
+ var MixDirection = /* @__PURE__ */ ((MixDirection2) => {
701
741
  MixDirection2[MixDirection2["mixIn"] = 0] = "mixIn";
702
742
  MixDirection2[MixDirection2["mixOut"] = 1] = "mixOut";
703
- })(MixDirection || (MixDirection = {}));
743
+ return MixDirection2;
744
+ })(MixDirection || {});
704
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  var Property = {
705
746
  rotate: 0,
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  x: 1,
@@ -756,17 +797,25 @@ var spine = (() => {
756
797
  }
757
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  };
758
799
  var CurveTimeline = class extends Timeline {
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+ // type, x, y, ...
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801
  constructor(frameCount, bezierCount, propertyIds) {
760
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  super(frameCount, propertyIds);
761
- this.curves = Utils.newFloatArray(frameCount + bezierCount * 18);
803
+ this.curves = Utils.newFloatArray(
804
+ frameCount + bezierCount * 18
805
+ /*BEZIER_SIZE*/
806
+ );
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  this.curves[frameCount - 1] = 1;
763
808
  }
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+ /** Sets the specified key frame to linear interpolation. */
764
810
  setLinear(frame) {
765
811
  this.curves[frame] = 0;
766
812
  }
813
+ /** Sets the specified key frame to stepped interpolation. */
767
814
  setStepped(frame) {
768
815
  this.curves[frame] = 1;
769
816
  }
817
+ /** Shrinks the storage for Bezier curves, for use when <code>bezierCount</code> (specified in the constructor) was larger
818
+ * than the actual number of Bezier curves. */
770
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  shrink(bezierCount) {
771
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  let size = this.getFrameCount() + bezierCount * 18;
772
821
  if (this.curves.length > size) {
@@ -775,6 +824,20 @@ var spine = (() => {
775
824
  this.curves = newCurves;
776
825
  }
777
826
  }
827
+ /** Stores the segments for the specified Bezier curve. For timelines that modify multiple values, there may be more than
828
+ * one curve per frame.
829
+ * @param bezier The ordinal of this Bezier curve for this timeline, between 0 and <code>bezierCount - 1</code> (specified
830
+ * in the constructor), inclusive.
831
+ * @param frame Between 0 and <code>frameCount - 1</code>, inclusive.
832
+ * @param value The index of the value for this frame that this curve is used for.
833
+ * @param time1 The time for the first key.
834
+ * @param value1 The value for the first key.
835
+ * @param cx1 The time for the first Bezier handle.
836
+ * @param cy1 The value for the first Bezier handle.
837
+ * @param cx2 The time of the second Bezier handle.
838
+ * @param cy2 The value for the second Bezier handle.
839
+ * @param time2 The time for the second key.
840
+ * @param value2 The value for the second key. */
778
841
  setBezier(bezier, frame, value, time1, value1, cx1, cy1, cx2, cy2, time2, value2) {
779
842
  let curves = this.curves;
780
843
  let i = this.getFrameCount() + bezier * 18;
@@ -796,6 +859,10 @@ var spine = (() => {
796
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  y += dy;
797
860
  }
798
861
  }
862
+ /** Returns the Bezier interpolated value for the specified time.
863
+ * @param frameIndex The index into {@link #getFrames()} for the values of the frame before <code>time</code>.
864
+ * @param valueOffset The offset from <code>frameIndex</code> to the value this curve is used for.
865
+ * @param i The index of the Bezier segments. See {@link #getCurveType(int)}. */
799
866
  getBezierValue(time, frameIndex, valueOffset, i) {
800
867
  let curves = this.curves;
801
868
  if (curves[i] > time) {
@@ -821,11 +888,18 @@ var spine = (() => {
821
888
  getFrameEntries() {
822
889
  return 2;
823
890
  }
891
+ /** Sets the time and value for the specified frame.
892
+ * @param frame Between 0 and <code>frameCount</code>, inclusive.
893
+ * @param time The frame time in seconds. */
824
894
  setFrame(frame, time, value) {
825
895
  frame <<= 1;
826
896
  this.frames[frame] = time;
827
- this.frames[frame + 1] = value;
897
+ this.frames[
898
+ frame + 1
899
+ /*VALUE*/
900
+ ] = value;
828
901
  }
902
+ /** Returns the interpolated value for the specified time. */
829
903
  getCurveValue(time) {
830
904
  let frames = this.frames;
831
905
  let i = frames.length - 2;
@@ -838,26 +912,55 @@ var spine = (() => {
838
912
  let curveType = this.curves[i >> 1];
839
913
  switch (curveType) {
840
914
  case 0:
841
- let before = frames[i], value = frames[i + 1];
842
- return value + (time - before) / (frames[i + 2] - before) * (frames[i + 2 + 1] - value);
915
+ let before = frames[i], value = frames[
916
+ i + 1
917
+ /*VALUE*/
918
+ ];
919
+ return value + (time - before) / (frames[
920
+ i + 2
921
+ /*ENTRIES*/
922
+ ] - before) * (frames[
923
+ i + 2 + 1
924
+ /*VALUE*/
925
+ ] - value);
843
926
  case 1:
844
- return frames[i + 1];
845
- }
846
- return this.getBezierValue(time, i, 1, curveType - 2);
927
+ return frames[
928
+ i + 1
929
+ /*VALUE*/
930
+ ];
931
+ }
932
+ return this.getBezierValue(
933
+ time,
934
+ i,
935
+ 1,
936
+ curveType - 2
937
+ /*BEZIER*/
938
+ );
847
939
  }
848
940
  };
849
941
  var CurveTimeline2 = class extends CurveTimeline {
942
+ /** @param bezierCount The maximum number of Bezier curves. See {@link #shrink(int)}.
943
+ * @param propertyIds Unique identifiers for the properties the timeline modifies. */
850
944
  constructor(frameCount, bezierCount, propertyId1, propertyId2) {
851
945
  super(frameCount, bezierCount, [propertyId1, propertyId2]);
852
946
  }
853
947
  getFrameEntries() {
854
948
  return 3;
855
949
  }
950
+ /** Sets the time and values for the specified frame.
951
+ * @param frame Between 0 and <code>frameCount</code>, inclusive.
952
+ * @param time The frame time in seconds. */
856
953
  setFrame(frame, time, value1, value2) {
857
954
  frame *= 3;
858
955
  this.frames[frame] = time;
859
- this.frames[frame + 1] = value1;
860
- this.frames[frame + 2] = value2;
956
+ this.frames[
957
+ frame + 1
958
+ /*VALUE1*/
959
+ ] = value1;
960
+ this.frames[
961
+ frame + 2
962
+ /*VALUE2*/
963
+ ] = value2;
861
964
  }
862
965
  };
863
966
  var RotateTimeline = class extends CurveTimeline1 {
@@ -873,30 +976,35 @@ var spine = (() => {
873
976
  let frames = this.frames;
874
977
  if (time < frames[0]) {
875
978
  switch (blend) {
876
- case 0:
979
+ case 0 /* setup */:
877
980
  bone.rotation = bone.data.rotation;
878
981
  return;
879
- case 1:
982
+ case 1 /* first */:
880
983
  bone.rotation += (bone.data.rotation - bone.rotation) * alpha;
881
984
  }
882
985
  return;
883
986
  }
884
987
  let r = this.getCurveValue(time);
885
988
  switch (blend) {
886
- case 0:
989
+ case 0 /* setup */:
887
990
  bone.rotation = bone.data.rotation + r * alpha;
888
991
  break;
889
- case 1:
890
- case 2:
992
+ case 1 /* first */:
993
+ case 2 /* replace */:
891
994
  r += bone.data.rotation - bone.rotation;
892
- case 3:
995
+ case 3 /* add */:
893
996
  bone.rotation += r * alpha;
894
997
  }
895
998
  }
896
999
  };
897
1000
  var TranslateTimeline = class extends CurveTimeline2 {
898
1001
  constructor(frameCount, bezierCount, boneIndex) {
899
- super(frameCount, bezierCount, Property.x + "|" + boneIndex, Property.y + "|" + boneIndex);
1002
+ super(
1003
+ frameCount,
1004
+ bezierCount,
1005
+ Property.x + "|" + boneIndex,
1006
+ Property.y + "|" + boneIndex
1007
+ );
900
1008
  this.boneIndex = 0;
901
1009
  this.boneIndex = boneIndex;
902
1010
  }
@@ -907,47 +1015,88 @@ var spine = (() => {
907
1015
  let frames = this.frames;
908
1016
  if (time < frames[0]) {
909
1017
  switch (blend) {
910
- case 0:
1018
+ case 0 /* setup */:
911
1019
  bone.x = bone.data.x;
912
1020
  bone.y = bone.data.y;
913
1021
  return;
914
- case 1:
1022
+ case 1 /* first */:
915
1023
  bone.x += (bone.data.x - bone.x) * alpha;
916
1024
  bone.y += (bone.data.y - bone.y) * alpha;
917
1025
  }
918
1026
  return;
919
1027
  }
920
1028
  let x = 0, y = 0;
921
- let i = Timeline.search(frames, time, 3);
922
- let curveType = this.curves[i / 3];
1029
+ let i = Timeline.search(
1030
+ frames,
1031
+ time,
1032
+ 3
1033
+ /*ENTRIES*/
1034
+ );
1035
+ let curveType = this.curves[
1036
+ i / 3
1037
+ /*ENTRIES*/
1038
+ ];
923
1039
  switch (curveType) {
924
1040
  case 0:
925
1041
  let before = frames[i];
926
- x = frames[i + 1];
927
- y = frames[i + 2];
928
- let t = (time - before) / (frames[i + 3] - before);
929
- x += (frames[i + 3 + 1] - x) * t;
930
- y += (frames[i + 3 + 2] - y) * t;
1042
+ x = frames[
1043
+ i + 1
1044
+ /*VALUE1*/
1045
+ ];
1046
+ y = frames[
1047
+ i + 2
1048
+ /*VALUE2*/
1049
+ ];
1050
+ let t = (time - before) / (frames[
1051
+ i + 3
1052
+ /*ENTRIES*/
1053
+ ] - before);
1054
+ x += (frames[
1055
+ i + 3 + 1
1056
+ /*VALUE1*/
1057
+ ] - x) * t;
1058
+ y += (frames[
1059
+ i + 3 + 2
1060
+ /*VALUE2*/
1061
+ ] - y) * t;
931
1062
  break;
932
1063
  case 1:
933
- x = frames[i + 1];
934
- y = frames[i + 2];
1064
+ x = frames[
1065
+ i + 1
1066
+ /*VALUE1*/
1067
+ ];
1068
+ y = frames[
1069
+ i + 2
1070
+ /*VALUE2*/
1071
+ ];
935
1072
  break;
936
1073
  default:
937
- x = this.getBezierValue(time, i, 1, curveType - 2);
938
- y = this.getBezierValue(time, i, 2, curveType + 18 - 2);
1074
+ x = this.getBezierValue(
1075
+ time,
1076
+ i,
1077
+ 1,
1078
+ curveType - 2
1079
+ /*BEZIER*/
1080
+ );
1081
+ y = this.getBezierValue(
1082
+ time,
1083
+ i,
1084
+ 2,
1085
+ curveType + 18 - 2
1086
+ /*BEZIER*/
1087
+ );
939
1088
  }
940
1089
  switch (blend) {
941
- case 0:
1090
+ case 0 /* setup */:
942
1091
  bone.x = bone.data.x + x * alpha;
943
1092
  bone.y = bone.data.y + y * alpha;
944
1093
  break;
945
- case 1:
946
- case 2:
1094
+ case 1 /* first */:
1095
+ case 2 /* replace */:
947
1096
  bone.x += (bone.data.x + x - bone.x) * alpha;
948
1097
  bone.y += (bone.data.y + y - bone.y) * alpha;
949
1098
  break;
950
- case 3:
1099
+ case 3 /* add */:
951
1100
  bone.x += x * alpha;
952
1101
  bone.y += y * alpha;
953
1102
  }
@@ -966,24 +1115,24 @@ var spine = (() => {
966
1115
  let frames = this.frames;
967
1116
  if (time < frames[0]) {
968
1117
  switch (blend) {
969
- case 0:
1118
+ case 0 /* setup */:
970
1119
  bone.x = bone.data.x;
971
1120
  return;
972
- case 1:
1121
+ case 1 /* first */:
973
1122
  bone.x += (bone.data.x - bone.x) * alpha;
974
1123
  }
975
1124
  return;
976
1125
  }
977
1126
  let x = this.getCurveValue(time);
978
1127
  switch (blend) {
979
- case 0:
1128
+ case 0 /* setup */:
980
1129
  bone.x = bone.data.x + x * alpha;
981
1130
  break;
982
- case 1:
983
- case 2:
1131
+ case 1 /* first */:
1132
+ case 2 /* replace */:
984
1133
  bone.x += (bone.data.x + x - bone.x) * alpha;
985
1134
  break;
986
- case 3:
1135
+ case 3 /* add */:
987
1136
  bone.x += x * alpha;
988
1137
  }
989
1138
  }
@@ -1001,31 +1150,36 @@ var spine = (() => {
1001
1150
  let frames = this.frames;
1002
1151
  if (time < frames[0]) {
1003
1152
  switch (blend) {
1004
- case 0:
1153
+ case 0 /* setup */:
1005
1154
  bone.y = bone.data.y;
1006
1155
  return;
1007
- case 1:
1156
+ case 1 /* first */:
1008
1157
  bone.y += (bone.data.y - bone.y) * alpha;
1009
1158
  }
1010
1159
  return;
1011
1160
  }
1012
1161
  let y = this.getCurveValue(time);
1013
1162
  switch (blend) {
1014
- case 0:
1163
+ case 0 /* setup */:
1015
1164
  bone.y = bone.data.y + y * alpha;
1016
1165
  break;
1017
- case 1:
1018
- case 2:
1166
+ case 1 /* first */:
1167
+ case 2 /* replace */:
1019
1168
  bone.y += (bone.data.y + y - bone.y) * alpha;
1020
1169
  break;
1021
- case 3:
1170
+ case 3 /* add */:
1022
1171
  bone.y += y * alpha;
1023
1172
  }
1024
1173
  }
1025
1174
  };
1026
1175
  var ScaleTimeline = class extends CurveTimeline2 {
1027
1176
  constructor(frameCount, bezierCount, boneIndex) {
1028
- super(frameCount, bezierCount, Property.scaleX + "|" + boneIndex, Property.scaleY + "|" + boneIndex);
1177
+ super(
1178
+ frameCount,
1179
+ bezierCount,
1180
+ Property.scaleX + "|" + boneIndex,
1181
+ Property.scaleY + "|" + boneIndex
1182
+ );
1029
1183
  this.boneIndex = 0;
1030
1184
  this.boneIndex = boneIndex;
1031
1185
  }
@@ -1036,40 +1190,81 @@ var spine = (() => {
1036
1190
  let frames = this.frames;
1037
1191
  if (time < frames[0]) {
1038
1192
  switch (blend) {
1039
- case 0:
1193
+ case 0 /* setup */:
1040
1194
  bone.scaleX = bone.data.scaleX;
1041
1195
  bone.scaleY = bone.data.scaleY;
1042
1196
  return;
1043
- case 1:
1197
+ case 1 /* first */:
1044
1198
  bone.scaleX += (bone.data.scaleX - bone.scaleX) * alpha;
1045
1199
  bone.scaleY += (bone.data.scaleY - bone.scaleY) * alpha;
1046
1200
  }
1047
1201
  return;
1048
1202
  }
1049
1203
  let x, y;
1050
- let i = Timeline.search(frames, time, 3);
1051
- let curveType = this.curves[i / 3];
1204
+ let i = Timeline.search(
1205
+ frames,
1206
+ time,
1207
+ 3
1208
+ /*ENTRIES*/
1209
+ );
1210
+ let curveType = this.curves[
1211
+ i / 3
1212
+ /*ENTRIES*/
1213
+ ];
1052
1214
  switch (curveType) {
1053
1215
  case 0:
1054
1216
  let before = frames[i];
1055
- x = frames[i + 1];
1056
- y = frames[i + 2];
1057
- let t = (time - before) / (frames[i + 3] - before);
1058
- x += (frames[i + 3 + 1] - x) * t;
1059
- y += (frames[i + 3 + 2] - y) * t;
1217
+ x = frames[
1218
+ i + 1
1219
+ /*VALUE1*/
1220
+ ];
1221
+ y = frames[
1222
+ i + 2
1223
+ /*VALUE2*/
1224
+ ];
1225
+ let t = (time - before) / (frames[
1226
+ i + 3
1227
+ /*ENTRIES*/
1228
+ ] - before);
1229
+ x += (frames[
1230
+ i + 3 + 1
1231
+ /*VALUE1*/
1232
+ ] - x) * t;
1233
+ y += (frames[
1234
+ i + 3 + 2
1235
+ /*VALUE2*/
1236
+ ] - y) * t;
1060
1237
  break;
1061
1238
  case 1:
1062
- x = frames[i + 1];
1063
- y = frames[i + 2];
1239
+ x = frames[
1240
+ i + 1
1241
+ /*VALUE1*/
1242
+ ];
1243
+ y = frames[
1244
+ i + 2
1245
+ /*VALUE2*/
1246
+ ];
1064
1247
  break;
1065
1248
  default:
1066
- x = this.getBezierValue(time, i, 1, curveType - 2);
1067
- y = this.getBezierValue(time, i, 2, curveType + 18 - 2);
1249
+ x = this.getBezierValue(
1250
+ time,
1251
+ i,
1252
+ 1,
1253
+ curveType - 2
1254
+ /*BEZIER*/
1255
+ );
1256
+ y = this.getBezierValue(
1257
+ time,
1258
+ i,
1259
+ 2,
1260
+ curveType + 18 - 2
1261
+ /*BEZIER*/
1262
+ );
1068
1263
  }
1069
1264
  x *= bone.data.scaleX;
1070
1265
  y *= bone.data.scaleY;
1071
1266
  if (alpha == 1) {
1072
- if (blend == 3) {
1267
+ if (blend == 3 /* add */) {
1073
1268
  bone.scaleX += x - bone.data.scaleX;
1074
1269
  bone.scaleY += y - bone.data.scaleY;
1075
1270
  } else {
@@ -1078,41 +1273,41 @@ var spine = (() => {
1078
1273
  }
1079
1274
  } else {
1080
1275
  let bx = 0, by = 0;
1081
- if (direction == 1) {
1276
+ if (direction == 1 /* mixOut */) {
1082
1277
  switch (blend) {
1083
- case 0:
1278
+ case 0 /* setup */:
1084
1279
  bx = bone.data.scaleX;
1085
1280
  by = bone.data.scaleY;
1086
1281
  bone.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha;
1087
1282
  bone.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha;
1088
1283
  break;
1089
- case 1:
1090
- case 2:
1284
+ case 1 /* first */:
1285
+ case 2 /* replace */:
1091
1286
  bx = bone.scaleX;
1092
1287
  by = bone.scaleY;
1093
1288
  bone.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha;
1094
1289
  bone.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha;
1095
1290
  break;
1096
- case 3:
1291
+ case 3 /* add */:
1097
1292
  bone.scaleX += (x - bone.data.scaleX) * alpha;
1098
1293
  bone.scaleY += (y - bone.data.scaleY) * alpha;
1099
1294
  }
1100
1295
  } else {
1101
1296
  switch (blend) {
1102
- case 0:
1297
+ case 0 /* setup */:
1103
1298
  bx = Math.abs(bone.data.scaleX) * MathUtils.signum(x);
1104
1299
  by = Math.abs(bone.data.scaleY) * MathUtils.signum(y);
1105
1300
  bone.scaleX = bx + (x - bx) * alpha;
1106
1301
  bone.scaleY = by + (y - by) * alpha;
1107
1302
  break;
1108
- case 1:
1109
- case 2:
1303
+ case 1 /* first */:
1304
+ case 2 /* replace */:
1110
1305
  bx = Math.abs(bone.scaleX) * MathUtils.signum(x);
1111
1306
  by = Math.abs(bone.scaleY) * MathUtils.signum(y);
1112
1307
  bone.scaleX = bx + (x - bx) * alpha;
1113
1308
  bone.scaleY = by + (y - by) * alpha;
1114
1309
  break;
1115
- case 3:
1310
+ case 3 /* add */:
1116
1311
  bone.scaleX += (x - bone.data.scaleX) * alpha;
1117
1312
  bone.scaleY += (y - bone.data.scaleY) * alpha;
1118
1313
  }
@@ -1133,48 +1328,48 @@ var spine = (() => {
1133
1328
  let frames = this.frames;
1134
1329
  if (time < frames[0]) {
1135
1330
  switch (blend) {
1136
- case 0:
1331
+ case 0 /* setup */:
1137
1332
  bone.scaleX = bone.data.scaleX;
1138
1333
  return;
1139
- case 1:
1334
+ case 1 /* first */:
1140
1335
  bone.scaleX += (bone.data.scaleX - bone.scaleX) * alpha;
1141
1336
  }
1142
1337
  return;
1143
1338
  }
1144
1339
  let x = this.getCurveValue(time) * bone.data.scaleX;
1145
1340
  if (alpha == 1) {
1146
- if (blend == 3)
1341
+ if (blend == 3 /* add */)
1147
1342
  bone.scaleX += x - bone.data.scaleX;
1148
1343
  else
1149
1344
  bone.scaleX = x;
1150
1345
  } else {
1151
1346
  let bx = 0;
1152
- if (direction == 1) {
1347
+ if (direction == 1 /* mixOut */) {
1153
1348
  switch (blend) {
1154
- case 0:
1349
+ case 0 /* setup */:
1155
1350
  bx = bone.data.scaleX;
1156
1351
  bone.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha;
1157
1352
  break;
1158
- case 1:
1159
- case 2:
1353
+ case 1 /* first */:
1354
+ case 2 /* replace */:
1160
1355
  bx = bone.scaleX;
1161
1356
  bone.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha;
1162
1357
  break;
1163
- case 3:
1358
+ case 3 /* add */:
1164
1359
  bone.scaleX += (x - bone.data.scaleX) * alpha;
1165
1360
  }
1166
1361
  } else {
1167
1362
  switch (blend) {
1168
- case 0:
1363
+ case 0 /* setup */:
1169
1364
  bx = Math.abs(bone.data.scaleX) * MathUtils.signum(x);
1170
1365
  bone.scaleX = bx + (x - bx) * alpha;
1171
1366
  break;
1172
- case 1:
1173
- case 2:
1367
+ case 1 /* first */:
1368
+ case 2 /* replace */:
1174
1369
  bx = Math.abs(bone.scaleX) * MathUtils.signum(x);
1175
1370
  bone.scaleX = bx + (x - bx) * alpha;
1176
1371
  break;
1177
- case 3:
1372
+ case 3 /* add */:
1178
1373
  bone.scaleX += (x - bone.data.scaleX) * alpha;
1179
1374
  }
1180
1375
  }
@@ -1194,48 +1389,48 @@ var spine = (() => {
1194
1389
  let frames = this.frames;
1195
1390
  if (time < frames[0]) {
1196
1391
  switch (blend) {
1197
- case 0:
1392
+ case 0 /* setup */:
1198
1393
  bone.scaleY = bone.data.scaleY;
1199
1394
  return;
1200
- case 1:
1395
+ case 1 /* first */:
1201
1396
  bone.scaleY += (bone.data.scaleY - bone.scaleY) * alpha;
1202
1397
  }
1203
1398
  return;
1204
1399
  }
1205
1400
  let y = this.getCurveValue(time) * bone.data.scaleY;
1206
1401
  if (alpha == 1) {
1207
- if (blend == 3)
1402
+ if (blend == 3 /* add */)
1208
1403
  bone.scaleY += y - bone.data.scaleY;
1209
1404
  else
1210
1405
  bone.scaleY = y;
1211
1406
  } else {
1212
1407
  let by = 0;
1213
- if (direction == 1) {
1408
+ if (direction == 1 /* mixOut */) {
1214
1409
  switch (blend) {
1215
- case 0:
1410
+ case 0 /* setup */:
1216
1411
  by = bone.data.scaleY;
1217
1412
  bone.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha;
1218
1413
  break;
1219
- case 1:
1220
- case 2:
1414
+ case 1 /* first */:
1415
+ case 2 /* replace */:
1221
1416
  by = bone.scaleY;
1222
1417
  bone.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha;
1223
1418
  break;
1224
- case 3:
1419
+ case 3 /* add */:
1225
1420
  bone.scaleY += (y - bone.data.scaleY) * alpha;
1226
1421
  }
1227
1422
  } else {
1228
1423
  switch (blend) {
1229
- case 0:
1424
+ case 0 /* setup */:
1230
1425
  by = Math.abs(bone.data.scaleY) * MathUtils.signum(y);
1231
1426
  bone.scaleY = by + (y - by) * alpha;
1232
1427
  break;
1233
- case 1:
1234
- case 2:
1428
+ case 1 /* first */:
1429
+ case 2 /* replace */:
1235
1430
  by = Math.abs(bone.scaleY) * MathUtils.signum(y);
1236
1431
  bone.scaleY = by + (y - by) * alpha;
1237
1432
  break;
1238
- case 3:
1433
+ case 3 /* add */:
1239
1434
  bone.scaleY += (y - bone.data.scaleY) * alpha;
1240
1435
  }
1241
1436
  }
@@ -1244,7 +1439,12 @@ var spine = (() => {
1244
1439
  };
1245
1440
  var ShearTimeline = class extends CurveTimeline2 {
1246
1441
  constructor(frameCount, bezierCount, boneIndex) {
1247
- super(frameCount, bezierCount, Property.shearX + "|" + boneIndex, Property.shearY + "|" + boneIndex);
1442
+ super(
1443
+ frameCount,
1444
+ bezierCount,
1445
+ Property.shearX + "|" + boneIndex,
1446
+ Property.shearY + "|" + boneIndex
1447
+ );
1248
1448
  this.boneIndex = 0;
1249
1449
  this.boneIndex = boneIndex;
1250
1450
  }
@@ -1255,47 +1455,88 @@ var spine = (() => {
1255
1455
  let frames = this.frames;
1256
1456
  if (time < frames[0]) {
1257
1457
  switch (blend) {
1258
- case 0:
1458
+ case 0 /* setup */:
1259
1459
  bone.shearX = bone.data.shearX;
1260
1460
  bone.shearY = bone.data.shearY;
1261
1461
  return;
1262
- case 1:
1462
+ case 1 /* first */:
1263
1463
  bone.shearX += (bone.data.shearX - bone.shearX) * alpha;
1264
1464
  bone.shearY += (bone.data.shearY - bone.shearY) * alpha;
1265
1465
  }
1266
1466
  return;
1267
1467
  }
1268
1468
  let x = 0, y = 0;
1269
- let i = Timeline.search(frames, time, 3);
1270
- let curveType = this.curves[i / 3];
1469
+ let i = Timeline.search(
1470
+ frames,
1471
+ time,
1472
+ 3
1473
+ /*ENTRIES*/
1474
+ );
1475
+ let curveType = this.curves[
1476
+ i / 3
1477
+ /*ENTRIES*/
1478
+ ];
1271
1479
  switch (curveType) {
1272
1480
  case 0:
1273
1481
  let before = frames[i];
1274
- x = frames[i + 1];
1275
- y = frames[i + 2];
1276
- let t = (time - before) / (frames[i + 3] - before);
1277
- x += (frames[i + 3 + 1] - x) * t;
1278
- y += (frames[i + 3 + 2] - y) * t;
1482
+ x = frames[
1483
+ i + 1
1484
+ /*VALUE1*/
1485
+ ];
1486
+ y = frames[
1487
+ i + 2
1488
+ /*VALUE2*/
1489
+ ];
1490
+ let t = (time - before) / (frames[
1491
+ i + 3
1492
+ /*ENTRIES*/
1493
+ ] - before);
1494
+ x += (frames[
1495
+ i + 3 + 1
1496
+ /*VALUE1*/
1497
+ ] - x) * t;
1498
+ y += (frames[
1499
+ i + 3 + 2
1500
+ /*VALUE2*/
1501
+ ] - y) * t;
1279
1502
  break;
1280
1503
  case 1:
1281
- x = frames[i + 1];
1282
- y = frames[i + 2];
1504
+ x = frames[
1505
+ i + 1
1506
+ /*VALUE1*/
1507
+ ];
1508
+ y = frames[
1509
+ i + 2
1510
+ /*VALUE2*/
1511
+ ];
1283
1512
  break;
1284
1513
  default:
1285
- x = this.getBezierValue(time, i, 1, curveType - 2);
1286
- y = this.getBezierValue(time, i, 2, curveType + 18 - 2);
1514
+ x = this.getBezierValue(
1515
+ time,
1516
+ i,
1517
+ 1,
1518
+ curveType - 2
1519
+ /*BEZIER*/
1520
+ );
1521
+ y = this.getBezierValue(
1522
+ time,
1523
+ i,
1524
+ 2,
1525
+ curveType + 18 - 2
1526
+ /*BEZIER*/
1527
+ );
1287
1528
  }
1288
1529
  switch (blend) {
1289
- case 0:
1530
+ case 0 /* setup */:
1290
1531
  bone.shearX = bone.data.shearX + x * alpha;
1291
1532
  bone.shearY = bone.data.shearY + y * alpha;
1292
1533
  break;
1293
- case 1:
1294
- case 2:
1534
+ case 1 /* first */:
1535
+ case 2 /* replace */:
1295
1536
  bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha;
1296
1537
  bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha;
1297
1538
  break;
1298
- case 3:
1539
+ case 3 /* add */:
1299
1540
  bone.shearX += x * alpha;
1300
1541
  bone.shearY += y * alpha;
1301
1542
  }
@@ -1314,24 +1555,24 @@ var spine = (() => {
1314
1555
  let frames = this.frames;
1315
1556
  if (time < frames[0]) {
1316
1557
  switch (blend) {
1317
- case 0:
1558
+ case 0 /* setup */:
1318
1559
  bone.shearX = bone.data.shearX;
1319
1560
  return;
1320
- case 1:
1561
+ case 1 /* first */:
1321
1562
  bone.shearX += (bone.data.shearX - bone.shearX) * alpha;
1322
1563
  }
1323
1564
  return;
1324
1565
  }
1325
1566
  let x = this.getCurveValue(time);
1326
1567
  switch (blend) {
1327
- case 0:
1568
+ case 0 /* setup */:
1328
1569
  bone.shearX = bone.data.shearX + x * alpha;
1329
1570
  break;
1330
- case 1:
1331
- case 2:
1571
+ case 1 /* first */:
1572
+ case 2 /* replace */:
1332
1573
  bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha;
1333
1574
  break;
1334
- case 3:
1575
+ case 3 /* add */:
1335
1576
  bone.shearX += x * alpha;
1336
1577
  }
1337
1578
  }
@@ -1349,24 +1590,24 @@ var spine = (() => {
1349
1590
  let frames = this.frames;
1350
1591
  if (time < frames[0]) {
1351
1592
  switch (blend) {
1352
- case 0:
1593
+ case 0 /* setup */:
1353
1594
  bone.shearY = bone.data.shearY;
1354
1595
  return;
1355
- case 1:
1596
+ case 1 /* first */:
1356
1597
  bone.shearY += (bone.data.shearY - bone.shearY) * alpha;
1357
1598
  }
1358
1599
  return;
1359
1600
  }
1360
1601
  let y = this.getCurveValue(time);
1361
1602
  switch (blend) {
1362
- case 0:
1603
+ case 0 /* setup */:
1363
1604
  bone.shearY = bone.data.shearY + y * alpha;
1364
1605
  break;
1365
- case 1:
1366
- case 2:
1606
+ case 1 /* first */:
1607
+ case 2 /* replace */:
1367
1608
  bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha;
1368
1609
  break;
1369
- case 3:
1610
+ case 3 /* add */:
1370
1611
  bone.shearY += y * alpha;
1371
1612
  }
1372
1613
  }
@@ -1383,13 +1624,26 @@ var spine = (() => {
1383
1624
  getFrameEntries() {
1384
1625
  return 5;
1385
1626
  }
1627
+ /** Sets the time in seconds, red, green, blue, and alpha for the specified key frame. */
1386
1628
  setFrame(frame, time, r, g, b, a) {
1387
1629
  frame *= 5;
1388
1630
  this.frames[frame] = time;
1389
- this.frames[frame + 1] = r;
1390
- this.frames[frame + 2] = g;
1391
- this.frames[frame + 3] = b;
1392
- this.frames[frame + 4] = a;
1631
+ this.frames[
1632
+ frame + 1
1633
+ /*R*/
1634
+ ] = r;
1635
+ this.frames[
1636
+ frame + 2
1637
+ /*G*/
1638
+ ] = g;
1639
+ this.frames[
1640
+ frame + 3
1641
+ /*B*/
1642
+ ] = b;
1643
+ this.frames[
1644
+ frame + 4
1645
+ /*A*/
1646
+ ] = a;
1393
1647
  }
1394
1648
  apply(skeleton, lastTime, time, events, alpha, blend, direction) {
1395
1649
  let slot = skeleton.slots[this.slotIndex];
@@ -1400,46 +1654,122 @@ var spine = (() => {
1400
1654
  if (time < frames[0]) {
1401
1655
  let setup = slot.data.color;
1402
1656
  switch (blend) {
1403
- case 0:
1657
+ case 0 /* setup */:
1404
1658
  color.setFromColor(setup);
1405
1659
  return;
1406
- case 1:
1407
- color.add((setup.r - color.r) * alpha, (setup.g - color.g) * alpha, (setup.b - color.b) * alpha, (setup.a - color.a) * alpha);
1660
+ case 1 /* first */:
1661
+ color.add(
1662
+ (setup.r - color.r) * alpha,
1663
+ (setup.g - color.g) * alpha,
1664
+ (setup.b - color.b) * alpha,
1665
+ (setup.a - color.a) * alpha
1666
+ );
1408
1667
  }
1409
1668
  return;
1410
1669
  }
1411
1670
  let r = 0, g = 0, b = 0, a = 0;
1412
- let i = Timeline.search(frames, time, 5);
1413
- let curveType = this.curves[i / 5];
1671
+ let i = Timeline.search(
1672
+ frames,
1673
+ time,
1674
+ 5
1675
+ /*ENTRIES*/
1676
+ );
1677
+ let curveType = this.curves[
1678
+ i / 5
1679
+ /*ENTRIES*/
1680
+ ];
1414
1681
  switch (curveType) {
1415
1682
  case 0:
1416
1683
  let before = frames[i];
1417
- r = frames[i + 1];
1418
- g = frames[i + 2];
1419
- b = frames[i + 3];
1420
- a = frames[i + 4];
1421
- let t = (time - before) / (frames[i + 5] - before);
1422
- r += (frames[i + 5 + 1] - r) * t;
1423
- g += (frames[i + 5 + 2] - g) * t;
1424
- b += (frames[i + 5 + 3] - b) * t;
1425
- a += (frames[i + 5 + 4] - a) * t;
1684
+ r = frames[
1685
+ i + 1
1686
+ /*R*/
1687
+ ];
1688
+ g = frames[
1689
+ i + 2
1690
+ /*G*/
1691
+ ];
1692
+ b = frames[
1693
+ i + 3
1694
+ /*B*/
1695
+ ];
1696
+ a = frames[
1697
+ i + 4
1698
+ /*A*/
1699
+ ];
1700
+ let t = (time - before) / (frames[
1701
+ i + 5
1702
+ /*ENTRIES*/
1703
+ ] - before);
1704
+ r += (frames[
1705
+ i + 5 + 1
1706
+ /*R*/
1707
+ ] - r) * t;
1708
+ g += (frames[
1709
+ i + 5 + 2
1710
+ /*G*/
1711
+ ] - g) * t;
1712
+ b += (frames[
1713
+ i + 5 + 3
1714
+ /*B*/
1715
+ ] - b) * t;
1716
+ a += (frames[
1717
+ i + 5 + 4
1718
+ /*A*/
1719
+ ] - a) * t;
1426
1720
  break;
1427
1721
  case 1:
1428
- r = frames[i + 1];
1429
- g = frames[i + 2];
1430
- b = frames[i + 3];
1431
- a = frames[i + 4];
1722
+ r = frames[
1723
+ i + 1
1724
+ /*R*/
1725
+ ];
1726
+ g = frames[
1727
+ i + 2
1728
+ /*G*/
1729
+ ];
1730
+ b = frames[
1731
+ i + 3
1732
+ /*B*/
1733
+ ];
1734
+ a = frames[
1735
+ i + 4
1736
+ /*A*/
1737
+ ];
1432
1738
  break;
1433
1739
  default:
1434
- r = this.getBezierValue(time, i, 1, curveType - 2);
1435
- g = this.getBezierValue(time, i, 2, curveType + 18 - 2);
1436
- b = this.getBezierValue(time, i, 3, curveType + 18 * 2 - 2);
1437
- a = this.getBezierValue(time, i, 4, curveType + 18 * 3 - 2);
1740
+ r = this.getBezierValue(
1741
+ time,
1742
+ i,
1743
+ 1,
1744
+ curveType - 2
1745
+ /*BEZIER*/
1746
+ );
1747
+ g = this.getBezierValue(
1748
+ time,
1749
+ i,
1750
+ 2,
1751
+ curveType + 18 - 2
1752
+ /*BEZIER*/
1753
+ );
1754
+ b = this.getBezierValue(
1755
+ time,
1756
+ i,
1757
+ 3,
1758
+ curveType + 18 * 2 - 2
1759
+ /*BEZIER*/
1760
+ );
1761
+ a = this.getBezierValue(
1762
+ time,
1763
+ i,
1764
+ 4,
1765
+ curveType + 18 * 3 - 2
1766
+ /*BEZIER*/
1767
+ );
1438
1768
  }
1439
1769
  if (alpha == 1)
1440
1770
  color.set(r, g, b, a);
1441
1771
  else {
1442
- if (blend == 0)
1772
+ if (blend == 0 /* setup */)
1443
1773
  color.setFromColor(slot.data.color);
1444
1774
  color.add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha);
1445
1775
  }
@@ -1456,12 +1786,22 @@ var spine = (() => {
1456
1786
  getFrameEntries() {
1457
1787
  return 4;
1458
1788
  }
1789
+ /** Sets the time in seconds, red, green, blue, and alpha for the specified key frame. */
1459
1790
  setFrame(frame, time, r, g, b) {
1460
1791
  frame <<= 2;
1461
1792
  this.frames[frame] = time;
1462
- this.frames[frame + 1] = r;
1463
- this.frames[frame + 2] = g;
1464
- this.frames[frame + 3] = b;
1793
+ this.frames[
1794
+ frame + 1
1795
+ /*R*/
1796
+ ] = r;
1797
+ this.frames[
1798
+ frame + 2
1799
+ /*G*/
1800
+ ] = g;
1801
+ this.frames[
1802
+ frame + 3
1803
+ /*B*/
1804
+ ] = b;
1465
1805
  }
1466
1806
  apply(skeleton, lastTime, time, events, alpha, blend, direction) {
1467
1807
  let slot = skeleton.slots[this.slotIndex];
@@ -1472,12 +1812,12 @@ var spine = (() => {
1472
1812
  if (time < frames[0]) {
1473
1813
  let setup = slot.data.color;
1474
1814
  switch (blend) {
1475
- case 0:
1815
+ case 0 /* setup */:
1476
1816
  color.r = setup.r;
1477
1817
  color.g = setup.g;
1478
1818
  color.b = setup.b;
1479
1819
  return;
1480
- case 1:
1820
+ case 1 /* first */:
1481
1821
  color.r += (setup.r - color.r) * alpha;
1482
1822
  color.g += (setup.g - color.g) * alpha;
1483
1823
  color.b += (setup.b - color.b) * alpha;
@@ -1485,35 +1825,88 @@ var spine = (() => {
1485
1825
  return;
1486
1826
  }
1487
1827
  let r = 0, g = 0, b = 0;
1488
- let i = Timeline.search(frames, time, 4);
1828
+ let i = Timeline.search(
1829
+ frames,
1830
+ time,
1831
+ 4
1832
+ /*ENTRIES*/
1833
+ );
1489
1834
  let curveType = this.curves[i >> 2];
1490
1835
  switch (curveType) {
1491
1836
  case 0:
1492
1837
  let before = frames[i];
1493
- r = frames[i + 1];
1494
- g = frames[i + 2];
1495
- b = frames[i + 3];
1496
- let t = (time - before) / (frames[i + 4] - before);
1497
- r += (frames[i + 4 + 1] - r) * t;
1498
- g += (frames[i + 4 + 2] - g) * t;
1499
- b += (frames[i + 4 + 3] - b) * t;
1838
+ r = frames[
1839
+ i + 1
1840
+ /*R*/
1841
+ ];
1842
+ g = frames[
1843
+ i + 2
1844
+ /*G*/
1845
+ ];
1846
+ b = frames[
1847
+ i + 3
1848
+ /*B*/
1849
+ ];
1850
+ let t = (time - before) / (frames[
1851
+ i + 4
1852
+ /*ENTRIES*/
1853
+ ] - before);
1854
+ r += (frames[
1855
+ i + 4 + 1
1856
+ /*R*/
1857
+ ] - r) * t;
1858
+ g += (frames[
1859
+ i + 4 + 2
1860
+ /*G*/
1861
+ ] - g) * t;
1862
+ b += (frames[
1863
+ i + 4 + 3
1864
+ /*B*/
1865
+ ] - b) * t;
1500
1866
  break;
1501
1867
  case 1:
1502
- r = frames[i + 1];
1503
- g = frames[i + 2];
1504
- b = frames[i + 3];
1868
+ r = frames[
1869
+ i + 1
1870
+ /*R*/
1871
+ ];
1872
+ g = frames[
1873
+ i + 2
1874
+ /*G*/
1875
+ ];
1876
+ b = frames[
1877
+ i + 3
1878
+ /*B*/
1879
+ ];
1505
1880
  break;
1506
1881
  default:
1507
- r = this.getBezierValue(time, i, 1, curveType - 2);
1508
- g = this.getBezierValue(time, i, 2, curveType + 18 - 2);
1509
- b = this.getBezierValue(time, i, 3, curveType + 18 * 2 - 2);
1882
+ r = this.getBezierValue(
1883
+ time,
1884
+ i,
1885
+ 1,
1886
+ curveType - 2
1887
+ /*BEZIER*/
1888
+ );
1889
+ g = this.getBezierValue(
1890
+ time,
1891
+ i,
1892
+ 2,
1893
+ curveType + 18 - 2
1894
+ /*BEZIER*/
1895
+ );
1896
+ b = this.getBezierValue(
1897
+ time,
1898
+ i,
1899
+ 3,
1900
+ curveType + 18 * 2 - 2
1901
+ /*BEZIER*/
1902
+ );
1510
1903
  }
1511
1904
  if (alpha == 1) {
1512
1905
  color.r = r;
1513
1906
  color.g = g;
1514
1907
  color.b = b;
1515
1908
  } else {
1516
- if (blend == 0) {
1909
+ if (blend == 0 /* setup */) {
1517
1910
  let setup = slot.data.color;
1518
1911
  color.r = setup.r;
1519
1912
  color.g = setup.g;
@@ -1539,10 +1932,10 @@ var spine = (() => {
1539
1932
  if (time < this.frames[0]) {
1540
1933
  let setup = slot.data.color;
1541
1934
  switch (blend) {
1542
- case 0:
1935
+ case 0 /* setup */:
1543
1936
  color.a = setup.a;
1544
1937
  return;
1545
- case 1:
1938
+ case 1 /* first */:
1546
1939
  color.a += (setup.a - color.a) * alpha;
1547
1940
  }
1548
1941
  return;
@@ -1551,7 +1944,7 @@ var spine = (() => {
1551
1944
  if (alpha == 1)
1552
1945
  color.a = a;
1553
1946
  else {
1554
- if (blend == 0)
1947
+ if (blend == 0 /* setup */)
1555
1948
  color.a = slot.data.color.a;
1556
1949
  color.a += (a - color.a) * alpha;
1557
1950
  }
@@ -1570,16 +1963,38 @@ var spine = (() => {
1570
1963
  getFrameEntries() {
1571
1964
  return 8;
1572
1965
  }
1966
+ /** Sets the time in seconds, light, and dark colors for the specified key frame. */
1573
1967
  setFrame(frame, time, r, g, b, a, r2, g2, b2) {
1574
1968
  frame <<= 3;
1575
1969
  this.frames[frame] = time;
1576
- this.frames[frame + 1] = r;
1577
- this.frames[frame + 2] = g;
1578
- this.frames[frame + 3] = b;
1579
- this.frames[frame + 4] = a;
1580
- this.frames[frame + 5] = r2;
1581
- this.frames[frame + 6] = g2;
1582
- this.frames[frame + 7] = b2;
1970
+ this.frames[
1971
+ frame + 1
1972
+ /*R*/
1973
+ ] = r;
1974
+ this.frames[
1975
+ frame + 2
1976
+ /*G*/
1977
+ ] = g;
1978
+ this.frames[
1979
+ frame + 3
1980
+ /*B*/
1981
+ ] = b;
1982
+ this.frames[
1983
+ frame + 4
1984
+ /*A*/
1985
+ ] = a;
1986
+ this.frames[
1987
+ frame + 5
1988
+ /*R2*/
1989
+ ] = r2;
1990
+ this.frames[
1991
+ frame + 6
1992
+ /*G2*/
1993
+ ] = g2;
1994
+ this.frames[
1995
+ frame + 7
1996
+ /*B2*/
1997
+ ] = b2;
1583
1998
  }
1584
1999
  apply(skeleton, lastTime, time, events, alpha, blend, direction) {
1585
2000
  let slot = skeleton.slots[this.slotIndex];
@@ -1590,14 +2005,19 @@ var spine = (() => {
1590
2005
  if (time < frames[0]) {
1591
2006
  let setupLight = slot.data.color, setupDark = slot.data.darkColor;
1592
2007
  switch (blend) {
1593
- case 0:
2008
+ case 0 /* setup */:
1594
2009
  light.setFromColor(setupLight);
1595
2010
  dark.r = setupDark.r;
1596
2011
  dark.g = setupDark.g;
1597
2012
  dark.b = setupDark.b;
1598
2013
  return;
1599
- case 1:
1600
- light.add((setupLight.r - light.r) * alpha, (setupLight.g - light.g) * alpha, (setupLight.b - light.b) * alpha, (setupLight.a - light.a) * alpha);
2014
+ case 1 /* first */:
2015
+ light.add(
2016
+ (setupLight.r - light.r) * alpha,
2017
+ (setupLight.g - light.g) * alpha,
2018
+ (setupLight.b - light.b) * alpha,
2019
+ (setupLight.a - light.a) * alpha
2020
+ );
1601
2021
  dark.r += (setupDark.r - dark.r) * alpha;
1602
2022
  dark.g += (setupDark.g - dark.g) * alpha;
1603
2023
  dark.b += (setupDark.b - dark.b) * alpha;
@@ -1605,44 +2025,157 @@ var spine = (() => {
1605
2025
  return;
1606
2026
  }
1607
2027
  let r = 0, g = 0, b = 0, a = 0, r2 = 0, g2 = 0, b2 = 0;
1608
- let i = Timeline.search(frames, time, 8);
2028
+ let i = Timeline.search(
2029
+ frames,
2030
+ time,
2031
+ 8
2032
+ /*ENTRIES*/
2033
+ );
1609
2034
  let curveType = this.curves[i >> 3];
1610
2035
  switch (curveType) {
1611
2036
  case 0:
1612
2037
  let before = frames[i];
1613
- r = frames[i + 1];
1614
- g = frames[i + 2];
1615
- b = frames[i + 3];
1616
- a = frames[i + 4];
1617
- r2 = frames[i + 5];
1618
- g2 = frames[i + 6];
1619
- b2 = frames[i + 7];
1620
- let t = (time - before) / (frames[i + 8] - before);
1621
- r += (frames[i + 8 + 1] - r) * t;
1622
- g += (frames[i + 8 + 2] - g) * t;
1623
- b += (frames[i + 8 + 3] - b) * t;
1624
- a += (frames[i + 8 + 4] - a) * t;
1625
- r2 += (frames[i + 8 + 5] - r2) * t;
1626
- g2 += (frames[i + 8 + 6] - g2) * t;
1627
- b2 += (frames[i + 8 + 7] - b2) * t;
2038
+ r = frames[
2039
+ i + 1
2040
+ /*R*/
2041
+ ];
2042
+ g = frames[
2043
+ i + 2
2044
+ /*G*/
2045
+ ];
2046
+ b = frames[
2047
+ i + 3
2048
+ /*B*/
2049
+ ];
2050
+ a = frames[
2051
+ i + 4
2052
+ /*A*/
2053
+ ];
2054
+ r2 = frames[
2055
+ i + 5
2056
+ /*R2*/
2057
+ ];
2058
+ g2 = frames[
2059
+ i + 6
2060
+ /*G2*/
2061
+ ];
2062
+ b2 = frames[
2063
+ i + 7
2064
+ /*B2*/
2065
+ ];
2066
+ let t = (time - before) / (frames[
2067
+ i + 8
2068
+ /*ENTRIES*/
2069
+ ] - before);
2070
+ r += (frames[
2071
+ i + 8 + 1
2072
+ /*R*/
2073
+ ] - r) * t;
2074
+ g += (frames[
2075
+ i + 8 + 2
2076
+ /*G*/
2077
+ ] - g) * t;
2078
+ b += (frames[
2079
+ i + 8 + 3
2080
+ /*B*/
2081
+ ] - b) * t;
2082
+ a += (frames[
2083
+ i + 8 + 4
2084
+ /*A*/
2085
+ ] - a) * t;
2086
+ r2 += (frames[
2087
+ i + 8 + 5
2088
+ /*R2*/
2089
+ ] - r2) * t;
2090
+ g2 += (frames[
2091
+ i + 8 + 6
2092
+ /*G2*/
2093
+ ] - g2) * t;
2094
+ b2 += (frames[
2095
+ i + 8 + 7
2096
+ /*B2*/
2097
+ ] - b2) * t;
1628
2098
  break;
1629
2099
  case 1:
1630
- r = frames[i + 1];
1631
- g = frames[i + 2];
1632
- b = frames[i + 3];
1633
- a = frames[i + 4];
1634
- r2 = frames[i + 5];
1635
- g2 = frames[i + 6];
1636
- b2 = frames[i + 7];
2100
+ r = frames[
2101
+ i + 1
2102
+ /*R*/
2103
+ ];
2104
+ g = frames[
2105
+ i + 2
2106
+ /*G*/
2107
+ ];
2108
+ b = frames[
2109
+ i + 3
2110
+ /*B*/
2111
+ ];
2112
+ a = frames[
2113
+ i + 4
2114
+ /*A*/
2115
+ ];
2116
+ r2 = frames[
2117
+ i + 5
2118
+ /*R2*/
2119
+ ];
2120
+ g2 = frames[
2121
+ i + 6
2122
+ /*G2*/
2123
+ ];
2124
+ b2 = frames[
2125
+ i + 7
2126
+ /*B2*/
2127
+ ];
1637
2128
  break;
1638
2129
  default:
1639
- r = this.getBezierValue(time, i, 1, curveType - 2);
1640
- g = this.getBezierValue(time, i, 2, curveType + 18 - 2);
1641
- b = this.getBezierValue(time, i, 3, curveType + 18 * 2 - 2);
1642
- a = this.getBezierValue(time, i, 4, curveType + 18 * 3 - 2);
1643
- r2 = this.getBezierValue(time, i, 5, curveType + 18 * 4 - 2);
1644
- g2 = this.getBezierValue(time, i, 6, curveType + 18 * 5 - 2);
1645
- b2 = this.getBezierValue(time, i, 7, curveType + 18 * 6 - 2);
2130
+ r = this.getBezierValue(
2131
+ time,
2132
+ i,
2133
+ 1,
2134
+ curveType - 2
2135
+ /*BEZIER*/
2136
+ );
2137
+ g = this.getBezierValue(
2138
+ time,
2139
+ i,
2140
+ 2,
2141
+ curveType + 18 - 2
2142
+ /*BEZIER*/
2143
+ );
2144
+ b = this.getBezierValue(
2145
+ time,
2146
+ i,
2147
+ 3,
2148
+ curveType + 18 * 2 - 2
2149
+ /*BEZIER*/
2150
+ );
2151
+ a = this.getBezierValue(
2152
+ time,
2153
+ i,
2154
+ 4,
2155
+ curveType + 18 * 3 - 2
2156
+ /*BEZIER*/
2157
+ );
2158
+ r2 = this.getBezierValue(
2159
+ time,
2160
+ i,
2161
+ 5,
2162
+ curveType + 18 * 4 - 2
2163
+ /*BEZIER*/
2164
+ );
2165
+ g2 = this.getBezierValue(
2166
+ time,
2167
+ i,
2168
+ 6,
2169
+ curveType + 18 * 5 - 2
2170
+ /*BEZIER*/
2171
+ );
2172
+ b2 = this.getBezierValue(
2173
+ time,
2174
+ i,
2175
+ 7,
2176
+ curveType + 18 * 6 - 2
2177
+ /*BEZIER*/
2178
+ );
1646
2179
  }
1647
2180
  if (alpha == 1) {
1648
2181
  light.set(r, g, b, a);
@@ -1650,7 +2183,7 @@ var spine = (() => {
1650
2183
  dark.g = g2;
1651
2184
  dark.b = b2;
1652
2185
  } else {
1653
- if (blend == 0) {
2186
+ if (blend == 0 /* setup */) {
1654
2187
  light.setFromColor(slot.data.color);
1655
2188
  let setupDark = slot.data.darkColor;
1656
2189
  dark.r = setupDark.r;
@@ -1676,15 +2209,34 @@ var spine = (() => {
1676
2209
  getFrameEntries() {
1677
2210
  return 7;
1678
2211
  }
2212
+ /** Sets the time in seconds, light, and dark colors for the specified key frame. */
1679
2213
  setFrame(frame, time, r, g, b, r2, g2, b2) {
1680
2214
  frame *= 7;
1681
2215
  this.frames[frame] = time;
1682
- this.frames[frame + 1] = r;
1683
- this.frames[frame + 2] = g;
1684
- this.frames[frame + 3] = b;
1685
- this.frames[frame + 4] = r2;
1686
- this.frames[frame + 5] = g2;
1687
- this.frames[frame + 6] = b2;
2216
+ this.frames[
2217
+ frame + 1
2218
+ /*R*/
2219
+ ] = r;
2220
+ this.frames[
2221
+ frame + 2
2222
+ /*G*/
2223
+ ] = g;
2224
+ this.frames[
2225
+ frame + 3
2226
+ /*B*/
2227
+ ] = b;
2228
+ this.frames[
2229
+ frame + 4
2230
+ /*R2*/
2231
+ ] = r2;
2232
+ this.frames[
2233
+ frame + 5
2234
+ /*G2*/
2235
+ ] = g2;
2236
+ this.frames[
2237
+ frame + 6
2238
+ /*B2*/
2239
+ ] = b2;
1688
2240
  }
1689
2241
  apply(skeleton, lastTime, time, events, alpha, blend, direction) {
1690
2242
  let slot = skeleton.slots[this.slotIndex];
@@ -1695,7 +2247,7 @@ var spine = (() => {
1695
2247
  if (time < frames[0]) {
1696
2248
  let setupLight = slot.data.color, setupDark = slot.data.darkColor;
1697
2249
  switch (blend) {
1698
- case 0:
2250
+ case 0 /* setup */:
1699
2251
  light.r = setupLight.r;
1700
2252
  light.g = setupLight.g;
1701
2253
  light.b = setupLight.b;
@@ -1703,7 +2255,7 @@ var spine = (() => {
1703
2255
  dark.g = setupDark.g;
1704
2256
  dark.b = setupDark.b;
1705
2257
  return;
1706
- case 1:
2258
+ case 1 /* first */:
1707
2259
  light.r += (setupLight.r - light.r) * alpha;
1708
2260
  light.g += (setupLight.g - light.g) * alpha;
1709
2261
  light.b += (setupLight.b - light.b) * alpha;
@@ -1714,40 +2266,141 @@ var spine = (() => {
1714
2266
  return;
1715
2267
  }
1716
2268
  let r = 0, g = 0, b = 0, a = 0, r2 = 0, g2 = 0, b2 = 0;
1717
- let i = Timeline.search(frames, time, 7);
1718
- let curveType = this.curves[i / 7];
2269
+ let i = Timeline.search(
2270
+ frames,
2271
+ time,
2272
+ 7
2273
+ /*ENTRIES*/
2274
+ );
2275
+ let curveType = this.curves[
2276
+ i / 7
2277
+ /*ENTRIES*/
2278
+ ];
1719
2279
  switch (curveType) {
1720
2280
  case 0:
1721
2281
  let before = frames[i];
1722
- r = frames[i + 1];
1723
- g = frames[i + 2];
1724
- b = frames[i + 3];
1725
- r2 = frames[i + 4];
1726
- g2 = frames[i + 5];
1727
- b2 = frames[i + 6];
1728
- let t = (time - before) / (frames[i + 7] - before);
1729
- r += (frames[i + 7 + 1] - r) * t;
1730
- g += (frames[i + 7 + 2] - g) * t;
1731
- b += (frames[i + 7 + 3] - b) * t;
1732
- r2 += (frames[i + 7 + 4] - r2) * t;
1733
- g2 += (frames[i + 7 + 5] - g2) * t;
1734
- b2 += (frames[i + 7 + 6] - b2) * t;
2282
+ r = frames[
2283
+ i + 1
2284
+ /*R*/
2285
+ ];
2286
+ g = frames[
2287
+ i + 2
2288
+ /*G*/
2289
+ ];
2290
+ b = frames[
2291
+ i + 3
2292
+ /*B*/
2293
+ ];
2294
+ r2 = frames[
2295
+ i + 4
2296
+ /*R2*/
2297
+ ];
2298
+ g2 = frames[
2299
+ i + 5
2300
+ /*G2*/
2301
+ ];
2302
+ b2 = frames[
2303
+ i + 6
2304
+ /*B2*/
2305
+ ];
2306
+ let t = (time - before) / (frames[
2307
+ i + 7
2308
+ /*ENTRIES*/
2309
+ ] - before);
2310
+ r += (frames[
2311
+ i + 7 + 1
2312
+ /*R*/
2313
+ ] - r) * t;
2314
+ g += (frames[
2315
+ i + 7 + 2
2316
+ /*G*/
2317
+ ] - g) * t;
2318
+ b += (frames[
2319
+ i + 7 + 3
2320
+ /*B*/
2321
+ ] - b) * t;
2322
+ r2 += (frames[
2323
+ i + 7 + 4
2324
+ /*R2*/
2325
+ ] - r2) * t;
2326
+ g2 += (frames[
2327
+ i + 7 + 5
2328
+ /*G2*/
2329
+ ] - g2) * t;
2330
+ b2 += (frames[
2331
+ i + 7 + 6
2332
+ /*B2*/
2333
+ ] - b2) * t;
1735
2334
  break;
1736
2335
  case 1:
1737
- r = frames[i + 1];
1738
- g = frames[i + 2];
1739
- b = frames[i + 3];
1740
- r2 = frames[i + 4];
1741
- g2 = frames[i + 5];
1742
- b2 = frames[i + 6];
2336
+ r = frames[
2337
+ i + 1
2338
+ /*R*/
2339
+ ];
2340
+ g = frames[
2341
+ i + 2
2342
+ /*G*/
2343
+ ];
2344
+ b = frames[
2345
+ i + 3
2346
+ /*B*/
2347
+ ];
2348
+ r2 = frames[
2349
+ i + 4
2350
+ /*R2*/
2351
+ ];
2352
+ g2 = frames[
2353
+ i + 5
2354
+ /*G2*/
2355
+ ];
2356
+ b2 = frames[
2357
+ i + 6
2358
+ /*B2*/
2359
+ ];
1743
2360
  break;
1744
2361
  default:
1745
- r = this.getBezierValue(time, i, 1, curveType - 2);
1746
- g = this.getBezierValue(time, i, 2, curveType + 18 - 2);
1747
- b = this.getBezierValue(time, i, 3, curveType + 18 * 2 - 2);
1748
- r2 = this.getBezierValue(time, i, 4, curveType + 18 * 3 - 2);
1749
- g2 = this.getBezierValue(time, i, 5, curveType + 18 * 4 - 2);
1750
- b2 = this.getBezierValue(time, i, 6, curveType + 18 * 5 - 2);
2362
+ r = this.getBezierValue(
2363
+ time,
2364
+ i,
2365
+ 1,
2366
+ curveType - 2
2367
+ /*BEZIER*/
2368
+ );
2369
+ g = this.getBezierValue(
2370
+ time,
2371
+ i,
2372
+ 2,
2373
+ curveType + 18 - 2
2374
+ /*BEZIER*/
2375
+ );
2376
+ b = this.getBezierValue(
2377
+ time,
2378
+ i,
2379
+ 3,
2380
+ curveType + 18 * 2 - 2
2381
+ /*BEZIER*/
2382
+ );
2383
+ r2 = this.getBezierValue(
2384
+ time,
2385
+ i,
2386
+ 4,
2387
+ curveType + 18 * 3 - 2
2388
+ /*BEZIER*/
2389
+ );
2390
+ g2 = this.getBezierValue(
2391
+ time,
2392
+ i,
2393
+ 5,
2394
+ curveType + 18 * 4 - 2
2395
+ /*BEZIER*/
2396
+ );
2397
+ b2 = this.getBezierValue(
2398
+ time,
2399
+ i,
2400
+ 6,
2401
+ curveType + 18 * 5 - 2
2402
+ /*BEZIER*/
2403
+ );
1751
2404
  }
1752
2405
  if (alpha == 1) {
1753
2406
  light.r = r;
@@ -1757,7 +2410,7 @@ var spine = (() => {
1757
2410
  dark.g = g2;
1758
2411
  dark.b = b2;
1759
2412
  } else {
1760
- if (blend == 0) {
2413
+ if (blend == 0 /* setup */) {
1761
2414
  let setupLight = slot.data.color, setupDark = slot.data.darkColor;
1762
2415
  light.r = setupLight.r;
1763
2416
  light.g = setupLight.g;
@@ -1787,6 +2440,7 @@ var spine = (() => {
1787
2440
  getFrameCount() {
1788
2441
  return this.frames.length;
1789
2442
  }
2443
+ /** Sets the time in seconds and the attachment name for the specified key frame. */
1790
2444
  setFrame(frame, time, attachmentName) {
1791
2445
  this.frames[frame] = time;
1792
2446
  this.attachmentNames[frame] = attachmentName;
@@ -1795,13 +2449,13 @@ var spine = (() => {
1795
2449
  let slot = skeleton.slots[this.slotIndex];
1796
2450
  if (!slot.bone.active)
1797
2451
  return;
1798
- if (direction == 1) {
1799
- if (blend == 0)
2452
+ if (direction == 1 /* mixOut */) {
2453
+ if (blend == 0 /* setup */)
1800
2454
  this.setAttachment(skeleton, slot, slot.data.attachmentName);
1801
2455
  return;
1802
2456
  }
1803
2457
  if (time < this.frames[0]) {
1804
- if (blend == 0 || blend == 1)
2458
+ if (blend == 0 /* setup */ || blend == 1 /* first */)
1805
2459
  this.setAttachment(skeleton, slot, slot.data.attachmentName);
1806
2460
  return;
1807
2461
  }
@@ -1824,10 +2478,14 @@ var spine = (() => {
1824
2478
  getFrameCount() {
1825
2479
  return this.frames.length;
1826
2480
  }
2481
+ /** Sets the time in seconds and the vertices for the specified key frame.
2482
+ * @param vertices Vertex positions for an unweighted VertexAttachment, or deform offsets if it has weights. */
1827
2483
  setFrame(frame, time, vertices) {
1828
2484
  this.frames[frame] = time;
1829
2485
  this.vertices[frame] = vertices;
1830
2486
  }
2487
+ /** @param value1 Ignored (0 is used for a deform timeline).
2488
+ * @param value2 Ignored (1 is used for a deform timeline). */
1831
2489
  setBezier(bezier, frame, value, time1, value1, cx1, cy1, cx2, cy2, time2, value2) {
1832
2490
  let curves = this.curves;
1833
2491
  let i = this.getFrameCount() + bezier * 18;
@@ -1885,16 +2543,16 @@ var spine = (() => {
1885
2543
  return;
1886
2544
  let deform = slot.deform;
1887
2545
  if (deform.length == 0)
1888
- blend = 0;
2546
+ blend = 0 /* setup */;
1889
2547
  let vertices = this.vertices;
1890
2548
  let vertexCount = vertices[0].length;
1891
2549
  let frames = this.frames;
1892
2550
  if (time < frames[0]) {
1893
2551
  switch (blend) {
1894
- case 0:
2552
+ case 0 /* setup */:
1895
2553
  deform.length = 0;
1896
2554
  return;
1897
- case 1:
2555
+ case 1 /* first */:
1898
2556
  if (alpha == 1) {
1899
2557
  deform.length = 0;
1900
2558
  return;
@@ -1917,7 +2575,7 @@ var spine = (() => {
1917
2575
  if (time >= frames[frames.length - 1]) {
1918
2576
  let lastVertices = vertices[frames.length - 1];
1919
2577
  if (alpha == 1) {
1920
- if (blend == 3) {
2578
+ if (blend == 3 /* add */) {
1921
2579
  let vertexAttachment = slotAttachment;
1922
2580
  if (!vertexAttachment.bones) {
1923
2581
  let setupVertices = vertexAttachment.vertices;
@@ -1931,7 +2589,7 @@ var spine = (() => {
1931
2589
  Utils.arrayCopy(lastVertices, 0, deform, 0, vertexCount);
1932
2590
  } else {
1933
2591
  switch (blend) {
1934
- case 0: {
2592
+ case 0 /* setup */: {
1935
2593
  let vertexAttachment2 = slotAttachment;
1936
2594
  if (!vertexAttachment2.bones) {
1937
2595
  let setupVertices = vertexAttachment2.vertices;
@@ -1945,12 +2603,12 @@ var spine = (() => {
1945
2603
  }
1946
2604
  break;
1947
2605
  }
1948
- case 1:
1949
- case 2:
2606
+ case 1 /* first */:
2607
+ case 2 /* replace */:
1950
2608
  for (let i2 = 0; i2 < vertexCount; i2++)
1951
2609
  deform[i2] += (lastVertices[i2] - deform[i2]) * alpha;
1952
2610
  break;
1953
- case 3:
2611
+ case 3 /* add */:
1954
2612
  let vertexAttachment = slotAttachment;
1955
2613
  if (!vertexAttachment.bones) {
1956
2614
  let setupVertices = vertexAttachment.vertices;
@@ -1969,7 +2627,7 @@ var spine = (() => {
1969
2627
  let prevVertices = vertices[frame];
1970
2628
  let nextVertices = vertices[frame + 1];
1971
2629
  if (alpha == 1) {
1972
- if (blend == 3) {
2630
+ if (blend == 3 /* add */) {
1973
2631
  let vertexAttachment = slotAttachment;
1974
2632
  if (!vertexAttachment.bones) {
1975
2633
  let setupVertices = vertexAttachment.vertices;
@@ -1991,7 +2649,7 @@ var spine = (() => {
1991
2649
  }
1992
2650
  } else {
1993
2651
  switch (blend) {
1994
- case 0: {
2652
+ case 0 /* setup */: {
1995
2653
  let vertexAttachment2 = slotAttachment;
1996
2654
  if (!vertexAttachment2.bones) {
1997
2655
  let setupVertices = vertexAttachment2.vertices;
@@ -2007,14 +2665,14 @@ var spine = (() => {
2007
2665
  }
2008
2666
  break;
2009
2667
  }
2010
- case 1:
2011
- case 2:
2668
+ case 1 /* first */:
2669
+ case 2 /* replace */:
2012
2670
  for (let i2 = 0; i2 < vertexCount; i2++) {
2013
2671
  let prev = prevVertices[i2];
2014
2672
  deform[i2] += (prev + (nextVertices[i2] - prev) * percent - deform[i2]) * alpha;
2015
2673
  }
2016
2674
  break;
2017
- case 3:
2675
+ case 3 /* add */:
2018
2676
  let vertexAttachment = slotAttachment;
2019
2677
  if (!vertexAttachment.bones) {
2020
2678
  let setupVertices = vertexAttachment.vertices;
@@ -2040,10 +2698,12 @@ var spine = (() => {
2040
2698
  getFrameCount() {
2041
2699
  return this.frames.length;
2042
2700
  }
2701
+ /** Sets the time in seconds and the event for the specified key frame. */
2043
2702
  setFrame(frame, event) {
2044
2703
  this.frames[frame] = event.time;
2045
2704
  this.events[frame] = event;
2046
2705
  }
2706
+ /** Fires events for frames > `lastTime` and <= `time`. */
2047
2707
  apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
2048
2708
  if (!firedEvents)
2049
2709
  return;
@@ -2082,18 +2742,21 @@ var spine = (() => {
2082
2742
  getFrameCount() {
2083
2743
  return this.frames.length;
2084
2744
  }
2745
+ /** Sets the time in seconds and the draw order for the specified key frame.
2746
+ * @param drawOrder For each slot in {@link Skeleton#slots}, the index of the new draw order. May be null to use setup pose
2747
+ * draw order. */
2085
2748
  setFrame(frame, time, drawOrder) {
2086
2749
  this.frames[frame] = time;
2087
2750
  this.drawOrders[frame] = drawOrder;
2088
2751
  }
2089
2752
  apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
2090
- if (direction == 1) {
2091
- if (blend == 0)
2753
+ if (direction == 1 /* mixOut */) {
2754
+ if (blend == 0 /* setup */)
2092
2755
  Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length);
2093
2756
  return;
2094
2757
  }
2095
2758
  if (time < this.frames[0]) {
2096
- if (blend == 0 || blend == 1)
2759
+ if (blend == 0 /* setup */ || blend == 1 /* first */)
2097
2760
  Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length);
2098
2761
  return;
2099
2762
  }
@@ -2116,20 +2779,37 @@ var spine = (() => {
2116
2779
  super(frameCount, bezierCount, [
2117
2780
  Property.ikConstraint + "|" + ikConstraintIndex
2118
2781
  ]);
2782
+ /** The index of the IK constraint slot in {@link Skeleton#ikConstraints} that will be changed. */
2119
2783
  this.ikConstraintIndex = 0;
2120
2784
  this.ikConstraintIndex = ikConstraintIndex;
2121
2785
  }
2122
2786
  getFrameEntries() {
2123
2787
  return 6;
2124
2788
  }
2789
+ /** Sets the time in seconds, mix, softness, bend direction, compress, and stretch for the specified key frame. */
2125
2790
  setFrame(frame, time, mix, softness, bendDirection, compress, stretch) {
2126
2791
  frame *= 6;
2127
2792
  this.frames[frame] = time;
2128
- this.frames[frame + 1] = mix;
2129
- this.frames[frame + 2] = softness;
2130
- this.frames[frame + 3] = bendDirection;
2131
- this.frames[frame + 4] = compress ? 1 : 0;
2132
- this.frames[frame + 5] = stretch ? 1 : 0;
2793
+ this.frames[
2794
+ frame + 1
2795
+ /*MIX*/
2796
+ ] = mix;
2797
+ this.frames[
2798
+ frame + 2
2799
+ /*SOFTNESS*/
2800
+ ] = softness;
2801
+ this.frames[
2802
+ frame + 3
2803
+ /*BEND_DIRECTION*/
2804
+ ] = bendDirection;
2805
+ this.frames[
2806
+ frame + 4
2807
+ /*COMPRESS*/
2808
+ ] = compress ? 1 : 0;
2809
+ this.frames[
2810
+ frame + 5
2811
+ /*STRETCH*/
2812
+ ] = stretch ? 1 : 0;
2133
2813
  }
2134
2814
  apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
2135
2815
  let constraint = skeleton.ikConstraints[this.ikConstraintIndex];
@@ -2138,14 +2818,14 @@ var spine = (() => {
2138
2818
  let frames = this.frames;
2139
2819
  if (time < frames[0]) {
2140
2820
  switch (blend) {
2141
- case 0:
2821
+ case 0 /* setup */:
2142
2822
  constraint.mix = constraint.data.mix;
2143
2823
  constraint.softness = constraint.data.softness;
2144
2824
  constraint.bendDirection = constraint.data.bendDirection;
2145
2825
  constraint.compress = constraint.data.compress;
2146
2826
  constraint.stretch = constraint.data.stretch;
2147
2827
  return;
2148
- case 1:
2828
+ case 1 /* first */:
2149
2829
  constraint.mix += (constraint.data.mix - constraint.mix) * alpha;
2150
2830
  constraint.softness += (constraint.data.softness - constraint.softness) * alpha;
2151
2831
  constraint.bendDirection = constraint.data.bendDirection;
@@ -2155,44 +2835,103 @@ var spine = (() => {
2155
2835
  return;
2156
2836
  }
2157
2837
  let mix = 0, softness = 0;
2158
- let i = Timeline.search(frames, time, 6);
2159
- let curveType = this.curves[i / 6];
2838
+ let i = Timeline.search(
2839
+ frames,
2840
+ time,
2841
+ 6
2842
+ /*ENTRIES*/
2843
+ );
2844
+ let curveType = this.curves[
2845
+ i / 6
2846
+ /*ENTRIES*/
2847
+ ];
2160
2848
  switch (curveType) {
2161
2849
  case 0:
2162
2850
  let before = frames[i];
2163
- mix = frames[i + 1];
2164
- softness = frames[i + 2];
2165
- let t = (time - before) / (frames[i + 6] - before);
2166
- mix += (frames[i + 6 + 1] - mix) * t;
2167
- softness += (frames[i + 6 + 2] - softness) * t;
2851
+ mix = frames[
2852
+ i + 1
2853
+ /*MIX*/
2854
+ ];
2855
+ softness = frames[
2856
+ i + 2
2857
+ /*SOFTNESS*/
2858
+ ];
2859
+ let t = (time - before) / (frames[
2860
+ i + 6
2861
+ /*ENTRIES*/
2862
+ ] - before);
2863
+ mix += (frames[
2864
+ i + 6 + 1
2865
+ /*MIX*/
2866
+ ] - mix) * t;
2867
+ softness += (frames[
2868
+ i + 6 + 2
2869
+ /*SOFTNESS*/
2870
+ ] - softness) * t;
2168
2871
  break;
2169
2872
  case 1:
2170
- mix = frames[i + 1];
2171
- softness = frames[i + 2];
2873
+ mix = frames[
2874
+ i + 1
2875
+ /*MIX*/
2876
+ ];
2877
+ softness = frames[
2878
+ i + 2
2879
+ /*SOFTNESS*/
2880
+ ];
2172
2881
  break;
2173
2882
  default:
2174
- mix = this.getBezierValue(time, i, 1, curveType - 2);
2175
- softness = this.getBezierValue(time, i, 2, curveType + 18 - 2);
2176
- }
2177
- if (blend == 0) {
2883
+ mix = this.getBezierValue(
2884
+ time,
2885
+ i,
2886
+ 1,
2887
+ curveType - 2
2888
+ /*BEZIER*/
2889
+ );
2890
+ softness = this.getBezierValue(
2891
+ time,
2892
+ i,
2893
+ 2,
2894
+ curveType + 18 - 2
2895
+ /*BEZIER*/
2896
+ );
2897
+ }
2898
+ if (blend == 0 /* setup */) {
2178
2899
  constraint.mix = constraint.data.mix + (mix - constraint.data.mix) * alpha;
2179
2900
  constraint.softness = constraint.data.softness + (softness - constraint.data.softness) * alpha;
2180
- if (direction == 1) {
2901
+ if (direction == 1 /* mixOut */) {
2181
2902
  constraint.bendDirection = constraint.data.bendDirection;
2182
2903
  constraint.compress = constraint.data.compress;
2183
2904
  constraint.stretch = constraint.data.stretch;
2184
2905
  } else {
2185
- constraint.bendDirection = frames[i + 3];
2186
- constraint.compress = frames[i + 4] != 0;
2187
- constraint.stretch = frames[i + 5] != 0;
2906
+ constraint.bendDirection = frames[
2907
+ i + 3
2908
+ /*BEND_DIRECTION*/
2909
+ ];
2910
+ constraint.compress = frames[
2911
+ i + 4
2912
+ /*COMPRESS*/
2913
+ ] != 0;
2914
+ constraint.stretch = frames[
2915
+ i + 5
2916
+ /*STRETCH*/
2917
+ ] != 0;
2188
2918
  }
2189
2919
  } else {
2190
2920
  constraint.mix += (mix - constraint.mix) * alpha;
2191
2921
  constraint.softness += (softness - constraint.softness) * alpha;
2192
- if (direction == 0) {
2193
- constraint.bendDirection = frames[i + 3];
2194
- constraint.compress = frames[i + 4] != 0;
2195
- constraint.stretch = frames[i + 5] != 0;
2922
+ if (direction == 0 /* mixIn */) {
2923
+ constraint.bendDirection = frames[
2924
+ i + 3
2925
+ /*BEND_DIRECTION*/
2926
+ ];
2927
+ constraint.compress = frames[
2928
+ i + 4
2929
+ /*COMPRESS*/
2930
+ ] != 0;
2931
+ constraint.stretch = frames[
2932
+ i + 5
2933
+ /*STRETCH*/
2934
+ ] != 0;
2196
2935
  }
2197
2936
  }
2198
2937
  }
@@ -2202,22 +2941,42 @@ var spine = (() => {
2202
2941
  super(frameCount, bezierCount, [
2203
2942
  Property.transformConstraint + "|" + transformConstraintIndex
2204
2943
  ]);
2944
+ /** The index of the transform constraint slot in {@link Skeleton#transformConstraints} that will be changed. */
2205
2945
  this.transformConstraintIndex = 0;
2206
2946
  this.transformConstraintIndex = transformConstraintIndex;
2207
2947
  }
2208
2948
  getFrameEntries() {
2209
2949
  return 7;
2210
2950
  }
2951
+ /** The time in seconds, rotate mix, translate mix, scale mix, and shear mix for the specified key frame. */
2211
2952
  setFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY) {
2212
2953
  let frames = this.frames;
2213
2954
  frame *= 7;
2214
2955
  frames[frame] = time;
2215
- frames[frame + 1] = mixRotate;
2216
- frames[frame + 2] = mixX;
2217
- frames[frame + 3] = mixY;
2218
- frames[frame + 4] = mixScaleX;
2219
- frames[frame + 5] = mixScaleY;
2220
- frames[frame + 6] = mixShearY;
2956
+ frames[
2957
+ frame + 1
2958
+ /*ROTATE*/
2959
+ ] = mixRotate;
2960
+ frames[
2961
+ frame + 2
2962
+ /*X*/
2963
+ ] = mixX;
2964
+ frames[
2965
+ frame + 3
2966
+ /*Y*/
2967
+ ] = mixY;
2968
+ frames[
2969
+ frame + 4
2970
+ /*SCALEX*/
2971
+ ] = mixScaleX;
2972
+ frames[
2973
+ frame + 5
2974
+ /*SCALEY*/
2975
+ ] = mixScaleY;
2976
+ frames[
2977
+ frame + 6
2978
+ /*SHEARY*/
2979
+ ] = mixShearY;
2221
2980
  }
2222
2981
  apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
2223
2982
  let constraint = skeleton.transformConstraints[this.transformConstraintIndex];
@@ -2227,7 +2986,7 @@ var spine = (() => {
2227
2986
  if (time < frames[0]) {
2228
2987
  let data = constraint.data;
2229
2988
  switch (blend) {
2230
- case 0:
2989
+ case 0 /* setup */:
2231
2990
  constraint.mixRotate = data.mixRotate;
2232
2991
  constraint.mixX = data.mixX;
2233
2992
  constraint.mixY = data.mixY;
@@ -2235,7 +2994,7 @@ var spine = (() => {
2235
2994
  constraint.mixScaleY = data.mixScaleY;
2236
2995
  constraint.mixShearY = data.mixShearY;
2237
2996
  return;
2238
- case 1:
2997
+ case 1 /* first */:
2239
2998
  constraint.mixRotate += (data.mixRotate - constraint.mixRotate) * alpha;
2240
2999
  constraint.mixX += (data.mixX - constraint.mixX) * alpha;
2241
3000
  constraint.mixY += (data.mixY - constraint.mixY) * alpha;
@@ -2246,42 +3005,143 @@ var spine = (() => {
2246
3005
  return;
2247
3006
  }
2248
3007
  let rotate, x, y, scaleX, scaleY, shearY;
2249
- let i = Timeline.search(frames, time, 7);
2250
- let curveType = this.curves[i / 7];
3008
+ let i = Timeline.search(
3009
+ frames,
3010
+ time,
3011
+ 7
3012
+ /*ENTRIES*/
3013
+ );
3014
+ let curveType = this.curves[
3015
+ i / 7
3016
+ /*ENTRIES*/
3017
+ ];
2251
3018
  switch (curveType) {
2252
3019
  case 0:
2253
3020
  let before = frames[i];
2254
- rotate = frames[i + 1];
2255
- x = frames[i + 2];
2256
- y = frames[i + 3];
2257
- scaleX = frames[i + 4];
2258
- scaleY = frames[i + 5];
2259
- shearY = frames[i + 6];
2260
- let t = (time - before) / (frames[i + 7] - before);
2261
- rotate += (frames[i + 7 + 1] - rotate) * t;
2262
- x += (frames[i + 7 + 2] - x) * t;
2263
- y += (frames[i + 7 + 3] - y) * t;
2264
- scaleX += (frames[i + 7 + 4] - scaleX) * t;
2265
- scaleY += (frames[i + 7 + 5] - scaleY) * t;
2266
- shearY += (frames[i + 7 + 6] - shearY) * t;
3021
+ rotate = frames[
3022
+ i + 1
3023
+ /*ROTATE*/
3024
+ ];
3025
+ x = frames[
3026
+ i + 2
3027
+ /*X*/
3028
+ ];
3029
+ y = frames[
3030
+ i + 3
3031
+ /*Y*/
3032
+ ];
3033
+ scaleX = frames[
3034
+ i + 4
3035
+ /*SCALEX*/
3036
+ ];
3037
+ scaleY = frames[
3038
+ i + 5
3039
+ /*SCALEY*/
3040
+ ];
3041
+ shearY = frames[
3042
+ i + 6
3043
+ /*SHEARY*/
3044
+ ];
3045
+ let t = (time - before) / (frames[
3046
+ i + 7
3047
+ /*ENTRIES*/
3048
+ ] - before);
3049
+ rotate += (frames[
3050
+ i + 7 + 1
3051
+ /*ROTATE*/
3052
+ ] - rotate) * t;
3053
+ x += (frames[
3054
+ i + 7 + 2
3055
+ /*X*/
3056
+ ] - x) * t;
3057
+ y += (frames[
3058
+ i + 7 + 3
3059
+ /*Y*/
3060
+ ] - y) * t;
3061
+ scaleX += (frames[
3062
+ i + 7 + 4
3063
+ /*SCALEX*/
3064
+ ] - scaleX) * t;
3065
+ scaleY += (frames[
3066
+ i + 7 + 5
3067
+ /*SCALEY*/
3068
+ ] - scaleY) * t;
3069
+ shearY += (frames[
3070
+ i + 7 + 6
3071
+ /*SHEARY*/
3072
+ ] - shearY) * t;
2267
3073
  break;
2268
3074
  case 1:
2269
- rotate = frames[i + 1];
2270
- x = frames[i + 2];
2271
- y = frames[i + 3];
2272
- scaleX = frames[i + 4];
2273
- scaleY = frames[i + 5];
2274
- shearY = frames[i + 6];
3075
+ rotate = frames[
3076
+ i + 1
3077
+ /*ROTATE*/
3078
+ ];
3079
+ x = frames[
3080
+ i + 2
3081
+ /*X*/
3082
+ ];
3083
+ y = frames[
3084
+ i + 3
3085
+ /*Y*/
3086
+ ];
3087
+ scaleX = frames[
3088
+ i + 4
3089
+ /*SCALEX*/
3090
+ ];
3091
+ scaleY = frames[
3092
+ i + 5
3093
+ /*SCALEY*/
3094
+ ];
3095
+ shearY = frames[
3096
+ i + 6
3097
+ /*SHEARY*/
3098
+ ];
2275
3099
  break;
2276
3100
  default:
2277
- rotate = this.getBezierValue(time, i, 1, curveType - 2);
2278
- x = this.getBezierValue(time, i, 2, curveType + 18 - 2);
2279
- y = this.getBezierValue(time, i, 3, curveType + 18 * 2 - 2);
2280
- scaleX = this.getBezierValue(time, i, 4, curveType + 18 * 3 - 2);
2281
- scaleY = this.getBezierValue(time, i, 5, curveType + 18 * 4 - 2);
2282
- shearY = this.getBezierValue(time, i, 6, curveType + 18 * 5 - 2);
2283
- }
2284
- if (blend == 0) {
3101
+ rotate = this.getBezierValue(
3102
+ time,
3103
+ i,
3104
+ 1,
3105
+ curveType - 2
3106
+ /*BEZIER*/
3107
+ );
3108
+ x = this.getBezierValue(
3109
+ time,
3110
+ i,
3111
+ 2,
3112
+ curveType + 18 - 2
3113
+ /*BEZIER*/
3114
+ );
3115
+ y = this.getBezierValue(
3116
+ time,
3117
+ i,
3118
+ 3,
3119
+ curveType + 18 * 2 - 2
3120
+ /*BEZIER*/
3121
+ );
3122
+ scaleX = this.getBezierValue(
3123
+ time,
3124
+ i,
3125
+ 4,
3126
+ curveType + 18 * 3 - 2
3127
+ /*BEZIER*/
3128
+ );
3129
+ scaleY = this.getBezierValue(
3130
+ time,
3131
+ i,
3132
+ 5,
3133
+ curveType + 18 * 4 - 2
3134
+ /*BEZIER*/
3135
+ );
3136
+ shearY = this.getBezierValue(
3137
+ time,
3138
+ i,
3139
+ 6,
3140
+ curveType + 18 * 5 - 2
3141
+ /*BEZIER*/
3142
+ );
3143
+ }
3144
+ if (blend == 0 /* setup */) {
2285
3145
  let data = constraint.data;
2286
3146
  constraint.mixRotate = data.mixRotate + (rotate - data.mixRotate) * alpha;
2287
3147
  constraint.mixX = data.mixX + (x - data.mixX) * alpha;
@@ -2302,6 +3162,7 @@ var spine = (() => {
2302
3162
  var PathConstraintPositionTimeline = class extends CurveTimeline1 {
2303
3163
  constructor(frameCount, bezierCount, pathConstraintIndex) {
2304
3164
  super(frameCount, bezierCount, Property.pathConstraintPosition + "|" + pathConstraintIndex);
3165
+ /** The index of the path constraint slot in {@link Skeleton#pathConstraints} that will be changed. */
2305
3166
  this.pathConstraintIndex = 0;
2306
3167
  this.pathConstraintIndex = pathConstraintIndex;
2307
3168
  }
@@ -2312,16 +3173,16 @@ var spine = (() => {
2312
3173
  let frames = this.frames;
2313
3174
  if (time < frames[0]) {
2314
3175
  switch (blend) {
2315
- case 0:
3176
+ case 0 /* setup */:
2316
3177
  constraint.position = constraint.data.position;
2317
3178
  return;
2318
- case 1:
3179
+ case 1 /* first */:
2319
3180
  constraint.position += (constraint.data.position - constraint.position) * alpha;
2320
3181
  }
2321
3182
  return;
2322
3183
  }
2323
3184
  let position = this.getCurveValue(time);
2324
- if (blend == 0)
3185
+ if (blend == 0 /* setup */)
2325
3186
  constraint.position = constraint.data.position + (position - constraint.data.position) * alpha;
2326
3187
  else
2327
3188
  constraint.position += (position - constraint.position) * alpha;
@@ -2330,6 +3191,7 @@ var spine = (() => {
2330
3191
  var PathConstraintSpacingTimeline = class extends CurveTimeline1 {
2331
3192
  constructor(frameCount, bezierCount, pathConstraintIndex) {
2332
3193
  super(frameCount, bezierCount, Property.pathConstraintSpacing + "|" + pathConstraintIndex);
3194
+ /** The index of the path constraint slot in {@link Skeleton#getPathConstraints()} that will be changed. */
2333
3195
  this.pathConstraintIndex = 0;
2334
3196
  this.pathConstraintIndex = pathConstraintIndex;
2335
3197
  }
@@ -2340,16 +3202,16 @@ var spine = (() => {
2340
3202
  let frames = this.frames;
2341
3203
  if (time < frames[0]) {
2342
3204
  switch (blend) {
2343
- case 0:
3205
+ case 0 /* setup */:
2344
3206
  constraint.spacing = constraint.data.spacing;
2345
3207
  return;
2346
- case 1:
3208
+ case 1 /* first */:
2347
3209
  constraint.spacing += (constraint.data.spacing - constraint.spacing) * alpha;
2348
3210
  }
2349
3211
  return;
2350
3212
  }
2351
3213
  let spacing = this.getCurveValue(time);
2352
- if (blend == 0)
3214
+ if (blend == 0 /* setup */)
2353
3215
  constraint.spacing = constraint.data.spacing + (spacing - constraint.data.spacing) * alpha;
2354
3216
  else
2355
3217
  constraint.spacing += (spacing - constraint.spacing) * alpha;
@@ -2360,6 +3222,7 @@ var spine = (() => {
2360
3222
  super(frameCount, bezierCount, [
2361
3223
  Property.pathConstraintMix + "|" + pathConstraintIndex
2362
3224
  ]);
3225
+ /** The index of the path constraint slot in {@link Skeleton#getPathConstraints()} that will be changed. */
2363
3226
  this.pathConstraintIndex = 0;
2364
3227
  this.pathConstraintIndex = pathConstraintIndex;
2365
3228
  }
@@ -2370,9 +3233,18 @@ var spine = (() => {
2370
3233
  let frames = this.frames;
2371
3234
  frame <<= 2;
2372
3235
  frames[frame] = time;
2373
- frames[frame + 1] = mixRotate;
2374
- frames[frame + 2] = mixX;
2375
- frames[frame + 3] = mixY;
3236
+ frames[
3237
+ frame + 1
3238
+ /*ROTATE*/
3239
+ ] = mixRotate;
3240
+ frames[
3241
+ frame + 2
3242
+ /*X*/
3243
+ ] = mixX;
3244
+ frames[
3245
+ frame + 3
3246
+ /*Y*/
3247
+ ] = mixY;
2376
3248
  }
2377
3249
  apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
2378
3250
  let constraint = skeleton.pathConstraints[this.pathConstraintIndex];
@@ -2381,12 +3253,12 @@ var spine = (() => {
2381
3253
  let frames = this.frames;
2382
3254
  if (time < frames[0]) {
2383
3255
  switch (blend) {
2384
- case 0:
3256
+ case 0 /* setup */:
2385
3257
  constraint.mixRotate = constraint.data.mixRotate;
2386
3258
  constraint.mixX = constraint.data.mixX;
2387
3259
  constraint.mixY = constraint.data.mixY;
2388
3260
  return;
2389
- case 1:
3261
+ case 1 /* first */:
2390
3262
  constraint.mixRotate += (constraint.data.mixRotate - constraint.mixRotate) * alpha;
2391
3263
  constraint.mixX += (constraint.data.mixX - constraint.mixX) * alpha;
2392
3264
  constraint.mixY += (constraint.data.mixY - constraint.mixY) * alpha;
@@ -2394,30 +3266,83 @@ var spine = (() => {
2394
3266
  return;
2395
3267
  }
2396
3268
  let rotate, x, y;
2397
- let i = Timeline.search(frames, time, 4);
3269
+ let i = Timeline.search(
3270
+ frames,
3271
+ time,
3272
+ 4
3273
+ /*ENTRIES*/
3274
+ );
2398
3275
  let curveType = this.curves[i >> 2];
2399
3276
  switch (curveType) {
2400
3277
  case 0:
2401
3278
  let before = frames[i];
2402
- rotate = frames[i + 1];
2403
- x = frames[i + 2];
2404
- y = frames[i + 3];
2405
- let t = (time - before) / (frames[i + 4] - before);
2406
- rotate += (frames[i + 4 + 1] - rotate) * t;
2407
- x += (frames[i + 4 + 2] - x) * t;
2408
- y += (frames[i + 4 + 3] - y) * t;
3279
+ rotate = frames[
3280
+ i + 1
3281
+ /*ROTATE*/
3282
+ ];
3283
+ x = frames[
3284
+ i + 2
3285
+ /*X*/
3286
+ ];
3287
+ y = frames[
3288
+ i + 3
3289
+ /*Y*/
3290
+ ];
3291
+ let t = (time - before) / (frames[
3292
+ i + 4
3293
+ /*ENTRIES*/
3294
+ ] - before);
3295
+ rotate += (frames[
3296
+ i + 4 + 1
3297
+ /*ROTATE*/
3298
+ ] - rotate) * t;
3299
+ x += (frames[
3300
+ i + 4 + 2
3301
+ /*X*/
3302
+ ] - x) * t;
3303
+ y += (frames[
3304
+ i + 4 + 3
3305
+ /*Y*/
3306
+ ] - y) * t;
2409
3307
  break;
2410
3308
  case 1:
2411
- rotate = frames[i + 1];
2412
- x = frames[i + 2];
2413
- y = frames[i + 3];
3309
+ rotate = frames[
3310
+ i + 1
3311
+ /*ROTATE*/
3312
+ ];
3313
+ x = frames[
3314
+ i + 2
3315
+ /*X*/
3316
+ ];
3317
+ y = frames[
3318
+ i + 3
3319
+ /*Y*/
3320
+ ];
2414
3321
  break;
2415
3322
  default:
2416
- rotate = this.getBezierValue(time, i, 1, curveType - 2);
2417
- x = this.getBezierValue(time, i, 2, curveType + 18 - 2);
2418
- y = this.getBezierValue(time, i, 3, curveType + 18 * 2 - 2);
2419
- }
2420
- if (blend == 0) {
3323
+ rotate = this.getBezierValue(
3324
+ time,
3325
+ i,
3326
+ 1,
3327
+ curveType - 2
3328
+ /*BEZIER*/
3329
+ );
3330
+ x = this.getBezierValue(
3331
+ time,
3332
+ i,
3333
+ 2,
3334
+ curveType + 18 - 2
3335
+ /*BEZIER*/
3336
+ );
3337
+ y = this.getBezierValue(
3338
+ time,
3339
+ i,
3340
+ 3,
3341
+ curveType + 18 * 2 - 2
3342
+ /*BEZIER*/
3343
+ );
3344
+ }
3345
+ if (blend == 0 /* setup */) {
2421
3346
  let data = constraint.data;
2422
3347
  constraint.mixRotate = data.mixRotate + (rotate - data.mixRotate) * alpha;
2423
3348
  constraint.mixX = data.mixX + (x - data.mixX) * alpha;
@@ -2446,6 +3371,9 @@ var spine = (() => {
2446
3371
  getAttachment() {
2447
3372
  return this.attachment;
2448
3373
  }
3374
+ /** Sets the time, mode, index, and frame time for the specified frame.
3375
+ * @param frame Between 0 and <code>frameCount</code>, inclusive.
3376
+ * @param time Seconds between frames. */
2449
3377
  setFrame(frame, time, mode, index, delay) {
2450
3378
  let frames = this.frames;
2451
3379
  frame *= _SequenceTimeline.ENTRIES;
@@ -2465,7 +3393,7 @@ var spine = (() => {
2465
3393
  }
2466
3394
  let frames = this.frames;
2467
3395
  if (time < frames[0]) {
2468
- if (blend == 0 || blend == 1)
3396
+ if (blend == 0 /* setup */ || blend == 1 /* first */)
2469
3397
  slot.sequenceIndex = -1;
2470
3398
  return;
2471
3399
  }
@@ -2477,29 +3405,29 @@ var spine = (() => {
2477
3405
  return;
2478
3406
  let index = modeAndIndex >> 4, count = this.attachment.sequence.regions.length;
2479
3407
  let mode = SequenceModeValues[modeAndIndex & 15];
2480
- if (mode != SequenceMode.hold) {
3408
+ if (mode != 0 /* hold */) {
2481
3409
  index += (time - before) / delay + 1e-5 | 0;
2482
3410
  switch (mode) {
2483
- case SequenceMode.once:
3411
+ case 1 /* once */:
2484
3412
  index = Math.min(count - 1, index);
2485
3413
  break;
2486
- case SequenceMode.loop:
3414
+ case 2 /* loop */:
2487
3415
  index %= count;
2488
3416
  break;
2489
- case SequenceMode.pingpong: {
3417
+ case 3 /* pingpong */: {
2490
3418
  let n = (count << 1) - 2;
2491
3419
  index = n == 0 ? 0 : index % n;
2492
3420
  if (index >= count)
2493
3421
  index = n - index;
2494
3422
  break;
2495
3423
  }
2496
- case SequenceMode.onceReverse:
3424
+ case 4 /* onceReverse */:
2497
3425
  index = Math.max(count - 1 - index, 0);
2498
3426
  break;
2499
- case SequenceMode.loopReverse:
3427
+ case 5 /* loopReverse */:
2500
3428
  index = count - 1 - index % count;
2501
3429
  break;
2502
- case SequenceMode.pingpongReverse: {
3430
+ case 6 /* pingpongReverse */: {
2503
3431
  let n = (count << 1) - 2;
2504
3432
  index = n == 0 ? 0 : (index + count - 1) % n;
2505
3433
  if (index >= count)
@@ -2518,7 +3446,12 @@ var spine = (() => {
2518
3446
  // spine-core/src/AnimationState.ts
2519
3447
  var _AnimationState = class {
2520
3448
  constructor(data) {
3449
+ /** The list of tracks that currently have animations, which may contain null entries. */
2521
3450
  this.tracks = new Array();
3451
+ /** Multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower
3452
+ * or faster. Defaults to 1.
3453
+ *
3454
+ * See TrackEntry {@link TrackEntry#timeScale} for affecting a single animation. */
2522
3455
  this.timeScale = 1;
2523
3456
  this.unkeyedState = 0;
2524
3457
  this.events = new Array();
@@ -2532,6 +3465,7 @@ var spine = (() => {
2532
3465
  static emptyAnimation() {
2533
3466
  return _AnimationState._emptyAnimation;
2534
3467
  }
3468
+ /** Increments each track entry {@link TrackEntry#trackTime()}, setting queued animations as current if needed. */
2535
3469
  update(delta) {
2536
3470
  delta *= this.timeScale;
2537
3471
  let tracks = this.tracks;
@@ -2583,6 +3517,7 @@ var spine = (() => {
2583
3517
  }
2584
3518
  this.queue.drain();
2585
3519
  }
3520
+ /** Returns true when all mixing from entries are complete. */
2586
3521
  updateMixingFrom(to, delta) {
2587
3522
  let from = to.mixingFrom;
2588
3523
  if (!from)
@@ -2604,6 +3539,9 @@ var spine = (() => {
2604
3539
  to.mixTime += delta;
2605
3540
  return false;
2606
3541
  }
3542
+ /** Poses the skeleton using the track entry animations. There are no side effects other than invoking listeners, so the
3543
+ * animation state can be applied to multiple skeletons to pose them identically.
3544
+ * @returns True if any animations were applied. */
2607
3545
  apply(skeleton) {
2608
3546
  if (!skeleton)
2609
3547
  throw new Error("skeleton cannot be null.");
@@ -2617,7 +3555,7 @@ var spine = (() => {
2617
3555
  if (!current || current.delay > 0)
2618
3556
  continue;
2619
3557
  applied = true;
2620
- let blend = i2 == 0 ? MixBlend.first : current.mixBlend;
3558
+ let blend = i2 == 0 ? 1 /* first */ : current.mixBlend;
2621
3559
  let mix = current.alpha;
2622
3560
  if (current.mixingFrom)
2623
3561
  mix *= this.applyMixingFrom(current, skeleton, blend);
@@ -2631,14 +3569,14 @@ var spine = (() => {
2631
3569
  }
2632
3570
  let timelines = current.animation.timelines;
2633
3571
  let timelineCount = timelines.length;
2634
- if (i2 == 0 && mix == 1 || blend == MixBlend.add) {
3572
+ if (i2 == 0 && mix == 1 || blend == 3 /* add */) {
2635
3573
  for (let ii = 0; ii < timelineCount; ii++) {
2636
3574
  Utils.webkit602BugfixHelper(mix, blend);
2637
3575
  var timeline = timelines[ii];
2638
3576
  if (timeline instanceof AttachmentTimeline)
2639
3577
  this.applyAttachmentTimeline(timeline, skeleton, applyTime, blend, true);
2640
3578
  else
2641
- timeline.apply(skeleton, animationLast, applyTime, applyEvents, mix, blend, MixDirection.mixIn);
3579
+ timeline.apply(skeleton, animationLast, applyTime, applyEvents, mix, blend, 0 /* mixIn */);
2642
3580
  }
2643
3581
  } else {
2644
3582
  let timelineMode = current.timelineMode;
@@ -2648,14 +3586,14 @@ var spine = (() => {
2648
3586
  current.timelinesRotation.length = timelineCount << 1;
2649
3587
  for (let ii = 0; ii < timelineCount; ii++) {
2650
3588
  let timeline2 = timelines[ii];
2651
- let timelineBlend = timelineMode[ii] == SUBSEQUENT ? blend : MixBlend.setup;
3589
+ let timelineBlend = timelineMode[ii] == SUBSEQUENT ? blend : 0 /* setup */;
2652
3590
  if (!shortestRotation && timeline2 instanceof RotateTimeline) {
2653
3591
  this.applyRotateTimeline(timeline2, skeleton, applyTime, mix, timelineBlend, current.timelinesRotation, ii << 1, firstFrame);
2654
3592
  } else if (timeline2 instanceof AttachmentTimeline) {
2655
3593
  this.applyAttachmentTimeline(timeline2, skeleton, applyTime, blend, true);
2656
3594
  } else {
2657
3595
  Utils.webkit602BugfixHelper(mix, blend);
2658
- timeline2.apply(skeleton, animationLast, applyTime, applyEvents, mix, timelineBlend, MixDirection.mixIn);
3596
+ timeline2.apply(skeleton, animationLast, applyTime, applyEvents, mix, timelineBlend, 0 /* mixIn */);
2659
3597
  }
2660
3598
  }
2661
3599
  }
@@ -2684,13 +3622,13 @@ var spine = (() => {
2684
3622
  let mix = 0;
2685
3623
  if (to.mixDuration == 0) {
2686
3624
  mix = 1;
2687
- if (blend == MixBlend.first)
2688
- blend = MixBlend.setup;
3625
+ if (blend == 1 /* first */)
3626
+ blend = 0 /* setup */;
2689
3627
  } else {
2690
3628
  mix = to.mixTime / to.mixDuration;
2691
3629
  if (mix > 1)
2692
3630
  mix = 1;
2693
- if (blend != MixBlend.first)
3631
+ if (blend != 1 /* first */)
2694
3632
  blend = from.mixBlend;
2695
3633
  }
2696
3634
  let attachments = mix < from.attachmentThreshold, drawOrder = mix < from.drawOrderThreshold;
@@ -2703,9 +3641,9 @@ var spine = (() => {
2703
3641
  applyTime = from.animation.duration - applyTime;
2704
3642
  else if (mix < from.eventThreshold)
2705
3643
  events = this.events;
2706
- if (blend == MixBlend.add) {
3644
+ if (blend == 3 /* add */) {
2707
3645
  for (let i = 0; i < timelineCount; i++)
2708
- timelines[i].apply(skeleton, animationLast, applyTime, events, alphaMix, blend, MixDirection.mixOut);
3646
+ timelines[i].apply(skeleton, animationLast, applyTime, events, alphaMix, blend, 1 /* mixOut */);
2709
3647
  } else {
2710
3648
  let timelineMode = from.timelineMode;
2711
3649
  let timelineHoldMix = from.timelineHoldMix;
@@ -2716,7 +3654,7 @@ var spine = (() => {
2716
3654
  from.totalAlpha = 0;
2717
3655
  for (let i = 0; i < timelineCount; i++) {
2718
3656
  let timeline = timelines[i];
2719
- let direction = MixDirection.mixOut;
3657
+ let direction = 1 /* mixOut */;
2720
3658
  let timelineBlend;
2721
3659
  let alpha = 0;
2722
3660
  switch (timelineMode[i]) {
@@ -2727,7 +3665,7 @@ var spine = (() => {
2727
3665
  alpha = alphaMix;
2728
3666
  break;
2729
3667
  case FIRST:
2730
- timelineBlend = MixBlend.setup;
3668
+ timelineBlend = 0 /* setup */;
2731
3669
  alpha = alphaMix;
2732
3670
  break;
2733
3671
  case HOLD_SUBSEQUENT:
@@ -2735,11 +3673,11 @@ var spine = (() => {
2735
3673
  alpha = alphaHold;
2736
3674
  break;
2737
3675
  case HOLD_FIRST:
2738
- timelineBlend = MixBlend.setup;
3676
+ timelineBlend = 0 /* setup */;
2739
3677
  alpha = alphaHold;
2740
3678
  break;
2741
3679
  default:
2742
- timelineBlend = MixBlend.setup;
3680
+ timelineBlend = 0 /* setup */;
2743
3681
  let holdMix = timelineHoldMix[i];
2744
3682
  alpha = alphaHold * Math.max(0, 1 - holdMix.mixTime / holdMix.mixDuration);
2745
3683
  break;
@@ -2751,8 +3689,8 @@ var spine = (() => {
2751
3689
  this.applyAttachmentTimeline(timeline, skeleton, applyTime, timelineBlend, attachments);
2752
3690
  else {
2753
3691
  Utils.webkit602BugfixHelper(alpha, blend);
2754
- if (drawOrder && timeline instanceof DrawOrderTimeline && timelineBlend == MixBlend.setup)
2755
- direction = MixDirection.mixIn;
3692
+ if (drawOrder && timeline instanceof DrawOrderTimeline && timelineBlend == 0 /* setup */)
3693
+ direction = 0 /* mixIn */;
2756
3694
  timeline.apply(skeleton, animationLast, applyTime, events, alpha, timelineBlend, direction);
2757
3695
  }
2758
3696
  }
@@ -2769,7 +3707,7 @@ var spine = (() => {
2769
3707
  if (!slot.bone.active)
2770
3708
  return;
2771
3709
  if (time < timeline.frames[0]) {
2772
- if (blend == MixBlend.setup || blend == MixBlend.first)
3710
+ if (blend == 0 /* setup */ || blend == 1 /* first */)
2773
3711
  this.setAttachment(skeleton, slot, slot.data.attachmentName, attachments);
2774
3712
  } else
2775
3713
  this.setAttachment(skeleton, slot, timeline.attachmentNames[Timeline.search1(timeline.frames, time)], attachments);
@@ -2785,7 +3723,7 @@ var spine = (() => {
2785
3723
  if (firstFrame)
2786
3724
  timelinesRotation[i] = 0;
2787
3725
  if (alpha == 1) {
2788
- timeline.apply(skeleton, 0, time, null, 1, blend, MixDirection.mixIn);
3726
+ timeline.apply(skeleton, 0, time, null, 1, blend, 0 /* mixIn */);
2789
3727
  return;
2790
3728
  }
2791
3729
  let bone = skeleton.bones[timeline.boneIndex];
@@ -2795,16 +3733,16 @@ var spine = (() => {
2795
3733
  let r1 = 0, r2 = 0;
2796
3734
  if (time < frames[0]) {
2797
3735
  switch (blend) {
2798
- case MixBlend.setup:
3736
+ case 0 /* setup */:
2799
3737
  bone.rotation = bone.data.rotation;
2800
3738
  default:
2801
3739
  return;
2802
- case MixBlend.first:
3740
+ case 1 /* first */:
2803
3741
  r1 = bone.rotation;
2804
3742
  r2 = bone.data.rotation;
2805
3743
  }
2806
3744
  } else {
2807
- r1 = blend == MixBlend.setup ? bone.data.rotation : bone.rotation;
3745
+ r1 = blend == 0 /* setup */ ? bone.data.rotation : bone.rotation;
2808
3746
  r2 = bone.data.rotation + timeline.getCurveValue(time);
2809
3747
  }
2810
3748
  let total = 0, diff = r2 - r1;
@@ -2862,6 +3800,10 @@ var spine = (() => {
2862
3800
  this.queue.event(entry, event);
2863
3801
  }
2864
3802
  }
3803
+ /** Removes all animations from all tracks, leaving skeletons in their current pose.
3804
+ *
3805
+ * It may be desired to use {@link AnimationState#setEmptyAnimation()} to mix the skeletons back to the setup pose,
3806
+ * rather than leaving them in their current pose. */
2865
3807
  clearTracks() {
2866
3808
  let oldDrainDisabled = this.queue.drainDisabled;
2867
3809
  this.queue.drainDisabled = true;
@@ -2871,6 +3813,10 @@ var spine = (() => {
2871
3813
  this.queue.drainDisabled = oldDrainDisabled;
2872
3814
  this.queue.drain();
2873
3815
  }
3816
+ /** Removes all animations from the track, leaving skeletons in their current pose.
3817
+ *
3818
+ * It may be desired to use {@link AnimationState#setEmptyAnimation()} to mix the skeletons back to the setup pose,
3819
+ * rather than leaving them in their current pose. */
2874
3820
  clearTrack(trackIndex) {
2875
3821
  if (trackIndex >= this.tracks.length)
2876
3822
  return;
@@ -2908,12 +3854,21 @@ var spine = (() => {
2908
3854
  }
2909
3855
  this.queue.start(current);
2910
3856
  }
3857
+ /** Sets an animation by name.
3858
+ *
3859
+ * See {@link #setAnimationWith()}. */
2911
3860
  setAnimation(trackIndex, animationName, loop = false) {
2912
3861
  let animation = this.data.skeletonData.findAnimation(animationName);
2913
3862
  if (!animation)
2914
3863
  throw new Error("Animation not found: " + animationName);
2915
3864
  return this.setAnimationWith(trackIndex, animation, loop);
2916
3865
  }
3866
+ /** Sets the current animation for a track, discarding any queued animations. If the formerly current track entry was never
3867
+ * applied to a skeleton, it is replaced (not mixed from).
3868
+ * @param loop If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its
3869
+ * duration. In either case {@link TrackEntry#trackEnd} determines when the track is cleared.
3870
+ * @returns A track entry to allow further customization of animation playback. References to the track entry must not be kept
3871
+ * after the {@link AnimationStateListener#dispose()} event occurs. */
2917
3872
  setAnimationWith(trackIndex, animation, loop = false) {
2918
3873
  if (!animation)
2919
3874
  throw new Error("animation cannot be null.");
@@ -2935,12 +3890,23 @@ var spine = (() => {
2935
3890
  this.queue.drain();
2936
3891
  return entry;
2937
3892
  }
3893
+ /** Queues an animation by name.
3894
+ *
3895
+ * See {@link #addAnimationWith()}. */
2938
3896
  addAnimation(trackIndex, animationName, loop = false, delay = 0) {
2939
3897
  let animation = this.data.skeletonData.findAnimation(animationName);
2940
3898
  if (!animation)
2941
3899
  throw new Error("Animation not found: " + animationName);
2942
3900
  return this.addAnimationWith(trackIndex, animation, loop, delay);
2943
3901
  }
3902
+ /** Adds an animation to be played after the current or last queued animation for a track. If the track is empty, it is
3903
+ * equivalent to calling {@link #setAnimationWith()}.
3904
+ * @param delay If > 0, sets {@link TrackEntry#delay}. If <= 0, the delay set is the duration of the previous track entry
3905
+ * minus any mix duration (from the {@link AnimationStateData}) plus the specified `delay` (ie the mix
3906
+ * ends at (`delay` = 0) or before (`delay` < 0) the previous track entry duration). If the
3907
+ * previous entry is looping, its next loop completion is used instead of its duration.
3908
+ * @returns A track entry to allow further customization of animation playback. References to the track entry must not be kept
3909
+ * after the {@link AnimationStateListener#dispose()} event occurs. */
2944
3910
  addAnimationWith(trackIndex, animation, loop = false, delay = 0) {
2945
3911
  if (!animation)
2946
3912
  throw new Error("animation cannot be null.");
@@ -2962,12 +3928,37 @@ var spine = (() => {
2962
3928
  entry.delay = delay;
2963
3929
  return entry;
2964
3930
  }
3931
+ /** Sets an empty animation for a track, discarding any queued animations, and sets the track entry's
3932
+ * {@link TrackEntry#mixduration}. An empty animation has no timelines and serves as a placeholder for mixing in or out.
3933
+ *
3934
+ * Mixing out is done by setting an empty animation with a mix duration using either {@link #setEmptyAnimation()},
3935
+ * {@link #setEmptyAnimations()}, or {@link #addEmptyAnimation()}. Mixing to an empty animation causes
3936
+ * the previous animation to be applied less and less over the mix duration. Properties keyed in the previous animation
3937
+ * transition to the value from lower tracks or to the setup pose value if no lower tracks key the property. A mix duration of
3938
+ * 0 still mixes out over one frame.
3939
+ *
3940
+ * Mixing in is done by first setting an empty animation, then adding an animation using
3941
+ * {@link #addAnimation()} and on the returned track entry, set the
3942
+ * {@link TrackEntry#setMixDuration()}. Mixing from an empty animation causes the new animation to be applied more and
3943
+ * more over the mix duration. Properties keyed in the new animation transition from the value from lower tracks or from the
3944
+ * setup pose value if no lower tracks key the property to the value keyed in the new animation. */
2965
3945
  setEmptyAnimation(trackIndex, mixDuration = 0) {
2966
3946
  let entry = this.setAnimationWith(trackIndex, _AnimationState.emptyAnimation(), false);
2967
3947
  entry.mixDuration = mixDuration;
2968
3948
  entry.trackEnd = mixDuration;
2969
3949
  return entry;
2970
3950
  }
3951
+ /** Adds an empty animation to be played after the current or last queued animation for a track, and sets the track entry's
3952
+ * {@link TrackEntry#mixDuration}. If the track is empty, it is equivalent to calling
3953
+ * {@link #setEmptyAnimation()}.
3954
+ *
3955
+ * See {@link #setEmptyAnimation()}.
3956
+ * @param delay If > 0, sets {@link TrackEntry#delay}. If <= 0, the delay set is the duration of the previous track entry
3957
+ * minus any mix duration plus the specified `delay` (ie the mix ends at (`delay` = 0) or
3958
+ * before (`delay` < 0) the previous track entry duration). If the previous entry is looping, its next
3959
+ * loop completion is used instead of its duration.
3960
+ * @return A track entry to allow further customization of animation playback. References to the track entry must not be kept
3961
+ * after the {@link AnimationStateListener#dispose()} event occurs. */
2971
3962
  addEmptyAnimation(trackIndex, mixDuration = 0, delay = 0) {
2972
3963
  let entry = this.addAnimationWith(trackIndex, _AnimationState.emptyAnimation(), false, delay);
2973
3964
  if (delay <= 0)
@@ -2976,6 +3967,8 @@ var spine = (() => {
2976
3967
  entry.trackEnd = mixDuration;
2977
3968
  return entry;
2978
3969
  }
3970
+ /** Sets an empty animation for every track, discarding any queued animations, and mixes to it over the specified mix
3971
+ * duration. */
2979
3972
  setEmptyAnimations(mixDuration = 0) {
2980
3973
  let oldDrainDisabled = this.queue.drainDisabled;
2981
3974
  this.queue.drainDisabled = true;
@@ -2994,6 +3987,7 @@ var spine = (() => {
2994
3987
  this.tracks.length = index + 1;
2995
3988
  return null;
2996
3989
  }
3990
+ /** @param last May be null. */
2997
3991
  trackEntry(trackIndex, animation, loop, last) {
2998
3992
  let entry = this.trackEntryPool.obtain();
2999
3993
  entry.reset();
@@ -3021,9 +4015,10 @@ var spine = (() => {
3021
4015
  entry.mixDuration = !last ? 0 : this.data.getMix(last.animation, animation);
3022
4016
  entry.interruptAlpha = 1;
3023
4017
  entry.totalAlpha = 0;
3024
- entry.mixBlend = MixBlend.replace;
4018
+ entry.mixBlend = 2 /* replace */;
3025
4019
  return entry;
3026
4020
  }
4021
+ /** Removes the {@link TrackEntry#getNext() next entry} and all entries after it for the specified entry. */
3027
4022
  clearNext(entry) {
3028
4023
  let next = entry.next;
3029
4024
  while (next) {
@@ -3043,7 +4038,7 @@ var spine = (() => {
3043
4038
  while (entry.mixingFrom)
3044
4039
  entry = entry.mixingFrom;
3045
4040
  do {
3046
- if (!entry.mixingTo || entry.mixBlend != MixBlend.add)
4041
+ if (!entry.mixingTo || entry.mixBlend != 3 /* add */)
3047
4042
  this.computeHold(entry);
3048
4043
  entry = entry.mixingTo;
3049
4044
  } while (entry);
@@ -3086,24 +4081,31 @@ var spine = (() => {
3086
4081
  }
3087
4082
  }
3088
4083
  }
4084
+ /** Returns the track entry for the animation currently playing on the track, or null if no animation is currently playing. */
3089
4085
  getCurrent(trackIndex) {
3090
4086
  if (trackIndex >= this.tracks.length)
3091
4087
  return null;
3092
4088
  return this.tracks[trackIndex];
3093
4089
  }
4090
+ /** Adds a listener to receive events for all track entries. */
3094
4091
  addListener(listener) {
3095
4092
  if (!listener)
3096
4093
  throw new Error("listener cannot be null.");
3097
4094
  this.listeners.push(listener);
3098
4095
  }
4096
+ /** Removes the listener added with {@link #addListener()}. */
3099
4097
  removeListener(listener) {
3100
4098
  let index = this.listeners.indexOf(listener);
3101
4099
  if (index >= 0)
3102
4100
  this.listeners.splice(index, 1);
3103
4101
  }
4102
+ /** Removes all listeners added with {@link #addListener()}. */
3104
4103
  clearListeners() {
3105
4104
  this.listeners.length = 0;
3106
4105
  }
4106
+ /** Discards all listener notifications that have not yet been delivered. This can be useful to call from an
4107
+ * {@link AnimationStateListener} when it is known that further notifications that may have been already queued for delivery
4108
+ * are not wanted because new animations are being set. */
3107
4109
  clearListenerNotifications() {
3108
4110
  this.queue.clear();
3109
4111
  }
@@ -3112,36 +4114,134 @@ var spine = (() => {
3112
4114
  AnimationState._emptyAnimation = new Animation("<empty>", [], 0);
3113
4115
  var TrackEntry = class {
3114
4116
  constructor() {
4117
+ /** The animation to apply for this track entry. */
3115
4118
  this.animation = null;
3116
4119
  this.previous = null;
4120
+ /** The animation queued to start after this animation, or null. `next` makes up a linked list. */
3117
4121
  this.next = null;
4122
+ /** The track entry for the previous animation when mixing from the previous animation to this animation, or null if no
4123
+ * mixing is currently occuring. When mixing from multiple animations, `mixingFrom` makes up a linked list. */
3118
4124
  this.mixingFrom = null;
4125
+ /** The track entry for the next animation when mixing from this animation to the next animation, or null if no mixing is
4126
+ * currently occuring. When mixing to multiple animations, `mixingTo` makes up a linked list. */
3119
4127
  this.mixingTo = null;
4128
+ /** The listener for events generated by this track entry, or null.
4129
+ *
4130
+ * A track entry returned from {@link AnimationState#setAnimation()} is already the current animation
4131
+ * for the track, so the track entry listener {@link AnimationStateListener#start()} will not be called. */
3120
4132
  this.listener = null;
4133
+ /** The index of the track where this track entry is either current or queued.
4134
+ *
4135
+ * See {@link AnimationState#getCurrent()}. */
3121
4136
  this.trackIndex = 0;
4137
+ /** If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its
4138
+ * duration. */
3122
4139
  this.loop = false;
4140
+ /** If true, when mixing from the previous animation to this animation, the previous animation is applied as normal instead
4141
+ * of being mixed out.
4142
+ *
4143
+ * When mixing between animations that key the same property, if a lower track also keys that property then the value will
4144
+ * briefly dip toward the lower track value during the mix. This happens because the first animation mixes from 100% to 0%
4145
+ * while the second animation mixes from 0% to 100%. Setting `holdPrevious` to true applies the first animation
4146
+ * at 100% during the mix so the lower track value is overwritten. Such dipping does not occur on the lowest track which
4147
+ * keys the property, only when a higher track also keys the property.
4148
+ *
4149
+ * Snapping will occur if `holdPrevious` is true and this animation does not key all the same properties as the
4150
+ * previous animation. */
3123
4151
  this.holdPrevious = false;
3124
4152
  this.reverse = false;
3125
4153
  this.shortestRotation = false;
4154
+ /** When the mix percentage ({@link #mixTime} / {@link #mixDuration}) is less than the
4155
+ * `eventThreshold`, event timelines are applied while this animation is being mixed out. Defaults to 0, so event
4156
+ * timelines are not applied while this animation is being mixed out. */
3126
4157
  this.eventThreshold = 0;
4158
+ /** When the mix percentage ({@link #mixtime} / {@link #mixDuration}) is less than the
4159
+ * `attachmentThreshold`, attachment timelines are applied while this animation is being mixed out. Defaults to
4160
+ * 0, so attachment timelines are not applied while this animation is being mixed out. */
3127
4161
  this.attachmentThreshold = 0;
4162
+ /** When the mix percentage ({@link #mixTime} / {@link #mixDuration}) is less than the
4163
+ * `drawOrderThreshold`, draw order timelines are applied while this animation is being mixed out. Defaults to 0,
4164
+ * so draw order timelines are not applied while this animation is being mixed out. */
3128
4165
  this.drawOrderThreshold = 0;
4166
+ /** Seconds when this animation starts, both initially and after looping. Defaults to 0.
4167
+ *
4168
+ * When changing the `animationStart` time, it often makes sense to set {@link #animationLast} to the same
4169
+ * value to prevent timeline keys before the start time from triggering. */
3129
4170
  this.animationStart = 0;
4171
+ /** Seconds for the last frame of this animation. Non-looping animations won't play past this time. Looping animations will
4172
+ * loop back to {@link #animationStart} at this time. Defaults to the animation {@link Animation#duration}. */
3130
4173
  this.animationEnd = 0;
4174
+ /** The time in seconds this animation was last applied. Some timelines use this for one-time triggers. Eg, when this
4175
+ * animation is applied, event timelines will fire all events between the `animationLast` time (exclusive) and
4176
+ * `animationTime` (inclusive). Defaults to -1 to ensure triggers on frame 0 happen the first time this animation
4177
+ * is applied. */
3131
4178
  this.animationLast = 0;
3132
4179
  this.nextAnimationLast = 0;
4180
+ /** Seconds to postpone playing the animation. When this track entry is the current track entry, `delay`
4181
+ * postpones incrementing the {@link #trackTime}. When this track entry is queued, `delay` is the time from
4182
+ * the start of the previous animation to when this track entry will become the current track entry (ie when the previous
4183
+ * track entry {@link TrackEntry#trackTime} >= this track entry's `delay`).
4184
+ *
4185
+ * {@link #timeScale} affects the delay. */
3133
4186
  this.delay = 0;
4187
+ /** Current time in seconds this track entry has been the current track entry. The track time determines
4188
+ * {@link #animationTime}. The track time can be set to start the animation at a time other than 0, without affecting
4189
+ * looping. */
3134
4190
  this.trackTime = 0;
3135
4191
  this.trackLast = 0;
3136
4192
  this.nextTrackLast = 0;
4193
+ /** The track time in seconds when this animation will be removed from the track. Defaults to the highest possible float
4194
+ * value, meaning the animation will be applied until a new animation is set or the track is cleared. If the track end time
4195
+ * is reached, no other animations are queued for playback, and mixing from any previous animations is complete, then the
4196
+ * properties keyed by the animation are set to the setup pose and the track is cleared.
4197
+ *
4198
+ * It may be desired to use {@link AnimationState#addEmptyAnimation()} rather than have the animation
4199
+ * abruptly cease being applied. */
3137
4200
  this.trackEnd = 0;
4201
+ /** Multiplier for the delta time when this track entry is updated, causing time for this animation to pass slower or
4202
+ * faster. Defaults to 1.
4203
+ *
4204
+ * {@link #mixTime} is not affected by track entry time scale, so {@link #mixDuration} may need to be adjusted to
4205
+ * match the animation speed.
4206
+ *
4207
+ * When using {@link AnimationState#addAnimation()} with a `delay` <= 0, note the
4208
+ * {@link #delay} is set using the mix duration from the {@link AnimationStateData}, assuming time scale to be 1. If
4209
+ * the time scale is not 1, the delay may need to be adjusted.
4210
+ *
4211
+ * See AnimationState {@link AnimationState#timeScale} for affecting all animations. */
3138
4212
  this.timeScale = 0;
4213
+ /** Values < 1 mix this animation with the skeleton's current pose (usually the pose resulting from lower tracks). Defaults
4214
+ * to 1, which overwrites the skeleton's current pose with this animation.
4215
+ *
4216
+ * Typically track 0 is used to completely pose the skeleton, then alpha is used on higher tracks. It doesn't make sense to
4217
+ * use alpha on track 0 if the skeleton pose is from the last frame render. */
3139
4218
  this.alpha = 0;
4219
+ /** Seconds from 0 to the {@link #getMixDuration()} when mixing from the previous animation to this animation. May be
4220
+ * slightly more than `mixDuration` when the mix is complete. */
3140
4221
  this.mixTime = 0;
4222
+ /** Seconds for mixing from the previous animation to this animation. Defaults to the value provided by AnimationStateData
4223
+ * {@link AnimationStateData#getMix()} based on the animation before this animation (if any).
4224
+ *
4225
+ * A mix duration of 0 still mixes out over one frame to provide the track entry being mixed out a chance to revert the
4226
+ * properties it was animating.
4227
+ *
4228
+ * The `mixDuration` can be set manually rather than use the value from
4229
+ * {@link AnimationStateData#getMix()}. In that case, the `mixDuration` can be set for a new
4230
+ * track entry only before {@link AnimationState#update(float)} is first called.
4231
+ *
4232
+ * When using {@link AnimationState#addAnimation()} with a `delay` <= 0, note the
4233
+ * {@link #delay} is set using the mix duration from the {@link AnimationStateData}, not a mix duration set
4234
+ * afterward. */
3141
4235
  this.mixDuration = 0;
3142
4236
  this.interruptAlpha = 0;
3143
4237
  this.totalAlpha = 0;
3144
- this.mixBlend = MixBlend.replace;
4238
+ /** Controls how properties keyed in the animation are mixed with lower tracks. Defaults to {@link MixBlend#replace}, which
4239
+ * replaces the values from the lower tracks with the animation values. {@link MixBlend#add} adds the animation values to
4240
+ * the values from the lower tracks.
4241
+ *
4242
+ * The `mixBlend` can be set for a new track entry only before {@link AnimationState#apply()} is first
4243
+ * called. */
4244
+ this.mixBlend = 2 /* replace */;
3145
4245
  this.timelineMode = new Array();
3146
4246
  this.timelineHoldMix = new Array();
3147
4247
  this.timelinesRotation = new Array();
@@ -3157,6 +4257,9 @@ var spine = (() => {
3157
4257
  this.timelineHoldMix.length = 0;
3158
4258
  this.timelinesRotation.length = 0;
3159
4259
  }
4260
+ /** Uses {@link #trackTime} to compute the `animationTime`, which is between {@link #animationStart}
4261
+ * and {@link #animationEnd}. When the `trackTime` is 0, the `animationTime` is equal to the
4262
+ * `animationStart` time. */
3160
4263
  getAnimationTime() {
3161
4264
  if (this.loop) {
3162
4265
  let duration = this.animationEnd - this.animationStart;
@@ -3170,9 +4273,19 @@ var spine = (() => {
3170
4273
  this.animationLast = animationLast;
3171
4274
  this.nextAnimationLast = animationLast;
3172
4275
  }
4276
+ /** Returns true if at least one loop has been completed.
4277
+ *
4278
+ * See {@link AnimationStateListener#complete()}. */
3173
4279
  isComplete() {
3174
4280
  return this.trackTime >= this.animationEnd - this.animationStart;
3175
4281
  }
4282
+ /** Resets the rotation directions for mixing this entry's rotate timelines. This can be useful to avoid bones rotating the
4283
+ * long way around when using {@link #alpha} and starting animations on other tracks.
4284
+ *
4285
+ * Mixing with {@link MixBlend#replace} involves finding a rotation between two others, which has two possible solutions:
4286
+ * the short way or the long way around. The two rotations likely change over time, so which direction is the short or long
4287
+ * way also changes. If the short way was always chosen, bones would flip to the other side when that direction became the
4288
+ * long way. TrackEntry chooses the short way the first time it is applied and remembers that direction. */
3176
4289
  resetRotationDirections() {
3177
4290
  this.timelinesRotation.length = 0;
3178
4291
  }
@@ -3294,15 +4407,15 @@ var spine = (() => {
3294
4407
  this.objects.length = 0;
3295
4408
  }
3296
4409
  };
3297
- var EventType;
3298
- (function(EventType2) {
4410
+ var EventType = /* @__PURE__ */ ((EventType2) => {
3299
4411
  EventType2[EventType2["start"] = 0] = "start";
3300
4412
  EventType2[EventType2["interrupt"] = 1] = "interrupt";
3301
4413
  EventType2[EventType2["end"] = 2] = "end";
3302
4414
  EventType2[EventType2["dispose"] = 3] = "dispose";
3303
4415
  EventType2[EventType2["complete"] = 4] = "complete";
3304
4416
  EventType2[EventType2["event"] = 5] = "event";
3305
- })(EventType || (EventType = {}));
4417
+ return EventType2;
4418
+ })(EventType || {});
3306
4419
  var AnimationStateAdapter = class {
3307
4420
  start(entry) {
3308
4421
  }
@@ -3329,11 +4442,15 @@ var spine = (() => {
3329
4442
  var AnimationStateData = class {
3330
4443
  constructor(skeletonData) {
3331
4444
  this.animationToMixTime = {};
4445
+ /** The mix duration to use when no mix duration has been defined between two animations. */
3332
4446
  this.defaultMix = 0;
3333
4447
  if (!skeletonData)
3334
4448
  throw new Error("skeletonData cannot be null.");
3335
4449
  this.skeletonData = skeletonData;
3336
4450
  }
4451
+ /** Sets a mix duration by animation name.
4452
+ *
4453
+ * See {@link #setMixWith()}. */
3337
4454
  setMix(fromName, toName, duration) {
3338
4455
  let from = this.skeletonData.findAnimation(fromName);
3339
4456
  if (!from)
@@ -3343,6 +4460,9 @@ var spine = (() => {
3343
4460
  throw new Error("Animation not found: " + toName);
3344
4461
  this.setMixWith(from, to, duration);
3345
4462
  }
4463
+ /** Sets the mix duration when changing from the specified animation to the other.
4464
+ *
4465
+ * See {@link TrackEntry#mixDuration}. */
3346
4466
  setMixWith(from, to, duration) {
3347
4467
  if (!from)
3348
4468
  throw new Error("from cannot be null.");
@@ -3351,6 +4471,8 @@ var spine = (() => {
3351
4471
  let key = from.name + "." + to.name;
3352
4472
  this.animationToMixTime[key] = duration;
3353
4473
  }
4474
+ /** Returns the mix duration to use when changing from the specified animation to the other, or the {@link #defaultMix} if
4475
+ * no mix duration has been set. */
3354
4476
  getMix(from, to) {
3355
4477
  let key = from.name + "." + to.name;
3356
4478
  let value = this.animationToMixTime[key];
@@ -3374,9 +4496,15 @@ var spine = (() => {
3374
4496
 
3375
4497
  // spine-core/src/attachments/ClippingAttachment.ts
3376
4498
  var ClippingAttachment = class extends VertexAttachment {
4499
+ // ce3a3aff
3377
4500
  constructor(name) {
3378
4501
  super(name);
4502
+ /** Clipping is performed between the clipping polygon's slot and the end slot. Returns null if clipping is done until the end of
4503
+ * the skeleton's rendering. */
3379
4504
  this.endSlot = null;
4505
+ // Nonessential.
4506
+ /** The color of the clipping polygon as it was in Spine. Available only when nonessential data was exported. Clipping polygons
4507
+ * are not usually rendered at runtime. */
3380
4508
  this.color = new Color(0.2275, 0.2275, 0.8078, 1);
3381
4509
  }
3382
4510
  copy() {
@@ -3397,8 +4525,7 @@ var spine = (() => {
3397
4525
  return this._image;
3398
4526
  }
3399
4527
  };
3400
- var TextureFilter;
3401
- (function(TextureFilter2) {
4528
+ var TextureFilter = /* @__PURE__ */ ((TextureFilter2) => {
3402
4529
  TextureFilter2[TextureFilter2["Nearest"] = 9728] = "Nearest";
3403
4530
  TextureFilter2[TextureFilter2["Linear"] = 9729] = "Linear";
3404
4531
  TextureFilter2[TextureFilter2["MipMap"] = 9987] = "MipMap";
@@ -3406,13 +4533,14 @@ var spine = (() => {
3406
4533
  TextureFilter2[TextureFilter2["MipMapLinearNearest"] = 9985] = "MipMapLinearNearest";
3407
4534
  TextureFilter2[TextureFilter2["MipMapNearestLinear"] = 9986] = "MipMapNearestLinear";
3408
4535
  TextureFilter2[TextureFilter2["MipMapLinearLinear"] = 9987] = "MipMapLinearLinear";
3409
- })(TextureFilter || (TextureFilter = {}));
3410
- var TextureWrap;
3411
- (function(TextureWrap2) {
4536
+ return TextureFilter2;
4537
+ })(TextureFilter || {});
4538
+ var TextureWrap = /* @__PURE__ */ ((TextureWrap2) => {
3412
4539
  TextureWrap2[TextureWrap2["MirroredRepeat"] = 33648] = "MirroredRepeat";
3413
4540
  TextureWrap2[TextureWrap2["ClampToEdge"] = 33071] = "ClampToEdge";
3414
4541
  TextureWrap2[TextureWrap2["Repeat"] = 10497] = "Repeat";
3415
- })(TextureWrap || (TextureWrap = {}));
4542
+ return TextureWrap2;
4543
+ })(TextureWrap || {});
3416
4544
  var TextureRegion = class {
3417
4545
  constructor() {
3418
4546
  this.u = 0;
@@ -3457,9 +4585,9 @@ var spine = (() => {
3457
4585
  };
3458
4586
  pageFields["repeat"] = (page2) => {
3459
4587
  if (entry[1].indexOf("x") != -1)
3460
- page2.uWrap = TextureWrap.Repeat;
4588
+ page2.uWrap = 10497 /* Repeat */;
3461
4589
  if (entry[1].indexOf("y") != -1)
3462
- page2.vWrap = TextureWrap.Repeat;
4590
+ page2.vWrap = 10497 /* Repeat */;
3463
4591
  };
3464
4592
  pageFields["pma"] = (page2) => {
3465
4593
  page2.pma = entry[1] == "true";
@@ -3630,10 +4758,10 @@ var spine = (() => {
3630
4758
  };
3631
4759
  var TextureAtlasPage = class {
3632
4760
  constructor(name) {
3633
- this.minFilter = TextureFilter.Nearest;
3634
- this.magFilter = TextureFilter.Nearest;
3635
- this.uWrap = TextureWrap.ClampToEdge;
3636
- this.vWrap = TextureWrap.ClampToEdge;
4761
+ this.minFilter = 9728 /* Nearest */;
4762
+ this.magFilter = 9728 /* Nearest */;
4763
+ this.uWrap = 33071 /* ClampToEdge */;
4764
+ this.vWrap = 33071 /* ClampToEdge */;
3637
4765
  this.texture = null;
3638
4766
  this.width = 0;
3639
4767
  this.height = 0;
@@ -3669,19 +4797,32 @@ var spine = (() => {
3669
4797
  constructor(name, path) {
3670
4798
  super(name);
3671
4799
  this.region = null;
4800
+ /** The UV pair for each vertex, normalized within the texture region. */
3672
4801
  this.regionUVs = [];
4802
+ /** The UV pair for each vertex, normalized within the entire texture.
4803
+ *
4804
+ * See {@link #updateUVs}. */
3673
4805
  this.uvs = [];
4806
+ /** Triplets of vertex indices which describe the mesh's triangulation. */
3674
4807
  this.triangles = [];
4808
+ /** The color to tint the mesh. */
3675
4809
  this.color = new Color(1, 1, 1, 1);
4810
+ /** The width of the mesh's image. Available only when nonessential data was exported. */
3676
4811
  this.width = 0;
4812
+ /** The height of the mesh's image. Available only when nonessential data was exported. */
3677
4813
  this.height = 0;
4814
+ /** The number of entries at the beginning of {@link #vertices} that make up the mesh hull. */
3678
4815
  this.hullLength = 0;
4816
+ /** Vertex index pairs describing edges for controling triangulation. Mesh triangles will never cross edges. Only available if
4817
+ * nonessential data was exported. Triangulation is not performed at runtime. */
3679
4818
  this.edges = [];
3680
4819
  this.parentMesh = null;
3681
4820
  this.sequence = null;
3682
4821
  this.tempColor = new Color(0, 0, 0, 0);
3683
4822
  this.path = path;
3684
4823
  }
4824
+ /** Calculates {@link #uvs} using the {@link #regionUVs} and region. Must be called if the region, the region's properties, or
4825
+ * the {@link #regionUVs} are changed. */
3685
4826
  updateRegion() {
3686
4827
  if (!this.region)
3687
4828
  throw new Error("Region not set.");
@@ -3742,9 +4883,13 @@ var spine = (() => {
3742
4883
  uvs[i + 1] = v + regionUVs[i + 1] * height;
3743
4884
  }
3744
4885
  }
4886
+ /** The parent mesh if this is a linked mesh, else null. A linked mesh shares the {@link #bones}, {@link #vertices},
4887
+ * {@link #regionUVs}, {@link #triangles}, {@link #hullLength}, {@link #edges}, {@link #width}, and {@link #height} with the
4888
+ * parent mesh, but may have a different {@link #name} or {@link #path} (and therefore a different texture). */
3745
4889
  getParentMesh() {
3746
4890
  return this.parentMesh;
3747
4891
  }
4892
+ /** @param parentMesh May be null. */
3748
4893
  setParentMesh(parentMesh) {
3749
4894
  this.parentMesh = parentMesh;
3750
4895
  if (parentMesh) {
@@ -3785,6 +4930,7 @@ var spine = (() => {
3785
4930
  this.sequence.apply(slot, this);
3786
4931
  super.computeWorldVertices(slot, start, count, worldVertices, offset, stride);
3787
4932
  }
4933
+ /** Returns a new mesh with the {@link #parentMesh} set to this mesh's parent mesh, if any, else to this mesh. **/
3788
4934
  newLinkedMesh() {
3789
4935
  let copy = new MeshAttachment(this.name, this.path);
3790
4936
  copy.region = this.region;
@@ -3801,9 +4947,15 @@ var spine = (() => {
3801
4947
  var PathAttachment = class extends VertexAttachment {
3802
4948
  constructor(name) {
3803
4949
  super(name);
4950
+ /** The lengths along the path in the setup pose from the start of the path to the end of each Bezier curve. */
3804
4951
  this.lengths = [];
4952
+ /** If true, the start and end knots are connected. */
3805
4953
  this.closed = false;
4954
+ /** If true, additional calculations are performed to make calculating positions along the path more accurate. If false, fewer
4955
+ * calculations are performed but calculating positions along the path is less accurate. */
3806
4956
  this.constantSpeed = false;
4957
+ /** The color of the path as it was in Spine. Available only when nonessential data was exported. Paths are not usually
4958
+ * rendered at runtime. */
3807
4959
  this.color = new Color(1, 1, 1, 1);
3808
4960
  }
3809
4961
  copy() {
@@ -3825,6 +4977,8 @@ var spine = (() => {
3825
4977
  this.x = 0;
3826
4978
  this.y = 0;
3827
4979
  this.rotation = 0;
4980
+ /** The color of the point attachment as it was in Spine. Available only when nonessential data was exported. Point attachments
4981
+ * are not usually rendered at runtime. */
3828
4982
  this.color = new Color(0.38, 0.94, 0, 1);
3829
4983
  }
3830
4984
  computeWorldPosition(bone, point) {
@@ -3852,22 +5006,34 @@ var spine = (() => {
3852
5006
  var _RegionAttachment = class extends Attachment {
3853
5007
  constructor(name, path) {
3854
5008
  super(name);
5009
+ /** The local x translation. */
3855
5010
  this.x = 0;
5011
+ /** The local y translation. */
3856
5012
  this.y = 0;
5013
+ /** The local scaleX. */
3857
5014
  this.scaleX = 1;
5015
+ /** The local scaleY. */
3858
5016
  this.scaleY = 1;
5017
+ /** The local rotation. */
3859
5018
  this.rotation = 0;
5019
+ /** The width of the region attachment in Spine. */
3860
5020
  this.width = 0;
5021
+ /** The height of the region attachment in Spine. */
3861
5022
  this.height = 0;
5023
+ /** The color to tint the region attachment. */
3862
5024
  this.color = new Color(1, 1, 1, 1);
3863
5025
  this.rendererObject = null;
3864
5026
  this.region = null;
3865
5027
  this.sequence = null;
5028
+ /** For each of the 4 vertices, a pair of <code>x,y</code> values that is the local position of the vertex.
5029
+ *
5030
+ * See {@link #updateOffset()}. */
3866
5031
  this.offset = Utils.newFloatArray(8);
3867
5032
  this.uvs = Utils.newFloatArray(8);
3868
5033
  this.tempColor = new Color(1, 1, 1, 1);
3869
5034
  this.path = path;
3870
5035
  }
5036
+ /** Calculates the {@link #offset} using the region settings. Must be called after changing region settings. */
3871
5037
  updateRegion() {
3872
5038
  if (!this.region)
3873
5039
  throw new Error("Region not set.");
@@ -3931,6 +5097,14 @@ var spine = (() => {
3931
5097
  uvs[7] = region.v2;
3932
5098
  }
3933
5099
  }
5100
+ /** Transforms the attachment's four vertices to world coordinates. If the attachment has a {@link #sequence}, the region may
5101
+ * be changed.
5102
+ * <p>
5103
+ * See <a href="http://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
5104
+ * Runtimes Guide.
5105
+ * @param worldVertices The output world vertices. Must have a length >= <code>offset</code> + 8.
5106
+ * @param offset The <code>worldVertices</code> index to begin writing values.
5107
+ * @param stride The number of <code>worldVertices</code> entries between the value pairs written. */
3934
5108
  computeWorldVertices(slot, worldVertices, offset, stride) {
3935
5109
  if (this.sequence != null)
3936
5110
  this.sequence.apply(slot, this);
@@ -4070,18 +5244,34 @@ var spine = (() => {
4070
5244
  // spine-core/src/BoneData.ts
4071
5245
  var BoneData = class {
4072
5246
  constructor(index, name, parent) {
5247
+ /** The index of the bone in {@link Skeleton#getBones()}. */
4073
5248
  this.index = 0;
5249
+ /** @returns May be null. */
4074
5250
  this.parent = null;
5251
+ /** The bone's length. */
4075
5252
  this.length = 0;
5253
+ /** The local x translation. */
4076
5254
  this.x = 0;
5255
+ /** The local y translation. */
4077
5256
  this.y = 0;
5257
+ /** The local rotation. */
4078
5258
  this.rotation = 0;
5259
+ /** The local scaleX. */
4079
5260
  this.scaleX = 1;
5261
+ /** The local scaleY. */
4080
5262
  this.scaleY = 1;
5263
+ /** The local shearX. */
4081
5264
  this.shearX = 0;
5265
+ /** The local shearX. */
4082
5266
  this.shearY = 0;
5267
+ /** The transform mode for how parent world transforms affect this bone. */
4083
5268
  this.transformMode = TransformMode.Normal;
5269
+ /** When true, {@link Skeleton#updateWorldTransform()} only updates this bone if the {@link Skeleton#skin} contains this
5270
+ * bone.
5271
+ * @see Skin#bones */
4084
5272
  this.skinRequired = false;
5273
+ /** The color of the bone as it was in Spine. Available only when nonessential data was exported. Bones are not usually
5274
+ * rendered at runtime. */
4085
5275
  this.color = new Color();
4086
5276
  if (index < 0)
4087
5277
  throw new Error("index must be >= 0.");
@@ -4092,39 +5282,62 @@ var spine = (() => {
4092
5282
  this.parent = parent;
4093
5283
  }
4094
5284
  };
4095
- var TransformMode;
4096
- (function(TransformMode2) {
5285
+ var TransformMode = /* @__PURE__ */ ((TransformMode2) => {
4097
5286
  TransformMode2[TransformMode2["Normal"] = 0] = "Normal";
4098
5287
  TransformMode2[TransformMode2["OnlyTranslation"] = 1] = "OnlyTranslation";
4099
5288
  TransformMode2[TransformMode2["NoRotationOrReflection"] = 2] = "NoRotationOrReflection";
4100
5289
  TransformMode2[TransformMode2["NoScale"] = 3] = "NoScale";
4101
5290
  TransformMode2[TransformMode2["NoScaleOrReflection"] = 4] = "NoScaleOrReflection";
4102
- })(TransformMode || (TransformMode = {}));
5291
+ return TransformMode2;
5292
+ })(TransformMode || {});
4103
5293
 
4104
5294
  // spine-core/src/Bone.ts
4105
5295
  var Bone = class {
5296
+ /** @param parent May be null. */
4106
5297
  constructor(data, skeleton, parent) {
5298
+ /** The parent bone, or null if this is the root bone. */
4107
5299
  this.parent = null;
5300
+ /** The immediate children of this bone. */
4108
5301
  this.children = new Array();
5302
+ /** The local x translation. */
4109
5303
  this.x = 0;
5304
+ /** The local y translation. */
4110
5305
  this.y = 0;
5306
+ /** The local rotation in degrees, counter clockwise. */
4111
5307
  this.rotation = 0;
5308
+ /** The local scaleX. */
4112
5309
  this.scaleX = 0;
5310
+ /** The local scaleY. */
4113
5311
  this.scaleY = 0;
5312
+ /** The local shearX. */
4114
5313
  this.shearX = 0;
5314
+ /** The local shearY. */
4115
5315
  this.shearY = 0;
5316
+ /** The applied local x translation. */
4116
5317
  this.ax = 0;
5318
+ /** The applied local y translation. */
4117
5319
  this.ay = 0;
5320
+ /** The applied local rotation in degrees, counter clockwise. */
4118
5321
  this.arotation = 0;
5322
+ /** The applied local scaleX. */
4119
5323
  this.ascaleX = 0;
5324
+ /** The applied local scaleY. */
4120
5325
  this.ascaleY = 0;
5326
+ /** The applied local shearX. */
4121
5327
  this.ashearX = 0;
5328
+ /** The applied local shearY. */
4122
5329
  this.ashearY = 0;
5330
+ /** Part of the world transform matrix for the X axis. If changed, {@link #updateAppliedTransform()} should be called. */
4123
5331
  this.a = 0;
5332
+ /** Part of the world transform matrix for the Y axis. If changed, {@link #updateAppliedTransform()} should be called. */
4124
5333
  this.b = 0;
5334
+ /** Part of the world transform matrix for the X axis. If changed, {@link #updateAppliedTransform()} should be called. */
4125
5335
  this.c = 0;
5336
+ /** Part of the world transform matrix for the Y axis. If changed, {@link #updateAppliedTransform()} should be called. */
4126
5337
  this.d = 0;
5338
+ /** The world X position. If changed, {@link #updateAppliedTransform()} should be called. */
4127
5339
  this.worldY = 0;
5340
+ /** The world Y position. If changed, {@link #updateAppliedTransform()} should be called. */
4128
5341
  this.worldX = 0;
4129
5342
  this.sorted = false;
4130
5343
  this.active = false;
@@ -4137,15 +5350,26 @@ var spine = (() => {
4137
5350
  this.parent = parent;
4138
5351
  this.setToSetupPose();
4139
5352
  }
5353
+ /** Returns false when the bone has not been computed because {@link BoneData#skinRequired} is true and the
5354
+ * {@link Skeleton#skin active skin} does not {@link Skin#bones contain} this bone. */
4140
5355
  isActive() {
4141
5356
  return this.active;
4142
5357
  }
5358
+ /** Computes the world transform using the parent bone and this bone's local applied transform. */
4143
5359
  update() {
4144
5360
  this.updateWorldTransformWith(this.ax, this.ay, this.arotation, this.ascaleX, this.ascaleY, this.ashearX, this.ashearY);
4145
5361
  }
5362
+ /** Computes the world transform using the parent bone and this bone's local transform.
5363
+ *
5364
+ * See {@link #updateWorldTransformWith()}. */
4146
5365
  updateWorldTransform() {
4147
5366
  this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
4148
5367
  }
5368
+ /** Computes the world transform using the parent bone and the specified local transform. The applied transform is set to the
5369
+ * specified local transform. Child bones are not updated.
5370
+ *
5371
+ * See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine
5372
+ * Runtimes Guide. */
4149
5373
  updateWorldTransformWith(x, y, rotation, scaleX, scaleY, shearX, shearY) {
4150
5374
  this.ax = x;
4151
5375
  this.ay = y;
@@ -4172,7 +5396,7 @@ var spine = (() => {
4172
5396
  this.worldX = pa * x + pb * y + parent.worldX;
4173
5397
  this.worldY = pc * x + pd * y + parent.worldY;
4174
5398
  switch (this.data.transformMode) {
4175
- case TransformMode.Normal: {
5399
+ case 0 /* Normal */: {
4176
5400
  let rotationY = rotation + 90 + shearY;
4177
5401
  let la = MathUtils.cosDeg(rotation + shearX) * scaleX;
4178
5402
  let lb = MathUtils.cosDeg(rotationY) * scaleY;
@@ -4184,7 +5408,7 @@ var spine = (() => {
4184
5408
  this.d = pc * lb + pd * ld;
4185
5409
  return;
4186
5410
  }
4187
- case TransformMode.OnlyTranslation: {
5411
+ case 1 /* OnlyTranslation */: {
4188
5412
  let rotationY = rotation + 90 + shearY;
4189
5413
  this.a = MathUtils.cosDeg(rotation + shearX) * scaleX;
4190
5414
  this.b = MathUtils.cosDeg(rotationY) * scaleY;
@@ -4192,7 +5416,7 @@ var spine = (() => {
4192
5416
  this.d = MathUtils.sinDeg(rotationY) * scaleY;
4193
5417
  break;
4194
5418
  }
4195
- case TransformMode.NoRotationOrReflection: {
5419
+ case 2 /* NoRotationOrReflection */: {
4196
5420
  let s = pa * pa + pc * pc;
4197
5421
  let prx = 0;
4198
5422
  if (s > 1e-4) {
@@ -4219,8 +5443,8 @@ var spine = (() => {
4219
5443
  this.d = pc * lb + pd * ld;
4220
5444
  break;
4221
5445
  }
4222
- case TransformMode.NoScale:
4223
- case TransformMode.NoScaleOrReflection: {
5446
+ case 3 /* NoScale */:
5447
+ case 4 /* NoScaleOrReflection */: {
4224
5448
  let cos = MathUtils.cosDeg(rotation);
4225
5449
  let sin = MathUtils.sinDeg(rotation);
4226
5450
  let za = (pa * cos + pb * sin) / this.skeleton.scaleX;
@@ -4231,7 +5455,7 @@ var spine = (() => {
4231
5455
  za *= s;
4232
5456
  zc *= s;
4233
5457
  s = Math.sqrt(za * za + zc * zc);
4234
- if (this.data.transformMode == TransformMode.NoScale && pa * pd - pb * pc < 0 != (this.skeleton.scaleX < 0 != this.skeleton.scaleY < 0))
5458
+ if (this.data.transformMode == 3 /* NoScale */ && pa * pd - pb * pc < 0 != (this.skeleton.scaleX < 0 != this.skeleton.scaleY < 0))
4235
5459
  s = -s;
4236
5460
  let r = Math.PI / 2 + Math.atan2(zc, za);
4237
5461
  let zb = Math.cos(r) * s;
@@ -4252,6 +5476,7 @@ var spine = (() => {
4252
5476
  this.c *= this.skeleton.scaleY;
4253
5477
  this.d *= this.skeleton.scaleY;
4254
5478
  }
5479
+ /** Sets this bone's local transform to the setup pose. */
4255
5480
  setToSetupPose() {
4256
5481
  let data = this.data;
4257
5482
  this.x = data.x;
@@ -4262,18 +5487,30 @@ var spine = (() => {
4262
5487
  this.shearX = data.shearX;
4263
5488
  this.shearY = data.shearY;
4264
5489
  }
5490
+ /** The world rotation for the X axis, calculated using {@link #a} and {@link #c}. */
4265
5491
  getWorldRotationX() {
4266
5492
  return Math.atan2(this.c, this.a) * MathUtils.radDeg;
4267
5493
  }
5494
+ /** The world rotation for the Y axis, calculated using {@link #b} and {@link #d}. */
4268
5495
  getWorldRotationY() {
4269
5496
  return Math.atan2(this.d, this.b) * MathUtils.radDeg;
4270
5497
  }
5498
+ /** The magnitude (always positive) of the world scale X, calculated using {@link #a} and {@link #c}. */
4271
5499
  getWorldScaleX() {
4272
5500
  return Math.sqrt(this.a * this.a + this.c * this.c);
4273
5501
  }
5502
+ /** The magnitude (always positive) of the world scale Y, calculated using {@link #b} and {@link #d}. */
4274
5503
  getWorldScaleY() {
4275
5504
  return Math.sqrt(this.b * this.b + this.d * this.d);
4276
5505
  }
5506
+ /** Computes the applied transform values from the world transform.
5507
+ *
5508
+ * If the world transform is modified (by a constraint, {@link #rotateWorld(float)}, etc) then this method should be called so
5509
+ * the applied transform matches the world transform. The applied transform may be needed by other code (eg to apply other
5510
+ * constraints).
5511
+ *
5512
+ * Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. The applied transform after
5513
+ * calling this method is equivalent to the local transform used to compute the world transform, but may not be identical. */
4277
5514
  updateAppliedTransform() {
4278
5515
  let parent = this.parent;
4279
5516
  if (!parent) {
@@ -4313,6 +5550,7 @@ var spine = (() => {
4313
5550
  this.arotation = 90 - Math.atan2(rd, rb) * MathUtils.radDeg;
4314
5551
  }
4315
5552
  }
5553
+ /** Transforms a point from world coordinates to the bone's local coordinates. */
4316
5554
  worldToLocal(world) {
4317
5555
  let invDet = 1 / (this.a * this.d - this.b * this.c);
4318
5556
  let x = world.x - this.worldX, y = world.y - this.worldY;
@@ -4320,21 +5558,28 @@ var spine = (() => {
4320
5558
  world.y = y * this.a * invDet - x * this.c * invDet;
4321
5559
  return world;
4322
5560
  }
5561
+ /** Transforms a point from the bone's local coordinates to world coordinates. */
4323
5562
  localToWorld(local) {
4324
5563
  let x = local.x, y = local.y;
4325
5564
  local.x = x * this.a + y * this.b + this.worldX;
4326
5565
  local.y = x * this.c + y * this.d + this.worldY;
4327
5566
  return local;
4328
5567
  }
5568
+ /** Transforms a world rotation to a local rotation. */
4329
5569
  worldToLocalRotation(worldRotation) {
4330
5570
  let sin = MathUtils.sinDeg(worldRotation), cos = MathUtils.cosDeg(worldRotation);
4331
5571
  return Math.atan2(this.a * sin - this.c * cos, this.d * cos - this.b * sin) * MathUtils.radDeg + this.rotation - this.shearX;
4332
5572
  }
5573
+ /** Transforms a local rotation to a world rotation. */
4333
5574
  localToWorldRotation(localRotation) {
4334
5575
  localRotation -= this.rotation - this.shearX;
4335
5576
  let sin = MathUtils.sinDeg(localRotation), cos = MathUtils.cosDeg(localRotation);
4336
5577
  return Math.atan2(cos * this.c + sin * this.d, cos * this.a + sin * this.b) * MathUtils.radDeg;
4337
5578
  }
5579
+ /** Rotates the world transform the specified amount.
5580
+ * <p>
5581
+ * After changes are made to the world transform, {@link #updateAppliedTransform()} should be called and {@link #update()} will
5582
+ * need to be called on any child bones, recursively. */
4338
5583
  rotateWorld(degrees) {
4339
5584
  let a = this.a, b = this.b, c = this.c, d = this.d;
4340
5585
  let cos = MathUtils.cosDeg(degrees), sin = MathUtils.sinDeg(degrees);
@@ -4476,17 +5721,21 @@ var spine = (() => {
4476
5721
  let atlas = new TextureAtlas(atlasText);
4477
5722
  let toLoad = atlas.pages.length, abort = false;
4478
5723
  for (let page of atlas.pages) {
4479
- this.loadTexture(!fileAlias ? parent + page.name : fileAlias[page.name], (imagePath, texture) => {
4480
- if (!abort) {
4481
- page.setTexture(texture);
4482
- if (--toLoad == 0)
4483
- this.success(success, path, atlas);
5724
+ this.loadTexture(
5725
+ !fileAlias ? parent + page.name : fileAlias[page.name],
5726
+ (imagePath, texture) => {
5727
+ if (!abort) {
5728
+ page.setTexture(texture);
5729
+ if (--toLoad == 0)
5730
+ this.success(success, path, atlas);
5731
+ }
5732
+ },
5733
+ (imagePath, message) => {
5734
+ if (!abort)
5735
+ this.error(error, path, `Couldn't load texture atlas ${path} page image: ${imagePath}`);
5736
+ abort = true;
4484
5737
  }
4485
- }, (imagePath, message) => {
4486
- if (!abort)
4487
- this.error(error, path, `Couldn't load texture atlas ${path} page image: ${imagePath}`);
4488
- abort = true;
4489
- });
5738
+ );
4490
5739
  }
4491
5740
  } catch (e) {
4492
5741
  this.error(error, path, `Couldn't parse texture atlas ${path}: ${e.message}`);
@@ -4682,10 +5931,16 @@ var spine = (() => {
4682
5931
  // spine-core/src/IkConstraint.ts
4683
5932
  var IkConstraint = class {
4684
5933
  constructor(data, skeleton) {
5934
+ /** Controls the bend direction of the IK bones, either 1 or -1. */
4685
5935
  this.bendDirection = 0;
5936
+ /** When true and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it. */
4686
5937
  this.compress = false;
5938
+ /** When true, if the target is out of range, the parent bone is scaled to reach it. If more than one bone is being constrained
5939
+ * and the parent bone has local nonuniform scale, stretch is not applied. */
4687
5940
  this.stretch = false;
5941
+ /** A percentage (0-1) that controls the mix between the constrained and unconstrained rotations. */
4688
5942
  this.mix = 1;
5943
+ /** For two bone IK, the distance from the maximum reach of the bones that rotation will slow. */
4689
5944
  this.softness = 0;
4690
5945
  this.active = false;
4691
5946
  if (!data)
@@ -4727,6 +5982,7 @@ var spine = (() => {
4727
5982
  break;
4728
5983
  }
4729
5984
  }
5985
+ /** Applies 1 bone IK. The target is specified in the world coordinate system. */
4730
5986
  apply1(bone, targetX, targetY, compress, stretch, uniform, alpha) {
4731
5987
  let p = bone.parent;
4732
5988
  if (!p)
@@ -4734,11 +5990,11 @@ var spine = (() => {
4734
5990
  let pa = p.a, pb = p.b, pc = p.c, pd = p.d;
4735
5991
  let rotationIK = -bone.ashearX - bone.arotation, tx = 0, ty = 0;
4736
5992
  switch (bone.data.transformMode) {
4737
- case TransformMode.OnlyTranslation:
5993
+ case 1 /* OnlyTranslation */:
4738
5994
  tx = targetX - bone.worldX;
4739
5995
  ty = targetY - bone.worldY;
4740
5996
  break;
4741
- case TransformMode.NoRotationOrReflection:
5997
+ case 2 /* NoRotationOrReflection */:
4742
5998
  let s = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
4743
5999
  let sa = pa / bone.skeleton.scaleX;
4744
6000
  let sc = pc / bone.skeleton.scaleY;
@@ -4761,8 +6017,8 @@ var spine = (() => {
4761
6017
  let sx = bone.ascaleX, sy = bone.ascaleY;
4762
6018
  if (compress || stretch) {
4763
6019
  switch (bone.data.transformMode) {
4764
- case TransformMode.NoScale:
4765
- case TransformMode.NoScaleOrReflection:
6020
+ case 3 /* NoScale */:
6021
+ case 4 /* NoScaleOrReflection */:
4766
6022
  tx = targetX - bone.worldX;
4767
6023
  ty = targetY - bone.worldY;
4768
6024
  }
@@ -4774,8 +6030,18 @@ var spine = (() => {
4774
6030
  sy *= s;
4775
6031
  }
4776
6032
  }
4777
- bone.updateWorldTransformWith(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, sy, bone.ashearX, bone.ashearY);
6033
+ bone.updateWorldTransformWith(
6034
+ bone.ax,
6035
+ bone.ay,
6036
+ bone.arotation + rotationIK * alpha,
6037
+ sx,
6038
+ sy,
6039
+ bone.ashearX,
6040
+ bone.ashearY
6041
+ );
4778
6042
  }
6043
+ /** Applies 2 bone IK. The target is specified in the world coordinate system.
6044
+ * @param child A direct descendant of the parent bone. */
4779
6045
  apply2(parent, child, targetX, targetY, bendDir, stretch, uniform, softness, alpha) {
4780
6046
  let px = parent.ax, py = parent.ay, psx = parent.ascaleX, psy = parent.ascaleY, sx = psx, sy = psy, csx = child.ascaleX;
4781
6047
  let os1 = 0, os2 = 0, s2 = 0;
@@ -4930,13 +6196,23 @@ var spine = (() => {
4930
6196
  var IkConstraintData = class extends ConstraintData {
4931
6197
  constructor(name) {
4932
6198
  super(name, 0, false);
6199
+ /** The bones that are constrained by this IK constraint. */
4933
6200
  this.bones = new Array();
6201
+ /** The bone that is the IK target. */
4934
6202
  this._target = null;
6203
+ /** Controls the bend direction of the IK bones, either 1 or -1. */
4935
6204
  this.bendDirection = 1;
6205
+ /** When true and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it. */
4936
6206
  this.compress = false;
6207
+ /** When true, if the target is out of range, the parent bone is scaled to reach it. If more than one bone is being constrained
6208
+ * and the parent bone has local nonuniform scale, stretch is not applied. */
4937
6209
  this.stretch = false;
6210
+ /** When true, only a single bone is being constrained, and {@link #getCompress()} or {@link #getStretch()} is used, the bone
6211
+ * is scaled on both the X and Y axes. */
4938
6212
  this.uniform = false;
6213
+ /** A percentage (0-1) that controls the mix between the constrained and unconstrained rotations. */
4939
6214
  this.mix = 1;
6215
+ /** For two bone IK, the distance from the maximum reach of the bones that rotation will slow. */
4940
6216
  this.softness = 0;
4941
6217
  }
4942
6218
  set target(boneData) {
@@ -4954,13 +6230,21 @@ var spine = (() => {
4954
6230
  var PathConstraintData = class extends ConstraintData {
4955
6231
  constructor(name) {
4956
6232
  super(name, 0, false);
6233
+ /** The bones that will be modified by this path constraint. */
4957
6234
  this.bones = new Array();
6235
+ /** The slot whose path attachment will be used to constrained the bones. */
4958
6236
  this._target = null;
6237
+ /** The mode for positioning the first bone on the path. */
4959
6238
  this.positionMode = PositionMode.Fixed;
6239
+ /** The mode for positioning the bones after the first bone on the path. */
4960
6240
  this.spacingMode = SpacingMode.Fixed;
6241
+ /** The mode for adjusting the rotation of the bones. */
4961
6242
  this.rotateMode = RotateMode.Chain;
6243
+ /** An offset added to the constrained bone rotation. */
4962
6244
  this.offsetRotation = 0;
6245
+ /** The position along the path. */
4963
6246
  this.position = 0;
6247
+ /** The spacing between bones. */
4964
6248
  this.spacing = 0;
4965
6249
  this.mixRotate = 0;
4966
6250
  this.mixX = 0;
@@ -4976,29 +6260,31 @@ var spine = (() => {
4976
6260
  return this._target;
4977
6261
  }
4978
6262
  };
4979
- var PositionMode;
4980
- (function(PositionMode2) {
6263
+ var PositionMode = /* @__PURE__ */ ((PositionMode2) => {
4981
6264
  PositionMode2[PositionMode2["Fixed"] = 0] = "Fixed";
4982
6265
  PositionMode2[PositionMode2["Percent"] = 1] = "Percent";
4983
- })(PositionMode || (PositionMode = {}));
4984
- var SpacingMode;
4985
- (function(SpacingMode2) {
6266
+ return PositionMode2;
6267
+ })(PositionMode || {});
6268
+ var SpacingMode = /* @__PURE__ */ ((SpacingMode2) => {
4986
6269
  SpacingMode2[SpacingMode2["Length"] = 0] = "Length";
4987
6270
  SpacingMode2[SpacingMode2["Fixed"] = 1] = "Fixed";
4988
6271
  SpacingMode2[SpacingMode2["Percent"] = 2] = "Percent";
4989
6272
  SpacingMode2[SpacingMode2["Proportional"] = 3] = "Proportional";
4990
- })(SpacingMode || (SpacingMode = {}));
4991
- var RotateMode;
4992
- (function(RotateMode2) {
6273
+ return SpacingMode2;
6274
+ })(SpacingMode || {});
6275
+ var RotateMode = /* @__PURE__ */ ((RotateMode2) => {
4993
6276
  RotateMode2[RotateMode2["Tangent"] = 0] = "Tangent";
4994
6277
  RotateMode2[RotateMode2["Chain"] = 1] = "Chain";
4995
6278
  RotateMode2[RotateMode2["ChainScale"] = 2] = "ChainScale";
4996
- })(RotateMode || (RotateMode = {}));
6279
+ return RotateMode2;
6280
+ })(RotateMode || {});
4997
6281
 
4998
6282
  // spine-core/src/PathConstraint.ts
4999
6283
  var _PathConstraint = class {
5000
6284
  constructor(data, skeleton) {
6285
+ /** The position along the path. */
5001
6286
  this.position = 0;
6287
+ /** The spacing between bones. */
5002
6288
  this.spacing = 0;
5003
6289
  this.mixRotate = 0;
5004
6290
  this.mixX = 0;
@@ -5043,13 +6329,13 @@ var spine = (() => {
5043
6329
  if (mixRotate == 0 && mixX == 0 && mixY == 0)
5044
6330
  return;
5045
6331
  let data = this.data;
5046
- let tangents = data.rotateMode == RotateMode.Tangent, scale = data.rotateMode == RotateMode.ChainScale;
6332
+ let tangents = data.rotateMode == 0 /* Tangent */, scale = data.rotateMode == 2 /* ChainScale */;
5047
6333
  let bones = this.bones;
5048
6334
  let boneCount = bones.length, spacesCount = tangents ? boneCount : boneCount + 1;
5049
6335
  let spaces = Utils.setArraySize(this.spaces, spacesCount), lengths = scale ? this.lengths = Utils.setArraySize(this.lengths, boneCount) : [];
5050
6336
  let spacing = this.spacing;
5051
6337
  switch (data.spacingMode) {
5052
- case SpacingMode.Percent:
6338
+ case 2 /* Percent */:
5053
6339
  if (scale) {
5054
6340
  for (let i = 0, n = spacesCount - 1; i < n; i++) {
5055
6341
  let bone = bones[i];
@@ -5064,7 +6350,7 @@ var spine = (() => {
5064
6350
  }
5065
6351
  Utils.arrayFill(spaces, 1, spacesCount, spacing);
5066
6352
  break;
5067
- case SpacingMode.Proportional:
6353
+ case 3 /* Proportional */:
5068
6354
  let sum = 0;
5069
6355
  for (let i = 0, n = spacesCount - 1; i < n; ) {
5070
6356
  let bone = bones[i];
@@ -5089,7 +6375,7 @@ var spine = (() => {
5089
6375
  }
5090
6376
  break;
5091
6377
  default:
5092
- let lengthSpacing = data.spacingMode == SpacingMode.Length;
6378
+ let lengthSpacing = data.spacingMode == 0 /* Length */;
5093
6379
  for (let i = 0, n = spacesCount - 1; i < n; ) {
5094
6380
  let bone = bones[i];
5095
6381
  let setupLength = bone.data.length;
@@ -5110,7 +6396,7 @@ var spine = (() => {
5110
6396
  let boneX = positions[0], boneY = positions[1], offsetRotation = data.offsetRotation;
5111
6397
  let tip = false;
5112
6398
  if (offsetRotation == 0)
5113
- tip = data.rotateMode == RotateMode.Chain;
6399
+ tip = data.rotateMode == 1 /* Chain */;
5114
6400
  else {
5115
6401
  tip = false;
5116
6402
  let p = this.target.bone;
@@ -5174,14 +6460,14 @@ var spine = (() => {
5174
6460
  let lengths = path.lengths;
5175
6461
  curveCount -= closed2 ? 1 : 2;
5176
6462
  let pathLength2 = lengths[curveCount];
5177
- if (this.data.positionMode == PositionMode.Percent)
6463
+ if (this.data.positionMode == 1 /* Percent */)
5178
6464
  position *= pathLength2;
5179
6465
  let multiplier2;
5180
6466
  switch (this.data.spacingMode) {
5181
- case SpacingMode.Percent:
6467
+ case 2 /* Percent */:
5182
6468
  multiplier2 = pathLength2;
5183
6469
  break;
5184
- case SpacingMode.Proportional:
6470
+ case 3 /* Proportional */:
5185
6471
  multiplier2 = pathLength2 / spacesCount;
5186
6472
  break;
5187
6473
  default:
@@ -5232,7 +6518,20 @@ var spine = (() => {
5232
6518
  } else
5233
6519
  path.computeWorldVertices(target, curve * 6 + 2, 8, world, 0, 2);
5234
6520
  }
5235
- this.addCurvePosition(p, world[0], world[1], world[2], world[3], world[4], world[5], world[6], world[7], out, o, tangents || i > 0 && space == 0);
6521
+ this.addCurvePosition(
6522
+ p,
6523
+ world[0],
6524
+ world[1],
6525
+ world[2],
6526
+ world[3],
6527
+ world[4],
6528
+ world[5],
6529
+ world[6],
6530
+ world[7],
6531
+ out,
6532
+ o,
6533
+ tangents || i > 0 && space == 0
6534
+ );
5236
6535
  }
5237
6536
  return out;
5238
6537
  }
@@ -5284,14 +6583,14 @@ var spine = (() => {
5284
6583
  x1 = x2;
5285
6584
  y1 = y2;
5286
6585
  }
5287
- if (this.data.positionMode == PositionMode.Percent)
6586
+ if (this.data.positionMode == 1 /* Percent */)
5288
6587
  position *= pathLength;
5289
6588
  let multiplier;
5290
6589
  switch (this.data.spacingMode) {
5291
- case SpacingMode.Percent:
6590
+ case 2 /* Percent */:
5292
6591
  multiplier = pathLength;
5293
6592
  break;
5294
- case SpacingMode.Proportional:
6593
+ case 3 /* Proportional */:
5295
6594
  multiplier = pathLength / spacesCount;
5296
6595
  break;
5297
6596
  default:
@@ -5424,10 +6723,18 @@ var spine = (() => {
5424
6723
  // spine-core/src/Slot.ts
5425
6724
  var Slot = class {
5426
6725
  constructor(data, bone) {
6726
+ /** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark
6727
+ * color's alpha is not used. */
5427
6728
  this.darkColor = null;
5428
6729
  this.attachment = null;
5429
6730
  this.attachmentState = 0;
6731
+ /** The index of the texture region to display when the slot's attachment has a {@link Sequence}. -1 represents the
6732
+ * {@link Sequence#getSetupIndex()}. */
5430
6733
  this.sequenceIndex = -1;
6734
+ /** Values to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a
6735
+ * weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions.
6736
+ *
6737
+ * See {@link VertexAttachment#computeWorldVertices()} and {@link DeformTimeline}. */
5431
6738
  this.deform = new Array();
5432
6739
  if (!data)
5433
6740
  throw new Error("data cannot be null.");
@@ -5439,12 +6746,17 @@ var spine = (() => {
5439
6746
  this.darkColor = !data.darkColor ? null : new Color();
5440
6747
  this.setToSetupPose();
5441
6748
  }
6749
+ /** The skeleton this slot belongs to. */
5442
6750
  getSkeleton() {
5443
6751
  return this.bone.skeleton;
5444
6752
  }
6753
+ /** The current attachment for the slot, or null if the slot has no attachment. */
5445
6754
  getAttachment() {
5446
6755
  return this.attachment;
5447
6756
  }
6757
+ /** Sets the slot's attachment and, if the attachment changed, resets {@link #sequenceIndex} and clears the {@link #deform}.
6758
+ * The deform is not cleared if the old attachment has the same {@link VertexAttachment#getTimelineAttachment()} as the
6759
+ * specified attachment. */
5448
6760
  setAttachment(attachment) {
5449
6761
  if (this.attachment == attachment)
5450
6762
  return;
@@ -5454,6 +6766,7 @@ var spine = (() => {
5454
6766
  this.attachment = attachment;
5455
6767
  this.sequenceIndex = -1;
5456
6768
  }
6769
+ /** Sets this slot to the setup pose. */
5457
6770
  setToSetupPose() {
5458
6771
  this.color.setFromColor(this.data.color);
5459
6772
  if (this.darkColor)
@@ -5505,7 +6818,7 @@ var spine = (() => {
5505
6818
  return this.active;
5506
6819
  }
5507
6820
  update() {
5508
- if (this.mixRotate == 0 && this.mixX == 0 && this.mixY == 0 && this.mixScaleX == 0 && this.mixScaleX == 0 && this.mixShearY == 0)
6821
+ if (this.mixRotate == 0 && this.mixX == 0 && this.mixY == 0 && this.mixScaleX == 0 && this.mixScaleY == 0 && this.mixShearY == 0)
5509
6822
  return;
5510
6823
  if (this.data.local) {
5511
6824
  if (this.data.relative)
@@ -5682,13 +6995,21 @@ var spine = (() => {
5682
6995
  };
5683
6996
 
5684
6997
  // spine-core/src/Skeleton.ts
5685
- var Skeleton = class {
6998
+ var _Skeleton = class {
5686
6999
  constructor(data) {
7000
+ /** The list of bones and constraints, sorted in the order they should be updated, as computed by {@link #updateCache()}. */
5687
7001
  this._updateCache = new Array();
7002
+ /** The skeleton's current skin. May be null. */
5688
7003
  this.skin = null;
7004
+ /** Scales the entire skeleton on the X axis. This affects all bones, even if the bone's transform mode disallows scale
7005
+ * inheritance. */
5689
7006
  this.scaleX = 1;
5690
- this.scaleY = 1;
7007
+ /** Scales the entire skeleton on the Y axis. This affects all bones, even if the bone's transform mode disallows scale
7008
+ * inheritance. */
7009
+ this._scaleY = 1;
7010
+ /** Sets the skeleton X position, which is added to the root bone worldX position. */
5691
7011
  this.x = 0;
7012
+ /** Sets the skeleton Y position, which is added to the root bone worldY position. */
5692
7013
  this.y = 0;
5693
7014
  if (!data)
5694
7015
  throw new Error("data cannot be null.");
@@ -5733,6 +7054,14 @@ var spine = (() => {
5733
7054
  this.color = new Color(1, 1, 1, 1);
5734
7055
  this.updateCache();
5735
7056
  }
7057
+ get scaleY() {
7058
+ return _Skeleton.yDown ? -this._scaleY : this._scaleY;
7059
+ }
7060
+ set scaleY(scaleY) {
7061
+ this._scaleY = scaleY;
7062
+ }
7063
+ /** Caches information about bones and constraints. Must be called if the {@link #getSkin()} is modified or if bones,
7064
+ * constraints, or weighted path attachments are added or removed. */
5736
7065
  updateCache() {
5737
7066
  let updateCache = this._updateCache;
5738
7067
  updateCache.length = 0;
@@ -5900,6 +7229,10 @@ var spine = (() => {
5900
7229
  bone.sorted = false;
5901
7230
  }
5902
7231
  }
7232
+ /** Updates the world transform for each bone and applies all constraints.
7233
+ *
7234
+ * See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine
7235
+ * Runtimes Guide. */
5903
7236
  updateWorldTransform() {
5904
7237
  let bones = this.bones;
5905
7238
  for (let i = 0, n = bones.length; i < n; i++) {
@@ -5939,10 +7272,12 @@ var spine = (() => {
5939
7272
  updatable.update();
5940
7273
  }
5941
7274
  }
7275
+ /** Sets the bones, constraints, and slots to their setup pose values. */
5942
7276
  setToSetupPose() {
5943
7277
  this.setBonesToSetupPose();
5944
7278
  this.setSlotsToSetupPose();
5945
7279
  }
7280
+ /** Sets the bones and constraints to their setup pose values. */
5946
7281
  setBonesToSetupPose() {
5947
7282
  let bones = this.bones;
5948
7283
  for (let i = 0, n = bones.length; i < n; i++)
@@ -5978,17 +7313,20 @@ var spine = (() => {
5978
7313
  constraint.mixY = data.mixY;
5979
7314
  }
5980
7315
  }
7316
+ /** Sets the slots and draw order to their setup pose values. */
5981
7317
  setSlotsToSetupPose() {
5982
7318
  let slots = this.slots;
5983
7319
  Utils.arrayCopy(slots, 0, this.drawOrder, 0, slots.length);
5984
7320
  for (let i = 0, n = slots.length; i < n; i++)
5985
7321
  slots[i].setToSetupPose();
5986
7322
  }
7323
+ /** @returns May return null. */
5987
7324
  getRootBone() {
5988
7325
  if (this.bones.length == 0)
5989
7326
  return null;
5990
7327
  return this.bones[0];
5991
7328
  }
7329
+ /** @returns May be null. */
5992
7330
  findBone(boneName) {
5993
7331
  if (!boneName)
5994
7332
  throw new Error("boneName cannot be null.");
@@ -6000,6 +7338,9 @@ var spine = (() => {
6000
7338
  }
6001
7339
  return null;
6002
7340
  }
7341
+ /** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it
7342
+ * repeatedly.
7343
+ * @returns May be null. */
6003
7344
  findSlot(slotName) {
6004
7345
  if (!slotName)
6005
7346
  throw new Error("slotName cannot be null.");
@@ -6011,12 +7352,25 @@ var spine = (() => {
6011
7352
  }
6012
7353
  return null;
6013
7354
  }
7355
+ /** Sets a skin by name.
7356
+ *
7357
+ * See {@link #setSkin()}. */
6014
7358
  setSkinByName(skinName) {
6015
7359
  let skin = this.data.findSkin(skinName);
6016
7360
  if (!skin)
6017
7361
  throw new Error("Skin not found: " + skinName);
6018
7362
  this.setSkin(skin);
6019
7363
  }
7364
+ /** Sets the skin used to look up attachments before looking in the {@link SkeletonData#defaultSkin default skin}. If the
7365
+ * skin is changed, {@link #updateCache()} is called.
7366
+ *
7367
+ * Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no
7368
+ * old skin, each slot's setup mode attachment is attached from the new skin.
7369
+ *
7370
+ * After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling
7371
+ * {@link #setSlotsToSetupPose()}. Also, often {@link AnimationState#apply()} is called before the next time the
7372
+ * skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin.
7373
+ * @param newSkin May be null. */
6020
7374
  setSkin(newSkin) {
6021
7375
  if (newSkin == this.skin)
6022
7376
  return;
@@ -6039,12 +7393,22 @@ var spine = (() => {
6039
7393
  this.skin = newSkin;
6040
7394
  this.updateCache();
6041
7395
  }
7396
+ /** Finds an attachment by looking in the {@link #skin} and {@link SkeletonData#defaultSkin} using the slot name and attachment
7397
+ * name.
7398
+ *
7399
+ * See {@link #getAttachment()}.
7400
+ * @returns May be null. */
6042
7401
  getAttachmentByName(slotName, attachmentName) {
6043
7402
  let slot = this.data.findSlot(slotName);
6044
7403
  if (!slot)
6045
7404
  throw new Error(`Can't find slot with name ${slotName}`);
6046
7405
  return this.getAttachment(slot.index, attachmentName);
6047
7406
  }
7407
+ /** Finds an attachment by looking in the {@link #skin} and {@link SkeletonData#defaultSkin} using the slot index and
7408
+ * attachment name. First the skin is checked and if the attachment was not found, the default skin is checked.
7409
+ *
7410
+ * See [Runtime skins](http://esotericsoftware.com/spine-runtime-skins) in the Spine Runtimes Guide.
7411
+ * @returns May be null. */
6048
7412
  getAttachment(slotIndex, attachmentName) {
6049
7413
  if (!attachmentName)
6050
7414
  throw new Error("attachmentName cannot be null.");
@@ -6057,6 +7421,9 @@ var spine = (() => {
6057
7421
  return this.data.defaultSkin.getAttachment(slotIndex, attachmentName);
6058
7422
  return null;
6059
7423
  }
7424
+ /** A convenience method to set an attachment by finding the slot with {@link #findSlot()}, finding the attachment with
7425
+ * {@link #getAttachment()}, then setting the slot's {@link Slot#attachment}.
7426
+ * @param attachmentName May be null to clear the slot's attachment. */
6060
7427
  setAttachment(slotName, attachmentName) {
6061
7428
  if (!slotName)
6062
7429
  throw new Error("slotName cannot be null.");
@@ -6076,6 +7443,9 @@ var spine = (() => {
6076
7443
  }
6077
7444
  throw new Error("Slot not found: " + slotName);
6078
7445
  }
7446
+ /** Finds an IK constraint by comparing each IK constraint's name. It is more efficient to cache the results of this method
7447
+ * than to call it repeatedly.
7448
+ * @return May be null. */
6079
7449
  findIkConstraint(constraintName) {
6080
7450
  if (!constraintName)
6081
7451
  throw new Error("constraintName cannot be null.");
@@ -6087,6 +7457,9 @@ var spine = (() => {
6087
7457
  }
6088
7458
  return null;
6089
7459
  }
7460
+ /** Finds a transform constraint by comparing each transform constraint's name. It is more efficient to cache the results of
7461
+ * this method than to call it repeatedly.
7462
+ * @return May be null. */
6090
7463
  findTransformConstraint(constraintName) {
6091
7464
  if (!constraintName)
6092
7465
  throw new Error("constraintName cannot be null.");
@@ -6098,6 +7471,9 @@ var spine = (() => {
6098
7471
  }
6099
7472
  return null;
6100
7473
  }
7474
+ /** Finds a path constraint by comparing each path constraint's name. It is more efficient to cache the results of this method
7475
+ * than to call it repeatedly.
7476
+ * @return May be null. */
6101
7477
  findPathConstraint(constraintName) {
6102
7478
  if (!constraintName)
6103
7479
  throw new Error("constraintName cannot be null.");
@@ -6109,12 +7485,18 @@ var spine = (() => {
6109
7485
  }
6110
7486
  return null;
6111
7487
  }
7488
+ /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose as `{ x: number, y: number, width: number, height: number }`.
7489
+ * Note that this method will create temporary objects which can add to garbage collection pressure. Use `getBounds()` if garbage collection is a concern. */
6112
7490
  getBoundsRect() {
6113
7491
  let offset = new Vector2();
6114
7492
  let size = new Vector2();
6115
7493
  this.getBounds(offset, size);
6116
7494
  return { x: offset.x, y: offset.y, width: size.x, height: size.y };
6117
7495
  }
7496
+ /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
7497
+ * @param offset An output value, the distance from the skeleton origin to the bottom left corner of the AABB.
7498
+ * @param size An output value, the width and height of the AABB.
7499
+ * @param temp Working memory to temporarily store attachments' computed world vertices. */
6118
7500
  getBounds(offset, size, temp = new Array(2)) {
6119
7501
  if (!offset)
6120
7502
  throw new Error("offset cannot be null.");
@@ -6153,30 +7535,59 @@ var spine = (() => {
6153
7535
  size.set(maxX - minX, maxY - minY);
6154
7536
  }
6155
7537
  };
7538
+ var Skeleton = _Skeleton;
7539
+ Skeleton.yDown = false;
6156
7540
 
6157
7541
  // spine-core/src/SkeletonData.ts
6158
7542
  var SkeletonData = class {
6159
7543
  constructor() {
7544
+ /** The skeleton's name, which by default is the name of the skeleton data file, if possible. May be null. */
6160
7545
  this.name = null;
7546
+ /** The skeleton's bones, sorted parent first. The root bone is always the first bone. */
6161
7547
  this.bones = new Array();
7548
+ // Ordered parents first.
7549
+ /** The skeleton's slots. */
6162
7550
  this.slots = new Array();
7551
+ // Setup pose draw order.
6163
7552
  this.skins = new Array();
7553
+ /** The skeleton's default skin. By default this skin contains all attachments that were not in a skin in Spine.
7554
+ *
7555
+ * See {@link Skeleton#getAttachmentByName()}.
7556
+ * May be null. */
6164
7557
  this.defaultSkin = null;
7558
+ /** The skeleton's events. */
6165
7559
  this.events = new Array();
7560
+ /** The skeleton's animations. */
6166
7561
  this.animations = new Array();
7562
+ /** The skeleton's IK constraints. */
6167
7563
  this.ikConstraints = new Array();
7564
+ /** The skeleton's transform constraints. */
6168
7565
  this.transformConstraints = new Array();
7566
+ /** The skeleton's path constraints. */
6169
7567
  this.pathConstraints = new Array();
7568
+ /** The X coordinate of the skeleton's axis aligned bounding box in the setup pose. */
6170
7569
  this.x = 0;
7570
+ /** The Y coordinate of the skeleton's axis aligned bounding box in the setup pose. */
6171
7571
  this.y = 0;
7572
+ /** The width of the skeleton's axis aligned bounding box in the setup pose. */
6172
7573
  this.width = 0;
7574
+ /** The height of the skeleton's axis aligned bounding box in the setup pose. */
6173
7575
  this.height = 0;
7576
+ /** The Spine version used to export the skeleton data, or null. */
6174
7577
  this.version = null;
7578
+ /** The skeleton data hash. This value will change if any of the skeleton data has changed. May be null. */
6175
7579
  this.hash = null;
7580
+ // Nonessential
7581
+ /** The dopesheet FPS in Spine. Available only when nonessential data was exported. */
6176
7582
  this.fps = 0;
7583
+ /** The path to the images directory as defined in Spine. Available only when nonessential data was exported. May be null. */
6177
7584
  this.imagesPath = null;
7585
+ /** The path to the audio directory as defined in Spine. Available only when nonessential data was exported. May be null. */
6178
7586
  this.audioPath = null;
6179
7587
  }
7588
+ /** Finds a bone by comparing each bone's name. It is more efficient to cache the results of this method than to call it
7589
+ * multiple times.
7590
+ * @returns May be null. */
6180
7591
  findBone(boneName) {
6181
7592
  if (!boneName)
6182
7593
  throw new Error("boneName cannot be null.");
@@ -6188,6 +7599,9 @@ var spine = (() => {
6188
7599
  }
6189
7600
  return null;
6190
7601
  }
7602
+ /** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it
7603
+ * multiple times.
7604
+ * @returns May be null. */
6191
7605
  findSlot(slotName) {
6192
7606
  if (!slotName)
6193
7607
  throw new Error("slotName cannot be null.");
@@ -6199,6 +7613,9 @@ var spine = (() => {
6199
7613
  }
6200
7614
  return null;
6201
7615
  }
7616
+ /** Finds a skin by comparing each skin's name. It is more efficient to cache the results of this method than to call it
7617
+ * multiple times.
7618
+ * @returns May be null. */
6202
7619
  findSkin(skinName) {
6203
7620
  if (!skinName)
6204
7621
  throw new Error("skinName cannot be null.");
@@ -6210,6 +7627,9 @@ var spine = (() => {
6210
7627
  }
6211
7628
  return null;
6212
7629
  }
7630
+ /** Finds an event by comparing each events's name. It is more efficient to cache the results of this method than to call it
7631
+ * multiple times.
7632
+ * @returns May be null. */
6213
7633
  findEvent(eventDataName) {
6214
7634
  if (!eventDataName)
6215
7635
  throw new Error("eventDataName cannot be null.");
@@ -6221,6 +7641,9 @@ var spine = (() => {
6221
7641
  }
6222
7642
  return null;
6223
7643
  }
7644
+ /** Finds an animation by comparing each animation's name. It is more efficient to cache the results of this method than to
7645
+ * call it multiple times.
7646
+ * @returns May be null. */
6224
7647
  findAnimation(animationName) {
6225
7648
  if (!animationName)
6226
7649
  throw new Error("animationName cannot be null.");
@@ -6232,6 +7655,9 @@ var spine = (() => {
6232
7655
  }
6233
7656
  return null;
6234
7657
  }
7658
+ /** Finds an IK constraint by comparing each IK constraint's name. It is more efficient to cache the results of this method
7659
+ * than to call it multiple times.
7660
+ * @return May be null. */
6235
7661
  findIkConstraint(constraintName) {
6236
7662
  if (!constraintName)
6237
7663
  throw new Error("constraintName cannot be null.");
@@ -6243,6 +7669,9 @@ var spine = (() => {
6243
7669
  }
6244
7670
  return null;
6245
7671
  }
7672
+ /** Finds a transform constraint by comparing each transform constraint's name. It is more efficient to cache the results of
7673
+ * this method than to call it multiple times.
7674
+ * @return May be null. */
6246
7675
  findTransformConstraint(constraintName) {
6247
7676
  if (!constraintName)
6248
7677
  throw new Error("constraintName cannot be null.");
@@ -6254,6 +7683,9 @@ var spine = (() => {
6254
7683
  }
6255
7684
  return null;
6256
7685
  }
7686
+ /** Finds a path constraint by comparing each path constraint's name. It is more efficient to cache the results of this method
7687
+ * than to call it multiple times.
7688
+ * @return May be null. */
6257
7689
  findPathConstraint(constraintName) {
6258
7690
  if (!constraintName)
6259
7691
  throw new Error("constraintName cannot be null.");
@@ -6284,6 +7716,7 @@ var spine = (() => {
6284
7716
  throw new Error("name cannot be null.");
6285
7717
  this.name = name;
6286
7718
  }
7719
+ /** Adds an attachment to the skin for the specified slot index and name. */
6287
7720
  setAttachment(slotIndex, name, attachment) {
6288
7721
  if (!attachment)
6289
7722
  throw new Error("attachment cannot be null.");
@@ -6294,6 +7727,7 @@ var spine = (() => {
6294
7727
  attachments[slotIndex] = {};
6295
7728
  attachments[slotIndex][name] = attachment;
6296
7729
  }
7730
+ /** Adds all attachments, bones, and constraints from the specified skin to this skin. */
6297
7731
  addSkin(skin) {
6298
7732
  for (let i = 0; i < skin.bones.length; i++) {
6299
7733
  let bone = skin.bones[i];
@@ -6325,6 +7759,8 @@ var spine = (() => {
6325
7759
  this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment);
6326
7760
  }
6327
7761
  }
7762
+ /** Adds all bones and constraints and copies of all attachments from the specified skin to this skin. Mesh attachments are not
7763
+ * copied, instead a new linked mesh is created. The attachment copies can be modified without affecting the originals. */
6328
7764
  copySkin(skin) {
6329
7765
  for (let i = 0; i < skin.bones.length; i++) {
6330
7766
  let bone = skin.bones[i];
@@ -6364,15 +7800,18 @@ var spine = (() => {
6364
7800
  }
6365
7801
  }
6366
7802
  }
7803
+ /** Returns the attachment for the specified slot index and name, or null. */
6367
7804
  getAttachment(slotIndex, name) {
6368
7805
  let dictionary = this.attachments[slotIndex];
6369
7806
  return dictionary ? dictionary[name] : null;
6370
7807
  }
7808
+ /** Removes the attachment in the skin for the specified slot index and name, if any. */
6371
7809
  removeAttachment(slotIndex, name) {
6372
7810
  let dictionary = this.attachments[slotIndex];
6373
7811
  if (dictionary)
6374
7812
  delete dictionary[name];
6375
7813
  }
7814
+ /** Returns all attachments in this skin. */
6376
7815
  getAttachments() {
6377
7816
  let entries = new Array();
6378
7817
  for (var i = 0; i < this.attachments.length; i++) {
@@ -6387,6 +7826,7 @@ var spine = (() => {
6387
7826
  }
6388
7827
  return entries;
6389
7828
  }
7829
+ /** Returns all attachments in this skin for the specified slot index. */
6390
7830
  getAttachmentsForSlot(slotIndex, attachments) {
6391
7831
  let slotAttachments = this.attachments[slotIndex];
6392
7832
  if (slotAttachments) {
@@ -6397,11 +7837,13 @@ var spine = (() => {
6397
7837
  }
6398
7838
  }
6399
7839
  }
7840
+ /** Clears all attachments, bones, and constraints. */
6400
7841
  clear() {
6401
7842
  this.attachments.length = 0;
6402
7843
  this.bones.length = 0;
6403
7844
  this.constraints.length = 0;
6404
7845
  }
7846
+ /** Attach each attachment in this skin if the corresponding attachment in the old skin is currently attached. */
6405
7847
  attachAll(skeleton, oldSkin) {
6406
7848
  let slotIndex = 0;
6407
7849
  for (let i = 0; i < skeleton.slots.length; i++) {
@@ -6427,10 +7869,17 @@ var spine = (() => {
6427
7869
  // spine-core/src/SlotData.ts
6428
7870
  var SlotData = class {
6429
7871
  constructor(index, name, boneData) {
7872
+ /** The index of the slot in {@link Skeleton#getSlots()}. */
6430
7873
  this.index = 0;
7874
+ /** The color used to tint the slot's attachment. If {@link #getDarkColor()} is set, this is used as the light color for two
7875
+ * color tinting. */
6431
7876
  this.color = new Color(1, 1, 1, 1);
7877
+ /** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark
7878
+ * color's alpha is not used. */
6432
7879
  this.darkColor = null;
7880
+ /** The name of the attachment that is visible for this slot in the setup pose, or null if no attachment is visible. */
6433
7881
  this.attachmentName = null;
7882
+ /** The blend mode for drawing the slot's attachment. */
6434
7883
  this.blendMode = BlendMode.Normal;
6435
7884
  if (index < 0)
6436
7885
  throw new Error("index must be >= 0.");
@@ -6443,19 +7892,21 @@ var spine = (() => {
6443
7892
  this.boneData = boneData;
6444
7893
  }
6445
7894
  };
6446
- var BlendMode;
6447
- (function(BlendMode2) {
7895
+ var BlendMode = /* @__PURE__ */ ((BlendMode2) => {
6448
7896
  BlendMode2[BlendMode2["Normal"] = 0] = "Normal";
6449
7897
  BlendMode2[BlendMode2["Additive"] = 1] = "Additive";
6450
7898
  BlendMode2[BlendMode2["Multiply"] = 2] = "Multiply";
6451
7899
  BlendMode2[BlendMode2["Screen"] = 3] = "Screen";
6452
- })(BlendMode || (BlendMode = {}));
7900
+ return BlendMode2;
7901
+ })(BlendMode || {});
6453
7902
 
6454
7903
  // spine-core/src/TransformConstraintData.ts
6455
7904
  var TransformConstraintData = class extends ConstraintData {
6456
7905
  constructor(name) {
6457
7906
  super(name, 0, false);
7907
+ /** The bones that will be modified by this transform constraint. */
6458
7908
  this.bones = new Array();
7909
+ /** The target bone whose world transform will be copied to the constrained bones. */
6459
7910
  this._target = null;
6460
7911
  this.mixRotate = 0;
6461
7912
  this.mixX = 0;
@@ -6463,11 +7914,17 @@ var spine = (() => {
6463
7914
  this.mixScaleX = 0;
6464
7915
  this.mixScaleY = 0;
6465
7916
  this.mixShearY = 0;
7917
+ /** An offset added to the constrained bone rotation. */
6466
7918
  this.offsetRotation = 0;
7919
+ /** An offset added to the constrained bone X translation. */
6467
7920
  this.offsetX = 0;
7921
+ /** An offset added to the constrained bone Y translation. */
6468
7922
  this.offsetY = 0;
7923
+ /** An offset added to the constrained bone scaleX. */
6469
7924
  this.offsetScaleX = 0;
7925
+ /** An offset added to the constrained bone scaleY. */
6470
7926
  this.offsetScaleY = 0;
7927
+ /** An offset added to the constrained bone shearY. */
6471
7928
  this.offsetShearY = 0;
6472
7929
  this.relative = false;
6473
7930
  this.local = false;
@@ -6486,6 +7943,10 @@ var spine = (() => {
6486
7943
  // spine-core/src/SkeletonBinary.ts
6487
7944
  var SkeletonBinary = class {
6488
7945
  constructor(attachmentLoader) {
7946
+ /** Scales bone positions, image sizes, and translations as they are loaded. This allows different size images to be used at
7947
+ * runtime than were used in Spine.
7948
+ *
7949
+ * See [Scaling](http://esotericsoftware.com/spine-loading-skeleton-data#Scaling) in the Spine Runtimes Guide. */
6489
7950
  this.scale = 1;
6490
7951
  this.linkedMeshes = new Array();
6491
7952
  this.attachmentLoader = attachmentLoader;
@@ -6618,10 +8079,10 @@ var spine = (() => {
6618
8079
  data.rotateMode = input.readInt(true);
6619
8080
  data.offsetRotation = input.readFloat();
6620
8081
  data.position = input.readFloat();
6621
- if (data.positionMode == PositionMode.Fixed)
8082
+ if (data.positionMode == 0 /* Fixed */)
6622
8083
  data.position *= scale;
6623
8084
  data.spacing = input.readFloat();
6624
- if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed)
8085
+ if (data.spacingMode == 0 /* Length */ || data.spacingMode == 1 /* Fixed */)
6625
8086
  data.spacing *= scale;
6626
8087
  data.mixRotate = input.readFloat();
6627
8088
  data.mixX = input.readFloat();
@@ -7246,10 +8707,18 @@ var spine = (() => {
7246
8707
  for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
7247
8708
  switch (input.readByte()) {
7248
8709
  case PATH_POSITION:
7249
- timelines.push(readTimeline1(input, new PathConstraintPositionTimeline(input.readInt(true), input.readInt(true), index), data.positionMode == PositionMode.Fixed ? scale : 1));
8710
+ timelines.push(readTimeline1(
8711
+ input,
8712
+ new PathConstraintPositionTimeline(input.readInt(true), input.readInt(true), index),
8713
+ data.positionMode == 0 /* Fixed */ ? scale : 1
8714
+ ));
7250
8715
  break;
7251
8716
  case PATH_SPACING:
7252
- timelines.push(readTimeline1(input, new PathConstraintSpacingTimeline(input.readInt(true), input.readInt(true), index), data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed ? scale : 1));
8717
+ timelines.push(readTimeline1(
8718
+ input,
8719
+ new PathConstraintSpacingTimeline(input.readInt(true), input.readInt(true), index),
8720
+ data.spacingMode == 0 /* Length */ || data.spacingMode == 1 /* Fixed */ ? scale : 1
8721
+ ));
7253
8722
  break;
7254
8723
  case PATH_MIX:
7255
8724
  let timeline = new PathConstraintMixTimeline(input.readInt(true), input.readInt(true), index);
@@ -7340,7 +8809,13 @@ var spine = (() => {
7340
8809
  for (let frame = 0; frame < frameCount; frame++) {
7341
8810
  let time = input.readFloat();
7342
8811
  let modeAndIndex = input.readInt32();
7343
- timeline.setFrame(frame, time, SequenceModeValues[modeAndIndex & 15], modeAndIndex >> 4, input.readFloat());
8812
+ timeline.setFrame(
8813
+ frame,
8814
+ time,
8815
+ SequenceModeValues[modeAndIndex & 15],
8816
+ modeAndIndex >> 4,
8817
+ input.readFloat()
8818
+ );
7344
8819
  }
7345
8820
  timelines.push(timeline);
7346
8821
  break;
@@ -7501,8 +8976,7 @@ var spine = (() => {
7501
8976
  this.vertices = vertices;
7502
8977
  }
7503
8978
  };
7504
- var AttachmentType;
7505
- (function(AttachmentType2) {
8979
+ var AttachmentType = /* @__PURE__ */ ((AttachmentType2) => {
7506
8980
  AttachmentType2[AttachmentType2["Region"] = 0] = "Region";
7507
8981
  AttachmentType2[AttachmentType2["BoundingBox"] = 1] = "BoundingBox";
7508
8982
  AttachmentType2[AttachmentType2["Mesh"] = 2] = "Mesh";
@@ -7510,7 +8984,8 @@ var spine = (() => {
7510
8984
  AttachmentType2[AttachmentType2["Path"] = 4] = "Path";
7511
8985
  AttachmentType2[AttachmentType2["Point"] = 5] = "Point";
7512
8986
  AttachmentType2[AttachmentType2["Clipping"] = 6] = "Clipping";
7513
- })(AttachmentType || (AttachmentType = {}));
8987
+ return AttachmentType2;
8988
+ })(AttachmentType || {});
7514
8989
  function readTimeline1(input, timeline, scale) {
7515
8990
  let time = input.readFloat(), value = input.readFloat() * scale;
7516
8991
  for (let frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1; ; frame++) {
@@ -7581,16 +9056,26 @@ var spine = (() => {
7581
9056
  // spine-core/src/SkeletonBounds.ts
7582
9057
  var SkeletonBounds = class {
7583
9058
  constructor() {
9059
+ /** The left edge of the axis aligned bounding box. */
7584
9060
  this.minX = 0;
9061
+ /** The bottom edge of the axis aligned bounding box. */
7585
9062
  this.minY = 0;
9063
+ /** The right edge of the axis aligned bounding box. */
7586
9064
  this.maxX = 0;
9065
+ /** The top edge of the axis aligned bounding box. */
7587
9066
  this.maxY = 0;
9067
+ /** The visible bounding boxes. */
7588
9068
  this.boundingBoxes = new Array();
9069
+ /** The world vertices for the bounding box polygons. */
7589
9070
  this.polygons = new Array();
7590
9071
  this.polygonPool = new Pool(() => {
7591
9072
  return Utils.newFloatArray(16);
7592
9073
  });
7593
9074
  }
9075
+ /** Clears any previous polygons, finds all visible bounding box attachments, and computes the world vertices for each bounding
9076
+ * box's polygon.
9077
+ * @param updateAabb If true, the axis aligned bounding box containing all the polygons is computed. If false, the
9078
+ * SkeletonBounds AABB methods will always return true. */
7594
9079
  update(skeleton, updateAabb) {
7595
9080
  if (!skeleton)
7596
9081
  throw new Error("skeleton cannot be null.");
@@ -7647,9 +9132,11 @@ var spine = (() => {
7647
9132
  this.maxX = maxX;
7648
9133
  this.maxY = maxY;
7649
9134
  }
9135
+ /** Returns true if the axis aligned bounding box contains the point. */
7650
9136
  aabbContainsPoint(x, y) {
7651
9137
  return x >= this.minX && x <= this.maxX && y >= this.minY && y <= this.maxY;
7652
9138
  }
9139
+ /** Returns true if the axis aligned bounding box intersects the line segment. */
7653
9140
  aabbIntersectsSegment(x1, y1, x2, y2) {
7654
9141
  let minX = this.minX;
7655
9142
  let minY = this.minY;
@@ -7672,9 +9159,12 @@ var spine = (() => {
7672
9159
  return true;
7673
9160
  return false;
7674
9161
  }
9162
+ /** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */
7675
9163
  aabbIntersectsSkeleton(bounds) {
7676
9164
  return this.minX < bounds.maxX && this.maxX > bounds.minX && this.minY < bounds.maxY && this.maxY > bounds.minY;
7677
9165
  }
9166
+ /** Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more
9167
+ * efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true. */
7678
9168
  containsPoint(x, y) {
7679
9169
  let polygons = this.polygons;
7680
9170
  for (let i = 0, n = polygons.length; i < n; i++)
@@ -7682,6 +9172,7 @@ var spine = (() => {
7682
9172
  return this.boundingBoxes[i];
7683
9173
  return null;
7684
9174
  }
9175
+ /** Returns true if the polygon contains the point. */
7685
9176
  containsPointPolygon(polygon, x, y) {
7686
9177
  let vertices = polygon;
7687
9178
  let nn = polygon.length;
@@ -7699,6 +9190,9 @@ var spine = (() => {
7699
9190
  }
7700
9191
  return inside;
7701
9192
  }
9193
+ /** Returns the first bounding box attachment that contains any part of the line segment, or null. When doing many checks, it
9194
+ * is usually more efficient to only call this method if {@link #aabbIntersectsSegment()} returns
9195
+ * true. */
7702
9196
  intersectsSegment(x1, y1, x2, y2) {
7703
9197
  let polygons = this.polygons;
7704
9198
  for (let i = 0, n = polygons.length; i < n; i++)
@@ -7706,6 +9200,7 @@ var spine = (() => {
7706
9200
  return this.boundingBoxes[i];
7707
9201
  return null;
7708
9202
  }
9203
+ /** Returns true if the polygon contains any part of the line segment. */
7709
9204
  intersectsSegmentPolygon(polygon, x1, y1, x2, y2) {
7710
9205
  let vertices = polygon;
7711
9206
  let nn = polygon.length;
@@ -7728,15 +9223,18 @@ var spine = (() => {
7728
9223
  }
7729
9224
  return false;
7730
9225
  }
9226
+ /** Returns the polygon for the specified bounding box, or null. */
7731
9227
  getPolygon(boundingBox) {
7732
9228
  if (!boundingBox)
7733
9229
  throw new Error("boundingBox cannot be null.");
7734
9230
  let index = this.boundingBoxes.indexOf(boundingBox);
7735
9231
  return index == -1 ? null : this.polygons[index];
7736
9232
  }
9233
+ /** The width of the axis aligned bounding box. */
7737
9234
  getWidth() {
7738
9235
  return this.maxX - this.minX;
7739
9236
  }
9237
+ /** The height of the axis aligned bounding box. */
7740
9238
  getHeight() {
7741
9239
  return this.maxY - this.minY;
7742
9240
  }
@@ -7940,7 +9438,14 @@ var spine = (() => {
7940
9438
  let previous = indices[(vertexCount + index - 1) % vertexCount] << 1;
7941
9439
  let current = indices[index] << 1;
7942
9440
  let next = indices[(index + 1) % vertexCount] << 1;
7943
- return !this.positiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next], vertices[next + 1]);
9441
+ return !this.positiveArea(
9442
+ vertices[previous],
9443
+ vertices[previous + 1],
9444
+ vertices[current],
9445
+ vertices[current + 1],
9446
+ vertices[next],
9447
+ vertices[next + 1]
9448
+ );
7944
9449
  }
7945
9450
  static positiveArea(p1x, p1y, p2x, p2y, p3x, p3y) {
7946
9451
  return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0;
@@ -8130,6 +9635,8 @@ var spine = (() => {
8130
9635
  }
8131
9636
  }
8132
9637
  }
9638
+ /** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping
9639
+ * area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list. */
8133
9640
  clip(x1, y1, x2, y2, x3, y3, clippingArea, output) {
8134
9641
  let originalOutput = output;
8135
9642
  let clipped = false;
@@ -8241,6 +9748,10 @@ var spine = (() => {
8241
9748
  // spine-core/src/SkeletonJson.ts
8242
9749
  var SkeletonJson = class {
8243
9750
  constructor(attachmentLoader) {
9751
+ /** Scales bone positions, image sizes, and translations as they are loaded. This allows different size images to be used at
9752
+ * runtime than were used in Spine.
9753
+ *
9754
+ * See [Scaling](http://esotericsoftware.com/spine-loading-skeleton-data#Scaling) in the Spine Runtimes Guide. */
8244
9755
  this.scale = 1;
8245
9756
  this.linkedMeshes = new Array();
8246
9757
  this.attachmentLoader = attachmentLoader;
@@ -8386,10 +9897,10 @@ var spine = (() => {
8386
9897
  data.rotateMode = Utils.enumValue(RotateMode, getValue(constraintMap, "rotateMode", "Tangent"));
8387
9898
  data.offsetRotation = getValue(constraintMap, "rotation", 0);
8388
9899
  data.position = getValue(constraintMap, "position", 0);
8389
- if (data.positionMode == PositionMode.Fixed)
9900
+ if (data.positionMode == 0 /* Fixed */)
8390
9901
  data.position *= scale;
8391
9902
  data.spacing = getValue(constraintMap, "spacing", 0);
8392
- if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed)
9903
+ if (data.spacingMode == 0 /* Length */ || data.spacingMode == 1 /* Fixed */)
8393
9904
  data.spacing *= scale;
8394
9905
  data.mixRotate = getValue(constraintMap, "mixRotate", 1);
8395
9906
  data.mixX = getValue(constraintMap, "mixX", 1);
@@ -8930,10 +10441,10 @@ var spine = (() => {
8930
10441
  let frames = timelineMap.length;
8931
10442
  if (timelineName === "position") {
8932
10443
  let timeline = new PathConstraintPositionTimeline(frames, frames, constraintIndex);
8933
- timelines.push(readTimeline12(timelineMap, timeline, 0, constraint.positionMode == PositionMode.Fixed ? scale : 1));
10444
+ timelines.push(readTimeline12(timelineMap, timeline, 0, constraint.positionMode == 0 /* Fixed */ ? scale : 1));
8934
10445
  } else if (timelineName === "spacing") {
8935
10446
  let timeline = new PathConstraintSpacingTimeline(frames, frames, constraintIndex);
8936
- timelines.push(readTimeline12(timelineMap, timeline, 0, constraint.spacingMode == SpacingMode.Length || constraint.spacingMode == SpacingMode.Fixed ? scale : 1));
10447
+ timelines.push(readTimeline12(timelineMap, timeline, 0, constraint.spacingMode == 0 /* Length */ || constraint.spacingMode == 1 /* Fixed */ ? scale : 1));
8937
10448
  } else if (timelineName === "mix") {
8938
10449
  let timeline = new PathConstraintMixTimeline(frames, frames * 3, constraintIndex);
8939
10450
  let time = getValue(keyMap, "time", 0);
@@ -9187,6 +10698,6 @@ var spine = (() => {
9187
10698
  }(new Float32Array(1));
9188
10699
  }
9189
10700
  })();
9190
- return src_exports;
10701
+ return __toCommonJS(src_exports);
9191
10702
  })();
9192
10703
  //# sourceMappingURL=spine-core.js.map