@galacean/engine-spine 4.2.2 → 4.2.4

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.
Files changed (63) hide show
  1. package/dist/browser.js +1 -1
  2. package/dist/main.js +677 -251
  3. package/dist/main.js.map +1 -1
  4. package/dist/miniprogram.js +677 -251
  5. package/dist/module.js +678 -253
  6. package/dist/module.js.map +1 -1
  7. package/package.json +5 -4
  8. package/types/renderer/SpineAnimationRenderer.d.ts +18 -7
  9. package/types/renderer/SpineGenerator.d.ts +3 -4
  10. package/types/renderer/SpineMaterial.d.ts +23 -1
  11. package/types/SpineAnimation.d.ts +0 -48
  12. package/types/SpineLoader.d.ts +0 -32
  13. package/types/SpineMaterial.d.ts +0 -6
  14. package/types/SpineRenderer.d.ts +0 -38
  15. package/types/core/MeshGenerator.d.ts +0 -43
  16. package/types/core/SpineMesh.d.ts +0 -11
  17. package/types/spine-core/Animation.d.ts +0 -378
  18. package/types/spine-core/AnimationState.d.ts +0 -365
  19. package/types/spine-core/AnimationStateData.d.ts +0 -23
  20. package/types/spine-core/AssetManager.d.ts +0 -36
  21. package/types/spine-core/AtlasAttachmentLoader.d.ts +0 -23
  22. package/types/spine-core/BlendMode.d.ts +0 -7
  23. package/types/spine-core/Bone.d.ts +0 -110
  24. package/types/spine-core/BoneData.d.ts +0 -44
  25. package/types/spine-core/ConstraintData.d.ts +0 -7
  26. package/types/spine-core/Event.d.ts +0 -16
  27. package/types/spine-core/EventData.d.ts +0 -13
  28. package/types/spine-core/IkConstraint.d.ts +0 -38
  29. package/types/spine-core/IkConstraintData.d.ts +0 -26
  30. package/types/spine-core/PathConstraint.d.ts +0 -46
  31. package/types/spine-core/PathConstraintData.d.ts +0 -52
  32. package/types/spine-core/SharedAssetManager.d.ts +0 -19
  33. package/types/spine-core/Skeleton.d.ts +0 -134
  34. package/types/spine-core/SkeletonBinary.d.ts +0 -49
  35. package/types/spine-core/SkeletonBounds.d.ts +0 -48
  36. package/types/spine-core/SkeletonClipping.d.ts +0 -22
  37. package/types/spine-core/SkeletonData.d.ts +0 -89
  38. package/types/spine-core/SkeletonJson.d.ts +0 -34
  39. package/types/spine-core/Skin.d.ts +0 -43
  40. package/types/spine-core/Slot.d.ts +0 -42
  41. package/types/spine-core/SlotData.d.ts +0 -23
  42. package/types/spine-core/Texture.d.ts +0 -46
  43. package/types/spine-core/TextureAtlas.d.ts +0 -30
  44. package/types/spine-core/TransformConstraint.d.ts +0 -36
  45. package/types/spine-core/TransformConstraintData.d.ts +0 -34
  46. package/types/spine-core/Triangulator.d.ts +0 -14
  47. package/types/spine-core/Updatable.d.ts +0 -9
  48. package/types/spine-core/Utils.d.ts +0 -124
  49. package/types/spine-core/VertexEffect.d.ts +0 -7
  50. package/types/spine-core/attachments/Attachment.d.ts +0 -43
  51. package/types/spine-core/attachments/AttachmentLoader.d.ts +0 -25
  52. package/types/spine-core/attachments/AttachmentType.d.ts +0 -9
  53. package/types/spine-core/attachments/BoundingBoxAttachment.d.ts +0 -12
  54. package/types/spine-core/attachments/ClippingAttachment.d.ts +0 -14
  55. package/types/spine-core/attachments/MeshAttachment.d.ts +0 -46
  56. package/types/spine-core/attachments/PathAttachment.d.ts +0 -19
  57. package/types/spine-core/attachments/PointAttachment.d.ts +0 -20
  58. package/types/spine-core/attachments/RegionAttachment.d.ts +0 -88
  59. package/types/spine-core/polyfills.d.ts +0 -3
  60. package/types/spine-core/vertexeffects/JitterEffect.d.ts +0 -11
  61. package/types/spine-core/vertexeffects/SwirlEffect.d.ts +0 -16
  62. package/types/types.d.ts +0 -4
  63. package/types/util/BlendMode.d.ts +0 -4
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45
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  return c > 3 && r && Object.defineProperty(target, key, r), r;
46
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  }
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+ function __generator(thisArg, body) {
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+ var _ = {
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+ }), g;
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+ n,
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@@ -203,8 +294,9 @@ var Color = /*#__PURE__*/ function() {
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  color.b = (value & 0x000000ff) / 255;
205
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  };
206
- Color.fromString = function fromString(hex) {
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- return new Color().setFromString(hex);
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+ Color.fromString = function fromString(hex, color) {
298
+ if (color === void 0) color = new Color();
299
+ return color.setFromString(hex);
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209
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  return Color;
210
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  }();
@@ -2828,18 +2920,16 @@ function _create_class(Constructor, protoProps, staticProps) {
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  var finished = this.updateMixingFrom(from, delta);
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  from.animationLast = from.nextAnimationLast;
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  from.trackLast = from.nextTrackLast;
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- if (to.nextTrackLast != -1) {
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- var discard = to.mixTime == 0 && from.mixTime == 0; // Discard the from entry when neither have advanced yet.
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2837
- if (from.mixingFrom != null) from.mixingFrom.mixingTo = to;
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- to.interruptAlpha = from.interruptAlpha;
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- this.queue.end(from);
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- }
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- return finished;
2923
+ // The from entry was applied at least once and the mix is complete.
2924
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2925
+ // Mixing is complete for all entries before the from entry or the mix is instantaneous.
2926
+ if (from.totalAlpha == 0 || to.mixDuration == 0) {
2927
+ to.mixingFrom = from.mixingFrom;
2928
+ if (from.mixingFrom != null) from.mixingFrom.mixingTo = to;
2929
+ to.interruptAlpha = from.interruptAlpha;
2930
+ this.queue.end(from);
2842
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  }
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+ return finished;
2843
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  }
2844
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  from.trackTime += delta * from.timeScale;
2845
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  to.mixTime += delta;
@@ -3204,10 +3294,11 @@ function _create_class(Constructor, protoProps, staticProps) {
3204
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  if (!last) {
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  this.setCurrent(trackIndex, entry, true);
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  this.queue.drain();
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+ if (delay < 0) delay = 0;
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  } else {
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  last.next = entry;
3209
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  entry.previous = last;
3210
- if (delay <= 0) delay += last.getTrackComplete() - entry.mixDuration;
3301
+ if (delay <= 0) delay = Math.max(delay + last.getTrackComplete() - entry.mixDuration, 0);
3211
3302
  }
3212
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  entry.delay = delay;
3213
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  return entry;
@@ -3246,7 +3337,7 @@ function _create_class(Constructor, protoProps, staticProps) {
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  if (mixDuration === void 0) mixDuration = 0;
3247
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  if (delay === void 0) delay = 0;
3248
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  var entry = this.addAnimationWith(trackIndex, AnimationState.emptyAnimation(), false, delay);
3249
- if (delay <= 0) entry.delay += entry.mixDuration - mixDuration;
3340
+ if (delay <= 0) entry.delay = Math.max(entry.delay + entry.mixDuration - mixDuration, 0);
3250
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  entry.mixDuration = mixDuration;
3251
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  entry.trackEnd = mixDuration;
3252
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  return entry;
@@ -3500,7 +3591,10 @@ AnimationState._emptyAnimation = new Animation("<empty>", [], 0);
3500
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  var _proto = TrackEntry.prototype;
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  _proto.setMixDurationWithDelay = function setMixDurationWithDelay(mixDuration, delay) {
3502
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  this._mixDuration = mixDuration;
3503
- if (this.previous != null && delay <= 0) delay += this.previous.getTrackComplete() - mixDuration;
3594
+ if (delay <= 0) {
3595
+ if (this.previous != null) delay = Math.max(delay + this.previous.getTrackComplete() - mixDuration, 0);
3596
+ else delay = 0;
3597
+ }
3504
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  this.delay = delay;
3505
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  };
3506
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  _proto.reset = function reset() {
@@ -3723,17 +3817,17 @@ var CURRENT = 2;
3723
3817
 
3724
3818
  /******************************************************************************
3725
3819
  * Spine Runtimes License Agreement
3726
- * Last updated July 28, 2023. Replaces all prior versions.
3820
+ * Last updated April 5, 2025. Replaces all prior versions.
3727
3821
  *
3728
- * Copyright (c) 2013-2023, Esoteric Software LLC
3822
+ * Copyright (c) 2013-2025, Esoteric Software LLC
3729
3823
  *
3730
3824
  * Integration of the Spine Runtimes into software or otherwise creating
3731
3825
  * derivative works of the Spine Runtimes is permitted under the terms and
3732
3826
  * conditions of Section 2 of the Spine Editor License Agreement:
3733
3827
  * http://esotericsoftware.com/spine-editor-license
3734
3828
  *
3735
- * Otherwise, it is permitted to integrate the Spine Runtimes into software or
3736
- * otherwise create derivative works of the Spine Runtimes (collectively,
3829
+ * Otherwise, it is permitted to integrate the Spine Runtimes into software
3830
+ * or otherwise create derivative works of the Spine Runtimes (collectively,
3737
3831
  * "Products"), provided that each user of the Products must obtain their own
3738
3832
  * Spine Editor license and redistribution of the Products in any form must
3739
3833
  * include this license and copyright notice.
@@ -3746,8 +3840,8 @@ var CURRENT = 2;
3746
3840
  * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
3747
3841
  * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
3748
3842
  * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
3749
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
3750
- * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
3843
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
3844
+ * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
3751
3845
  *****************************************************************************/ /** Stores mix (crossfade) durations to be applied when {@link AnimationState} animations are changed. */ var AnimationStateData = /*#__PURE__*/ function() {
3752
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  function AnimationStateData(skeletonData) {
3753
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  this.animationToMixTime = {};
@@ -4199,7 +4293,7 @@ var TextureAtlasRegion = /*#__PURE__*/ function(TextureRegion) {
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  this.copyTo(copy);
4200
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  copy.regionUVs = new Array(this.regionUVs.length);
4201
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  Utils.arrayCopy(this.regionUVs, 0, copy.regionUVs, 0, this.regionUVs.length);
4202
- copy.uvs = new Array(this.uvs.length);
4296
+ copy.uvs = _instanceof1(this.uvs, Float32Array) ? Utils.newFloatArray(this.uvs.length) : new Array(this.uvs.length);
4203
4297
  Utils.arrayCopy(this.uvs, 0, copy.uvs, 0, this.uvs.length);
4204
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  copy.triangles = new Array(this.triangles.length);
4205
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  Utils.arrayCopy(this.triangles, 0, copy.triangles, 0, this.triangles.length);
@@ -4863,17 +4957,17 @@ RegionAttachment.V4 = 31;
4863
4957
 
4864
4958
  /******************************************************************************
4865
4959
  * Spine Runtimes License Agreement
4866
- * Last updated July 28, 2023. Replaces all prior versions.
4960
+ * Last updated April 5, 2025. Replaces all prior versions.
4867
4961
  *
4868
- * Copyright (c) 2013-2023, Esoteric Software LLC
4962
+ * Copyright (c) 2013-2025, Esoteric Software LLC
4869
4963
  *
4870
4964
  * Integration of the Spine Runtimes into software or otherwise creating
4871
4965
  * derivative works of the Spine Runtimes is permitted under the terms and
4872
4966
  * conditions of Section 2 of the Spine Editor License Agreement:
4873
4967
  * http://esotericsoftware.com/spine-editor-license
4874
4968
  *
4875
- * Otherwise, it is permitted to integrate the Spine Runtimes into software or
4876
- * otherwise create derivative works of the Spine Runtimes (collectively,
4969
+ * Otherwise, it is permitted to integrate the Spine Runtimes into software
4970
+ * or otherwise create derivative works of the Spine Runtimes (collectively,
4877
4971
  * "Products"), provided that each user of the Products must obtain their own
4878
4972
  * Spine Editor license and redistribution of the Products in any form must
4879
4973
  * include this license and copyright notice.
@@ -4886,8 +4980,8 @@ RegionAttachment.V4 = 31;
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  * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
4887
4981
  * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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  * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
4889
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
4890
- * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
4983
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
4984
+ * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
4891
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  *****************************************************************************/ /** The base class for all constraint datas. */ var ConstraintData = function ConstraintData(name, order, skinRequired) {
4892
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  this.name = name;
4893
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  this.order = order;
@@ -4895,18 +4989,46 @@ RegionAttachment.V4 = 31;
4895
4989
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4896
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  ;
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4992
+ function asyncGeneratorStep(gen, resolve, reject, _next, _throw, key, arg) {
4993
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4994
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4995
+ var value = info.value;
4996
+ } catch (error) {
4997
+ reject(error);
4998
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4999
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5000
+ if (info.done) resolve(value);
5001
+ else Promise.resolve(value).then(_next, _throw);
5002
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5003
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+ return new Promise(function(resolve, reject) {
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+ var gen = fn.apply(self, args);
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5011
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5012
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5013
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5014
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5015
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5016
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5017
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5018
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5020
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5021
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5022
  if (downloader === void 0) downloader = new Downloader();
5023
+ if (cache === void 0) cache = new AssetCache();
4902
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  this.pathPrefix = "";
4903
- this.assets = {};
4904
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4905
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4906
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4907
5028
  this.textureLoader = textureLoader;
4908
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  this.pathPrefix = pathPrefix;
4909
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  this.downloader = downloader;
5031
+ this.cache = cache;
4910
5032
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4911
5033
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4912
5034
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@@ -4916,7 +5038,8 @@ var AssetManagerBase = /*#__PURE__*/ function() {
4916
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4918
5040
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4919
- this.assets[path] = asset;
5041
+ this.cache.assets[path] = asset;
5042
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4920
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  if (callback) callback(path, asset);
4921
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4922
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@@ -4948,10 +5071,16 @@ var AssetManagerBase = /*#__PURE__*/ function() {
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4951
- this.downloader.downloadBinary(path, function(data) {
4952
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4953
- }, function(status, responseText) {
4954
- _this.error(error, path, "Couldn't load binary " + path + ": status " + status + ", " + responseText);
5074
+ if (this.reuseAssets(path, success, error)) return;
5075
+ this.cache.assetsLoaded[path] = new Promise(function(resolve, reject) {
5076
+ _this.downloader.downloadBinary(path, function(data) {
5077
+ _this.success(success, path, data);
5078
+ resolve(data);
5079
+ }, function(status, responseText) {
5080
+ var errorMsg = "Couldn't load binary " + path + ": status " + status + ", " + responseText;
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+ _this.error(error, path, errorMsg);
5082
+ reject(errorMsg);
5083
+ });
4955
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  });
4956
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  _proto.loadText = function loadText(path, success, error) {
@@ -4970,46 +5099,83 @@ var AssetManagerBase = /*#__PURE__*/ function() {
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  if (success === void 0) success = function() {};
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  path = this.start(path);
4973
- this.downloader.downloadJson(path, function(data) {
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- _this.success(success, path, data);
4975
- }, function(status, responseText) {
4976
- _this.error(error, path, "Couldn't load JSON " + path + ": status " + status + ", " + responseText);
5102
+ if (this.reuseAssets(path, success, error)) return;
5103
+ this.cache.assetsLoaded[path] = new Promise(function(resolve, reject) {
5104
+ _this.downloader.downloadJson(path, function(data) {
5105
+ _this.success(success, path, data);
5106
+ resolve(data);
5107
+ }, function(status, responseText) {
5108
+ var errorMsg = "Couldn't load JSON " + path + ": status " + status + ", " + responseText;
5109
+ _this.error(error, path, errorMsg);
5110
+ reject(errorMsg);
5111
+ });
4977
5112
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4978
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4979
- _proto.loadTexture = function loadTexture(path, success, error) {
5114
+ _proto.reuseAssets = function reuseAssets(path, success, error) {
4980
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  var _this = this;
4981
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  if (success === void 0) success = function() {};
4982
5117
  if (error === void 0) error = function() {};
4983
- path = this.start(path);
4984
- var isBrowser = !!(typeof engineMiniprogramAdapter.window !== 'undefined' && typeof engineMiniprogramAdapter.navigator !== 'undefined' && engineMiniprogramAdapter.window.document);
4985
- var isWebWorker = !isBrowser; // && typeof importScripts !== 'undefined';
4986
- if (isWebWorker) {
4987
- fetch(path, {
4988
- mode: "cors"
4989
- }).then(function(response) {
4990
- if (response.ok) return response.blob();
4991
- _this.error(error, path, "Couldn't load image: " + path);
4992
- return null;
4993
- }).then(function(blob) {
4994
- return blob ? createImageBitmap(blob, {
4995
- premultiplyAlpha: "none",
4996
- colorSpaceConversion: "none"
4997
- }) : null;
4998
- }).then(function(bitmap) {
4999
- if (bitmap) _this.success(success, path, _this.textureLoader(bitmap));
5118
+ var loadedStatus = this.cache.assetsLoaded[path];
5119
+ var alreadyExistsOrLoading = loadedStatus !== undefined;
5120
+ if (alreadyExistsOrLoading) {
5121
+ this.cache.assetsLoaded[path] = loadedStatus.then(function(data) {
5122
+ // necessary when user preloads an image into the cache.
5123
+ // texture loader is not avaiable in the cache, so we transform in GLTexture at first use
5124
+ data = _instanceof1(data, engineMiniprogramAdapter.Image) || _instanceof1(data, ImageBitmap) ? _this.textureLoader(data) : data;
5125
+ _this.success(success, path, data);
5126
+ return data;
5127
+ }).catch(function(errorMsg) {
5128
+ return _this.error(error, path, errorMsg);
5000
5129
  });
5001
- } else {
5002
- var image = new engineMiniprogramAdapter.Image();
5003
- image.crossOrigin = "anonymous";
5004
- image.onload = function() {
5005
- _this.success(success, path, _this.textureLoader(image));
5006
- };
5007
- image.onerror = function() {
5008
- _this.error(error, path, "Couldn't load image: " + path);
5009
- };
5010
- if (this.downloader.rawDataUris[path]) path = this.downloader.rawDataUris[path];
5011
- image.src = path;
5012
5130
  }
5131
+ return alreadyExistsOrLoading;
5132
+ };
5133
+ _proto.loadTexture = function loadTexture(path, success, error) {
5134
+ var _this = this;
5135
+ if (success === void 0) success = function() {};
5136
+ if (error === void 0) error = function() {};
5137
+ path = this.start(path);
5138
+ if (this.reuseAssets(path, success, error)) return;
5139
+ this.cache.assetsLoaded[path] = new Promise(function(resolve, reject) {
5140
+ var isBrowser = !!(typeof engineMiniprogramAdapter.window !== 'undefined' && typeof engineMiniprogramAdapter.navigator !== 'undefined' && engineMiniprogramAdapter.window.document);
5141
+ var isWebWorker = !isBrowser; // && typeof importScripts !== 'undefined';
5142
+ if (isWebWorker) {
5143
+ fetch(path, {
5144
+ mode: "cors"
5145
+ }).then(function(response) {
5146
+ if (response.ok) return response.blob();
5147
+ var errorMsg = "Couldn't load image: " + path;
5148
+ _this.error(error, path, "Couldn't load image: " + path);
5149
+ reject(errorMsg);
5150
+ }).then(function(blob) {
5151
+ return blob ? createImageBitmap(blob, {
5152
+ premultiplyAlpha: "none",
5153
+ colorSpaceConversion: "none"
5154
+ }) : null;
5155
+ }).then(function(bitmap) {
5156
+ if (bitmap) {
5157
+ var texture = _this.textureLoader(bitmap);
5158
+ _this.success(success, path, texture);
5159
+ resolve(texture);
5160
+ }
5161
+ });
5162
+ } else {
5163
+ var image = new engineMiniprogramAdapter.Image();
5164
+ image.crossOrigin = "anonymous";
5165
+ image.onload = function() {
5166
+ var texture = _this.textureLoader(image);
5167
+ _this.success(success, path, texture);
5168
+ resolve(texture);
5169
+ };
5170
+ image.onerror = function() {
5171
+ var errorMsg = "Couldn't load image: " + path;
5172
+ _this.error(error, path, errorMsg);
5173
+ reject(errorMsg);
5174
+ };
5175
+ if (_this.downloader.rawDataUris[path]) path = _this.downloader.rawDataUris[path];
5176
+ image.src = path;
5177
+ }
5178
+ });
5013
5179
  };
5014
5180
  _proto.loadTextureAtlas = function loadTextureAtlas(path, success, error, fileAlias) {
5015
5181
  var _this = this;
@@ -5018,53 +5184,189 @@ var AssetManagerBase = /*#__PURE__*/ function() {
5018
5184
  var index = path.lastIndexOf("/");
5019
5185
  var parent = index >= 0 ? path.substring(0, index + 1) : "";
5020
5186
  path = this.start(path);
5021
- this.downloader.downloadText(path, function(atlasText) {
5022
- try {
5023
- var _loop = function() {
5024
- var page = _step.value;
5025
- _this.loadTexture(!fileAlias ? parent + page.name : fileAlias[page.name], function(imagePath, texture) {
5026
- if (!abort) {
5027
- page.setTexture(texture);
5028
- if (--toLoad == 0) _this.success(success, path, atlas);
5029
- }
5030
- }, function(imagePath, message) {
5031
- if (!abort) _this.error(error, path, "Couldn't load texture atlas " + path + " page image: " + imagePath);
5032
- abort = true;
5033
- });
5034
- };
5035
- var atlas = new TextureAtlas(atlasText);
5036
- var toLoad = atlas.pages.length, abort = false;
5037
- for(var _iterator = _create_for_of_iterator_helper_loose(atlas.pages), _step; !(_step = _iterator()).done;)_loop();
5038
- } catch (e) {
5039
- _this.error(error, path, "Couldn't parse texture atlas " + path + ": " + e.message);
5040
- }
5041
- }, function(status, responseText) {
5042
- _this.error(error, path, "Couldn't load texture atlas " + path + ": status " + status + ", " + responseText);
5187
+ if (this.reuseAssets(path, success, error)) return;
5188
+ this.cache.assetsLoaded[path] = new Promise(function(resolve, reject) {
5189
+ _this.downloader.downloadText(path, function(atlasText) {
5190
+ try {
5191
+ var _loop = function() {
5192
+ var page = _step.value;
5193
+ _this.loadTexture(!fileAlias ? parent + page.name : fileAlias[page.name], function(imagePath, texture) {
5194
+ if (!abort) {
5195
+ page.setTexture(texture);
5196
+ if (--toLoad == 0) {
5197
+ _this.success(success, path, atlas);
5198
+ resolve(atlas);
5199
+ }
5200
+ }
5201
+ }, function(imagePath, message) {
5202
+ if (!abort) {
5203
+ var errorMsg = "Couldn't load texture " + path + " page image: " + imagePath;
5204
+ _this.error(error, path, errorMsg);
5205
+ reject(errorMsg);
5206
+ }
5207
+ abort = true;
5208
+ });
5209
+ };
5210
+ var atlas = new TextureAtlas(atlasText);
5211
+ var toLoad = atlas.pages.length, abort = false;
5212
+ for(var _iterator = _create_for_of_iterator_helper_loose(atlas.pages), _step; !(_step = _iterator()).done;)_loop();
5213
+ } catch (e) {
5214
+ var errorMsg = "Couldn't parse texture atlas " + path + ": " + e.message;
5215
+ _this.error(error, path, errorMsg);
5216
+ reject(errorMsg);
5217
+ }
5218
+ }, function(status, responseText) {
5219
+ var errorMsg = "Couldn't load texture atlas " + path + ": status " + status + ", " + responseText;
5220
+ _this.error(error, path, errorMsg);
5221
+ reject(errorMsg);
5222
+ });
5043
5223
  });
5044
5224
  };
5225
+ _proto.loadTextureAtlasButNoTextures = function loadTextureAtlasButNoTextures(path, success, error, fileAlias) {
5226
+ var _this = this;
5227
+ if (success === void 0) success = function() {};
5228
+ if (error === void 0) error = function() {};
5229
+ path = this.start(path);
5230
+ if (this.reuseAssets(path, success, error)) return;
5231
+ this.cache.assetsLoaded[path] = new Promise(function(resolve, reject) {
5232
+ _this.downloader.downloadText(path, function(atlasText) {
5233
+ try {
5234
+ var atlas = new TextureAtlas(atlasText);
5235
+ _this.success(success, path, atlas);
5236
+ resolve(atlas);
5237
+ } catch (e) {
5238
+ var errorMsg = "Couldn't parse texture atlas " + path + ": " + e.message;
5239
+ _this.error(error, path, errorMsg);
5240
+ reject(errorMsg);
5241
+ }
5242
+ }, function(status, responseText) {
5243
+ var errorMsg = "Couldn't load texture atlas " + path + ": status " + status + ", " + responseText;
5244
+ _this.error(error, path, errorMsg);
5245
+ reject(errorMsg);
5246
+ });
5247
+ });
5248
+ };
5249
+ // Promisified versions of load function
5250
+ _proto.loadBinaryAsync = function loadBinaryAsync(path) {
5251
+ return _async_to_generator(function() {
5252
+ var _this;
5253
+ return __generator(this, function(_state) {
5254
+ _this = this;
5255
+ return [
5256
+ 2,
5257
+ new Promise(function(resolve, reject) {
5258
+ _this.loadBinary(path, function(_, binary) {
5259
+ return resolve(binary);
5260
+ }, function(_, message) {
5261
+ return reject(message);
5262
+ });
5263
+ })
5264
+ ];
5265
+ });
5266
+ }).call(this);
5267
+ };
5268
+ _proto.loadJsonAsync = function loadJsonAsync(path) {
5269
+ return _async_to_generator(function() {
5270
+ var _this;
5271
+ return __generator(this, function(_state) {
5272
+ _this = this;
5273
+ return [
5274
+ 2,
5275
+ new Promise(function(resolve, reject) {
5276
+ _this.loadJson(path, function(_, object) {
5277
+ return resolve(object);
5278
+ }, function(_, message) {
5279
+ return reject(message);
5280
+ });
5281
+ })
5282
+ ];
5283
+ });
5284
+ }).call(this);
5285
+ };
5286
+ _proto.loadTextureAsync = function loadTextureAsync(path) {
5287
+ return _async_to_generator(function() {
5288
+ var _this;
5289
+ return __generator(this, function(_state) {
5290
+ _this = this;
5291
+ return [
5292
+ 2,
5293
+ new Promise(function(resolve, reject) {
5294
+ _this.loadTexture(path, function(_, texture) {
5295
+ return resolve(texture);
5296
+ }, function(_, message) {
5297
+ return reject(message);
5298
+ });
5299
+ })
5300
+ ];
5301
+ });
5302
+ }).call(this);
5303
+ };
5304
+ _proto.loadTextureAtlasAsync = function loadTextureAtlasAsync(path) {
5305
+ return _async_to_generator(function() {
5306
+ var _this;
5307
+ return __generator(this, function(_state) {
5308
+ _this = this;
5309
+ return [
5310
+ 2,
5311
+ new Promise(function(resolve, reject) {
5312
+ _this.loadTextureAtlas(path, function(_, atlas) {
5313
+ return resolve(atlas);
5314
+ }, function(_, message) {
5315
+ return reject(message);
5316
+ });
5317
+ })
5318
+ ];
5319
+ });
5320
+ }).call(this);
5321
+ };
5322
+ _proto.loadTextureAtlasButNoTexturesAsync = function loadTextureAtlasButNoTexturesAsync(path) {
5323
+ return _async_to_generator(function() {
5324
+ var _this;
5325
+ return __generator(this, function(_state) {
5326
+ _this = this;
5327
+ return [
5328
+ 2,
5329
+ new Promise(function(resolve, reject) {
5330
+ _this.loadTextureAtlasButNoTextures(path, function(_, atlas) {
5331
+ return resolve(atlas);
5332
+ }, function(_, message) {
5333
+ return reject(message);
5334
+ });
5335
+ })
5336
+ ];
5337
+ });
5338
+ }).call(this);
5339
+ };
5340
+ _proto.setCache = function setCache(cache) {
5341
+ this.cache = cache;
5342
+ };
5045
5343
  _proto.get = function get(path) {
5046
- return this.assets[this.pathPrefix + path];
5344
+ return this.cache.assets[this.pathPrefix + path];
5047
5345
  };
5048
5346
  _proto.require = function require(path) {
5049
5347
  path = this.pathPrefix + path;
5050
- var asset = this.assets[path];
5348
+ var asset = this.cache.assets[path];
5051
5349
  if (asset) return asset;
5052
5350
  var error = this.errors[path];
5053
5351
  throw Error("Asset not found: " + path + (error ? "\n" + error : ""));
5054
5352
  };
5055
5353
  _proto.remove = function remove(path) {
5056
5354
  path = this.pathPrefix + path;
5057
- var asset = this.assets[path];
5355
+ var asset = this.cache.assets[path];
5058
5356
  if (asset.dispose) asset.dispose();
5059
- delete this.assets[path];
5357
+ delete this.cache.assets[path];
5358
+ delete this.cache.assetsRefCount[path];
5359
+ delete this.cache.assetsLoaded[path];
5060
5360
  return asset;
5061
5361
  };
5062
5362
  _proto.removeAll = function removeAll() {
5063
- for(var key in this.assets){
5064
- var asset = this.assets[key];
5363
+ for(var path in this.cache.assets){
5364
+ var asset = this.cache.assets[path];
5065
5365
  if (asset.dispose) asset.dispose();
5066
5366
  }
5067
- this.assets = {};
5367
+ this.cache.assets = {};
5368
+ this.cache.assetsLoaded = {};
5369
+ this.cache.assetsRefCount = {};
5068
5370
  };
5069
5371
  _proto.isLoadingComplete = function isLoadingComplete() {
5070
5372
  return this.toLoad == 0;
@@ -5078,6 +5380,12 @@ var AssetManagerBase = /*#__PURE__*/ function() {
5078
5380
  _proto.dispose = function dispose() {
5079
5381
  this.removeAll();
5080
5382
  };
5383
+ // dispose asset only if it's not used by others
5384
+ _proto.disposeAsset = function disposeAsset(path) {
5385
+ if (--this.cache.assetsRefCount[path] === 0) {
5386
+ this.remove(path);
5387
+ }
5388
+ };
5081
5389
  _proto.hasErrors = function hasErrors() {
5082
5390
  return Object.keys(this.errors).length > 0;
5083
5391
  };
@@ -5086,6 +5394,44 @@ var AssetManagerBase = /*#__PURE__*/ function() {
5086
5394
  };
5087
5395
  return AssetManagerBase;
5088
5396
  }();
5397
+ var AssetCache = /*#__PURE__*/ function() {
5398
+ function AssetCache() {
5399
+ this.assets = {};
5400
+ this.assetsRefCount = {};
5401
+ this.assetsLoaded = {};
5402
+ }
5403
+ var _proto = AssetCache.prototype;
5404
+ _proto.addAsset = function addAsset(path, asset) {
5405
+ return _async_to_generator(function() {
5406
+ var _;
5407
+ return __generator(this, function(_state) {
5408
+ switch(_state.label){
5409
+ case 0:
5410
+ this.assetsLoaded[path] = Promise.resolve(asset);
5411
+ _ = this.assets;
5412
+ return [
5413
+ 4,
5414
+ asset
5415
+ ];
5416
+ case 1:
5417
+ _[path] = _state.sent();
5418
+ return [
5419
+ 2
5420
+ ];
5421
+ }
5422
+ });
5423
+ }).call(this);
5424
+ };
5425
+ AssetCache.getCache = function getCache(id) {
5426
+ var cache = AssetCache.AVAILABLE_CACHES.get(id);
5427
+ if (cache) return cache;
5428
+ var newCache = new AssetCache();
5429
+ AssetCache.AVAILABLE_CACHES.set(id, newCache);
5430
+ return newCache;
5431
+ };
5432
+ return AssetCache;
5433
+ }();
5434
+ AssetCache.AVAILABLE_CACHES = new Map();
5089
5435
  var Downloader = /*#__PURE__*/ function() {
5090
5436
  function Downloader() {
5091
5437
  this.callbacks = {};
@@ -5125,10 +5471,11 @@ var Downloader = /*#__PURE__*/ function() {
5125
5471
  _proto.downloadText = function downloadText(url, success, error) {
5126
5472
  var _this = this;
5127
5473
  if (this.start(url, success, error)) return;
5128
- if (this.rawDataUris[url]) {
5474
+ var rawDataUri = this.rawDataUris[url];
5475
+ // we assume if a "." is included in a raw data uri, it is used to rewrite an asset URL
5476
+ if (rawDataUri && !rawDataUri.includes(".")) {
5129
5477
  try {
5130
- var dataUri = this.rawDataUris[url];
5131
- this.finish(url, 200, this.dataUriToString(dataUri));
5478
+ this.finish(url, 200, this.dataUriToString(rawDataUri));
5132
5479
  } catch (e) {
5133
5480
  this.finish(url, 400, JSON.stringify(e));
5134
5481
  }
@@ -5136,7 +5483,7 @@ var Downloader = /*#__PURE__*/ function() {
5136
5483
  }
5137
5484
  var request = new engineMiniprogramAdapter.XMLHttpRequest();
5138
5485
  request.overrideMimeType("text/html");
5139
- request.open("GET", url, true);
5486
+ request.open("GET", rawDataUri ? rawDataUri : url, true);
5140
5487
  var done = function() {
5141
5488
  _this.finish(url, request.status, request.responseText);
5142
5489
  };
@@ -5152,17 +5499,18 @@ var Downloader = /*#__PURE__*/ function() {
5152
5499
  _proto.downloadBinary = function downloadBinary(url, success, error) {
5153
5500
  var _this = this;
5154
5501
  if (this.start(url, success, error)) return;
5155
- if (this.rawDataUris[url]) {
5502
+ var rawDataUri = this.rawDataUris[url];
5503
+ // we assume if a "." is included in a raw data uri, it is used to rewrite an asset URL
5504
+ if (rawDataUri && !rawDataUri.includes(".")) {
5156
5505
  try {
5157
- var dataUri = this.rawDataUris[url];
5158
- this.finish(url, 200, this.dataUriToUint8Array(dataUri));
5506
+ this.finish(url, 200, this.dataUriToUint8Array(rawDataUri));
5159
5507
  } catch (e) {
5160
5508
  this.finish(url, 400, JSON.stringify(e));
5161
5509
  }
5162
5510
  return;
5163
5511
  }
5164
5512
  var request = new engineMiniprogramAdapter.XMLHttpRequest();
5165
- request.open("GET", url, true);
5513
+ request.open("GET", rawDataUri ? rawDataUri : url, true);
5166
5514
  request.responseType = "arraybuffer";
5167
5515
  var onerror = function() {
5168
5516
  _this.finish(url, request.status, request.response);
@@ -5200,17 +5548,17 @@ var Downloader = /*#__PURE__*/ function() {
5200
5548
 
5201
5549
  /******************************************************************************
5202
5550
  * Spine Runtimes License Agreement
5203
- * Last updated July 28, 2023. Replaces all prior versions.
5551
+ * Last updated April 5, 2025. Replaces all prior versions.
5204
5552
  *
5205
- * Copyright (c) 2013-2023, Esoteric Software LLC
5553
+ * Copyright (c) 2013-2025, Esoteric Software LLC
5206
5554
  *
5207
5555
  * Integration of the Spine Runtimes into software or otherwise creating
5208
5556
  * derivative works of the Spine Runtimes is permitted under the terms and
5209
5557
  * conditions of Section 2 of the Spine Editor License Agreement:
5210
5558
  * http://esotericsoftware.com/spine-editor-license
5211
5559
  *
5212
- * Otherwise, it is permitted to integrate the Spine Runtimes into software or
5213
- * otherwise create derivative works of the Spine Runtimes (collectively,
5560
+ * Otherwise, it is permitted to integrate the Spine Runtimes into software
5561
+ * or otherwise create derivative works of the Spine Runtimes (collectively,
5214
5562
  * "Products"), provided that each user of the Products must obtain their own
5215
5563
  * Spine Editor license and redistribution of the Products in any form must
5216
5564
  * include this license and copyright notice.
@@ -5223,8 +5571,8 @@ var Downloader = /*#__PURE__*/ function() {
5223
5571
  * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
5224
5572
  * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
5225
5573
  * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
5226
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
5227
- * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
5574
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
5575
+ * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
5228
5576
  *****************************************************************************/ /** Stores the current pose values for an {@link Event}.
5229
5577
  *
5230
5578
  * See Timeline {@link Timeline#apply()},
@@ -5244,17 +5592,17 @@ var Downloader = /*#__PURE__*/ function() {
5244
5592
 
5245
5593
  /******************************************************************************
5246
5594
  * Spine Runtimes License Agreement
5247
- * Last updated July 28, 2023. Replaces all prior versions.
5595
+ * Last updated April 5, 2025. Replaces all prior versions.
5248
5596
  *
5249
- * Copyright (c) 2013-2023, Esoteric Software LLC
5597
+ * Copyright (c) 2013-2025, Esoteric Software LLC
5250
5598
  *
5251
5599
  * Integration of the Spine Runtimes into software or otherwise creating
5252
5600
  * derivative works of the Spine Runtimes is permitted under the terms and
5253
5601
  * conditions of Section 2 of the Spine Editor License Agreement:
5254
5602
  * http://esotericsoftware.com/spine-editor-license
5255
5603
  *
5256
- * Otherwise, it is permitted to integrate the Spine Runtimes into software or
5257
- * otherwise create derivative works of the Spine Runtimes (collectively,
5604
+ * Otherwise, it is permitted to integrate the Spine Runtimes into software
5605
+ * or otherwise create derivative works of the Spine Runtimes (collectively,
5258
5606
  * "Products"), provided that each user of the Products must obtain their own
5259
5607
  * Spine Editor license and redistribution of the Products in any form must
5260
5608
  * include this license and copyright notice.
@@ -5267,8 +5615,8 @@ var Downloader = /*#__PURE__*/ function() {
5267
5615
  * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
5268
5616
  * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
5269
5617
  * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
5270
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
5271
- * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
5618
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
5619
+ * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
5272
5620
  *****************************************************************************/ /** Stores the setup pose values for an {@link Event}.
5273
5621
  *
5274
5622
  * See [Events](http://esotericsoftware.com/spine-events) in the Spine User Guide. */ var EventData = function EventData(name) {
@@ -6128,7 +6476,7 @@ PathConstraint.epsilon = 0.00001;
6128
6476
  }
6129
6477
  if (a >= t) {
6130
6478
  d = Math.pow(this.damping, 60 * t);
6131
- var m = this.massInverse * t, e = this.strength, w = this.wind * f, g = (Skeleton.yDown ? -this.gravity : this.gravity) * f;
6479
+ var m = this.massInverse * t, e = this.strength, w = this.wind * f * skeleton.scaleX, g = this.gravity * f * skeleton.scaleY;
6132
6480
  do {
6133
6481
  if (x) {
6134
6482
  this.xVelocity += (w - this.xOffset * e) * m;
@@ -6970,10 +7318,10 @@ PathConstraint.epsilon = 0.00001;
6970
7318
  })) != null ? _this_physicsConstraints_find : null;
6971
7319
  };
6972
7320
  /** 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 }`.
6973
- * Note that this method will create temporary objects which can add to garbage collection pressure. Use `getBounds()` if garbage collection is a concern. */ _proto.getBoundsRect = function getBoundsRect() {
7321
+ * Note that this method will create temporary objects which can add to garbage collection pressure. Use `getBounds()` if garbage collection is a concern. */ _proto.getBoundsRect = function getBoundsRect(clipper) {
6974
7322
  var offset = new Vector2();
6975
7323
  var size = new Vector2();
6976
- this.getBounds(offset, size);
7324
+ this.getBounds(offset, size, undefined, clipper);
6977
7325
  return {
6978
7326
  x: offset.x,
6979
7327
  y: offset.y,
@@ -7102,17 +7450,17 @@ Skeleton.yDown = false;
7102
7450
 
7103
7451
  /******************************************************************************
7104
7452
  * Spine Runtimes License Agreement
7105
- * Last updated July 28, 2023. Replaces all prior versions.
7453
+ * Last updated April 5, 2025. Replaces all prior versions.
7106
7454
  *
7107
- * Copyright (c) 2013-2023, Esoteric Software LLC
7455
+ * Copyright (c) 2013-2025, Esoteric Software LLC
7108
7456
  *
7109
7457
  * Integration of the Spine Runtimes into software or otherwise creating
7110
7458
  * derivative works of the Spine Runtimes is permitted under the terms and
7111
7459
  * conditions of Section 2 of the Spine Editor License Agreement:
7112
7460
  * http://esotericsoftware.com/spine-editor-license
7113
7461
  *
7114
- * Otherwise, it is permitted to integrate the Spine Runtimes into software or
7115
- * otherwise create derivative works of the Spine Runtimes (collectively,
7462
+ * Otherwise, it is permitted to integrate the Spine Runtimes into software
7463
+ * or otherwise create derivative works of the Spine Runtimes (collectively,
7116
7464
  * "Products"), provided that each user of the Products must obtain their own
7117
7465
  * Spine Editor license and redistribution of the Products in any form must
7118
7466
  * include this license and copyright notice.
@@ -7125,18 +7473,16 @@ Skeleton.yDown = false;
7125
7473
  * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
7126
7474
  * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
7127
7475
  * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
7128
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
7129
- * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
7476
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
7477
+ * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
7130
7478
  *****************************************************************************/ /** Stores the setup pose and all of the stateless data for a skeleton.
7131
7479
  *
7132
7480
  * See [Data objects](http://esotericsoftware.com/spine-runtime-architecture#Data-objects) in the Spine Runtimes
7133
7481
  * Guide. */ var SkeletonData = /*#__PURE__*/ function() {
7134
7482
  function SkeletonData() {
7135
7483
  /** The skeleton's name, which by default is the name of the skeleton data file, if possible. May be null. */ this.name = null;
7136
- /** The skeleton's bones, sorted parent first. The root bone is always the first bone. */ this.bones = new Array() // Ordered parents first.
7137
- ;
7138
- /** The skeleton's slots in the setup pose draw order. */ this.slots = new Array() // Setup pose draw order.
7139
- ;
7484
+ /** The skeleton's bones, sorted parent first. The root bone is always the first bone. */ this.bones = new Array(); // Ordered parents first.
7485
+ /** The skeleton's slots in the setup pose draw order. */ this.slots = new Array(); // Setup pose draw order.
7140
7486
  this.skins = new Array();
7141
7487
  /** The skeleton's default skin. By default this skin contains all attachments that were not in a skin in Spine.
7142
7488
  *
@@ -7279,8 +7625,7 @@ Skeleton.yDown = false;
7279
7625
  this.attachments = new Array();
7280
7626
  this.bones = Array();
7281
7627
  this.constraints = new Array();
7282
- /** The color of the skin as it was in Spine, or a default color if nonessential data was not exported. */ this.color = new Color(0.99607843, 0.61960787, 0.30980393, 1) // fe9e4fff
7283
- ;
7628
+ /** The color of the skin as it was in Spine, or a default color if nonessential data was not exported. */ this.color = new Color(0.99607843, 0.61960787, 0.30980393, 1); // fe9e4fff
7284
7629
  if (!name) throw new Error("name cannot be null.");
7285
7630
  this.name = name;
7286
7631
  }
@@ -10438,17 +10783,17 @@ function getValue(map, property, defaultValue) {
10438
10783
 
10439
10784
  /******************************************************************************
10440
10785
  * Spine Runtimes License Agreement
10441
- * Last updated July 28, 2023. Replaces all prior versions.
10786
+ * Last updated April 5, 2025. Replaces all prior versions.
10442
10787
  *
10443
- * Copyright (c) 2013-2023, Esoteric Software LLC
10788
+ * Copyright (c) 2013-2025, Esoteric Software LLC
10444
10789
  *
10445
10790
  * Integration of the Spine Runtimes into software or otherwise creating
10446
10791
  * derivative works of the Spine Runtimes is permitted under the terms and
10447
10792
  * conditions of Section 2 of the Spine Editor License Agreement:
10448
10793
  * http://esotericsoftware.com/spine-editor-license
10449
10794
  *
10450
- * Otherwise, it is permitted to integrate the Spine Runtimes into software or
10451
- * otherwise create derivative works of the Spine Runtimes (collectively,
10795
+ * Otherwise, it is permitted to integrate the Spine Runtimes into software
10796
+ * or otherwise create derivative works of the Spine Runtimes (collectively,
10452
10797
  * "Products"), provided that each user of the Products must obtain their own
10453
10798
  * Spine Editor license and redistribution of the Products in any form must
10454
10799
  * include this license and copyright notice.
@@ -10461,8 +10806,8 @@ function getValue(map, property, defaultValue) {
10461
10806
  * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
10462
10807
  * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
10463
10808
  * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
10464
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
10465
- * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
10809
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
10810
+ * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
10466
10811
  *****************************************************************************/ (function() {
10467
10812
  if (typeof Math.fround === "undefined") {
10468
10813
  Math.fround = function(array) {
@@ -10611,55 +10956,6 @@ function getValue(map, property, defaultValue) {
10611
10956
  return LoaderUtils;
10612
10957
  }();
10613
10958
 
10614
- var SourceAlpha = miniprogram.BlendFactor.SourceAlpha, One = miniprogram.BlendFactor.One, DestinationColor = miniprogram.BlendFactor.DestinationColor, Zero = miniprogram.BlendFactor.Zero, OneMinusSourceColor = miniprogram.BlendFactor.OneMinusSourceColor, OneMinusSourceAlpha = miniprogram.BlendFactor.OneMinusSourceAlpha;
10615
- var Add = miniprogram.BlendOperation.Add;
10616
- function setBlendMode(material, blendMode, premultipliedAlpha) {
10617
- var target = material.renderState.blendState.targetBlendState;
10618
- switch(blendMode){
10619
- case exports.BlendMode.Additive:
10620
- target.sourceColorBlendFactor = premultipliedAlpha ? One : SourceAlpha;
10621
- target.destinationColorBlendFactor = One;
10622
- target.sourceAlphaBlendFactor = One;
10623
- target.destinationAlphaBlendFactor = One;
10624
- target.colorBlendOperation = target.alphaBlendOperation = Add;
10625
- break;
10626
- case exports.BlendMode.Multiply:
10627
- target.sourceColorBlendFactor = DestinationColor;
10628
- target.destinationColorBlendFactor = OneMinusSourceAlpha;
10629
- target.sourceAlphaBlendFactor = One;
10630
- target.destinationAlphaBlendFactor = OneMinusSourceAlpha;
10631
- target.colorBlendOperation = target.alphaBlendOperation = Add;
10632
- break;
10633
- case exports.BlendMode.Screen:
10634
- target.sourceColorBlendFactor = One;
10635
- target.destinationColorBlendFactor = OneMinusSourceColor;
10636
- target.sourceAlphaBlendFactor = One;
10637
- target.destinationAlphaBlendFactor = OneMinusSourceColor;
10638
- target.colorBlendOperation = target.alphaBlendOperation = Add;
10639
- break;
10640
- default:
10641
- target.sourceColorBlendFactor = premultipliedAlpha ? One : SourceAlpha;
10642
- target.destinationColorBlendFactor = OneMinusSourceAlpha;
10643
- target.sourceAlphaBlendFactor = One;
10644
- target.destinationAlphaBlendFactor = OneMinusSourceAlpha;
10645
- target.colorBlendOperation = target.alphaBlendOperation = Add;
10646
- break;
10647
- }
10648
- }
10649
- function getBlendMode(material) {
10650
- var target = material.renderState.blendState.targetBlendState;
10651
- if (target.sourceColorBlendFactor === SourceAlpha && target.destinationColorBlendFactor === One && target.sourceAlphaBlendFactor === One && target.destinationAlphaBlendFactor === One && target.colorBlendOperation === Add && target.alphaBlendOperation === Add) {
10652
- return exports.BlendMode.Additive;
10653
- }
10654
- if (target.sourceColorBlendFactor === DestinationColor && target.destinationColorBlendFactor === Zero && target.sourceAlphaBlendFactor === One && target.destinationAlphaBlendFactor === Zero && target.colorBlendOperation === Add && target.alphaBlendOperation === Add) {
10655
- return exports.BlendMode.Multiply;
10656
- }
10657
- if (target.sourceColorBlendFactor === One && target.destinationColorBlendFactor === OneMinusSourceColor && target.sourceAlphaBlendFactor === One && target.destinationAlphaBlendFactor === OneMinusSourceColor && target.colorBlendOperation === Add && target.alphaBlendOperation === Add) {
10658
- return exports.BlendMode.Screen;
10659
- }
10660
- return exports.BlendMode.Normal;
10661
- }
10662
-
10663
10959
  var ClearablePool = /*#__PURE__*/ function() {
10664
10960
  function ClearablePool(type) {
10665
10961
  this._usedElementCount = 0;
@@ -10720,11 +11016,11 @@ var SubRenderItem = function SubRenderItem() {
10720
11016
  }
10721
11017
  var _proto = SpineGenerator.prototype;
10722
11018
  _proto.buildPrimitive = function buildPrimitive(skeleton, renderer) {
10723
- var _indices = renderer._indices, _vertices = renderer._vertices, _localBounds = renderer._localBounds, _vertexCount = renderer._vertexCount, _subPrimitives = renderer._subPrimitives, engine = renderer.engine, zSpacing = renderer.zSpacing, premultipliedAlpha = renderer.premultipliedAlpha;
11019
+ var _indices = renderer._indices, _vertices = renderer._vertices, _localBounds = renderer._localBounds, _vertexCount = renderer._vertexCount, _subPrimitives = renderer._subPrimitives, zSpacing = renderer.zSpacing, premultipliedAlpha = renderer.premultipliedAlpha, tintBlack = renderer.tintBlack;
10724
11020
  _localBounds.min.set(Infinity, Infinity, Infinity);
10725
11021
  _localBounds.max.set(-Infinity, -Infinity, -Infinity);
10726
11022
  var _this = this, _clipper = _this._clipper, _separateSlots = _this._separateSlots, _subRenderItems = _this._subRenderItems, _separateSlotTextureMap = _this._separateSlotTextureMap;
10727
- var tempVerts = SpineGenerator.tempVerts, subRenderItemPool = SpineGenerator.subRenderItemPool, subPrimitivePool = SpineGenerator.subPrimitivePool, VERTEX_SIZE = SpineGenerator.VERTEX_SIZE;
11023
+ var tempVerts = SpineGenerator.tempVerts, subRenderItemPool = SpineGenerator.subRenderItemPool, subPrimitivePool = SpineGenerator.subPrimitivePool, vertexStrideWithTint = SpineGenerator.vertexStrideWithTint, vertexStrideWithoutTint = SpineGenerator.vertexStrideWithoutTint;
10728
11024
  _subRenderItems.length = 0;
10729
11025
  subRenderItemPool.clear();
10730
11026
  var triangles;
@@ -10754,13 +11050,28 @@ var SubRenderItem = function SubRenderItem() {
10754
11050
  var isClipping = _clipper.isClipping();
10755
11051
  var numFloats = 0;
10756
11052
  var attachmentColor = null;
10757
- var vertexSize = isClipping ? 2 : VERTEX_SIZE;
11053
+ // This vertexSize will be passed to spine-core's computeWorldVertices function.
11054
+ //
11055
+ // Expected format by computeWorldVertices:
11056
+ // - Without tintBlack: [x, y, u, v, r, g, b, a] = 8 components
11057
+ // - With tintBlack: [x, y, u, v, r, g, b, a, dr, dg, db, da] = 12 components
11058
+ //
11059
+ // Our actual vertex buffer format:
11060
+ // - vertexStrideWithoutTint: [x, y, z, u, v, r, g, b, a] = 9 components
11061
+ // - vertexStrideWithTint: [x, y, z, u, v, r, g, b, a, dr, dg, db] = 12 components
11062
+ // (Note: we optimized 'da' as uniform instead of buffer attribute)
11063
+ //
11064
+ // Calculation:
11065
+ // - Without tintBlack: 9 - 1 (remove z) = 8 ✓
11066
+ // - With tintBlack: 12 - 1 (remove z) + 1 (add back da) = 12 ✓
11067
+ var vertexSize = tintBlack ? vertexStrideWithTint : vertexStrideWithoutTint - 1;
11068
+ var clippedVertexSize = isClipping ? 2 : vertexSize;
10758
11069
  switch(attachment.constructor){
10759
11070
  case RegionAttachment:
10760
11071
  var regionAttachment = attachment;
10761
11072
  attachmentColor = regionAttachment.color;
10762
- numFloats = vertexSize * 4;
10763
- regionAttachment.computeWorldVertices(slot, tempVerts, 0, vertexSize);
11073
+ numFloats = clippedVertexSize << 2;
11074
+ regionAttachment.computeWorldVertices(slot, tempVerts, 0, clippedVertexSize);
10764
11075
  triangles = SpineGenerator.QUAD_TRIANGLES;
10765
11076
  uvs = regionAttachment.uvs;
10766
11077
  texture = regionAttachment.region.texture;
@@ -10768,11 +11079,11 @@ var SubRenderItem = function SubRenderItem() {
10768
11079
  case MeshAttachment:
10769
11080
  var meshAttachment = attachment;
10770
11081
  attachmentColor = meshAttachment.color;
10771
- numFloats = (meshAttachment.worldVerticesLength >> 1) * vertexSize;
11082
+ numFloats = (meshAttachment.worldVerticesLength >> 1) * clippedVertexSize;
10772
11083
  if (numFloats > _vertices.length) {
10773
11084
  SpineGenerator.tempVerts = new Array(numFloats);
10774
11085
  }
10775
- meshAttachment.computeWorldVertices(slot, 0, meshAttachment.worldVerticesLength, tempVerts, 0, vertexSize);
11086
+ meshAttachment.computeWorldVertices(slot, 0, meshAttachment.worldVerticesLength, tempVerts, 0, clippedVertexSize);
10776
11087
  triangles = meshAttachment.triangles;
10777
11088
  uvs = meshAttachment.uvs;
10778
11089
  texture = meshAttachment.region.texture;
@@ -10804,8 +11115,21 @@ var SubRenderItem = function SubRenderItem() {
10804
11115
  finalColor.g *= finalAlpha;
10805
11116
  finalColor.b *= finalAlpha;
10806
11117
  }
11118
+ var darkColor = SpineGenerator.tempDark;
11119
+ var slotDarkColor = slot.darkColor;
11120
+ if (!slotDarkColor) {
11121
+ darkColor.set(0, 0, 0, 1);
11122
+ } else {
11123
+ if (premultipliedAlpha) {
11124
+ darkColor.r = slotDarkColor.r * finalAlpha;
11125
+ darkColor.g = slotDarkColor.g * finalAlpha;
11126
+ darkColor.b = slotDarkColor.b * finalAlpha;
11127
+ } else {
11128
+ darkColor.setFromColor(slotDarkColor);
11129
+ }
11130
+ }
10807
11131
  if (isClipping) {
10808
- _clipper.clipTriangles(tempVerts, triangles, triangles.length, uvs, finalColor, SpineGenerator.tempDark, false);
11132
+ _clipper.clipTriangles(tempVerts, triangles, triangles.length, uvs, finalColor, darkColor, tintBlack);
10809
11133
  finalVertices = _clipper.clippedVertices;
10810
11134
  finalVerticesLength = finalVertices.length;
10811
11135
  finalIndices = _clipper.clippedTriangles;
@@ -10819,6 +11143,12 @@ var SubRenderItem = function SubRenderItem() {
10819
11143
  tempVerts[v + 3] = a;
10820
11144
  tempVerts[v + 4] = uvs[u];
10821
11145
  tempVerts[v + 5] = uvs[u + 1];
11146
+ if (tintBlack) {
11147
+ tempVerts[v + 6] = darkColor.r;
11148
+ tempVerts[v + 7] = darkColor.g;
11149
+ tempVerts[v + 8] = darkColor.b;
11150
+ tempVerts[v + 9] = darkColor.a;
11151
+ }
10822
11152
  }
10823
11153
  finalVertices = tempVerts;
10824
11154
  finalVerticesLength = numFloats;
@@ -10829,7 +11159,8 @@ var SubRenderItem = function SubRenderItem() {
10829
11159
  _clipper.clipEndWithSlot(slot);
10830
11160
  continue;
10831
11161
  }
10832
- var indexStart = verticesLength / SpineGenerator.VERTEX_STRIDE;
11162
+ var stride = tintBlack ? vertexStrideWithTint : vertexStrideWithoutTint;
11163
+ var indexStart = verticesLength / stride;
10833
11164
  var i = verticesLength;
10834
11165
  var j = 0;
10835
11166
  for(; j < finalVerticesLength;){
@@ -10838,12 +11169,18 @@ var SubRenderItem = function SubRenderItem() {
10838
11169
  _vertices[i++] = x;
10839
11170
  _vertices[i++] = y;
10840
11171
  _vertices[i++] = z;
10841
- _vertices[i++] = finalVertices[j++];
10842
- _vertices[i++] = finalVertices[j++];
10843
- _vertices[i++] = finalVertices[j++];
10844
- _vertices[i++] = finalVertices[j++];
10845
- _vertices[i++] = finalVertices[j++];
10846
- _vertices[i++] = finalVertices[j++];
11172
+ _vertices[i++] = finalVertices[j++]; // u
11173
+ _vertices[i++] = finalVertices[j++]; // v
11174
+ _vertices[i++] = finalVertices[j++]; // r
11175
+ _vertices[i++] = finalVertices[j++]; // g
11176
+ _vertices[i++] = finalVertices[j++]; // b
11177
+ _vertices[i++] = finalVertices[j++]; // a
11178
+ if (tintBlack) {
11179
+ _vertices[i++] = finalVertices[j++]; // darkR
11180
+ _vertices[i++] = finalVertices[j++]; // darkG
11181
+ _vertices[i++] = finalVertices[j++]; // darkB
11182
+ j++; // darkA
11183
+ }
10847
11184
  this._expandBounds(x, y, z, _localBounds);
10848
11185
  }
10849
11186
  verticesLength = i;
@@ -10900,22 +11237,17 @@ var SubRenderItem = function SubRenderItem() {
10900
11237
  subPrimitivePool.return(item);
10901
11238
  }
10902
11239
  renderer._clearSubPrimitives();
10903
- var materialCache = SpineAnimationRenderer._materialCache;
10904
11240
  for(var i2 = 0, l = curLen; i2 < l; ++i2){
10905
11241
  var item1 = _subRenderItems[i2];
10906
11242
  var slotName1 = item1.slotName, blendMode = item1.blendMode, texture1 = item1.texture;
10907
11243
  renderer._addSubPrimitive(item1.subPrimitive);
10908
11244
  var subTexture = _separateSlotTextureMap.get(slotName1) || texture1.getImage();
10909
- var key = subTexture.instanceId + "_" + blendMode + "_" + premultipliedAlpha;
10910
- var material = materialCache.get(key);
10911
- if (!material) {
10912
- material = this._createMaterialForTexture(subTexture, engine, blendMode, premultipliedAlpha);
10913
- materialCache.set(key, material);
10914
- }
11245
+ var material = renderer._getMaterial(subTexture, blendMode);
10915
11246
  renderer.setMaterial(i2, material);
10916
11247
  }
10917
- if (indicesLength > _vertexCount) {
11248
+ if (indicesLength > _vertexCount || renderer._needResizeBuffer) {
10918
11249
  renderer._createAndBindBuffer(indicesLength);
11250
+ renderer._needResizeBuffer = false;
10919
11251
  this.buildPrimitive(skeleton, renderer);
10920
11252
  return;
10921
11253
  }
@@ -10930,12 +11262,6 @@ var SubRenderItem = function SubRenderItem() {
10930
11262
  _proto.addSeparateSlotTexture = function addSeparateSlotTexture(slotName, texture) {
10931
11263
  this._separateSlotTextureMap.set(slotName, texture);
10932
11264
  };
10933
- _proto._createMaterialForTexture = function _createMaterialForTexture(texture, engine, blendMode, premultipliedAlpha) {
10934
- var material = SpineAnimationRenderer._getDefaultMaterial(engine);
10935
- material.shaderData.setTexture("material_SpineTexture", texture);
10936
- setBlendMode(material, blendMode, premultipliedAlpha);
10937
- return material;
10938
- };
10939
11265
  _proto._createRenderItem = function _createRenderItem(subPrimitives, primitiveIndex, start, count, texture, blend, slotName) {
10940
11266
  var subPrimitivePool = SpineGenerator.subPrimitivePool, subRenderItemPool = SpineGenerator.subRenderItemPool;
10941
11267
  var origin = subPrimitives[primitiveIndex];
@@ -10960,8 +11286,8 @@ var SubRenderItem = function SubRenderItem() {
10960
11286
  };
10961
11287
  return SpineGenerator;
10962
11288
  }();
10963
- SpineGenerator.VERTEX_SIZE = 8;
10964
- SpineGenerator.VERTEX_STRIDE = 9;
11289
+ SpineGenerator.vertexStrideWithoutTint = 9;
11290
+ SpineGenerator.vertexStrideWithTint = 12;
10965
11291
  SpineGenerator.tempDark = new Color();
10966
11292
  SpineGenerator.tempColor = new Color();
10967
11293
  SpineGenerator.tempVerts = new Array(8);
@@ -10976,25 +11302,92 @@ SpineGenerator.QUAD_TRIANGLES = [
10976
11302
  SpineGenerator.subPrimitivePool = new ReturnablePool(miniprogram.SubPrimitive);
10977
11303
  SpineGenerator.subRenderItemPool = new ClearablePool(SubRenderItem);
10978
11304
 
11305
+ var SourceAlpha = miniprogram.BlendFactor.SourceAlpha, One = miniprogram.BlendFactor.One, DestinationColor = miniprogram.BlendFactor.DestinationColor, OneMinusSourceColor = miniprogram.BlendFactor.OneMinusSourceColor, OneMinusSourceAlpha = miniprogram.BlendFactor.OneMinusSourceAlpha;
11306
+ var Add = miniprogram.BlendOperation.Add;
10979
11307
  var SpineMaterial = /*#__PURE__*/ function(Material) {
10980
11308
  _inherits(SpineMaterial, Material);
10981
11309
  function SpineMaterial(engine) {
10982
11310
  var _this;
10983
11311
  var shader = miniprogram.Shader.find("galacean-spine-shader") || miniprogram.Shader.create("galacean-spine-shader", SpineMaterial._spineVS, SpineMaterial._spineFS);
10984
- _this = Material.call(this, engine, shader) || this;
11312
+ _this = Material.call(this, engine, shader) || this, _this._blendMode = exports.BlendMode.Normal;
10985
11313
  var renderState = _this.renderState;
10986
11314
  var target = renderState.blendState.targetBlendState;
10987
11315
  target.enabled = true;
10988
- setBlendMode(_this, exports.BlendMode.Normal, false);
11316
+ _this._setBlendMode(exports.BlendMode.Normal, false);
10989
11317
  renderState.depthState.writeEnabled = false;
10990
11318
  renderState.rasterState.cullMode = miniprogram.CullMode.Off;
10991
11319
  renderState.renderQueueType = miniprogram.RenderQueueType.Transparent;
10992
11320
  return _this;
10993
11321
  }
11322
+ var _proto = SpineMaterial.prototype;
11323
+ /**
11324
+ * @internal
11325
+ */ _proto._setTintBlack = function _setTintBlack(enabled) {
11326
+ if (enabled) {
11327
+ this.shaderData.enableMacro("RENDERER_TINT_BLACK");
11328
+ } else {
11329
+ this.shaderData.disableMacro("RENDERER_TINT_BLACK");
11330
+ }
11331
+ };
11332
+ /**
11333
+ * @internal
11334
+ */ _proto._setPremultipliedAlpha = function _setPremultipliedAlpha(enabled) {
11335
+ if (enabled) {
11336
+ this.shaderData.setFloat("renderer_PremultipliedAlpha", 1);
11337
+ } else {
11338
+ this.shaderData.setFloat("renderer_PremultipliedAlpha", 0);
11339
+ }
11340
+ };
11341
+ /**
11342
+ * @internal
11343
+ */ _proto._setTexture = function _setTexture(value) {
11344
+ this.shaderData.setTexture("material_SpineTexture", value);
11345
+ };
11346
+ /**
11347
+ * @internal
11348
+ */ _proto._setBlendMode = function _setBlendMode(blendMode, premultipliedAlpha) {
11349
+ var target = this.renderState.blendState.targetBlendState;
11350
+ this._blendMode = blendMode;
11351
+ switch(blendMode){
11352
+ case exports.BlendMode.Additive:
11353
+ target.sourceColorBlendFactor = premultipliedAlpha ? One : SourceAlpha;
11354
+ target.destinationColorBlendFactor = One;
11355
+ target.sourceAlphaBlendFactor = One;
11356
+ target.destinationAlphaBlendFactor = One;
11357
+ target.colorBlendOperation = target.alphaBlendOperation = Add;
11358
+ break;
11359
+ case exports.BlendMode.Multiply:
11360
+ target.sourceColorBlendFactor = DestinationColor;
11361
+ target.destinationColorBlendFactor = OneMinusSourceAlpha;
11362
+ target.sourceAlphaBlendFactor = One;
11363
+ target.destinationAlphaBlendFactor = OneMinusSourceAlpha;
11364
+ target.colorBlendOperation = target.alphaBlendOperation = Add;
11365
+ break;
11366
+ case exports.BlendMode.Screen:
11367
+ target.sourceColorBlendFactor = One;
11368
+ target.destinationColorBlendFactor = OneMinusSourceColor;
11369
+ target.sourceAlphaBlendFactor = One;
11370
+ target.destinationAlphaBlendFactor = OneMinusSourceColor;
11371
+ target.colorBlendOperation = target.alphaBlendOperation = Add;
11372
+ break;
11373
+ default:
11374
+ target.sourceColorBlendFactor = premultipliedAlpha ? One : SourceAlpha;
11375
+ target.destinationColorBlendFactor = OneMinusSourceAlpha;
11376
+ target.sourceAlphaBlendFactor = One;
11377
+ target.destinationAlphaBlendFactor = OneMinusSourceAlpha;
11378
+ target.colorBlendOperation = target.alphaBlendOperation = Add;
11379
+ break;
11380
+ }
11381
+ };
11382
+ /**
11383
+ * @internal
11384
+ */ _proto._getBlendMode = function _getBlendMode() {
11385
+ return this._blendMode;
11386
+ };
10994
11387
  return SpineMaterial;
10995
11388
  }(miniprogram.Material);
10996
- SpineMaterial._spineVS = "\n uniform mat4 renderer_MVPMat;\n\n attribute vec3 POSITION;\n attribute vec2 TEXCOORD_0;\n attribute vec4 COLOR_0;\n \n varying vec2 v_uv;\n varying vec4 v_color;\n \n void main()\n {\n gl_Position = renderer_MVPMat * vec4(POSITION, 1.0);\n \n v_uv = TEXCOORD_0;\n v_color = COLOR_0;\n }\n ";
10997
- SpineMaterial._spineFS = "\n #include <common>\n uniform sampler2D material_SpineTexture;\n\n varying vec2 v_uv;\n varying vec4 v_color;\n \n void main()\n {\n vec4 baseColor = texture2DSRGB(material_SpineTexture, v_uv);\n gl_FragColor = baseColor * sRGBToLinear(v_color);\n }\n ";
11389
+ SpineMaterial._spineVS = "\n uniform mat4 renderer_MVPMat;\n\n attribute vec3 POSITION;\n attribute vec2 TEXCOORD_0;\n attribute vec4 LIGHT_COLOR;\n \n varying vec2 v_uv;\n varying vec4 v_lightColor;\n\n #ifdef RENDERER_TINT_BLACK\n attribute vec3 DARK_COLOR;\n varying vec3 v_darkColor;\n #endif\n \n void main()\n {\n gl_Position = renderer_MVPMat * vec4(POSITION, 1.0);\n \n v_uv = TEXCOORD_0;\n v_lightColor = LIGHT_COLOR;\n\n #ifdef RENDERER_TINT_BLACK\n v_darkColor = DARK_COLOR;\n #endif\n }\n ";
11390
+ SpineMaterial._spineFS = "\n #include <common>\n uniform sampler2D material_SpineTexture;\n uniform float renderer_PremultipliedAlpha;\n\n varying vec2 v_uv;\n varying vec4 v_lightColor;\n\n #ifdef RENDERER_TINT_BLACK\n varying vec3 v_darkColor;\n #endif\n \n void main()\n {\n vec4 texColor = texture2D(material_SpineTexture, v_uv);\n vec4 lightColor = sRGBToLinear(v_lightColor);\n #ifdef RENDERER_TINT_BLACK\n vec4 darkColor = sRGBToLinear(vec4(v_darkColor, 1.0));\n vec3 dark_premult = (texColor.a - texColor.rgb) * darkColor.rgb;\n vec3 dark_nonpremult = (1.0 - texColor.rgb) * darkColor.rgb;\n vec3 dark = mix(dark_nonpremult, dark_premult, renderer_PremultipliedAlpha);\n vec3 light = texColor.rgb * lightColor.rgb;\n gl_FragColor.rgb = dark + light;\n gl_FragColor.a = texColor.a * lightColor.a;\n #else\n gl_FragColor = texColor * lightColor;\n #endif\n }\n ";
10998
11391
 
10999
11392
  /**
11000
11393
  * Spine animation renderer, capable of rendering spine animations and providing functions for animation and skeleton manipulation.
@@ -11009,15 +11402,17 @@ SpineMaterial._spineFS = "\n #include <common>\n uniform sampler2D materia
11009
11402
  * When enabled, vertex color values are multiplied by the alpha channel.
11010
11403
  * @remarks
11011
11404
  If this option is enabled, the Spine editor must export textures with "Premultiply Alpha" checked.
11012
- */ _this.premultipliedAlpha = false, /**
11405
+ */ _this.premultipliedAlpha = false, _this._tintBlack = false, /**
11013
11406
  * Default state for spine animation.
11014
11407
  * Contains the default animation name to be played, whether this animation should loop, the default skin name.
11015
11408
  */ _this.defaultConfig = new SpineAnimationDefaultConfig(), /** @internal */ _this._subPrimitives = [], /** @internal */ _this._vertices = new Float32Array(), /** @internal */ _this._indices = new Uint16Array(), /** @internal */ _this._needResizeBuffer = false, /** @internal */ _this._vertexCount = 0, /** @internal */ _this._localBounds = new miniprogram.BoundingBox(new miniprogram.Vector3(Infinity, Infinity, Infinity), new miniprogram.Vector3(-Infinity, -Infinity, -Infinity));
11016
11409
  var primitive = new miniprogram.Primitive(_this._engine);
11017
11410
  _this._primitive = primitive;
11411
+ _this._primitive._addReferCount(1);
11018
11412
  primitive.addVertexElement(SpineAnimationRenderer._positionVertexElement);
11019
- primitive.addVertexElement(SpineAnimationRenderer._colorVertexElement);
11413
+ primitive.addVertexElement(SpineAnimationRenderer._lightColorVertexElement);
11020
11414
  primitive.addVertexElement(SpineAnimationRenderer._uvVertexElement);
11415
+ primitive.addVertexElement(SpineAnimationRenderer._darkColorVertexElement);
11021
11416
  return _this;
11022
11417
  }
11023
11418
  var _proto = SpineAnimationRenderer.prototype;
@@ -11099,8 +11494,12 @@ SpineMaterial._spineFS = "\n #include <common>\n uniform sampler2D materia
11099
11494
  */ _proto._onDestroy = function _onDestroy() {
11100
11495
  this._clearMaterialCache();
11101
11496
  this._subPrimitives.length = 0;
11102
- this._primitive && this._primitive.destroy();
11103
- this._primitive = null;
11497
+ var primitive = this._primitive;
11498
+ if (primitive) {
11499
+ primitive._addReferCount(-1);
11500
+ primitive._destroy();
11501
+ this._primitive = null;
11502
+ }
11104
11503
  this._resource = null;
11105
11504
  this._skeleton = null;
11106
11505
  this._state = null;
@@ -11111,9 +11510,10 @@ SpineMaterial._spineFS = "\n #include <common>\n uniform sampler2D materia
11111
11510
  */ _proto._createAndBindBuffer = function _createAndBindBuffer(vertexCount) {
11112
11511
  var _this = this, _engine = _this._engine, _primitive = _this._primitive;
11113
11512
  this._vertexCount = vertexCount;
11114
- this._vertices = new Float32Array(vertexCount * SpineGenerator.VERTEX_STRIDE);
11513
+ var stride = this.tintBlack ? SpineGenerator.vertexStrideWithTint : SpineGenerator.vertexStrideWithoutTint;
11514
+ this._vertices = new Float32Array(vertexCount * stride);
11115
11515
  this._indices = new Uint16Array(vertexCount);
11116
- var vertexStride = SpineGenerator.VERTEX_STRIDE * 4;
11516
+ var vertexStride = stride << 2;
11117
11517
  var vertexBuffer = new miniprogram.Buffer(_engine, miniprogram.BufferBindFlag.VertexBuffer, this._vertices, miniprogram.BufferUsage.Dynamic);
11118
11518
  var indexBuffer = new miniprogram.Buffer(_engine, miniprogram.BufferBindFlag.IndexBuffer, this._indices, miniprogram.BufferUsage.Dynamic);
11119
11519
  this._indexBuffer = indexBuffer;
@@ -11133,14 +11533,34 @@ SpineMaterial._spineFS = "\n #include <common>\n uniform sampler2D materia
11133
11533
  */ _proto._clearSubPrimitives = function _clearSubPrimitives() {
11134
11534
  this._subPrimitives.length = 0;
11135
11535
  };
11536
+ /**
11537
+ * @internal
11538
+ */ _proto._getMaterial = function _getMaterial(texture, blendMode) {
11539
+ var engine = this._engine;
11540
+ var premultipliedAlpha = this.premultipliedAlpha;
11541
+ var tintBlack = this.tintBlack;
11542
+ var key = texture.instanceId + "_" + blendMode + "_" + (premultipliedAlpha ? 1 : 0);
11543
+ var cached = SpineAnimationRenderer._materialCacheMap[key];
11544
+ if (!cached) {
11545
+ cached = new SpineMaterial(engine);
11546
+ cached.isGCIgnored = true;
11547
+ SpineAnimationRenderer._materialCacheMap.set(key, cached);
11548
+ }
11549
+ cached._setBlendMode(blendMode, premultipliedAlpha);
11550
+ cached._setTexture(texture);
11551
+ cached._setTintBlack(tintBlack);
11552
+ cached._setPremultipliedAlpha(premultipliedAlpha);
11553
+ return cached;
11554
+ };
11136
11555
  _proto._clearMaterialCache = function _clearMaterialCache() {
11137
- var materialCache = SpineAnimationRenderer._materialCache;
11138
- var _this = this, materials = _this._materials;
11556
+ var materialCache = SpineAnimationRenderer._materialCacheMap;
11557
+ var premultipliedAlpha = this.premultipliedAlpha;
11558
+ var materials = this._materials;
11139
11559
  for(var i = 0, len = materials.length; i < len; i += 1){
11140
11560
  var material = materials[i];
11141
11561
  var texture = material.shaderData.getTexture("material_SpineTexture");
11142
- var blendMode = getBlendMode(material);
11143
- var key = texture.instanceId + "_" + blendMode;
11562
+ var blendMode = material._getBlendMode();
11563
+ var key = texture.instanceId + "_" + blendMode + "_" + (premultipliedAlpha ? 1 : 0);
11144
11564
  materialCache.delete(key);
11145
11565
  }
11146
11566
  };
@@ -11157,22 +11577,23 @@ SpineMaterial._spineFS = "\n #include <common>\n uniform sampler2D materia
11157
11577
  }
11158
11578
  }
11159
11579
  };
11160
- /** @internal */ SpineAnimationRenderer._getDefaultMaterial = function _getDefaultMaterial(engine) {
11161
- var defaultMaterial = this._defaultMaterial;
11162
- if (defaultMaterial) {
11163
- if (defaultMaterial.engine === engine) {
11164
- return defaultMaterial.clone();
11165
- } else {
11166
- defaultMaterial.destroy(true);
11167
- defaultMaterial = null;
11168
- }
11169
- }
11170
- defaultMaterial = new SpineMaterial(engine);
11171
- defaultMaterial.isGCIgnored = true;
11172
- this._defaultMaterial = defaultMaterial;
11173
- return defaultMaterial.clone();
11174
- };
11175
11580
  _create_class(SpineAnimationRenderer, [
11581
+ {
11582
+ key: "tintBlack",
11583
+ get: /**
11584
+ * Whether to enable tint black feature for dark color tinting.
11585
+ *
11586
+ * @remarks Should be enabled when using "Tint Black" feature in Spine editor.
11587
+ */ function get() {
11588
+ return this._tintBlack;
11589
+ },
11590
+ set: function set(value) {
11591
+ if (this._tintBlack !== value) {
11592
+ this._tintBlack = value;
11593
+ this._needResizeBuffer = true;
11594
+ }
11595
+ }
11596
+ },
11176
11597
  {
11177
11598
  key: "state",
11178
11599
  get: /**
@@ -11226,15 +11647,19 @@ SpineMaterial._spineFS = "\n #include <common>\n uniform sampler2D materia
11226
11647
  }(miniprogram.Renderer);
11227
11648
  SpineAnimationRenderer._spineGenerator = new SpineGenerator();
11228
11649
  SpineAnimationRenderer._positionVertexElement = new miniprogram.VertexElement("POSITION", 0, miniprogram.VertexElementFormat.Vector3, 0);
11229
- SpineAnimationRenderer._colorVertexElement = new miniprogram.VertexElement("COLOR_0", 12, miniprogram.VertexElementFormat.Vector4, 0);
11650
+ SpineAnimationRenderer._lightColorVertexElement = new miniprogram.VertexElement("LIGHT_COLOR", 12, miniprogram.VertexElementFormat.Vector4, 0);
11230
11651
  SpineAnimationRenderer._uvVertexElement = new miniprogram.VertexElement("TEXCOORD_0", 28, miniprogram.VertexElementFormat.Vector2, 0);
11231
- /** @internal */ SpineAnimationRenderer._materialCache = new Map();
11652
+ SpineAnimationRenderer._darkColorVertexElement = new miniprogram.VertexElement("DARK_COLOR", 36, miniprogram.VertexElementFormat.Vector3, 0);
11653
+ /** @internal */ SpineAnimationRenderer._materialCacheMap = new Map();
11232
11654
  __decorate([
11233
11655
  miniprogram.assignmentClone
11234
11656
  ], SpineAnimationRenderer.prototype, "zSpacing", void 0);
11235
11657
  __decorate([
11236
11658
  miniprogram.assignmentClone
11237
11659
  ], SpineAnimationRenderer.prototype, "premultipliedAlpha", void 0);
11660
+ __decorate([
11661
+ miniprogram.assignmentClone
11662
+ ], SpineAnimationRenderer.prototype, "_tintBlack", void 0);
11238
11663
  __decorate([
11239
11664
  miniprogram.deepClone
11240
11665
  ], SpineAnimationRenderer.prototype, "defaultConfig", void 0);
@@ -11635,7 +12060,7 @@ for(var key in RendererObject){
11635
12060
  for(var key1 in LoaderObject){
11636
12061
  miniprogram.Loader.registerClass(key1, LoaderObject[key1]);
11637
12062
  }
11638
- var version = "4.2.2";
12063
+ var version = "4.2.4";
11639
12064
  console.log("Galacean spine version: " + version);
11640
12065
 
11641
12066
  exports.AlphaTimeline = AlphaTimeline;
@@ -11643,6 +12068,7 @@ exports.Animation = Animation;
11643
12068
  exports.AnimationState = AnimationState;
11644
12069
  exports.AnimationStateAdapter = AnimationStateAdapter;
11645
12070
  exports.AnimationStateData = AnimationStateData;
12071
+ exports.AssetCache = AssetCache;
11646
12072
  exports.AssetManagerBase = AssetManagerBase;
11647
12073
  exports.AtlasAttachmentLoader = AtlasAttachmentLoader;
11648
12074
  exports.Attachment = Attachment;