var __extends = (this && this.__extends) || (function () {
    var extendStatics = function (d, b) {
        extendStatics = Object.setPrototypeOf ||
            ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
            function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };
        return extendStatics(d, b);
    };
    return function (d, b) {
        extendStatics(d, b);
        function __() { this.constructor = d; }
        d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
    };
})();
var spine;
(function (spine) {
    var Animation = (function () {
        function Animation(name, timelines, duration) {
            if (name == null)
                throw new Error("name cannot be null.");
            if (timelines == null)
                throw new Error("timelines cannot be null.");
            this.name = name;
            this.timelines = timelines;
            this.timelineIds = [];
            for (var i = 0; i < timelines.length; i++)
                this.timelineIds[timelines[i].getPropertyId()] = true;
            this.duration = duration;
        }
        Animation.prototype.hasTimeline = function (id) {
            return this.timelineIds[id] == true;
        };
        Animation.prototype.apply = function (skeleton, lastTime, time, loop, events, alpha, blend, direction) {
            if (skeleton == null)
                throw new Error("skeleton cannot be null.");
            if (loop && this.duration != 0) {
                time %= this.duration;
                if (lastTime > 0)
                    lastTime %= this.duration;
            }
            var timelines = this.timelines;
            for (var i = 0, n = timelines.length; i < n; i++)
                timelines[i].apply(skeleton, lastTime, time, events, alpha, blend, direction);
        };
        Animation.binarySearch = function (values, target, step) {
            if (step === void 0) { step = 1; }
            var low = 0;
            var high = values.length / step - 2;
            if (high == 0)
                return step;
            var current = high >>> 1;
            while (true) {
                if (values[(current + 1) * step] <= target)
                    low = current + 1;
                else
                    high = current;
                if (low == high)
                    return (low + 1) * step;
                current = (low + high) >>> 1;
            }
        };
        Animation.linearSearch = function (values, target, step) {
            for (var i = 0, last = values.length - step; i <= last; i += step)
                if (values[i] > target)
                    return i;
            return -1;
        };
        return Animation;
    }());
    spine.Animation = Animation;
    var MixBlend;
    (function (MixBlend) {
        MixBlend[MixBlend["setup"] = 0] = "setup";
        MixBlend[MixBlend["first"] = 1] = "first";
        MixBlend[MixBlend["replace"] = 2] = "replace";
        MixBlend[MixBlend["add"] = 3] = "add";
    })(MixBlend = spine.MixBlend || (spine.MixBlend = {}));
    var MixDirection;
    (function (MixDirection) {
        MixDirection[MixDirection["mixIn"] = 0] = "mixIn";
        MixDirection[MixDirection["mixOut"] = 1] = "mixOut";
    })(MixDirection = spine.MixDirection || (spine.MixDirection = {}));
    var TimelineType;
    (function (TimelineType) {
        TimelineType[TimelineType["rotate"] = 0] = "rotate";
        TimelineType[TimelineType["translate"] = 1] = "translate";
        TimelineType[TimelineType["scale"] = 2] = "scale";
        TimelineType[TimelineType["shear"] = 3] = "shear";
        TimelineType[TimelineType["attachment"] = 4] = "attachment";
        TimelineType[TimelineType["color"] = 5] = "color";
        TimelineType[TimelineType["deform"] = 6] = "deform";
        TimelineType[TimelineType["event"] = 7] = "event";
        TimelineType[TimelineType["drawOrder"] = 8] = "drawOrder";
        TimelineType[TimelineType["ikConstraint"] = 9] = "ikConstraint";
        TimelineType[TimelineType["transformConstraint"] = 10] = "transformConstraint";
        TimelineType[TimelineType["pathConstraintPosition"] = 11] = "pathConstraintPosition";
        TimelineType[TimelineType["pathConstraintSpacing"] = 12] = "pathConstraintSpacing";
        TimelineType[TimelineType["pathConstraintMix"] = 13] = "pathConstraintMix";
        TimelineType[TimelineType["twoColor"] = 14] = "twoColor";
    })(TimelineType = spine.TimelineType || (spine.TimelineType = {}));
    var CurveTimeline = (function () {
        function CurveTimeline(frameCount) {
            if (frameCount <= 0)
                throw new Error("frameCount must be > 0: " + frameCount);
            this.curves = spine.Utils.newFloatArray((frameCount - 1) * CurveTimeline.BEZIER_SIZE);
        }
        CurveTimeline.prototype.getFrameCount = function () {
            return this.curves.length / CurveTimeline.BEZIER_SIZE + 1;
        };
        CurveTimeline.prototype.setLinear = function (frameIndex) {
            this.curves[frameIndex * CurveTimeline.BEZIER_SIZE] = CurveTimeline.LINEAR;
        };
        CurveTimeline.prototype.setStepped = function (frameIndex) {
            this.curves[frameIndex * CurveTimeline.BEZIER_SIZE] = CurveTimeline.STEPPED;
        };
        CurveTimeline.prototype.getCurveType = function (frameIndex) {
            var index = frameIndex * CurveTimeline.BEZIER_SIZE;
            if (index == this.curves.length)
                return CurveTimeline.LINEAR;
            var type = this.curves[index];
            if (type == CurveTimeline.LINEAR)
                return CurveTimeline.LINEAR;
            if (type == CurveTimeline.STEPPED)
                return CurveTimeline.STEPPED;
            return CurveTimeline.BEZIER;
        };
        CurveTimeline.prototype.setCurve = function (frameIndex, cx1, cy1, cx2, cy2) {
            var tmpx = (-cx1 * 2 + cx2) * 0.03, tmpy = (-cy1 * 2 + cy2) * 0.03;
            var dddfx = ((cx1 - cx2) * 3 + 1) * 0.006, dddfy = ((cy1 - cy2) * 3 + 1) * 0.006;
            var ddfx = tmpx * 2 + dddfx, ddfy = tmpy * 2 + dddfy;
            var dfx = cx1 * 0.3 + tmpx + dddfx * 0.16666667, dfy = cy1 * 0.3 + tmpy + dddfy * 0.16666667;
            var i = frameIndex * CurveTimeline.BEZIER_SIZE;
            var curves = this.curves;
            curves[i++] = CurveTimeline.BEZIER;
            var x = dfx, y = dfy;
            for (var n = i + CurveTimeline.BEZIER_SIZE - 1; i < n; i += 2) {
                curves[i] = x;
                curves[i + 1] = y;
                dfx += ddfx;
                dfy += ddfy;
                ddfx += dddfx;
                ddfy += dddfy;
                x += dfx;
                y += dfy;
            }
        };
        CurveTimeline.prototype.getCurvePercent = function (frameIndex, percent) {
            percent = spine.MathUtils.clamp(percent, 0, 1);
            var curves = this.curves;
            var i = frameIndex * CurveTimeline.BEZIER_SIZE;
            var type = curves[i];
            if (type == CurveTimeline.LINEAR)
                return percent;
            if (type == CurveTimeline.STEPPED)
                return 0;
            i++;
            var x = 0;
            for (var start = i, n = i + CurveTimeline.BEZIER_SIZE - 1; i < n; i += 2) {
                x = curves[i];
                if (x >= percent) {
                    var prevX = void 0, prevY = void 0;
                    if (i == start) {
                        prevX = 0;
                        prevY = 0;
                    }
                    else {
                        prevX = curves[i - 2];
                        prevY = curves[i - 1];
                    }
                    return prevY + (curves[i + 1] - prevY) * (percent - prevX) / (x - prevX);
                }
            }
            var y = curves[i - 1];
            return y + (1 - y) * (percent - x) / (1 - x);
        };
        CurveTimeline.LINEAR = 0;
        CurveTimeline.STEPPED = 1;
        CurveTimeline.BEZIER = 2;
        CurveTimeline.BEZIER_SIZE = 10 * 2 - 1;
        return CurveTimeline;
    }());
    spine.CurveTimeline = CurveTimeline;
    var RotateTimeline = (function (_super) {
        __extends(RotateTimeline, _super);
        function RotateTimeline(frameCount) {
            var _this = _super.call(this, frameCount) || this;
            _this.frames = spine.Utils.newFloatArray(frameCount << 1);
            return _this;
        }
        RotateTimeline.prototype.getPropertyId = function () {
            return (TimelineType.rotate << 24) + this.boneIndex;
        };
        RotateTimeline.prototype.setFrame = function (frameIndex, time, degrees) {
            frameIndex <<= 1;
            this.frames[frameIndex] = time;
            this.frames[frameIndex + RotateTimeline.ROTATION] = degrees;
        };
        RotateTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) {
            var frames = this.frames;
            var bone = skeleton.bones[this.boneIndex];
            if (!bone.active)
                return;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        bone.rotation = bone.data.rotation;
                        return;
                    case MixBlend.first:
                        var r_1 = bone.data.rotation - bone.rotation;
                        bone.rotation += (r_1 - (16384 - ((16384.499999999996 - r_1 / 360) | 0)) * 360) * alpha;
                }
                return;
            }
            if (time >= frames[frames.length - RotateTimeline.ENTRIES]) {
                var r_2 = frames[frames.length + RotateTimeline.PREV_ROTATION];
                switch (blend) {
                    case MixBlend.setup:
                        bone.rotation = bone.data.rotation + r_2 * alpha;
                        break;
                    case MixBlend.first:
                    case MixBlend.replace:
                        r_2 += bone.data.rotation - bone.rotation;
                        r_2 -= (16384 - ((16384.499999999996 - r_2 / 360) | 0)) * 360;
                    case MixBlend.add:
                        bone.rotation += r_2 * alpha;
                }
                return;
            }
            var frame = Animation.binarySearch(frames, time, RotateTimeline.ENTRIES);
            var prevRotation = frames[frame + RotateTimeline.PREV_ROTATION];
            var frameTime = frames[frame];
            var percent = this.getCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame + RotateTimeline.PREV_TIME] - frameTime));
            var r = frames[frame + RotateTimeline.ROTATION] - prevRotation;
            r = prevRotation + (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * percent;
            switch (blend) {
                case MixBlend.setup:
                    bone.rotation = bone.data.rotation + (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * alpha;
                    break;
                case MixBlend.first:
                case MixBlend.replace:
                    r += bone.data.rotation - bone.rotation;
                case MixBlend.add:
                    bone.rotation += (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * alpha;
            }
        };
        RotateTimeline.ENTRIES = 2;
        RotateTimeline.PREV_TIME = -2;
        RotateTimeline.PREV_ROTATION = -1;
        RotateTimeline.ROTATION = 1;
        return RotateTimeline;
    }(CurveTimeline));
    spine.RotateTimeline = RotateTimeline;
    var TranslateTimeline = (function (_super) {
        __extends(TranslateTimeline, _super);
        function TranslateTimeline(frameCount) {
            var _this = _super.call(this, frameCount) || this;
            _this.frames = spine.Utils.newFloatArray(frameCount * TranslateTimeline.ENTRIES);
            return _this;
        }
        TranslateTimeline.prototype.getPropertyId = function () {
            return (TimelineType.translate << 24) + this.boneIndex;
        };
        TranslateTimeline.prototype.setFrame = function (frameIndex, time, x, y) {
            frameIndex *= TranslateTimeline.ENTRIES;
            this.frames[frameIndex] = time;
            this.frames[frameIndex + TranslateTimeline.X] = x;
            this.frames[frameIndex + TranslateTimeline.Y] = y;
        };
        TranslateTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) {
            var frames = this.frames;
            var bone = skeleton.bones[this.boneIndex];
            if (!bone.active)
                return;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        bone.x = bone.data.x;
                        bone.y = bone.data.y;
                        return;
                    case MixBlend.first:
                        bone.x += (bone.data.x - bone.x) * alpha;
                        bone.y += (bone.data.y - bone.y) * alpha;
                }
                return;
            }
            var x = 0, y = 0;
            if (time >= frames[frames.length - TranslateTimeline.ENTRIES]) {
                x = frames[frames.length + TranslateTimeline.PREV_X];
                y = frames[frames.length + TranslateTimeline.PREV_Y];
            }
            else {
                var frame = Animation.binarySearch(frames, time, TranslateTimeline.ENTRIES);
                x = frames[frame + TranslateTimeline.PREV_X];
                y = frames[frame + TranslateTimeline.PREV_Y];
                var frameTime = frames[frame];
                var percent = this.getCurvePercent(frame / TranslateTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TranslateTimeline.PREV_TIME] - frameTime));
                x += (frames[frame + TranslateTimeline.X] - x) * percent;
                y += (frames[frame + TranslateTimeline.Y] - y) * percent;
            }
            switch (blend) {
                case MixBlend.setup:
                    bone.x = bone.data.x + x * alpha;
                    bone.y = bone.data.y + y * alpha;
                    break;
                case MixBlend.first:
                case MixBlend.replace:
                    bone.x += (bone.data.x + x - bone.x) * alpha;
                    bone.y += (bone.data.y + y - bone.y) * alpha;
                    break;
                case MixBlend.add:
                    bone.x += x * alpha;
                    bone.y += y * alpha;
            }
        };
        TranslateTimeline.ENTRIES = 3;
        TranslateTimeline.PREV_TIME = -3;
        TranslateTimeline.PREV_X = -2;
        TranslateTimeline.PREV_Y = -1;
        TranslateTimeline.X = 1;
        TranslateTimeline.Y = 2;
        return TranslateTimeline;
    }(CurveTimeline));
    spine.TranslateTimeline = TranslateTimeline;
    var ScaleTimeline = (function (_super) {
        __extends(ScaleTimeline, _super);
        function ScaleTimeline(frameCount) {
            return _super.call(this, frameCount) || this;
        }
        ScaleTimeline.prototype.getPropertyId = function () {
            return (TimelineType.scale << 24) + this.boneIndex;
        };
        ScaleTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) {
            var frames = this.frames;
            var bone = skeleton.bones[this.boneIndex];
            if (!bone.active)
                return;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        bone.scaleX = bone.data.scaleX;
                        bone.scaleY = bone.data.scaleY;
                        return;
                    case MixBlend.first:
                        bone.scaleX += (bone.data.scaleX - bone.scaleX) * alpha;
                        bone.scaleY += (bone.data.scaleY - bone.scaleY) * alpha;
                }
                return;
            }
            var x = 0, y = 0;
            if (time >= frames[frames.length - ScaleTimeline.ENTRIES]) {
                x = frames[frames.length + ScaleTimeline.PREV_X] * bone.data.scaleX;
                y = frames[frames.length + ScaleTimeline.PREV_Y] * bone.data.scaleY;
            }
            else {
                var frame = Animation.binarySearch(frames, time, ScaleTimeline.ENTRIES);
                x = frames[frame + ScaleTimeline.PREV_X];
                y = frames[frame + ScaleTimeline.PREV_Y];
                var frameTime = frames[frame];
                var percent = this.getCurvePercent(frame / ScaleTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ScaleTimeline.PREV_TIME] - frameTime));
                x = (x + (frames[frame + ScaleTimeline.X] - x) * percent) * bone.data.scaleX;
                y = (y + (frames[frame + ScaleTimeline.Y] - y) * percent) * bone.data.scaleY;
            }
            if (alpha == 1) {
                if (blend == MixBlend.add) {
                    bone.scaleX += x - bone.data.scaleX;
                    bone.scaleY += y - bone.data.scaleY;
                }
                else {
                    bone.scaleX = x;
                    bone.scaleY = y;
                }
            }
            else {
                var bx = 0, by = 0;
                if (direction == MixDirection.mixOut) {
                    switch (blend) {
                        case MixBlend.setup:
                            bx = bone.data.scaleX;
                            by = bone.data.scaleY;
                            bone.scaleX = bx + (Math.abs(x) * spine.MathUtils.signum(bx) - bx) * alpha;
                            bone.scaleY = by + (Math.abs(y) * spine.MathUtils.signum(by) - by) * alpha;
                            break;
                        case MixBlend.first:
                        case MixBlend.replace:
                            bx = bone.scaleX;
                            by = bone.scaleY;
                            bone.scaleX = bx + (Math.abs(x) * spine.MathUtils.signum(bx) - bx) * alpha;
                            bone.scaleY = by + (Math.abs(y) * spine.MathUtils.signum(by) - by) * alpha;
                            break;
                        case MixBlend.add:
                            bx = bone.scaleX;
                            by = bone.scaleY;
                            bone.scaleX = bx + (Math.abs(x) * spine.MathUtils.signum(bx) - bone.data.scaleX) * alpha;
                            bone.scaleY = by + (Math.abs(y) * spine.MathUtils.signum(by) - bone.data.scaleY) * alpha;
                    }
                }
                else {
                    switch (blend) {
                        case MixBlend.setup:
                            bx = Math.abs(bone.data.scaleX) * spine.MathUtils.signum(x);
                            by = Math.abs(bone.data.scaleY) * spine.MathUtils.signum(y);
                            bone.scaleX = bx + (x - bx) * alpha;
                            bone.scaleY = by + (y - by) * alpha;
                            break;
                        case MixBlend.first:
                        case MixBlend.replace:
                            bx = Math.abs(bone.scaleX) * spine.MathUtils.signum(x);
                            by = Math.abs(bone.scaleY) * spine.MathUtils.signum(y);
                            bone.scaleX = bx + (x - bx) * alpha;
                            bone.scaleY = by + (y - by) * alpha;
                            break;
                        case MixBlend.add:
                            bx = spine.MathUtils.signum(x);
                            by = spine.MathUtils.signum(y);
                            bone.scaleX = Math.abs(bone.scaleX) * bx + (x - Math.abs(bone.data.scaleX) * bx) * alpha;
                            bone.scaleY = Math.abs(bone.scaleY) * by + (y - Math.abs(bone.data.scaleY) * by) * alpha;
                    }
                }
            }
        };
        return ScaleTimeline;
    }(TranslateTimeline));
    spine.ScaleTimeline = ScaleTimeline;
    var ShearTimeline = (function (_super) {
        __extends(ShearTimeline, _super);
        function ShearTimeline(frameCount) {
            return _super.call(this, frameCount) || this;
        }
        ShearTimeline.prototype.getPropertyId = function () {
            return (TimelineType.shear << 24) + this.boneIndex;
        };
        ShearTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) {
            var frames = this.frames;
            var bone = skeleton.bones[this.boneIndex];
            if (!bone.active)
                return;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        bone.shearX = bone.data.shearX;
                        bone.shearY = bone.data.shearY;
                        return;
                    case MixBlend.first:
                        bone.shearX += (bone.data.shearX - bone.shearX) * alpha;
                        bone.shearY += (bone.data.shearY - bone.shearY) * alpha;
                }
                return;
            }
            var x = 0, y = 0;
            if (time >= frames[frames.length - ShearTimeline.ENTRIES]) {
                x = frames[frames.length + ShearTimeline.PREV_X];
                y = frames[frames.length + ShearTimeline.PREV_Y];
            }
            else {
                var frame = Animation.binarySearch(frames, time, ShearTimeline.ENTRIES);
                x = frames[frame + ShearTimeline.PREV_X];
                y = frames[frame + ShearTimeline.PREV_Y];
                var frameTime = frames[frame];
                var percent = this.getCurvePercent(frame / ShearTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ShearTimeline.PREV_TIME] - frameTime));
                x = x + (frames[frame + ShearTimeline.X] - x) * percent;
                y = y + (frames[frame + ShearTimeline.Y] - y) * percent;
            }
            switch (blend) {
                case MixBlend.setup:
                    bone.shearX = bone.data.shearX + x * alpha;
                    bone.shearY = bone.data.shearY + y * alpha;
                    break;
                case MixBlend.first:
                case MixBlend.replace:
                    bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha;
                    bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha;
                    break;
                case MixBlend.add:
                    bone.shearX += x * alpha;
                    bone.shearY += y * alpha;
            }
        };
        return ShearTimeline;
    }(TranslateTimeline));
    spine.ShearTimeline = ShearTimeline;
    var ColorTimeline = (function (_super) {
        __extends(ColorTimeline, _super);
        function ColorTimeline(frameCount) {
            var _this = _super.call(this, frameCount) || this;
            _this.frames = spine.Utils.newFloatArray(frameCount * ColorTimeline.ENTRIES);
            return _this;
        }
        ColorTimeline.prototype.getPropertyId = function () {
            return (TimelineType.color << 24) + this.slotIndex;
        };
        ColorTimeline.prototype.setFrame = function (frameIndex, time, r, g, b, a) {
            frameIndex *= ColorTimeline.ENTRIES;
            this.frames[frameIndex] = time;
            this.frames[frameIndex + ColorTimeline.R] = r;
            this.frames[frameIndex + ColorTimeline.G] = g;
            this.frames[frameIndex + ColorTimeline.B] = b;
            this.frames[frameIndex + ColorTimeline.A] = a;
        };
        ColorTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) {
            var slot = skeleton.slots[this.slotIndex];
            if (!slot.bone.active)
                return;
            var frames = this.frames;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        slot.color.setFromColor(slot.data.color);
                        return;
                    case MixBlend.first:
                        var color = slot.color, setup = slot.data.color;
                        color.add((setup.r - color.r) * alpha, (setup.g - color.g) * alpha, (setup.b - color.b) * alpha, (setup.a - color.a) * alpha);
                }
                return;
            }
            var r = 0, g = 0, b = 0, a = 0;
            if (time >= frames[frames.length - ColorTimeline.ENTRIES]) {
                var i = frames.length;
                r = frames[i + ColorTimeline.PREV_R];
                g = frames[i + ColorTimeline.PREV_G];
                b = frames[i + ColorTimeline.PREV_B];
                a = frames[i + ColorTimeline.PREV_A];
            }
            else {
                var frame = Animation.binarySearch(frames, time, ColorTimeline.ENTRIES);
                r = frames[frame + ColorTimeline.PREV_R];
                g = frames[frame + ColorTimeline.PREV_G];
                b = frames[frame + ColorTimeline.PREV_B];
                a = frames[frame + ColorTimeline.PREV_A];
                var frameTime = frames[frame];
                var percent = this.getCurvePercent(frame / ColorTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ColorTimeline.PREV_TIME] - frameTime));
                r += (frames[frame + ColorTimeline.R] - r) * percent;
                g += (frames[frame + ColorTimeline.G] - g) * percent;
                b += (frames[frame + ColorTimeline.B] - b) * percent;
                a += (frames[frame + ColorTimeline.A] - a) * percent;
            }
            if (alpha == 1)
                slot.color.set(r, g, b, a);
            else {
                var color = slot.color;
                if (blend == MixBlend.setup)
                    color.setFromColor(slot.data.color);
                color.add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha);
            }
        };
        ColorTimeline.ENTRIES = 5;
        ColorTimeline.PREV_TIME = -5;
        ColorTimeline.PREV_R = -4;
        ColorTimeline.PREV_G = -3;
        ColorTimeline.PREV_B = -2;
        ColorTimeline.PREV_A = -1;
        ColorTimeline.R = 1;
        ColorTimeline.G = 2;
        ColorTimeline.B = 3;
        ColorTimeline.A = 4;
        return ColorTimeline;
    }(CurveTimeline));
    spine.ColorTimeline = ColorTimeline;
    var TwoColorTimeline = (function (_super) {
        __extends(TwoColorTimeline, _super);
        function TwoColorTimeline(frameCount) {
            var _this = _super.call(this, frameCount) || this;
            _this.frames = spine.Utils.newFloatArray(frameCount * TwoColorTimeline.ENTRIES);
            return _this;
        }
        TwoColorTimeline.prototype.getPropertyId = function () {
            return (TimelineType.twoColor << 24) + this.slotIndex;
        };
        TwoColorTimeline.prototype.setFrame = function (frameIndex, time, r, g, b, a, r2, g2, b2) {
            frameIndex *= TwoColorTimeline.ENTRIES;
            this.frames[frameIndex] = time;
            this.frames[frameIndex + TwoColorTimeline.R] = r;
            this.frames[frameIndex + TwoColorTimeline.G] = g;
            this.frames[frameIndex + TwoColorTimeline.B] = b;
            this.frames[frameIndex + TwoColorTimeline.A] = a;
            this.frames[frameIndex + TwoColorTimeline.R2] = r2;
            this.frames[frameIndex + TwoColorTimeline.G2] = g2;
            this.frames[frameIndex + TwoColorTimeline.B2] = b2;
        };
        TwoColorTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) {
            var slot = skeleton.slots[this.slotIndex];
            if (!slot.bone.active)
                return;
            var frames = this.frames;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        slot.color.setFromColor(slot.data.color);
                        slot.darkColor.setFromColor(slot.data.darkColor);
                        return;
                    case MixBlend.first:
                        var light = slot.color, dark = slot.darkColor, setupLight = slot.data.color, setupDark = slot.data.darkColor;
                        light.add((setupLight.r - light.r) * alpha, (setupLight.g - light.g) * alpha, (setupLight.b - light.b) * alpha, (setupLight.a - light.a) * alpha);
                        dark.add((setupDark.r - dark.r) * alpha, (setupDark.g - dark.g) * alpha, (setupDark.b - dark.b) * alpha, 0);
                }
                return;
            }
            var r = 0, g = 0, b = 0, a = 0, r2 = 0, g2 = 0, b2 = 0;
            if (time >= frames[frames.length - TwoColorTimeline.ENTRIES]) {
                var i = frames.length;
                r = frames[i + TwoColorTimeline.PREV_R];
                g = frames[i + TwoColorTimeline.PREV_G];
                b = frames[i + TwoColorTimeline.PREV_B];
                a = frames[i + TwoColorTimeline.PREV_A];
                r2 = frames[i + TwoColorTimeline.PREV_R2];
                g2 = frames[i + TwoColorTimeline.PREV_G2];
                b2 = frames[i + TwoColorTimeline.PREV_B2];
            }
            else {
                var frame = Animation.binarySearch(frames, time, TwoColorTimeline.ENTRIES);
                r = frames[frame + TwoColorTimeline.PREV_R];
                g = frames[frame + TwoColorTimeline.PREV_G];
                b = frames[frame + TwoColorTimeline.PREV_B];
                a = frames[frame + TwoColorTimeline.PREV_A];
                r2 = frames[frame + TwoColorTimeline.PREV_R2];
                g2 = frames[frame + TwoColorTimeline.PREV_G2];
                b2 = frames[frame + TwoColorTimeline.PREV_B2];
                var frameTime = frames[frame];
                var percent = this.getCurvePercent(frame / TwoColorTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TwoColorTimeline.PREV_TIME] - frameTime));
                r += (frames[frame + TwoColorTimeline.R] - r) * percent;
                g += (frames[frame + TwoColorTimeline.G] - g) * percent;
                b += (frames[frame + TwoColorTimeline.B] - b) * percent;
                a += (frames[frame + TwoColorTimeline.A] - a) * percent;
                r2 += (frames[frame + TwoColorTimeline.R2] - r2) * percent;
                g2 += (frames[frame + TwoColorTimeline.G2] - g2) * percent;
                b2 += (frames[frame + TwoColorTimeline.B2] - b2) * percent;
            }
            if (alpha == 1) {
                slot.color.set(r, g, b, a);
                slot.darkColor.set(r2, g2, b2, 1);
            }
            else {
                var light = slot.color, dark = slot.darkColor;
                if (blend == MixBlend.setup) {
                    light.setFromColor(slot.data.color);
                    dark.setFromColor(slot.data.darkColor);
                }
                light.add((r - light.r) * alpha, (g - light.g) * alpha, (b - light.b) * alpha, (a - light.a) * alpha);
                dark.add((r2 - dark.r) * alpha, (g2 - dark.g) * alpha, (b2 - dark.b) * alpha, 0);
            }
        };
        TwoColorTimeline.ENTRIES = 8;
        TwoColorTimeline.PREV_TIME = -8;
        TwoColorTimeline.PREV_R = -7;
        TwoColorTimeline.PREV_G = -6;
        TwoColorTimeline.PREV_B = -5;
        TwoColorTimeline.PREV_A = -4;
        TwoColorTimeline.PREV_R2 = -3;
        TwoColorTimeline.PREV_G2 = -2;
        TwoColorTimeline.PREV_B2 = -1;
        TwoColorTimeline.R = 1;
        TwoColorTimeline.G = 2;
        TwoColorTimeline.B = 3;
        TwoColorTimeline.A = 4;
        TwoColorTimeline.R2 = 5;
        TwoColorTimeline.G2 = 6;
        TwoColorTimeline.B2 = 7;
        return TwoColorTimeline;
    }(CurveTimeline));
    spine.TwoColorTimeline = TwoColorTimeline;
    var AttachmentTimeline = (function () {
        function AttachmentTimeline(frameCount) {
            this.frames = spine.Utils.newFloatArray(frameCount);
            this.attachmentNames = new Array(frameCount);
        }
        AttachmentTimeline.prototype.getPropertyId = function () {
            return (TimelineType.attachment << 24) + this.slotIndex;
        };
        AttachmentTimeline.prototype.getFrameCount = function () {
            return this.frames.length;
        };
        AttachmentTimeline.prototype.setFrame = function (frameIndex, time, attachmentName) {
            this.frames[frameIndex] = time;
            this.attachmentNames[frameIndex] = attachmentName;
        };
        AttachmentTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) {
            var slot = skeleton.slots[this.slotIndex];
            if (!slot.bone.active)
                return;
            if (direction == MixDirection.mixOut) {
                if (blend == MixBlend.setup)
                    this.setAttachment(skeleton, slot, slot.data.attachmentName);
                return;
            }
            var frames = this.frames;
            if (time < frames[0]) {
                if (blend == MixBlend.setup || blend == MixBlend.first)
                    this.setAttachment(skeleton, slot, slot.data.attachmentName);
                return;
            }
            var frameIndex = 0;
            if (time >= frames[frames.length - 1])
                frameIndex = frames.length - 1;
            else
                frameIndex = Animation.binarySearch(frames, time, 1) - 1;
            var attachmentName = this.attachmentNames[frameIndex];
            skeleton.slots[this.slotIndex]
                .setAttachment(attachmentName == null ? null : skeleton.getAttachment(this.slotIndex, attachmentName));
        };
        AttachmentTimeline.prototype.setAttachment = function (skeleton, slot, attachmentName) {
            slot.attachment = attachmentName == null ? null : skeleton.getAttachment(this.slotIndex, attachmentName);
        };
        return AttachmentTimeline;
    }());
    spine.AttachmentTimeline = AttachmentTimeline;
    var zeros = null;
    var DeformTimeline = (function (_super) {
        __extends(DeformTimeline, _super);
        function DeformTimeline(frameCount) {
            var _this = _super.call(this, frameCount) || this;
            _this.frames = spine.Utils.newFloatArray(frameCount);
            _this.frameVertices = new Array(frameCount);
            if (zeros == null)
                zeros = spine.Utils.newFloatArray(64);
            return _this;
        }
        DeformTimeline.prototype.getPropertyId = function () {
            return (TimelineType.deform << 27) + +this.attachment.id + this.slotIndex;
        };
        DeformTimeline.prototype.setFrame = function (frameIndex, time, vertices) {
            this.frames[frameIndex] = time;
            this.frameVertices[frameIndex] = vertices;
        };
        DeformTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
            var slot = skeleton.slots[this.slotIndex];
            if (!slot.bone.active)
                return;
            var slotAttachment = slot.getAttachment();
            if (!(slotAttachment instanceof spine.VertexAttachment) || !(slotAttachment.deformAttachment == this.attachment))
                return;
            var deformArray = slot.deform;
            if (deformArray.length == 0)
                blend = MixBlend.setup;
            var frameVertices = this.frameVertices;
            var vertexCount = frameVertices[0].length;
            var frames = this.frames;
            if (time < frames[0]) {
                var vertexAttachment = slotAttachment;
                switch (blend) {
                    case MixBlend.setup:
                        deformArray.length = 0;
                        return;
                    case MixBlend.first:
                        if (alpha == 1) {
                            deformArray.length = 0;
                            break;
                        }
                        var deform_1 = spine.Utils.setArraySize(deformArray, vertexCount);
                        if (vertexAttachment.bones == null) {
                            var setupVertices = vertexAttachment.vertices;
                            for (var i = 0; i < vertexCount; i++)
                                deform_1[i] += (setupVertices[i] - deform_1[i]) * alpha;
                        }
                        else {
                            alpha = 1 - alpha;
                            for (var i = 0; i < vertexCount; i++)
                                deform_1[i] *= alpha;
                        }
                }
                return;
            }
            var deform = spine.Utils.setArraySize(deformArray, vertexCount);
            if (time >= frames[frames.length - 1]) {
                var lastVertices = frameVertices[frames.length - 1];
                if (alpha == 1) {
                    if (blend == MixBlend.add) {
                        var vertexAttachment = slotAttachment;
                        if (vertexAttachment.bones == null) {
                            var setupVertices = vertexAttachment.vertices;
                            for (var i_1 = 0; i_1 < vertexCount; i_1++) {
                                deform[i_1] += lastVertices[i_1] - setupVertices[i_1];
                            }
                        }
                        else {
                            for (var i_2 = 0; i_2 < vertexCount; i_2++)
                                deform[i_2] += lastVertices[i_2];
                        }
                    }
                    else {
                        spine.Utils.arrayCopy(lastVertices, 0, deform, 0, vertexCount);
                    }
                }
                else {
                    switch (blend) {
                        case MixBlend.setup: {
                            var vertexAttachment_1 = slotAttachment;
                            if (vertexAttachment_1.bones == null) {
                                var setupVertices = vertexAttachment_1.vertices;
                                for (var i_3 = 0; i_3 < vertexCount; i_3++) {
                                    var setup = setupVertices[i_3];
                                    deform[i_3] = setup + (lastVertices[i_3] - setup) * alpha;
                                }
                            }
                            else {
                                for (var i_4 = 0; i_4 < vertexCount; i_4++)
                                    deform[i_4] = lastVertices[i_4] * alpha;
                            }
                            break;
                        }
                        case MixBlend.first:
                        case MixBlend.replace:
                            for (var i_5 = 0; i_5 < vertexCount; i_5++)
                                deform[i_5] += (lastVertices[i_5] - deform[i_5]) * alpha;
                            break;
                        case MixBlend.add:
                            var vertexAttachment = slotAttachment;
                            if (vertexAttachment.bones == null) {
                                var setupVertices = vertexAttachment.vertices;
                                for (var i_6 = 0; i_6 < vertexCount; i_6++) {
                                    deform[i_6] += (lastVertices[i_6] - setupVertices[i_6]) * alpha;
                                }
                            }
                            else {
                                for (var i_7 = 0; i_7 < vertexCount; i_7++)
                                    deform[i_7] += lastVertices[i_7] * alpha;
                            }
                    }
                }
                return;
            }
            var frame = Animation.binarySearch(frames, time);
            var prevVertices = frameVertices[frame - 1];
            var nextVertices = frameVertices[frame];
            var frameTime = frames[frame];
            var percent = this.getCurvePercent(frame - 1, 1 - (time - frameTime) / (frames[frame - 1] - frameTime));
            if (alpha == 1) {
                if (blend == MixBlend.add) {
                    var vertexAttachment = slotAttachment;
                    if (vertexAttachment.bones == null) {
                        var setupVertices = vertexAttachment.vertices;
                        for (var i_8 = 0; i_8 < vertexCount; i_8++) {
                            var prev = prevVertices[i_8];
                            deform[i_8] += prev + (nextVertices[i_8] - prev) * percent - setupVertices[i_8];
                        }
                    }
                    else {
                        for (var i_9 = 0; i_9 < vertexCount; i_9++) {
                            var prev = prevVertices[i_9];
                            deform[i_9] += prev + (nextVertices[i_9] - prev) * percent;
                        }
                    }
                }
                else {
                    for (var i_10 = 0; i_10 < vertexCount; i_10++) {
                        var prev = prevVertices[i_10];
                        deform[i_10] = prev + (nextVertices[i_10] - prev) * percent;
                    }
                }
            }
            else {
                switch (blend) {
                    case MixBlend.setup: {
                        var vertexAttachment_2 = slotAttachment;
                        if (vertexAttachment_2.bones == null) {
                            var setupVertices = vertexAttachment_2.vertices;
                            for (var i_11 = 0; i_11 < vertexCount; i_11++) {
                                var prev = prevVertices[i_11], setup = setupVertices[i_11];
                                deform[i_11] = setup + (prev + (nextVertices[i_11] - prev) * percent - setup) * alpha;
                            }
                        }
                        else {
                            for (var i_12 = 0; i_12 < vertexCount; i_12++) {
                                var prev = prevVertices[i_12];
                                deform[i_12] = (prev + (nextVertices[i_12] - prev) * percent) * alpha;
                            }
                        }
                        break;
                    }
                    case MixBlend.first:
                    case MixBlend.replace:
                        for (var i_13 = 0; i_13 < vertexCount; i_13++) {
                            var prev = prevVertices[i_13];
                            deform[i_13] += (prev + (nextVertices[i_13] - prev) * percent - deform[i_13]) * alpha;
                        }
                        break;
                    case MixBlend.add:
                        var vertexAttachment = slotAttachment;
                        if (vertexAttachment.bones == null) {
                            var setupVertices = vertexAttachment.vertices;
                            for (var i_14 = 0; i_14 < vertexCount; i_14++) {
                                var prev = prevVertices[i_14];
                                deform[i_14] += (prev + (nextVertices[i_14] - prev) * percent - setupVertices[i_14]) * alpha;
                            }
                        }
                        else {
                            for (var i_15 = 0; i_15 < vertexCount; i_15++) {
                                var prev = prevVertices[i_15];
                                deform[i_15] += (prev + (nextVertices[i_15] - prev) * percent) * alpha;
                            }
                        }
                }
            }
        };
        return DeformTimeline;
    }(CurveTimeline));
    spine.DeformTimeline = DeformTimeline;
    var EventTimeline = (function () {
        function EventTimeline(frameCount) {
            this.frames = spine.Utils.newFloatArray(frameCount);
            this.events = new Array(frameCount);
        }
        EventTimeline.prototype.getPropertyId = function () {
            return TimelineType.event << 24;
        };
        EventTimeline.prototype.getFrameCount = function () {
            return this.frames.length;
        };
        EventTimeline.prototype.setFrame = function (frameIndex, event) {
            this.frames[frameIndex] = event.time;
            this.events[frameIndex] = event;
        };
        EventTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
            if (firedEvents == null)
                return;
            var frames = this.frames;
            var frameCount = this.frames.length;
            if (lastTime > time) {
                this.apply(skeleton, lastTime, Number.MAX_VALUE, firedEvents, alpha, blend, direction);
                lastTime = -1;
            }
            else if (lastTime >= frames[frameCount - 1])
                return;
            if (time < frames[0])
                return;
            var frame = 0;
            if (lastTime < frames[0])
                frame = 0;
            else {
                frame = Animation.binarySearch(frames, lastTime);
                var frameTime = frames[frame];
                while (frame > 0) {
                    if (frames[frame - 1] != frameTime)
                        break;
                    frame--;
                }
            }
            for (; frame < frameCount && time >= frames[frame]; frame++)
                firedEvents.push(this.events[frame]);
        };
        return EventTimeline;
    }());
    spine.EventTimeline = EventTimeline;
    var DrawOrderTimeline = (function () {
        function DrawOrderTimeline(frameCount) {
            this.frames = spine.Utils.newFloatArray(frameCount);
            this.drawOrders = new Array(frameCount);
        }
        DrawOrderTimeline.prototype.getPropertyId = function () {
            return TimelineType.drawOrder << 24;
        };
        DrawOrderTimeline.prototype.getFrameCount = function () {
            return this.frames.length;
        };
        DrawOrderTimeline.prototype.setFrame = function (frameIndex, time, drawOrder) {
            this.frames[frameIndex] = time;
            this.drawOrders[frameIndex] = drawOrder;
        };
        DrawOrderTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
            var drawOrder = skeleton.drawOrder;
            var slots = skeleton.slots;
            if (direction == MixDirection.mixOut) {
                if (blend == MixBlend.setup)
                    spine.Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length);
                return;
            }
            var frames = this.frames;
            if (time < frames[0]) {
                if (blend == MixBlend.setup || blend == MixBlend.first)
                    spine.Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length);
                return;
            }
            var frame = 0;
            if (time >= frames[frames.length - 1])
                frame = frames.length - 1;
            else
                frame = Animation.binarySearch(frames, time) - 1;
            var drawOrderToSetupIndex = this.drawOrders[frame];
            if (drawOrderToSetupIndex == null)
                spine.Utils.arrayCopy(slots, 0, drawOrder, 0, slots.length);
            else {
                for (var i = 0, n = drawOrderToSetupIndex.length; i < n; i++)
                    drawOrder[i] = slots[drawOrderToSetupIndex[i]];
            }
        };
        return DrawOrderTimeline;
    }());
    spine.DrawOrderTimeline = DrawOrderTimeline;
    var IkConstraintTimeline = (function (_super) {
        __extends(IkConstraintTimeline, _super);
        function IkConstraintTimeline(frameCount) {
            var _this = _super.call(this, frameCount) || this;
            _this.frames = spine.Utils.newFloatArray(frameCount * IkConstraintTimeline.ENTRIES);
            return _this;
        }
        IkConstraintTimeline.prototype.getPropertyId = function () {
            return (TimelineType.ikConstraint << 24) + this.ikConstraintIndex;
        };
        IkConstraintTimeline.prototype.setFrame = function (frameIndex, time, mix, softness, bendDirection, compress, stretch) {
            frameIndex *= IkConstraintTimeline.ENTRIES;
            this.frames[frameIndex] = time;
            this.frames[frameIndex + IkConstraintTimeline.MIX] = mix;
            this.frames[frameIndex + IkConstraintTimeline.SOFTNESS] = softness;
            this.frames[frameIndex + IkConstraintTimeline.BEND_DIRECTION] = bendDirection;
            this.frames[frameIndex + IkConstraintTimeline.COMPRESS] = compress ? 1 : 0;
            this.frames[frameIndex + IkConstraintTimeline.STRETCH] = stretch ? 1 : 0;
        };
        IkConstraintTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
            var frames = this.frames;
            var constraint = skeleton.ikConstraints[this.ikConstraintIndex];
            if (!constraint.active)
                return;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        constraint.mix = constraint.data.mix;
                        constraint.softness = constraint.data.softness;
                        constraint.bendDirection = constraint.data.bendDirection;
                        constraint.compress = constraint.data.compress;
                        constraint.stretch = constraint.data.stretch;
                        return;
                    case MixBlend.first:
                        constraint.mix += (constraint.data.mix - constraint.mix) * alpha;
                        constraint.softness += (constraint.data.softness - constraint.softness) * alpha;
                        constraint.bendDirection = constraint.data.bendDirection;
                        constraint.compress = constraint.data.compress;
                        constraint.stretch = constraint.data.stretch;
                }
                return;
            }
            if (time >= frames[frames.length - IkConstraintTimeline.ENTRIES]) {
                if (blend == MixBlend.setup) {
                    constraint.mix = constraint.data.mix + (frames[frames.length + IkConstraintTimeline.PREV_MIX] - constraint.data.mix) * alpha;
                    constraint.softness = constraint.data.softness
                        + (frames[frames.length + IkConstraintTimeline.PREV_SOFTNESS] - constraint.data.softness) * alpha;
                    if (direction == MixDirection.mixOut) {
                        constraint.bendDirection = constraint.data.bendDirection;
                        constraint.compress = constraint.data.compress;
                        constraint.stretch = constraint.data.stretch;
                    }
                    else {
                        constraint.bendDirection = frames[frames.length + IkConstraintTimeline.PREV_BEND_DIRECTION];
                        constraint.compress = frames[frames.length + IkConstraintTimeline.PREV_COMPRESS] != 0;
                        constraint.stretch = frames[frames.length + IkConstraintTimeline.PREV_STRETCH] != 0;
                    }
                }
                else {
                    constraint.mix += (frames[frames.length + IkConstraintTimeline.PREV_MIX] - constraint.mix) * alpha;
                    constraint.softness += (frames[frames.length + IkConstraintTimeline.PREV_SOFTNESS] - constraint.softness) * alpha;
                    if (direction == MixDirection.mixIn) {
                        constraint.bendDirection = frames[frames.length + IkConstraintTimeline.PREV_BEND_DIRECTION];
                        constraint.compress = frames[frames.length + IkConstraintTimeline.PREV_COMPRESS] != 0;
                        constraint.stretch = frames[frames.length + IkConstraintTimeline.PREV_STRETCH] != 0;
                    }
                }
                return;
            }
            var frame = Animation.binarySearch(frames, time, IkConstraintTimeline.ENTRIES);
            var mix = frames[frame + IkConstraintTimeline.PREV_MIX];
            var softness = frames[frame + IkConstraintTimeline.PREV_SOFTNESS];
            var frameTime = frames[frame];
            var percent = this.getCurvePercent(frame / IkConstraintTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + IkConstraintTimeline.PREV_TIME] - frameTime));
            if (blend == MixBlend.setup) {
                constraint.mix = constraint.data.mix + (mix + (frames[frame + IkConstraintTimeline.MIX] - mix) * percent - constraint.data.mix) * alpha;
                constraint.softness = constraint.data.softness
                    + (softness + (frames[frame + IkConstraintTimeline.SOFTNESS] - softness) * percent - constraint.data.softness) * alpha;
                if (direction == MixDirection.mixOut) {
                    constraint.bendDirection = constraint.data.bendDirection;
                    constraint.compress = constraint.data.compress;
                    constraint.stretch = constraint.data.stretch;
                }
                else {
                    constraint.bendDirection = frames[frame + IkConstraintTimeline.PREV_BEND_DIRECTION];
                    constraint.compress = frames[frame + IkConstraintTimeline.PREV_COMPRESS] != 0;
                    constraint.stretch = frames[frame + IkConstraintTimeline.PREV_STRETCH] != 0;
                }
            }
            else {
                constraint.mix += (mix + (frames[frame + IkConstraintTimeline.MIX] - mix) * percent - constraint.mix) * alpha;
                constraint.softness += (softness + (frames[frame + IkConstraintTimeline.SOFTNESS] - softness) * percent - constraint.softness) * alpha;
                if (direction == MixDirection.mixIn) {
                    constraint.bendDirection = frames[frame + IkConstraintTimeline.PREV_BEND_DIRECTION];
                    constraint.compress = frames[frame + IkConstraintTimeline.PREV_COMPRESS] != 0;
                    constraint.stretch = frames[frame + IkConstraintTimeline.PREV_STRETCH] != 0;
                }
            }
        };
        IkConstraintTimeline.ENTRIES = 6;
        IkConstraintTimeline.PREV_TIME = -6;
        IkConstraintTimeline.PREV_MIX = -5;
        IkConstraintTimeline.PREV_SOFTNESS = -4;
        IkConstraintTimeline.PREV_BEND_DIRECTION = -3;
        IkConstraintTimeline.PREV_COMPRESS = -2;
        IkConstraintTimeline.PREV_STRETCH = -1;
        IkConstraintTimeline.MIX = 1;
        IkConstraintTimeline.SOFTNESS = 2;
        IkConstraintTimeline.BEND_DIRECTION = 3;
        IkConstraintTimeline.COMPRESS = 4;
        IkConstraintTimeline.STRETCH = 5;
        return IkConstraintTimeline;
    }(CurveTimeline));
    spine.IkConstraintTimeline = IkConstraintTimeline;
    var TransformConstraintTimeline = (function (_super) {
        __extends(TransformConstraintTimeline, _super);
        function TransformConstraintTimeline(frameCount) {
            var _this = _super.call(this, frameCount) || this;
            _this.frames = spine.Utils.newFloatArray(frameCount * TransformConstraintTimeline.ENTRIES);
            return _this;
        }
        TransformConstraintTimeline.prototype.getPropertyId = function () {
            return (TimelineType.transformConstraint << 24) + this.transformConstraintIndex;
        };
        TransformConstraintTimeline.prototype.setFrame = function (frameIndex, time, rotateMix, translateMix, scaleMix, shearMix) {
            frameIndex *= TransformConstraintTimeline.ENTRIES;
            this.frames[frameIndex] = time;
            this.frames[frameIndex + TransformConstraintTimeline.ROTATE] = rotateMix;
            this.frames[frameIndex + TransformConstraintTimeline.TRANSLATE] = translateMix;
            this.frames[frameIndex + TransformConstraintTimeline.SCALE] = scaleMix;
            this.frames[frameIndex + TransformConstraintTimeline.SHEAR] = shearMix;
        };
        TransformConstraintTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
            var frames = this.frames;
            var constraint = skeleton.transformConstraints[this.transformConstraintIndex];
            if (!constraint.active)
                return;
            if (time < frames[0]) {
                var data = constraint.data;
                switch (blend) {
                    case MixBlend.setup:
                        constraint.rotateMix = data.rotateMix;
                        constraint.translateMix = data.translateMix;
                        constraint.scaleMix = data.scaleMix;
                        constraint.shearMix = data.shearMix;
                        return;
                    case MixBlend.first:
                        constraint.rotateMix += (data.rotateMix - constraint.rotateMix) * alpha;
                        constraint.translateMix += (data.translateMix - constraint.translateMix) * alpha;
                        constraint.scaleMix += (data.scaleMix - constraint.scaleMix) * alpha;
                        constraint.shearMix += (data.shearMix - constraint.shearMix) * alpha;
                }
                return;
            }
            var rotate = 0, translate = 0, scale = 0, shear = 0;
            if (time >= frames[frames.length - TransformConstraintTimeline.ENTRIES]) {
                var i = frames.length;
                rotate = frames[i + TransformConstraintTimeline.PREV_ROTATE];
                translate = frames[i + TransformConstraintTimeline.PREV_TRANSLATE];
                scale = frames[i + TransformConstraintTimeline.PREV_SCALE];
                shear = frames[i + TransformConstraintTimeline.PREV_SHEAR];
            }
            else {
                var frame = Animation.binarySearch(frames, time, TransformConstraintTimeline.ENTRIES);
                rotate = frames[frame + TransformConstraintTimeline.PREV_ROTATE];
                translate = frames[frame + TransformConstraintTimeline.PREV_TRANSLATE];
                scale = frames[frame + TransformConstraintTimeline.PREV_SCALE];
                shear = frames[frame + TransformConstraintTimeline.PREV_SHEAR];
                var frameTime = frames[frame];
                var percent = this.getCurvePercent(frame / TransformConstraintTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TransformConstraintTimeline.PREV_TIME] - frameTime));
                rotate += (frames[frame + TransformConstraintTimeline.ROTATE] - rotate) * percent;
                translate += (frames[frame + TransformConstraintTimeline.TRANSLATE] - translate) * percent;
                scale += (frames[frame + TransformConstraintTimeline.SCALE] - scale) * percent;
                shear += (frames[frame + TransformConstraintTimeline.SHEAR] - shear) * percent;
            }
            if (blend == MixBlend.setup) {
                var data = constraint.data;
                constraint.rotateMix = data.rotateMix + (rotate - data.rotateMix) * alpha;
                constraint.translateMix = data.translateMix + (translate - data.translateMix) * alpha;
                constraint.scaleMix = data.scaleMix + (scale - data.scaleMix) * alpha;
                constraint.shearMix = data.shearMix + (shear - data.shearMix) * alpha;
            }
            else {
                constraint.rotateMix += (rotate - constraint.rotateMix) * alpha;
                constraint.translateMix += (translate - constraint.translateMix) * alpha;
                constraint.scaleMix += (scale - constraint.scaleMix) * alpha;
                constraint.shearMix += (shear - constraint.shearMix) * alpha;
            }
        };
        TransformConstraintTimeline.ENTRIES = 5;
        TransformConstraintTimeline.PREV_TIME = -5;
        TransformConstraintTimeline.PREV_ROTATE = -4;
        TransformConstraintTimeline.PREV_TRANSLATE = -3;
        TransformConstraintTimeline.PREV_SCALE = -2;
        TransformConstraintTimeline.PREV_SHEAR = -1;
        TransformConstraintTimeline.ROTATE = 1;
        TransformConstraintTimeline.TRANSLATE = 2;
        TransformConstraintTimeline.SCALE = 3;
        TransformConstraintTimeline.SHEAR = 4;
        return TransformConstraintTimeline;
    }(CurveTimeline));
    spine.TransformConstraintTimeline = TransformConstraintTimeline;
    var PathConstraintPositionTimeline = (function (_super) {
        __extends(PathConstraintPositionTimeline, _super);
        function PathConstraintPositionTimeline(frameCount) {
            var _this = _super.call(this, frameCount) || this;
            _this.frames = spine.Utils.newFloatArray(frameCount * PathConstraintPositionTimeline.ENTRIES);
            return _this;
        }
        PathConstraintPositionTimeline.prototype.getPropertyId = function () {
            return (TimelineType.pathConstraintPosition << 24) + this.pathConstraintIndex;
        };
        PathConstraintPositionTimeline.prototype.setFrame = function (frameIndex, time, value) {
            frameIndex *= PathConstraintPositionTimeline.ENTRIES;
            this.frames[frameIndex] = time;
            this.frames[frameIndex + PathConstraintPositionTimeline.VALUE] = value;
        };
        PathConstraintPositionTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
            var frames = this.frames;
            var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
            if (!constraint.active)
                return;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        constraint.position = constraint.data.position;
                        return;
                    case MixBlend.first:
                        constraint.position += (constraint.data.position - constraint.position) * alpha;
                }
                return;
            }
            var position = 0;
            if (time >= frames[frames.length - PathConstraintPositionTimeline.ENTRIES])
                position = frames[frames.length + PathConstraintPositionTimeline.PREV_VALUE];
            else {
                var frame = Animation.binarySearch(frames, time, PathConstraintPositionTimeline.ENTRIES);
                position = frames[frame + PathConstraintPositionTimeline.PREV_VALUE];
                var frameTime = frames[frame];
                var percent = this.getCurvePercent(frame / PathConstraintPositionTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintPositionTimeline.PREV_TIME] - frameTime));
                position += (frames[frame + PathConstraintPositionTimeline.VALUE] - position) * percent;
            }
            if (blend == MixBlend.setup)
                constraint.position = constraint.data.position + (position - constraint.data.position) * alpha;
            else
                constraint.position += (position - constraint.position) * alpha;
        };
        PathConstraintPositionTimeline.ENTRIES = 2;
        PathConstraintPositionTimeline.PREV_TIME = -2;
        PathConstraintPositionTimeline.PREV_VALUE = -1;
        PathConstraintPositionTimeline.VALUE = 1;
        return PathConstraintPositionTimeline;
    }(CurveTimeline));
    spine.PathConstraintPositionTimeline = PathConstraintPositionTimeline;
    var PathConstraintSpacingTimeline = (function (_super) {
        __extends(PathConstraintSpacingTimeline, _super);
        function PathConstraintSpacingTimeline(frameCount) {
            return _super.call(this, frameCount) || this;
        }
        PathConstraintSpacingTimeline.prototype.getPropertyId = function () {
            return (TimelineType.pathConstraintSpacing << 24) + this.pathConstraintIndex;
        };
        PathConstraintSpacingTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
            var frames = this.frames;
            var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
            if (!constraint.active)
                return;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        constraint.spacing = constraint.data.spacing;
                        return;
                    case MixBlend.first:
                        constraint.spacing += (constraint.data.spacing - constraint.spacing) * alpha;
                }
                return;
            }
            var spacing = 0;
            if (time >= frames[frames.length - PathConstraintSpacingTimeline.ENTRIES])
                spacing = frames[frames.length + PathConstraintSpacingTimeline.PREV_VALUE];
            else {
                var frame = Animation.binarySearch(frames, time, PathConstraintSpacingTimeline.ENTRIES);
                spacing = frames[frame + PathConstraintSpacingTimeline.PREV_VALUE];
                var frameTime = frames[frame];
                var percent = this.getCurvePercent(frame / PathConstraintSpacingTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintSpacingTimeline.PREV_TIME] - frameTime));
                spacing += (frames[frame + PathConstraintSpacingTimeline.VALUE] - spacing) * percent;
            }
            if (blend == MixBlend.setup)
                constraint.spacing = constraint.data.spacing + (spacing - constraint.data.spacing) * alpha;
            else
                constraint.spacing += (spacing - constraint.spacing) * alpha;
        };
        return PathConstraintSpacingTimeline;
    }(PathConstraintPositionTimeline));
    spine.PathConstraintSpacingTimeline = PathConstraintSpacingTimeline;
    var PathConstraintMixTimeline = (function (_super) {
        __extends(PathConstraintMixTimeline, _super);
        function PathConstraintMixTimeline(frameCount) {
            var _this = _super.call(this, frameCount) || this;
            _this.frames = spine.Utils.newFloatArray(frameCount * PathConstraintMixTimeline.ENTRIES);
            return _this;
        }
        PathConstraintMixTimeline.prototype.getPropertyId = function () {
            return (TimelineType.pathConstraintMix << 24) + this.pathConstraintIndex;
        };
        PathConstraintMixTimeline.prototype.setFrame = function (frameIndex, time, rotateMix, translateMix) {
            frameIndex *= PathConstraintMixTimeline.ENTRIES;
            this.frames[frameIndex] = time;
            this.frames[frameIndex + PathConstraintMixTimeline.ROTATE] = rotateMix;
            this.frames[frameIndex + PathConstraintMixTimeline.TRANSLATE] = translateMix;
        };
        PathConstraintMixTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
            var frames = this.frames;
            var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
            if (!constraint.active)
                return;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        constraint.rotateMix = constraint.data.rotateMix;
                        constraint.translateMix = constraint.data.translateMix;
                        return;
                    case MixBlend.first:
                        constraint.rotateMix += (constraint.data.rotateMix - constraint.rotateMix) * alpha;
                        constraint.translateMix += (constraint.data.translateMix - constraint.translateMix) * alpha;
                }
                return;
            }
            var rotate = 0, translate = 0;
            if (time >= frames[frames.length - PathConstraintMixTimeline.ENTRIES]) {
                rotate = frames[frames.length + PathConstraintMixTimeline.PREV_ROTATE];
                translate = frames[frames.length + PathConstraintMixTimeline.PREV_TRANSLATE];
            }
            else {
                var frame = Animation.binarySearch(frames, time, PathConstraintMixTimeline.ENTRIES);
                rotate = frames[frame + PathConstraintMixTimeline.PREV_ROTATE];
                translate = frames[frame + PathConstraintMixTimeline.PREV_TRANSLATE];
                var frameTime = frames[frame];
                var percent = this.getCurvePercent(frame / PathConstraintMixTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintMixTimeline.PREV_TIME] - frameTime));
                rotate += (frames[frame + PathConstraintMixTimeline.ROTATE] - rotate) * percent;
                translate += (frames[frame + PathConstraintMixTimeline.TRANSLATE] - translate) * percent;
            }
            if (blend == MixBlend.setup) {
                constraint.rotateMix = constraint.data.rotateMix + (rotate - constraint.data.rotateMix) * alpha;
                constraint.translateMix = constraint.data.translateMix + (translate - constraint.data.translateMix) * alpha;
            }
            else {
                constraint.rotateMix += (rotate - constraint.rotateMix) * alpha;
                constraint.translateMix += (translate - constraint.translateMix) * alpha;
            }
        };
        PathConstraintMixTimeline.ENTRIES = 3;
        PathConstraintMixTimeline.PREV_TIME = -3;
        PathConstraintMixTimeline.PREV_ROTATE = -2;
        PathConstraintMixTimeline.PREV_TRANSLATE = -1;
        PathConstraintMixTimeline.ROTATE = 1;
        PathConstraintMixTimeline.TRANSLATE = 2;
        return PathConstraintMixTimeline;
    }(CurveTimeline));
    spine.PathConstraintMixTimeline = PathConstraintMixTimeline;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var AnimationState = (function () {
        function AnimationState(data) {
            this.tracks = new Array();
            this.timeScale = 1;
            this.unkeyedState = 0;
            this.events = new Array();
            this.listeners = new Array();
            this.queue = new EventQueue(this);
            this.propertyIDs = new spine.IntSet();
            this.animationsChanged = false;
            this.trackEntryPool = new spine.Pool(function () { return new TrackEntry(); });
            this.data = data;
        }
        AnimationState.prototype.update = function (delta) {
            delta *= this.timeScale;
            var tracks = this.tracks;
            for (var i = 0, n = tracks.length; i < n; i++) {
                var current = tracks[i];
                if (current == null)
                    continue;
                current.animationLast = current.nextAnimationLast;
                current.trackLast = current.nextTrackLast;
                var currentDelta = delta * current.timeScale;
                if (current.delay > 0) {
                    current.delay -= currentDelta;
                    if (current.delay > 0)
                        continue;
                    currentDelta = -current.delay;
                    current.delay = 0;
                }
                var next = current.next;
                if (next != null) {
                    var nextTime = current.trackLast - next.delay;
                    if (nextTime >= 0) {
                        next.delay = 0;
                        next.trackTime += current.timeScale == 0 ? 0 : (nextTime / current.timeScale + delta) * next.timeScale;
                        current.trackTime += currentDelta;
                        this.setCurrent(i, next, true);
                        while (next.mixingFrom != null) {
                            next.mixTime += delta;
                            next = next.mixingFrom;
                        }
                        continue;
                    }
                }
                else if (current.trackLast >= current.trackEnd && current.mixingFrom == null) {
                    tracks[i] = null;
                    this.queue.end(current);
                    this.disposeNext(current);
                    continue;
                }
                if (current.mixingFrom != null && this.updateMixingFrom(current, delta)) {
                    var from = current.mixingFrom;
                    current.mixingFrom = null;
                    if (from != null)
                        from.mixingTo = null;
                    while (from != null) {
                        this.queue.end(from);
                        from = from.mixingFrom;
                    }
                }
                current.trackTime += currentDelta;
            }
            this.queue.drain();
        };
        AnimationState.prototype.updateMixingFrom = function (to, delta) {
            var from = to.mixingFrom;
            if (from == null)
                return true;
            var finished = this.updateMixingFrom(from, delta);
            from.animationLast = from.nextAnimationLast;
            from.trackLast = from.nextTrackLast;
            if (to.mixTime > 0 && to.mixTime >= to.mixDuration) {
                if (from.totalAlpha == 0 || to.mixDuration == 0) {
                    to.mixingFrom = from.mixingFrom;
                    if (from.mixingFrom != null)
                        from.mixingFrom.mixingTo = to;
                    to.interruptAlpha = from.interruptAlpha;
                    this.queue.end(from);
                }
                return finished;
            }
            from.trackTime += delta * from.timeScale;
            to.mixTime += delta;
            return false;
        };
        AnimationState.prototype.apply = function (skeleton) {
            if (skeleton == null)
                throw new Error("skeleton cannot be null.");
            if (this.animationsChanged)
                this._animationsChanged();
            var events = this.events;
            var tracks = this.tracks;
            var applied = false;
            for (var i_16 = 0, n_1 = tracks.length; i_16 < n_1; i_16++) {
                var current = tracks[i_16];
                if (current == null || current.delay > 0)
                    continue;
                applied = true;
                var blend = i_16 == 0 ? spine.MixBlend.first : current.mixBlend;
                var mix = current.alpha;
                if (current.mixingFrom != null)
                    mix *= this.applyMixingFrom(current, skeleton, blend);
                else if (current.trackTime >= current.trackEnd && current.next == null)
                    mix = 0;
                var animationLast = current.animationLast, animationTime = current.getAnimationTime();
                var timelineCount = current.animation.timelines.length;
                var timelines = current.animation.timelines;
                if ((i_16 == 0 && mix == 1) || blend == spine.MixBlend.add) {
                    for (var ii = 0; ii < timelineCount; ii++) {
                        spine.Utils.webkit602BugfixHelper(mix, blend);
                        var timeline = timelines[ii];
                        if (timeline instanceof spine.AttachmentTimeline)
                            this.applyAttachmentTimeline(timeline, skeleton, animationTime, blend, true);
                        else
                            timeline.apply(skeleton, animationLast, animationTime, events, mix, blend, spine.MixDirection.mixIn);
                    }
                }
                else {
                    var timelineMode = current.timelineMode;
                    var firstFrame = current.timelinesRotation.length == 0;
                    if (firstFrame)
                        spine.Utils.setArraySize(current.timelinesRotation, timelineCount << 1, null);
                    var timelinesRotation = current.timelinesRotation;
                    for (var ii = 0; ii < timelineCount; ii++) {
                        var timeline_1 = timelines[ii];
                        var timelineBlend = timelineMode[ii] == AnimationState.SUBSEQUENT ? blend : spine.MixBlend.setup;
                        if (timeline_1 instanceof spine.RotateTimeline) {
                            this.applyRotateTimeline(timeline_1, skeleton, animationTime, mix, timelineBlend, timelinesRotation, ii << 1, firstFrame);
                        }
                        else if (timeline_1 instanceof spine.AttachmentTimeline) {
                            this.applyAttachmentTimeline(timeline_1, skeleton, animationTime, blend, true);
                        }
                        else {
                            spine.Utils.webkit602BugfixHelper(mix, blend);
                            timeline_1.apply(skeleton, animationLast, animationTime, events, mix, timelineBlend, spine.MixDirection.mixIn);
                        }
                    }
                }
                this.queueEvents(current, animationTime);
                events.length = 0;
                current.nextAnimationLast = animationTime;
                current.nextTrackLast = current.trackTime;
            }
            var setupState = this.unkeyedState + AnimationState.SETUP;
            var slots = skeleton.slots;
            for (var i = 0, n = skeleton.slots.length; i < n; i++) {
                var slot = slots[i];
                if (slot.attachmentState == setupState) {
                    var attachmentName = slot.data.attachmentName;
                    slot.attachment = (attachmentName == null ? null : skeleton.getAttachment(slot.data.index, attachmentName));
                }
            }
            this.unkeyedState += 2;
            this.queue.drain();
            return applied;
        };
        AnimationState.prototype.applyMixingFrom = function (to, skeleton, blend) {
            var from = to.mixingFrom;
            if (from.mixingFrom != null)
                this.applyMixingFrom(from, skeleton, blend);
            var mix = 0;
            if (to.mixDuration == 0) {
                mix = 1;
                if (blend == spine.MixBlend.first)
                    blend = spine.MixBlend.setup;
            }
            else {
                mix = to.mixTime / to.mixDuration;
                if (mix > 1)
                    mix = 1;
                if (blend != spine.MixBlend.first)
                    blend = from.mixBlend;
            }
            var events = mix < from.eventThreshold ? this.events : null;
            var attachments = mix < from.attachmentThreshold, drawOrder = mix < from.drawOrderThreshold;
            var animationLast = from.animationLast, animationTime = from.getAnimationTime();
            var timelineCount = from.animation.timelines.length;
            var timelines = from.animation.timelines;
            var alphaHold = from.alpha * to.interruptAlpha, alphaMix = alphaHold * (1 - mix);
            if (blend == spine.MixBlend.add) {
                for (var i = 0; i < timelineCount; i++)
                    timelines[i].apply(skeleton, animationLast, animationTime, events, alphaMix, blend, spine.MixDirection.mixOut);
            }
            else {
                var timelineMode = from.timelineMode;
                var timelineHoldMix = from.timelineHoldMix;
                var firstFrame = from.timelinesRotation.length == 0;
                if (firstFrame)
                    spine.Utils.setArraySize(from.timelinesRotation, timelineCount << 1, null);
                var timelinesRotation = from.timelinesRotation;
                from.totalAlpha = 0;
                for (var i = 0; i < timelineCount; i++) {
                    var timeline = timelines[i];
                    var direction = spine.MixDirection.mixOut;
                    var timelineBlend = void 0;
                    var alpha = 0;
                    switch (timelineMode[i]) {
                        case AnimationState.SUBSEQUENT:
                            if (!drawOrder && timeline instanceof spine.DrawOrderTimeline)
                                continue;
                            timelineBlend = blend;
                            alpha = alphaMix;
                            break;
                        case AnimationState.FIRST:
                            timelineBlend = spine.MixBlend.setup;
                            alpha = alphaMix;
                            break;
                        case AnimationState.HOLD_SUBSEQUENT:
                            timelineBlend = blend;
                            alpha = alphaHold;
                            break;
                        case AnimationState.HOLD_FIRST:
                            timelineBlend = spine.MixBlend.setup;
                            alpha = alphaHold;
                            break;
                        default:
                            timelineBlend = spine.MixBlend.setup;
                            var holdMix = timelineHoldMix[i];
                            alpha = alphaHold * Math.max(0, 1 - holdMix.mixTime / holdMix.mixDuration);
                            break;
                    }
                    from.totalAlpha += alpha;
                    if (timeline instanceof spine.RotateTimeline)
                        this.applyRotateTimeline(timeline, skeleton, animationTime, alpha, timelineBlend, timelinesRotation, i << 1, firstFrame);
                    else if (timeline instanceof spine.AttachmentTimeline)
                        this.applyAttachmentTimeline(timeline, skeleton, animationTime, timelineBlend, attachments);
                    else {
                        spine.Utils.webkit602BugfixHelper(alpha, blend);
                        if (drawOrder && timeline instanceof spine.DrawOrderTimeline && timelineBlend == spine.MixBlend.setup)
                            direction = spine.MixDirection.mixIn;
                        timeline.apply(skeleton, animationLast, animationTime, events, alpha, timelineBlend, direction);
                    }
                }
            }
            if (to.mixDuration > 0)
                this.queueEvents(from, animationTime);
            this.events.length = 0;
            from.nextAnimationLast = animationTime;
            from.nextTrackLast = from.trackTime;
            return mix;
        };
        AnimationState.prototype.applyAttachmentTimeline = function (timeline, skeleton, time, blend, attachments) {
            var slot = skeleton.slots[timeline.slotIndex];
            if (!slot.bone.active)
                return;
            var frames = timeline.frames;
            if (time < frames[0]) {
                if (blend == spine.MixBlend.setup || blend == spine.MixBlend.first)
                    this.setAttachment(skeleton, slot, slot.data.attachmentName, attachments);
            }
            else {
                var frameIndex;
                if (time >= frames[frames.length - 1])
                    frameIndex = frames.length - 1;
                else
                    frameIndex = spine.Animation.binarySearch(frames, time) - 1;
                this.setAttachment(skeleton, slot, timeline.attachmentNames[frameIndex], attachments);
            }
            if (slot.attachmentState <= this.unkeyedState)
                slot.attachmentState = this.unkeyedState + AnimationState.SETUP;
        };
        AnimationState.prototype.setAttachment = function (skeleton, slot, attachmentName, attachments) {
            slot.attachment = attachmentName == null ? null : skeleton.getAttachment(slot.data.index, attachmentName);
            if (attachments)
                slot.attachmentState = this.unkeyedState + AnimationState.CURRENT;
        };
        AnimationState.prototype.applyRotateTimeline = function (timeline, skeleton, time, alpha, blend, timelinesRotation, i, firstFrame) {
            if (firstFrame)
                timelinesRotation[i] = 0;
            if (alpha == 1) {
                timeline.apply(skeleton, 0, time, null, 1, blend, spine.MixDirection.mixIn);
                return;
            }
            var rotateTimeline = timeline;
            var frames = rotateTimeline.frames;
            var bone = skeleton.bones[rotateTimeline.boneIndex];
            if (!bone.active)
                return;
            var r1 = 0, r2 = 0;
            if (time < frames[0]) {
                switch (blend) {
                    case spine.MixBlend.setup:
                        bone.rotation = bone.data.rotation;
                    default:
                        return;
                    case spine.MixBlend.first:
                        r1 = bone.rotation;
                        r2 = bone.data.rotation;
                }
            }
            else {
                r1 = blend == spine.MixBlend.setup ? bone.data.rotation : bone.rotation;
                if (time >= frames[frames.length - spine.RotateTimeline.ENTRIES])
                    r2 = bone.data.rotation + frames[frames.length + spine.RotateTimeline.PREV_ROTATION];
                else {
                    var frame = spine.Animation.binarySearch(frames, time, spine.RotateTimeline.ENTRIES);
                    var prevRotation = frames[frame + spine.RotateTimeline.PREV_ROTATION];
                    var frameTime = frames[frame];
                    var percent = rotateTimeline.getCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame + spine.RotateTimeline.PREV_TIME] - frameTime));
                    r2 = frames[frame + spine.RotateTimeline.ROTATION] - prevRotation;
                    r2 -= (16384 - ((16384.499999999996 - r2 / 360) | 0)) * 360;
                    r2 = prevRotation + r2 * percent + bone.data.rotation;
                    r2 -= (16384 - ((16384.499999999996 - r2 / 360) | 0)) * 360;
                }
            }
            var total = 0, diff = r2 - r1;
            diff -= (16384 - ((16384.499999999996 - diff / 360) | 0)) * 360;
            if (diff == 0) {
                total = timelinesRotation[i];
            }
            else {
                var lastTotal = 0, lastDiff = 0;
                if (firstFrame) {
                    lastTotal = 0;
                    lastDiff = diff;
                }
                else {
                    lastTotal = timelinesRotation[i];
                    lastDiff = timelinesRotation[i + 1];
                }
                var current = diff > 0, dir = lastTotal >= 0;
                if (spine.MathUtils.signum(lastDiff) != spine.MathUtils.signum(diff) && Math.abs(lastDiff) <= 90) {
                    if (Math.abs(lastTotal) > 180)
                        lastTotal += 360 * spine.MathUtils.signum(lastTotal);
                    dir = current;
                }
                total = diff + lastTotal - lastTotal % 360;
                if (dir != current)
                    total += 360 * spine.MathUtils.signum(lastTotal);
                timelinesRotation[i] = total;
            }
            timelinesRotation[i + 1] = diff;
            r1 += total * alpha;
            bone.rotation = r1 - (16384 - ((16384.499999999996 - r1 / 360) | 0)) * 360;
        };
        AnimationState.prototype.queueEvents = function (entry, animationTime) {
            var animationStart = entry.animationStart, animationEnd = entry.animationEnd;
            var duration = animationEnd - animationStart;
            var trackLastWrapped = entry.trackLast % duration;
            var events = this.events;
            var i = 0, n = events.length;
            for (; i < n; i++) {
                var event_1 = events[i];
                if (event_1.time < trackLastWrapped)
                    break;
                if (event_1.time > animationEnd)
                    continue;
                this.queue.event(entry, event_1);
            }
            var complete = false;
            if (entry.loop)
                complete = duration == 0 || trackLastWrapped > entry.trackTime % duration;
            else
                complete = animationTime >= animationEnd && entry.animationLast < animationEnd;
            if (complete)
                this.queue.complete(entry);
            for (; i < n; i++) {
                var event_2 = events[i];
                if (event_2.time < animationStart)
                    continue;
                this.queue.event(entry, events[i]);
            }
        };
        AnimationState.prototype.clearTracks = function () {
            var oldDrainDisabled = this.queue.drainDisabled;
            this.queue.drainDisabled = true;
            for (var i = 0, n = this.tracks.length; i < n; i++)
                this.clearTrack(i);
            this.tracks.length = 0;
            this.queue.drainDisabled = oldDrainDisabled;
            this.queue.drain();
        };
        AnimationState.prototype.clearTrack = function (trackIndex) {
            if (trackIndex >= this.tracks.length)
                return;
            var current = this.tracks[trackIndex];
            if (current == null)
                return;
            this.queue.end(current);
            this.disposeNext(current);
            var entry = current;
            while (true) {
                var from = entry.mixingFrom;
                if (from == null)
                    break;
                this.queue.end(from);
                entry.mixingFrom = null;
                entry.mixingTo = null;
                entry = from;
            }
            this.tracks[current.trackIndex] = null;
            this.queue.drain();
        };
        AnimationState.prototype.setCurrent = function (index, current, interrupt) {
            var from = this.expandToIndex(index);
            this.tracks[index] = current;
            if (from != null) {
                if (interrupt)
                    this.queue.interrupt(from);
                current.mixingFrom = from;
                from.mixingTo = current;
                current.mixTime = 0;
                if (from.mixingFrom != null && from.mixDuration > 0)
                    current.interruptAlpha *= Math.min(1, from.mixTime / from.mixDuration);
                from.timelinesRotation.length = 0;
            }
            this.queue.start(current);
        };
        AnimationState.prototype.setAnimation = function (trackIndex, animationName, loop) {
            var animation = this.data.skeletonData.findAnimation(animationName);
            if (animation == null)
                throw new Error("Animation not found: " + animationName);
            return this.setAnimationWith(trackIndex, animation, loop);
        };
        AnimationState.prototype.setAnimationWith = function (trackIndex, animation, loop) {
            if (animation == null)
                throw new Error("animation cannot be null.");
            var interrupt = true;
            var current = this.expandToIndex(trackIndex);
            if (current != null) {
                if (current.nextTrackLast == -1) {
                    this.tracks[trackIndex] = current.mixingFrom;
                    this.queue.interrupt(current);
                    this.queue.end(current);
                    this.disposeNext(current);
                    current = current.mixingFrom;
                    interrupt = false;
                }
                else
                    this.disposeNext(current);
            }
            var entry = this.trackEntry(trackIndex, animation, loop, current);
            this.setCurrent(trackIndex, entry, interrupt);
            this.queue.drain();
            return entry;
        };
        AnimationState.prototype.addAnimation = function (trackIndex, animationName, loop, delay) {
            var animation = this.data.skeletonData.findAnimation(animationName);
            if (animation == null)
                throw new Error("Animation not found: " + animationName);
            return this.addAnimationWith(trackIndex, animation, loop, delay);
        };
        AnimationState.prototype.addAnimationWith = function (trackIndex, animation, loop, delay) {
            if (animation == null)
                throw new Error("animation cannot be null.");
            var last = this.expandToIndex(trackIndex);
            if (last != null) {
                while (last.next != null)
                    last = last.next;
            }
            var entry = this.trackEntry(trackIndex, animation, loop, last);
            if (last == null) {
                this.setCurrent(trackIndex, entry, true);
                this.queue.drain();
            }
            else {
                last.next = entry;
                if (delay <= 0) {
                    var duration = last.animationEnd - last.animationStart;
                    if (duration != 0) {
                        if (last.loop)
                            delay += duration * (1 + ((last.trackTime / duration) | 0));
                        else
                            delay += Math.max(duration, last.trackTime);
                        delay -= this.data.getMix(last.animation, animation);
                    }
                    else
                        delay = last.trackTime;
                }
            }
            entry.delay = delay;
            return entry;
        };
        AnimationState.prototype.setEmptyAnimation = function (trackIndex, mixDuration) {
            var entry = this.setAnimationWith(trackIndex, AnimationState.emptyAnimation, false);
            entry.mixDuration = mixDuration;
            entry.trackEnd = mixDuration;
            return entry;
        };
        AnimationState.prototype.addEmptyAnimation = function (trackIndex, mixDuration, delay) {
            if (delay <= 0)
                delay -= mixDuration;
            var entry = this.addAnimationWith(trackIndex, AnimationState.emptyAnimation, false, delay);
            entry.mixDuration = mixDuration;
            entry.trackEnd = mixDuration;
            return entry;
        };
        AnimationState.prototype.setEmptyAnimations = function (mixDuration) {
            var oldDrainDisabled = this.queue.drainDisabled;
            this.queue.drainDisabled = true;
            for (var i = 0, n = this.tracks.length; i < n; i++) {
                var current = this.tracks[i];
                if (current != null)
                    this.setEmptyAnimation(current.trackIndex, mixDuration);
            }
            this.queue.drainDisabled = oldDrainDisabled;
            this.queue.drain();
        };
        AnimationState.prototype.expandToIndex = function (index) {
            if (index < this.tracks.length)
                return this.tracks[index];
            spine.Utils.ensureArrayCapacity(this.tracks, index + 1, null);
            this.tracks.length = index + 1;
            return null;
        };
        AnimationState.prototype.trackEntry = function (trackIndex, animation, loop, last) {
            var entry = this.trackEntryPool.obtain();
            entry.trackIndex = trackIndex;
            entry.animation = animation;
            entry.loop = loop;
            entry.holdPrevious = false;
            entry.eventThreshold = 0;
            entry.attachmentThreshold = 0;
            entry.drawOrderThreshold = 0;
            entry.animationStart = 0;
            entry.animationEnd = animation.duration;
            entry.animationLast = -1;
            entry.nextAnimationLast = -1;
            entry.delay = 0;
            entry.trackTime = 0;
            entry.trackLast = -1;
            entry.nextTrackLast = -1;
            entry.trackEnd = Number.MAX_VALUE;
            entry.timeScale = 1;
            entry.alpha = 1;
            entry.interruptAlpha = 1;
            entry.mixTime = 0;
            entry.mixDuration = last == null ? 0 : this.data.getMix(last.animation, animation);
            entry.mixBlend = spine.MixBlend.replace;
            return entry;
        };
        AnimationState.prototype.disposeNext = function (entry) {
            var next = entry.next;
            while (next != null) {
                this.queue.dispose(next);
                next = next.next;
            }
            entry.next = null;
        };
        AnimationState.prototype._animationsChanged = function () {
            this.animationsChanged = false;
            this.propertyIDs.clear();
            for (var i = 0, n = this.tracks.length; i < n; i++) {
                var entry = this.tracks[i];
                if (entry == null)
                    continue;
                while (entry.mixingFrom != null)
                    entry = entry.mixingFrom;
                do {
                    if (entry.mixingFrom == null || entry.mixBlend != spine.MixBlend.add)
                        this.computeHold(entry);
                    entry = entry.mixingTo;
                } while (entry != null);
            }
        };
        AnimationState.prototype.computeHold = function (entry) {
            var to = entry.mixingTo;
            var timelines = entry.animation.timelines;
            var timelinesCount = entry.animation.timelines.length;
            var timelineMode = spine.Utils.setArraySize(entry.timelineMode, timelinesCount);
            entry.timelineHoldMix.length = 0;
            var timelineDipMix = spine.Utils.setArraySize(entry.timelineHoldMix, timelinesCount);
            var propertyIDs = this.propertyIDs;
            if (to != null && to.holdPrevious) {
                for (var i = 0; i < timelinesCount; i++) {
                    timelineMode[i] = propertyIDs.add(timelines[i].getPropertyId()) ? AnimationState.HOLD_FIRST : AnimationState.HOLD_SUBSEQUENT;
                }
                return;
            }
            outer: for (var i = 0; i < timelinesCount; i++) {
                var timeline = timelines[i];
                var id = timeline.getPropertyId();
                if (!propertyIDs.add(id))
                    timelineMode[i] = AnimationState.SUBSEQUENT;
                else if (to == null || timeline instanceof spine.AttachmentTimeline || timeline instanceof spine.DrawOrderTimeline
                    || timeline instanceof spine.EventTimeline || !to.animation.hasTimeline(id)) {
                    timelineMode[i] = AnimationState.FIRST;
                }
                else {
                    for (var next = to.mixingTo; next != null; next = next.mixingTo) {
                        if (next.animation.hasTimeline(id))
                            continue;
                        if (entry.mixDuration > 0) {
                            timelineMode[i] = AnimationState.HOLD_MIX;
                            timelineDipMix[i] = next;
                            continue outer;
                        }
                        break;
                    }
                    timelineMode[i] = AnimationState.HOLD_FIRST;
                }
            }
        };
        AnimationState.prototype.getCurrent = function (trackIndex) {
            if (trackIndex >= this.tracks.length)
                return null;
            return this.tracks[trackIndex];
        };
        AnimationState.prototype.addListener = function (listener) {
            if (listener == null)
                throw new Error("listener cannot be null.");
            this.listeners.push(listener);
        };
        AnimationState.prototype.removeListener = function (listener) {
            var index = this.listeners.indexOf(listener);
            if (index >= 0)
                this.listeners.splice(index, 1);
        };
        AnimationState.prototype.clearListeners = function () {
            this.listeners.length = 0;
        };
        AnimationState.prototype.clearListenerNotifications = function () {
            this.queue.clear();
        };
        AnimationState.emptyAnimation = new spine.Animation("<empty>", [], 0);
        AnimationState.SUBSEQUENT = 0;
        AnimationState.FIRST = 1;
        AnimationState.HOLD_SUBSEQUENT = 2;
        AnimationState.HOLD_FIRST = 3;
        AnimationState.HOLD_MIX = 4;
        AnimationState.SETUP = 1;
        AnimationState.CURRENT = 2;
        return AnimationState;
    }());
    spine.AnimationState = AnimationState;
    var TrackEntry = (function () {
        function TrackEntry() {
            this.mixBlend = spine.MixBlend.replace;
            this.timelineMode = new Array();
            this.timelineHoldMix = new Array();
            this.timelinesRotation = new Array();
        }
        TrackEntry.prototype.reset = function () {
            this.next = null;
            this.mixingFrom = null;
            this.mixingTo = null;
            this.animation = null;
            this.listener = null;
            this.timelineMode.length = 0;
            this.timelineHoldMix.length = 0;
            this.timelinesRotation.length = 0;
        };
        TrackEntry.prototype.getAnimationTime = function () {
            if (this.loop) {
                var duration = this.animationEnd - this.animationStart;
                if (duration == 0)
                    return this.animationStart;
                return (this.trackTime % duration) + this.animationStart;
            }
            return Math.min(this.trackTime + this.animationStart, this.animationEnd);
        };
        TrackEntry.prototype.setAnimationLast = function (animationLast) {
            this.animationLast = animationLast;
            this.nextAnimationLast = animationLast;
        };
        TrackEntry.prototype.isComplete = function () {
            return this.trackTime >= this.animationEnd - this.animationStart;
        };
        TrackEntry.prototype.resetRotationDirections = function () {
            this.timelinesRotation.length = 0;
        };
        return TrackEntry;
    }());
    spine.TrackEntry = TrackEntry;
    var EventQueue = (function () {
        function EventQueue(animState) {
            this.objects = [];
            this.drainDisabled = false;
            this.animState = animState;
        }
        EventQueue.prototype.start = function (entry) {
            this.objects.push(EventType.start);
            this.objects.push(entry);
            this.animState.animationsChanged = true;
        };
        EventQueue.prototype.interrupt = function (entry) {
            this.objects.push(EventType.interrupt);
            this.objects.push(entry);
        };
        EventQueue.prototype.end = function (entry) {
            this.objects.push(EventType.end);
            this.objects.push(entry);
            this.animState.animationsChanged = true;
        };
        EventQueue.prototype.dispose = function (entry) {
            this.objects.push(EventType.dispose);
            this.objects.push(entry);
        };
        EventQueue.prototype.complete = function (entry) {
            this.objects.push(EventType.complete);
            this.objects.push(entry);
        };
        EventQueue.prototype.event = function (entry, event) {
            this.objects.push(EventType.event);
            this.objects.push(entry);
            this.objects.push(event);
        };
        EventQueue.prototype.drain = function () {
            if (this.drainDisabled)
                return;
            this.drainDisabled = true;
            var objects = this.objects;
            var listeners = this.animState.listeners;
            for (var i = 0; i < objects.length; i += 2) {
                var type = objects[i];
                var entry = objects[i + 1];
                switch (type) {
                    case EventType.start:
                        if (entry.listener != null && entry.listener.start)
                            entry.listener.start(entry);
                        for (var ii = 0; ii < listeners.length; ii++)
                            if (listeners[ii].start)
                                listeners[ii].start(entry);
                        break;
                    case EventType.interrupt:
                        if (entry.listener != null && entry.listener.interrupt)
                            entry.listener.interrupt(entry);
                        for (var ii = 0; ii < listeners.length; ii++)
                            if (listeners[ii].interrupt)
                                listeners[ii].interrupt(entry);
                        break;
                    case EventType.end:
                        if (entry.listener != null && entry.listener.end)
                            entry.listener.end(entry);
                        for (var ii = 0; ii < listeners.length; ii++)
                            if (listeners[ii].end)
                                listeners[ii].end(entry);
                    case EventType.dispose:
                        if (entry.listener != null && entry.listener.dispose)
                            entry.listener.dispose(entry);
                        for (var ii = 0; ii < listeners.length; ii++)
                            if (listeners[ii].dispose)
                                listeners[ii].dispose(entry);
                        this.animState.trackEntryPool.free(entry);
                        break;
                    case EventType.complete:
                        if (entry.listener != null && entry.listener.complete)
                            entry.listener.complete(entry);
                        for (var ii = 0; ii < listeners.length; ii++)
                            if (listeners[ii].complete)
                                listeners[ii].complete(entry);
                        break;
                    case EventType.event:
                        var event_3 = objects[i++ + 2];
                        if (entry.listener != null && entry.listener.event)
                            entry.listener.event(entry, event_3);
                        for (var ii = 0; ii < listeners.length; ii++)
                            if (listeners[ii].event)
                                listeners[ii].event(entry, event_3);
                        break;
                }
            }
            this.clear();
            this.drainDisabled = false;
        };
        EventQueue.prototype.clear = function () {
            this.objects.length = 0;
        };
        return EventQueue;
    }());
    spine.EventQueue = EventQueue;
    var EventType;
    (function (EventType) {
        EventType[EventType["start"] = 0] = "start";
        EventType[EventType["interrupt"] = 1] = "interrupt";
        EventType[EventType["end"] = 2] = "end";
        EventType[EventType["dispose"] = 3] = "dispose";
        EventType[EventType["complete"] = 4] = "complete";
        EventType[EventType["event"] = 5] = "event";
    })(EventType = spine.EventType || (spine.EventType = {}));
    var AnimationStateAdapter = (function () {
        function AnimationStateAdapter() {
        }
        AnimationStateAdapter.prototype.start = function (entry) {
        };
        AnimationStateAdapter.prototype.interrupt = function (entry) {
        };
        AnimationStateAdapter.prototype.end = function (entry) {
        };
        AnimationStateAdapter.prototype.dispose = function (entry) {
        };
        AnimationStateAdapter.prototype.complete = function (entry) {
        };
        AnimationStateAdapter.prototype.event = function (entry, event) {
        };
        return AnimationStateAdapter;
    }());
    spine.AnimationStateAdapter = AnimationStateAdapter;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var AnimationStateData = (function () {
        function AnimationStateData(skeletonData) {
            this.animationToMixTime = {};
            this.defaultMix = 0;
            if (skeletonData == null)
                throw new Error("skeletonData cannot be null.");
            this.skeletonData = skeletonData;
        }
        AnimationStateData.prototype.setMix = function (fromName, toName, duration) {
            var from = this.skeletonData.findAnimation(fromName);
            if (from == null)
                throw new Error("Animation not found: " + fromName);
            var to = this.skeletonData.findAnimation(toName);
            if (to == null)
                throw new Error("Animation not found: " + toName);
            this.setMixWith(from, to, duration);
        };
        AnimationStateData.prototype.setMixWith = function (from, to, duration) {
            if (from == null)
                throw new Error("from cannot be null.");
            if (to == null)
                throw new Error("to cannot be null.");
            var key = from.name + "." + to.name;
            this.animationToMixTime[key] = duration;
        };
        AnimationStateData.prototype.getMix = function (from, to) {
            var key = from.name + "." + to.name;
            var value = this.animationToMixTime[key];
            return value === undefined ? this.defaultMix : value;
        };
        return AnimationStateData;
    }());
    spine.AnimationStateData = AnimationStateData;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var AssetManager = (function () {
        function AssetManager(textureLoader, pathPrefix) {
            if (pathPrefix === void 0) { pathPrefix = ""; }
            this.assets = {};
            this.errors = {};
            this.toLoad = 0;
            this.loaded = 0;
            this.rawDataUris = {};
            this.textureLoader = textureLoader;
            this.pathPrefix = pathPrefix;
        }
        AssetManager.prototype.downloadText = function (url, success, error) {
            var request = new XMLHttpRequest();
            request.overrideMimeType("text/html");
            if (this.rawDataUris[url])
                url = this.rawDataUris[url];
            request.open("GET", url, true);
            request.onload = function () {
                if (request.status == 200) {
                    success(request.responseText);
                }
                else {
                    error(request.status, request.responseText);
                }
            };
            request.onerror = function () {
                error(request.status, request.responseText);
            };
            request.send();
        };
        AssetManager.prototype.downloadBinary = function (url, success, error) {
            var request = new XMLHttpRequest();
            if (this.rawDataUris[url])
                url = this.rawDataUris[url];
            request.open("GET", url, true);
            request.responseType = "arraybuffer";
            request.onload = function () {
                if (request.status == 200) {
                    success(new Uint8Array(request.response));
                }
                else {
                    error(request.status, request.responseText);
                }
            };
            request.onerror = function () {
                error(request.status, request.responseText);
            };
            request.send();
        };
        AssetManager.prototype.setRawDataURI = function (path, data) {
            this.rawDataUris[this.pathPrefix + path] = data;
        };
        AssetManager.prototype.loadBinary = function (path, success, error) {
            var _this = this;
            if (success === void 0) { success = null; }
            if (error === void 0) { error = null; }
            path = this.pathPrefix + path;
            this.toLoad++;
            this.downloadBinary(path, function (data) {
                _this.assets[path] = data;
                if (success)
                    success(path, data);
                _this.toLoad--;
                _this.loaded++;
            }, function (state, responseText) {
                _this.errors[path] = "Couldn't load binary " + path + ": status " + status + ", " + responseText;
                if (error)
                    error(path, "Couldn't load binary " + path + ": status " + status + ", " + responseText);
                _this.toLoad--;
                _this.loaded++;
            });
        };
        AssetManager.prototype.loadText = function (path, success, error) {
            var _this = this;
            if (success === void 0) { success = null; }
            if (error === void 0) { error = null; }
            path = this.pathPrefix + path;
            this.toLoad++;
            this.downloadText(path, function (data) {
                _this.assets[path] = data;
                if (success)
                    success(path, data);
                _this.toLoad--;
                _this.loaded++;
            }, function (state, responseText) {
                _this.errors[path] = "Couldn't load text " + path + ": status " + status + ", " + responseText;
                if (error)
                    error(path, "Couldn't load text " + path + ": status " + status + ", " + responseText);
                _this.toLoad--;
                _this.loaded++;
            });
        };
        AssetManager.prototype.loadTexture = function (path, success, error) {
            var _this = this;
            if (success === void 0) { success = null; }
            if (error === void 0) { error = null; }
            path = this.pathPrefix + path;
            var storagePath = path;
            this.toLoad++;
            var img = new Image();
            img.crossOrigin = "anonymous";
            img.onload = function (ev) {
                var texture = _this.textureLoader(img);
                _this.assets[storagePath] = texture;
                _this.toLoad--;
                _this.loaded++;
                if (success)
                    success(path, img);
            };
            img.onerror = function (ev) {
                _this.errors[path] = "Couldn't load image " + path;
                _this.toLoad--;
                _this.loaded++;
                if (error)
                    error(path, "Couldn't load image " + path);
            };
            if (this.rawDataUris[path])
                path = this.rawDataUris[path];
            img.src = path;
        };
        AssetManager.prototype.loadTextureAtlas = function (path, success, error) {
            var _this = this;
            if (success === void 0) { success = null; }
            if (error === void 0) { error = null; }
            var parent = path.lastIndexOf("/") >= 0 ? path.substring(0, path.lastIndexOf("/")) : "";
            path = this.pathPrefix + path;
            this.toLoad++;
            this.downloadText(path, function (atlasData) {
                var pagesLoaded = { count: 0 };
                var atlasPages = new Array();
                try {
                    var atlas = new spine.TextureAtlas(atlasData, function (path) {
                        atlasPages.push(parent == "" ? path : parent + "/" + path);
                        var image = document.createElement("img");
                        image.width = 16;
                        image.height = 16;
                        return new spine.FakeTexture(image);
                    });
                }
                catch (e) {
                    var ex = e;
                    _this.errors[path] = "Couldn't load texture atlas " + path + ": " + ex.message;
                    if (error)
                        error(path, "Couldn't load texture atlas " + path + ": " + ex.message);
                    _this.toLoad--;
                    _this.loaded++;
                    return;
                }
                var _loop_1 = function (atlasPage) {
                    var pageLoadError = false;
                    _this.loadTexture(atlasPage, function (imagePath, image) {
                        pagesLoaded.count++;
                        if (pagesLoaded.count == atlasPages.length) {
                            if (!pageLoadError) {
                                try {
                                    var atlas = new spine.TextureAtlas(atlasData, function (path) {
                                        return _this.get(parent == "" ? path : parent + "/" + path);
                                    });
                                    _this.assets[path] = atlas;
                                    if (success)
                                        success(path, atlas);
                                    _this.toLoad--;
                                    _this.loaded++;
                                }
                                catch (e) {
                                    var ex = e;
                                    _this.errors[path] = "Couldn't load texture atlas " + path + ": " + ex.message;
                                    if (error)
                                        error(path, "Couldn't load texture atlas " + path + ": " + ex.message);
                                    _this.toLoad--;
                                    _this.loaded++;
                                }
                            }
                            else {
                                _this.errors[path] = "Couldn't load texture atlas page " + imagePath + "} of atlas " + path;
                                if (error)
                                    error(path, "Couldn't load texture atlas page " + imagePath + " of atlas " + path);
                                _this.toLoad--;
                                _this.loaded++;
                            }
                        }
                    }, function (imagePath, errorMessage) {
                        pageLoadError = true;
                        pagesLoaded.count++;
                        if (pagesLoaded.count == atlasPages.length) {
                            _this.errors[path] = "Couldn't load texture atlas page " + imagePath + "} of atlas " + path;
                            if (error)
                                error(path, "Couldn't load texture atlas page " + imagePath + " of atlas " + path);
                            _this.toLoad--;
                            _this.loaded++;
                        }
                    });
                };
                for (var _i = 0, atlasPages_1 = atlasPages; _i < atlasPages_1.length; _i++) {
                    var atlasPage = atlasPages_1[_i];
                    _loop_1(atlasPage);
                }
            }, function (state, responseText) {
                _this.errors[path] = "Couldn't load texture atlas " + path + ": status " + status + ", " + responseText;
                if (error)
                    error(path, "Couldn't load texture atlas " + path + ": status " + status + ", " + responseText);
                _this.toLoad--;
                _this.loaded++;
            });
        };
        AssetManager.prototype.get = function (path) {
            path = this.pathPrefix + path;
            return this.assets[path];
        };
        AssetManager.prototype.remove = function (path) {
            path = this.pathPrefix + path;
            var asset = this.assets[path];
            if (asset.dispose)
                asset.dispose();
            this.assets[path] = null;
        };
        AssetManager.prototype.removeAll = function () {
            for (var key in this.assets) {
                var asset = this.assets[key];
                if (asset.dispose)
                    asset.dispose();
            }
            this.assets = {};
        };
        AssetManager.prototype.isLoadingComplete = function () {
            return this.toLoad == 0;
        };
        AssetManager.prototype.getToLoad = function () {
            return this.toLoad;
        };
        AssetManager.prototype.getLoaded = function () {
            return this.loaded;
        };
        AssetManager.prototype.dispose = function () {
            this.removeAll();
        };
        AssetManager.prototype.hasErrors = function () {
            return Object.keys(this.errors).length > 0;
        };
        AssetManager.prototype.getErrors = function () {
            return this.errors;
        };
        return AssetManager;
    }());
    spine.AssetManager = AssetManager;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var AtlasAttachmentLoader = (function () {
        function AtlasAttachmentLoader(atlas) {
            this.atlas = atlas;
        }
        AtlasAttachmentLoader.prototype.newRegionAttachment = function (skin, name, path) {
            var region = this.atlas.findRegion(path);
            if (region == null)
                throw new Error("Region not found in atlas: " + path + " (region attachment: " + name + ")");
            region.renderObject = region;
            var attachment = new spine.RegionAttachment(name);
            attachment.setRegion(region);
            return attachment;
        };
        AtlasAttachmentLoader.prototype.newMeshAttachment = function (skin, name, path) {
            var region = this.atlas.findRegion(path);
            if (region == null)
                throw new Error("Region not found in atlas: " + path + " (mesh attachment: " + name + ")");
            region.renderObject = region;
            var attachment = new spine.MeshAttachment(name);
            attachment.region = region;
            return attachment;
        };
        AtlasAttachmentLoader.prototype.newBoundingBoxAttachment = function (skin, name) {
            return new spine.BoundingBoxAttachment(name);
        };
        AtlasAttachmentLoader.prototype.newPathAttachment = function (skin, name) {
            return new spine.PathAttachment(name);
        };
        AtlasAttachmentLoader.prototype.newPointAttachment = function (skin, name) {
            return new spine.PointAttachment(name);
        };
        AtlasAttachmentLoader.prototype.newClippingAttachment = function (skin, name) {
            return new spine.ClippingAttachment(name);
        };
        return AtlasAttachmentLoader;
    }());
    spine.AtlasAttachmentLoader = AtlasAttachmentLoader;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var BlendMode;
    (function (BlendMode) {
        BlendMode[BlendMode["Normal"] = 0] = "Normal";
        BlendMode[BlendMode["Additive"] = 1] = "Additive";
        BlendMode[BlendMode["Multiply"] = 2] = "Multiply";
        BlendMode[BlendMode["Screen"] = 3] = "Screen";
    })(BlendMode = spine.BlendMode || (spine.BlendMode = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var Bone = (function () {
        function Bone(data, skeleton, parent) {
            this.children = new Array();
            this.x = 0;
            this.y = 0;
            this.rotation = 0;
            this.scaleX = 0;
            this.scaleY = 0;
            this.shearX = 0;
            this.shearY = 0;
            this.ax = 0;
            this.ay = 0;
            this.arotation = 0;
            this.ascaleX = 0;
            this.ascaleY = 0;
            this.ashearX = 0;
            this.ashearY = 0;
            this.appliedValid = false;
            this.a = 0;
            this.b = 0;
            this.c = 0;
            this.d = 0;
            this.worldY = 0;
            this.worldX = 0;
            this.sorted = false;
            this.active = false;
            if (data == null)
                throw new Error("data cannot be null.");
            if (skeleton == null)
                throw new Error("skeleton cannot be null.");
            this.data = data;
            this.skeleton = skeleton;
            this.parent = parent;
            this.setToSetupPose();
        }
        Bone.prototype.isActive = function () {
            return this.active;
        };
        Bone.prototype.update = function () {
            this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
        };
        Bone.prototype.updateWorldTransform = function () {
            this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
        };
        Bone.prototype.updateWorldTransformWith = function (x, y, rotation, scaleX, scaleY, shearX, shearY) {
            this.ax = x;
            this.ay = y;
            this.arotation = rotation;
            this.ascaleX = scaleX;
            this.ascaleY = scaleY;
            this.ashearX = shearX;
            this.ashearY = shearY;
            this.appliedValid = true;
            var parent = this.parent;
            if (parent == null) {
                var skeleton = this.skeleton;
                var rotationY = rotation + 90 + shearY;
                var sx = skeleton.scaleX;
                var sy = skeleton.scaleY;
                this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
                this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx;
                this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
                this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
                this.worldX = x * sx + skeleton.x;
                this.worldY = y * sy + skeleton.y;
                return;
            }
            var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
            this.worldX = pa * x + pb * y + parent.worldX;
            this.worldY = pc * x + pd * y + parent.worldY;
            switch (this.data.transformMode) {
                case spine.TransformMode.Normal: {
                    var rotationY = rotation + 90 + shearY;
                    var la = spine.MathUtils.cosDeg(rotation + shearX) * scaleX;
                    var lb = spine.MathUtils.cosDeg(rotationY) * scaleY;
                    var lc = spine.MathUtils.sinDeg(rotation + shearX) * scaleX;
                    var ld = spine.MathUtils.sinDeg(rotationY) * scaleY;
                    this.a = pa * la + pb * lc;
                    this.b = pa * lb + pb * ld;
                    this.c = pc * la + pd * lc;
                    this.d = pc * lb + pd * ld;
                    return;
                }
                case spine.TransformMode.OnlyTranslation: {
                    var rotationY = rotation + 90 + shearY;
                    this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX;
                    this.b = spine.MathUtils.cosDeg(rotationY) * scaleY;
                    this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX;
                    this.d = spine.MathUtils.sinDeg(rotationY) * scaleY;
                    break;
                }
                case spine.TransformMode.NoRotationOrReflection: {
                    var s = pa * pa + pc * pc;
                    var prx = 0;
                    if (s > 0.0001) {
                        s = Math.abs(pa * pd - pb * pc) / s;
                        pa /= this.skeleton.scaleX;
                        pc /= this.skeleton.scaleY;
                        pb = pc * s;
                        pd = pa * s;
                        prx = Math.atan2(pc, pa) * spine.MathUtils.radDeg;
                    }
                    else {
                        pa = 0;
                        pc = 0;
                        prx = 90 - Math.atan2(pd, pb) * spine.MathUtils.radDeg;
                    }
                    var rx = rotation + shearX - prx;
                    var ry = rotation + shearY - prx + 90;
                    var la = spine.MathUtils.cosDeg(rx) * scaleX;
                    var lb = spine.MathUtils.cosDeg(ry) * scaleY;
                    var lc = spine.MathUtils.sinDeg(rx) * scaleX;
                    var ld = spine.MathUtils.sinDeg(ry) * scaleY;
                    this.a = pa * la - pb * lc;
                    this.b = pa * lb - pb * ld;
                    this.c = pc * la + pd * lc;
                    this.d = pc * lb + pd * ld;
                    break;
                }
                case spine.TransformMode.NoScale:
                case spine.TransformMode.NoScaleOrReflection: {
                    var cos = spine.MathUtils.cosDeg(rotation);
                    var sin = spine.MathUtils.sinDeg(rotation);
                    var za = (pa * cos + pb * sin) / this.skeleton.scaleX;
                    var zc = (pc * cos + pd * sin) / this.skeleton.scaleY;
                    var s = Math.sqrt(za * za + zc * zc);
                    if (s > 0.00001)
                        s = 1 / s;
                    za *= s;
                    zc *= s;
                    s = Math.sqrt(za * za + zc * zc);
                    if (this.data.transformMode == spine.TransformMode.NoScale
                        && (pa * pd - pb * pc < 0) != (this.skeleton.scaleX < 0 != this.skeleton.scaleY < 0))
                        s = -s;
                    var r = Math.PI / 2 + Math.atan2(zc, za);
                    var zb = Math.cos(r) * s;
                    var zd = Math.sin(r) * s;
                    var la = spine.MathUtils.cosDeg(shearX) * scaleX;
                    var lb = spine.MathUtils.cosDeg(90 + shearY) * scaleY;
                    var lc = spine.MathUtils.sinDeg(shearX) * scaleX;
                    var ld = spine.MathUtils.sinDeg(90 + shearY) * scaleY;
                    this.a = za * la + zb * lc;
                    this.b = za * lb + zb * ld;
                    this.c = zc * la + zd * lc;
                    this.d = zc * lb + zd * ld;
                    break;
                }
            }
            this.a *= this.skeleton.scaleX;
            this.b *= this.skeleton.scaleX;
            this.c *= this.skeleton.scaleY;
            this.d *= this.skeleton.scaleY;
        };
        Bone.prototype.setToSetupPose = function () {
            var data = this.data;
            this.x = data.x;
            this.y = data.y;
            this.rotation = data.rotation;
            this.scaleX = data.scaleX;
            this.scaleY = data.scaleY;
            this.shearX = data.shearX;
            this.shearY = data.shearY;
        };
        Bone.prototype.getWorldRotationX = function () {
            return Math.atan2(this.c, this.a) * spine.MathUtils.radDeg;
        };
        Bone.prototype.getWorldRotationY = function () {
            return Math.atan2(this.d, this.b) * spine.MathUtils.radDeg;
        };
        Bone.prototype.getWorldScaleX = function () {
            return Math.sqrt(this.a * this.a + this.c * this.c);
        };
        Bone.prototype.getWorldScaleY = function () {
            return Math.sqrt(this.b * this.b + this.d * this.d);
        };
        Bone.prototype.updateAppliedTransform = function () {
            this.appliedValid = true;
            var parent = this.parent;
            if (parent == null) {
                this.ax = this.worldX;
                this.ay = this.worldY;
                this.arotation = Math.atan2(this.c, this.a) * spine.MathUtils.radDeg;
                this.ascaleX = Math.sqrt(this.a * this.a + this.c * this.c);
                this.ascaleY = Math.sqrt(this.b * this.b + this.d * this.d);
                this.ashearX = 0;
                this.ashearY = Math.atan2(this.a * this.b + this.c * this.d, this.a * this.d - this.b * this.c) * spine.MathUtils.radDeg;
                return;
            }
            var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
            var pid = 1 / (pa * pd - pb * pc);
            var dx = this.worldX - parent.worldX, dy = this.worldY - parent.worldY;
            this.ax = (dx * pd * pid - dy * pb * pid);
            this.ay = (dy * pa * pid - dx * pc * pid);
            var ia = pid * pd;
            var id = pid * pa;
            var ib = pid * pb;
            var ic = pid * pc;
            var ra = ia * this.a - ib * this.c;
            var rb = ia * this.b - ib * this.d;
            var rc = id * this.c - ic * this.a;
            var rd = id * this.d - ic * this.b;
            this.ashearX = 0;
            this.ascaleX = Math.sqrt(ra * ra + rc * rc);
            if (this.ascaleX > 0.0001) {
                var det = ra * rd - rb * rc;
                this.ascaleY = det / this.ascaleX;
                this.ashearY = Math.atan2(ra * rb + rc * rd, det) * spine.MathUtils.radDeg;
                this.arotation = Math.atan2(rc, ra) * spine.MathUtils.radDeg;
            }
            else {
                this.ascaleX = 0;
                this.ascaleY = Math.sqrt(rb * rb + rd * rd);
                this.ashearY = 0;
                this.arotation = 90 - Math.atan2(rd, rb) * spine.MathUtils.radDeg;
            }
        };
        Bone.prototype.worldToLocal = function (world) {
            var a = this.a, b = this.b, c = this.c, d = this.d;
            var invDet = 1 / (a * d - b * c);
            var x = world.x - this.worldX, y = world.y - this.worldY;
            world.x = (x * d * invDet - y * b * invDet);
            world.y = (y * a * invDet - x * c * invDet);
            return world;
        };
        Bone.prototype.localToWorld = function (local) {
            var x = local.x, y = local.y;
            local.x = x * this.a + y * this.b + this.worldX;
            local.y = x * this.c + y * this.d + this.worldY;
            return local;
        };
        Bone.prototype.worldToLocalRotation = function (worldRotation) {
            var sin = spine.MathUtils.sinDeg(worldRotation), cos = spine.MathUtils.cosDeg(worldRotation);
            return Math.atan2(this.a * sin - this.c * cos, this.d * cos - this.b * sin) * spine.MathUtils.radDeg + this.rotation - this.shearX;
        };
        Bone.prototype.localToWorldRotation = function (localRotation) {
            localRotation -= this.rotation - this.shearX;
            var sin = spine.MathUtils.sinDeg(localRotation), cos = spine.MathUtils.cosDeg(localRotation);
            return Math.atan2(cos * this.c + sin * this.d, cos * this.a + sin * this.b) * spine.MathUtils.radDeg;
        };
        Bone.prototype.rotateWorld = function (degrees) {
            var a = this.a, b = this.b, c = this.c, d = this.d;
            var cos = spine.MathUtils.cosDeg(degrees), sin = spine.MathUtils.sinDeg(degrees);
            this.a = cos * a - sin * c;
            this.b = cos * b - sin * d;
            this.c = sin * a + cos * c;
            this.d = sin * b + cos * d;
            this.appliedValid = false;
        };
        return Bone;
    }());
    spine.Bone = Bone;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var BoneData = (function () {
        function BoneData(index, name, parent) {
            this.x = 0;
            this.y = 0;
            this.rotation = 0;
            this.scaleX = 1;
            this.scaleY = 1;
            this.shearX = 0;
            this.shearY = 0;
            this.transformMode = TransformMode.Normal;
            this.skinRequired = false;
            this.color = new spine.Color();
            if (index < 0)
                throw new Error("index must be >= 0.");
            if (name == null)
                throw new Error("name cannot be null.");
            this.index = index;
            this.name = name;
            this.parent = parent;
        }
        return BoneData;
    }());
    spine.BoneData = BoneData;
    var TransformMode;
    (function (TransformMode) {
        TransformMode[TransformMode["Normal"] = 0] = "Normal";
        TransformMode[TransformMode["OnlyTranslation"] = 1] = "OnlyTranslation";
        TransformMode[TransformMode["NoRotationOrReflection"] = 2] = "NoRotationOrReflection";
        TransformMode[TransformMode["NoScale"] = 3] = "NoScale";
        TransformMode[TransformMode["NoScaleOrReflection"] = 4] = "NoScaleOrReflection";
    })(TransformMode = spine.TransformMode || (spine.TransformMode = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var ConstraintData = (function () {
        function ConstraintData(name, order, skinRequired) {
            this.name = name;
            this.order = order;
            this.skinRequired = skinRequired;
        }
        return ConstraintData;
    }());
    spine.ConstraintData = ConstraintData;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var Event = (function () {
        function Event(time, data) {
            if (data == null)
                throw new Error("data cannot be null.");
            this.time = time;
            this.data = data;
        }
        return Event;
    }());
    spine.Event = Event;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var EventData = (function () {
        function EventData(name) {
            this.name = name;
        }
        return EventData;
    }());
    spine.EventData = EventData;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var IkConstraint = (function () {
        function IkConstraint(data, skeleton) {
            this.bendDirection = 0;
            this.compress = false;
            this.stretch = false;
            this.mix = 1;
            this.softness = 0;
            this.active = false;
            if (data == null)
                throw new Error("data cannot be null.");
            if (skeleton == null)
                throw new Error("skeleton cannot be null.");
            this.data = data;
            this.mix = data.mix;
            this.softness = data.softness;
            this.bendDirection = data.bendDirection;
            this.compress = data.compress;
            this.stretch = data.stretch;
            this.bones = new Array();
            for (var i = 0; i < data.bones.length; i++)
                this.bones.push(skeleton.findBone(data.bones[i].name));
            this.target = skeleton.findBone(data.target.name);
        }
        IkConstraint.prototype.isActive = function () {
            return this.active;
        };
        IkConstraint.prototype.apply = function () {
            this.update();
        };
        IkConstraint.prototype.update = function () {
            var target = this.target;
            var bones = this.bones;
            switch (bones.length) {
                case 1:
                    this.apply1(bones[0], target.worldX, target.worldY, this.compress, this.stretch, this.data.uniform, this.mix);
                    break;
                case 2:
                    this.apply2(bones[0], bones[1], target.worldX, target.worldY, this.bendDirection, this.stretch, this.softness, this.mix);
                    break;
            }
        };
        IkConstraint.prototype.apply1 = function (bone, targetX, targetY, compress, stretch, uniform, alpha) {
            if (!bone.appliedValid)
                bone.updateAppliedTransform();
            var p = bone.parent;
            var pa = p.a, pb = p.b, pc = p.c, pd = p.d;
            var rotationIK = -bone.ashearX - bone.arotation, tx = 0, ty = 0;
            switch (bone.data.transformMode) {
                case spine.TransformMode.OnlyTranslation:
                    tx = targetX - bone.worldX;
                    ty = targetY - bone.worldY;
                    break;
                case spine.TransformMode.NoRotationOrReflection:
                    var s = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
                    var sa = pa / bone.skeleton.scaleX;
                    var sc = pc / bone.skeleton.scaleY;
                    pb = -sc * s * bone.skeleton.scaleX;
                    pd = sa * s * bone.skeleton.scaleY;
                    rotationIK += Math.atan2(sc, sa) * spine.MathUtils.radDeg;
                default:
                    var x = targetX - p.worldX, y = targetY - p.worldY;
                    var d = pa * pd - pb * pc;
                    tx = (x * pd - y * pb) / d - bone.ax;
                    ty = (y * pa - x * pc) / d - bone.ay;
            }
            rotationIK += Math.atan2(ty, tx) * spine.MathUtils.radDeg;
            if (bone.ascaleX < 0)
                rotationIK += 180;
            if (rotationIK > 180)
                rotationIK -= 360;
            else if (rotationIK < -180)
                rotationIK += 360;
            var sx = bone.ascaleX, sy = bone.ascaleY;
            if (compress || stretch) {
                switch (bone.data.transformMode) {
                    case spine.TransformMode.NoScale:
                    case spine.TransformMode.NoScaleOrReflection:
                        tx = targetX - bone.worldX;
                        ty = targetY - bone.worldY;
                }
                var b = bone.data.length * sx, dd = Math.sqrt(tx * tx + ty * ty);
                if ((compress && dd < b) || (stretch && dd > b) && b > 0.0001) {
                    var s = (dd / b - 1) * alpha + 1;
                    sx *= s;
                    if (uniform)
                        sy *= s;
                }
            }
            bone.updateWorldTransformWith(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, sy, bone.ashearX, bone.ashearY);
        };
        IkConstraint.prototype.apply2 = function (parent, child, targetX, targetY, bendDir, stretch, softness, alpha) {
            if (alpha == 0) {
                child.updateWorldTransform();
                return;
            }
            if (!parent.appliedValid)
                parent.updateAppliedTransform();
            if (!child.appliedValid)
                child.updateAppliedTransform();
            var px = parent.ax, py = parent.ay, psx = parent.ascaleX, sx = psx, psy = parent.ascaleY, csx = child.ascaleX;
            var os1 = 0, os2 = 0, s2 = 0;
            if (psx < 0) {
                psx = -psx;
                os1 = 180;
                s2 = -1;
            }
            else {
                os1 = 0;
                s2 = 1;
            }
            if (psy < 0) {
                psy = -psy;
                s2 = -s2;
            }
            if (csx < 0) {
                csx = -csx;
                os2 = 180;
            }
            else
                os2 = 0;
            var cx = child.ax, cy = 0, cwx = 0, cwy = 0, a = parent.a, b = parent.b, c = parent.c, d = parent.d;
            var u = Math.abs(psx - psy) <= 0.0001;
            if (!u) {
                cy = 0;
                cwx = a * cx + parent.worldX;
                cwy = c * cx + parent.worldY;
            }
            else {
                cy = child.ay;
                cwx = a * cx + b * cy + parent.worldX;
                cwy = c * cx + d * cy + parent.worldY;
            }
            var pp = parent.parent;
            a = pp.a;
            b = pp.b;
            c = pp.c;
            d = pp.d;
            var id = 1 / (a * d - b * c), x = cwx - pp.worldX, y = cwy - pp.worldY;
            var dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py;
            var l1 = Math.sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1, a2;
            if (l1 < 0.0001) {
                this.apply1(parent, targetX, targetY, false, stretch, false, alpha);
                child.updateWorldTransformWith(cx, cy, 0, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY);
                return;
            }
            x = targetX - pp.worldX;
            y = targetY - pp.worldY;
            var tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py;
            var dd = tx * tx + ty * ty;
            if (softness != 0) {
                softness *= psx * (csx + 1) / 2;
                var td = Math.sqrt(dd), sd = td - l1 - l2 * psx + softness;
                if (sd > 0) {
                    var p = Math.min(1, sd / (softness * 2)) - 1;
                    p = (sd - softness * (1 - p * p)) / td;
                    tx -= p * tx;
                    ty -= p * ty;
                    dd = tx * tx + ty * ty;
                }
            }
            outer: if (u) {
                l2 *= psx;
                var cos = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2);
                if (cos < -1)
                    cos = -1;
                else if (cos > 1) {
                    cos = 1;
                    if (stretch)
                        sx *= (Math.sqrt(dd) / (l1 + l2) - 1) * alpha + 1;
                }
                a2 = Math.acos(cos) * bendDir;
                a = l1 + l2 * cos;
                b = l2 * Math.sin(a2);
                a1 = Math.atan2(ty * a - tx * b, tx * a + ty * b);
            }
            else {
                a = psx * l2;
                b = psy * l2;
                var aa = a * a, bb = b * b, ta = Math.atan2(ty, tx);
                c = bb * l1 * l1 + aa * dd - aa * bb;
                var c1 = -2 * bb * l1, c2 = bb - aa;
                d = c1 * c1 - 4 * c2 * c;
                if (d >= 0) {
                    var q = Math.sqrt(d);
                    if (c1 < 0)
                        q = -q;
                    q = -(c1 + q) / 2;
                    var r0 = q / c2, r1 = c / q;
                    var r = Math.abs(r0) < Math.abs(r1) ? r0 : r1;
                    if (r * r <= dd) {
                        y = Math.sqrt(dd - r * r) * bendDir;
                        a1 = ta - Math.atan2(y, r);
                        a2 = Math.atan2(y / psy, (r - l1) / psx);
                        break outer;
                    }
                }
                var minAngle = spine.MathUtils.PI, minX = l1 - a, minDist = minX * minX, minY = 0;
                var maxAngle = 0, maxX = l1 + a, maxDist = maxX * maxX, maxY = 0;
                c = -a * l1 / (aa - bb);
                if (c >= -1 && c <= 1) {
                    c = Math.acos(c);
                    x = a * Math.cos(c) + l1;
                    y = b * Math.sin(c);
                    d = x * x + y * y;
                    if (d < minDist) {
                        minAngle = c;
                        minDist = d;
                        minX = x;
                        minY = y;
                    }
                    if (d > maxDist) {
                        maxAngle = c;
                        maxDist = d;
                        maxX = x;
                        maxY = y;
                    }
                }
                if (dd <= (minDist + maxDist) / 2) {
                    a1 = ta - Math.atan2(minY * bendDir, minX);
                    a2 = minAngle * bendDir;
                }
                else {
                    a1 = ta - Math.atan2(maxY * bendDir, maxX);
                    a2 = maxAngle * bendDir;
                }
            }
            var os = Math.atan2(cy, cx) * s2;
            var rotation = parent.arotation;
            a1 = (a1 - os) * spine.MathUtils.radDeg + os1 - rotation;
            if (a1 > 180)
                a1 -= 360;
            else if (a1 < -180)
                a1 += 360;
            parent.updateWorldTransformWith(px, py, rotation + a1 * alpha, sx, parent.ascaleY, 0, 0);
            rotation = child.arotation;
            a2 = ((a2 + os) * spine.MathUtils.radDeg - child.ashearX) * s2 + os2 - rotation;
            if (a2 > 180)
                a2 -= 360;
            else if (a2 < -180)
                a2 += 360;
            child.updateWorldTransformWith(cx, cy, rotation + a2 * alpha, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY);
        };
        return IkConstraint;
    }());
    spine.IkConstraint = IkConstraint;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var IkConstraintData = (function (_super) {
        __extends(IkConstraintData, _super);
        function IkConstraintData(name) {
            var _this = _super.call(this, name, 0, false) || this;
            _this.bones = new Array();
            _this.bendDirection = 1;
            _this.compress = false;
            _this.stretch = false;
            _this.uniform = false;
            _this.mix = 1;
            _this.softness = 0;
            return _this;
        }
        return IkConstraintData;
    }(spine.ConstraintData));
    spine.IkConstraintData = IkConstraintData;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var PathConstraint = (function () {
        function PathConstraint(data, skeleton) {
            this.position = 0;
            this.spacing = 0;
            this.rotateMix = 0;
            this.translateMix = 0;
            this.spaces = new Array();
            this.positions = new Array();
            this.world = new Array();
            this.curves = new Array();
            this.lengths = new Array();
            this.segments = new Array();
            this.active = false;
            if (data == null)
                throw new Error("data cannot be null.");
            if (skeleton == null)
                throw new Error("skeleton cannot be null.");
            this.data = data;
            this.bones = new Array();
            for (var i = 0, n = data.bones.length; i < n; i++)
                this.bones.push(skeleton.findBone(data.bones[i].name));
            this.target = skeleton.findSlot(data.target.name);
            this.position = data.position;
            this.spacing = data.spacing;
            this.rotateMix = data.rotateMix;
            this.translateMix = data.translateMix;
        }
        PathConstraint.prototype.isActive = function () {
            return this.active;
        };
        PathConstraint.prototype.apply = function () {
            this.update();
        };
        PathConstraint.prototype.update = function () {
            var attachment = this.target.getAttachment();
            if (!(attachment instanceof spine.PathAttachment))
                return;
            var rotateMix = this.rotateMix, translateMix = this.translateMix;
            var translate = translateMix > 0, rotate = rotateMix > 0;
            if (!translate && !rotate)
                return;
            var data = this.data;
            var percentSpacing = data.spacingMode == spine.SpacingMode.Percent;
            var rotateMode = data.rotateMode;
            var tangents = rotateMode == spine.RotateMode.Tangent, scale = rotateMode == spine.RotateMode.ChainScale;
            var boneCount = this.bones.length, spacesCount = tangents ? boneCount : boneCount + 1;
            var bones = this.bones;
            var spaces = spine.Utils.setArraySize(this.spaces, spacesCount), lengths = null;
            var spacing = this.spacing;
            if (scale || !percentSpacing) {
                if (scale)
                    lengths = spine.Utils.setArraySize(this.lengths, boneCount);
                var lengthSpacing = data.spacingMode == spine.SpacingMode.Length;
                for (var i = 0, n = spacesCount - 1; i < n;) {
                    var bone = bones[i];
                    var setupLength = bone.data.length;
                    if (setupLength < PathConstraint.epsilon) {
                        if (scale)
                            lengths[i] = 0;
                        spaces[++i] = 0;
                    }
                    else if (percentSpacing) {
                        if (scale) {
                            var x = setupLength * bone.a, y = setupLength * bone.c;
                            var length_1 = Math.sqrt(x * x + y * y);
                            lengths[i] = length_1;
                        }
                        spaces[++i] = spacing;
                    }
                    else {
                        var x = setupLength * bone.a, y = setupLength * bone.c;
                        var length_2 = Math.sqrt(x * x + y * y);
                        if (scale)
                            lengths[i] = length_2;
                        spaces[++i] = (lengthSpacing ? setupLength + spacing : spacing) * length_2 / setupLength;
                    }
                }
            }
            else {
                for (var i = 1; i < spacesCount; i++)
                    spaces[i] = spacing;
            }
            var positions = this.computeWorldPositions(attachment, spacesCount, tangents, data.positionMode == spine.PositionMode.Percent, percentSpacing);
            var boneX = positions[0], boneY = positions[1], offsetRotation = data.offsetRotation;
            var tip = false;
            if (offsetRotation == 0)
                tip = rotateMode == spine.RotateMode.Chain;
            else {
                tip = false;
                var p = this.target.bone;
                offsetRotation *= p.a * p.d - p.b * p.c > 0 ? spine.MathUtils.degRad : -spine.MathUtils.degRad;
            }
            for (var i = 0, p = 3; i < boneCount; i++, p += 3) {
                var bone = bones[i];
                bone.worldX += (boneX - bone.worldX) * translateMix;
                bone.worldY += (boneY - bone.worldY) * translateMix;
                var x = positions[p], y = positions[p + 1], dx = x - boneX, dy = y - boneY;
                if (scale) {
                    var length_3 = lengths[i];
                    if (length_3 != 0) {
                        var s = (Math.sqrt(dx * dx + dy * dy) / length_3 - 1) * rotateMix + 1;
                        bone.a *= s;
                        bone.c *= s;
                    }
                }
                boneX = x;
                boneY = y;
                if (rotate) {
                    var a = bone.a, b = bone.b, c = bone.c, d = bone.d, r = 0, cos = 0, sin = 0;
                    if (tangents)
                        r = positions[p - 1];
                    else if (spaces[i + 1] == 0)
                        r = positions[p + 2];
                    else
                        r = Math.atan2(dy, dx);
                    r -= Math.atan2(c, a);
                    if (tip) {
                        cos = Math.cos(r);
                        sin = Math.sin(r);
                        var length_4 = bone.data.length;
                        boneX += (length_4 * (cos * a - sin * c) - dx) * rotateMix;
                        boneY += (length_4 * (sin * a + cos * c) - dy) * rotateMix;
                    }
                    else {
                        r += offsetRotation;
                    }
                    if (r > spine.MathUtils.PI)
                        r -= spine.MathUtils.PI2;
                    else if (r < -spine.MathUtils.PI)
                        r += spine.MathUtils.PI2;
                    r *= rotateMix;
                    cos = Math.cos(r);
                    sin = Math.sin(r);
                    bone.a = cos * a - sin * c;
                    bone.b = cos * b - sin * d;
                    bone.c = sin * a + cos * c;
                    bone.d = sin * b + cos * d;
                }
                bone.appliedValid = false;
            }
        };
        PathConstraint.prototype.computeWorldPositions = function (path, spacesCount, tangents, percentPosition, percentSpacing) {
            var target = this.target;
            var position = this.position;
            var spaces = this.spaces, out = spine.Utils.setArraySize(this.positions, spacesCount * 3 + 2), world = null;
            var closed = path.closed;
            var verticesLength = path.worldVerticesLength, curveCount = verticesLength / 6, prevCurve = PathConstraint.NONE;
            if (!path.constantSpeed) {
                var lengths = path.lengths;
                curveCount -= closed ? 1 : 2;
                var pathLength_1 = lengths[curveCount];
                if (percentPosition)
                    position *= pathLength_1;
                if (percentSpacing) {
                    for (var i = 1; i < spacesCount; i++)
                        spaces[i] *= pathLength_1;
                }
                world = spine.Utils.setArraySize(this.world, 8);
                for (var i = 0, o = 0, curve = 0; i < spacesCount; i++, o += 3) {
                    var space = spaces[i];
                    position += space;
                    var p = position;
                    if (closed) {
                        p %= pathLength_1;
                        if (p < 0)
                            p += pathLength_1;
                        curve = 0;
                    }
                    else if (p < 0) {
                        if (prevCurve != PathConstraint.BEFORE) {
                            prevCurve = PathConstraint.BEFORE;
                            path.computeWorldVertices(target, 2, 4, world, 0, 2);
                        }
                        this.addBeforePosition(p, world, 0, out, o);
                        continue;
                    }
                    else if (p > pathLength_1) {
                        if (prevCurve != PathConstraint.AFTER) {
                            prevCurve = PathConstraint.AFTER;
                            path.computeWorldVertices(target, verticesLength - 6, 4, world, 0, 2);
                        }
                        this.addAfterPosition(p - pathLength_1, world, 0, out, o);
                        continue;
                    }
                    for (;; curve++) {
                        var length_5 = lengths[curve];
                        if (p > length_5)
                            continue;
                        if (curve == 0)
                            p /= length_5;
                        else {
                            var prev = lengths[curve - 1];
                            p = (p - prev) / (length_5 - prev);
                        }
                        break;
                    }
                    if (curve != prevCurve) {
                        prevCurve = curve;
                        if (closed && curve == curveCount) {
                            path.computeWorldVertices(target, verticesLength - 4, 4, world, 0, 2);
                            path.computeWorldVertices(target, 0, 4, world, 4, 2);
                        }
                        else
                            path.computeWorldVertices(target, curve * 6 + 2, 8, world, 0, 2);
                    }
                    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));
                }
                return out;
            }
            if (closed) {
                verticesLength += 2;
                world = spine.Utils.setArraySize(this.world, verticesLength);
                path.computeWorldVertices(target, 2, verticesLength - 4, world, 0, 2);
                path.computeWorldVertices(target, 0, 2, world, verticesLength - 4, 2);
                world[verticesLength - 2] = world[0];
                world[verticesLength - 1] = world[1];
            }
            else {
                curveCount--;
                verticesLength -= 4;
                world = spine.Utils.setArraySize(this.world, verticesLength);
                path.computeWorldVertices(target, 2, verticesLength, world, 0, 2);
            }
            var curves = spine.Utils.setArraySize(this.curves, curveCount);
            var pathLength = 0;
            var x1 = world[0], y1 = world[1], cx1 = 0, cy1 = 0, cx2 = 0, cy2 = 0, x2 = 0, y2 = 0;
            var tmpx = 0, tmpy = 0, dddfx = 0, dddfy = 0, ddfx = 0, ddfy = 0, dfx = 0, dfy = 0;
            for (var i = 0, w = 2; i < curveCount; i++, w += 6) {
                cx1 = world[w];
                cy1 = world[w + 1];
                cx2 = world[w + 2];
                cy2 = world[w + 3];
                x2 = world[w + 4];
                y2 = world[w + 5];
                tmpx = (x1 - cx1 * 2 + cx2) * 0.1875;
                tmpy = (y1 - cy1 * 2 + cy2) * 0.1875;
                dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.09375;
                dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.09375;
                ddfx = tmpx * 2 + dddfx;
                ddfy = tmpy * 2 + dddfy;
                dfx = (cx1 - x1) * 0.75 + tmpx + dddfx * 0.16666667;
                dfy = (cy1 - y1) * 0.75 + tmpy + dddfy * 0.16666667;
                pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
                dfx += ddfx;
                dfy += ddfy;
                ddfx += dddfx;
                ddfy += dddfy;
                pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
                dfx += ddfx;
                dfy += ddfy;
                pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
                dfx += ddfx + dddfx;
                dfy += ddfy + dddfy;
                pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
                curves[i] = pathLength;
                x1 = x2;
                y1 = y2;
            }
            if (percentPosition)
                position *= pathLength;
            else
                position *= pathLength / path.lengths[curveCount - 1];
            if (percentSpacing) {
                for (var i = 1; i < spacesCount; i++)
                    spaces[i] *= pathLength;
            }
            var segments = this.segments;
            var curveLength = 0;
            for (var i = 0, o = 0, curve = 0, segment = 0; i < spacesCount; i++, o += 3) {
                var space = spaces[i];
                position += space;
                var p = position;
                if (closed) {
                    p %= pathLength;
                    if (p < 0)
                        p += pathLength;
                    curve = 0;
                }
                else if (p < 0) {
                    this.addBeforePosition(p, world, 0, out, o);
                    continue;
                }
                else if (p > pathLength) {
                    this.addAfterPosition(p - pathLength, world, verticesLength - 4, out, o);
                    continue;
                }
                for (;; curve++) {
                    var length_6 = curves[curve];
                    if (p > length_6)
                        continue;
                    if (curve == 0)
                        p /= length_6;
                    else {
                        var prev = curves[curve - 1];
                        p = (p - prev) / (length_6 - prev);
                    }
                    break;
                }
                if (curve != prevCurve) {
                    prevCurve = curve;
                    var ii = curve * 6;
                    x1 = world[ii];
                    y1 = world[ii + 1];
                    cx1 = world[ii + 2];
                    cy1 = world[ii + 3];
                    cx2 = world[ii + 4];
                    cy2 = world[ii + 5];
                    x2 = world[ii + 6];
                    y2 = world[ii + 7];
                    tmpx = (x1 - cx1 * 2 + cx2) * 0.03;
                    tmpy = (y1 - cy1 * 2 + cy2) * 0.03;
                    dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.006;
                    dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.006;
                    ddfx = tmpx * 2 + dddfx;
                    ddfy = tmpy * 2 + dddfy;
                    dfx = (cx1 - x1) * 0.3 + tmpx + dddfx * 0.16666667;
                    dfy = (cy1 - y1) * 0.3 + tmpy + dddfy * 0.16666667;
                    curveLength = Math.sqrt(dfx * dfx + dfy * dfy);
                    segments[0] = curveLength;
                    for (ii = 1; ii < 8; ii++) {
                        dfx += ddfx;
                        dfy += ddfy;
                        ddfx += dddfx;
                        ddfy += dddfy;
                        curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
                        segments[ii] = curveLength;
                    }
                    dfx += ddfx;
                    dfy += ddfy;
                    curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
                    segments[8] = curveLength;
                    dfx += ddfx + dddfx;
                    dfy += ddfy + dddfy;
                    curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
                    segments[9] = curveLength;
                    segment = 0;
                }
                p *= curveLength;
                for (;; segment++) {
                    var length_7 = segments[segment];
                    if (p > length_7)
                        continue;
                    if (segment == 0)
                        p /= length_7;
                    else {
                        var prev = segments[segment - 1];
                        p = segment + (p - prev) / (length_7 - prev);
                    }
                    break;
                }
                this.addCurvePosition(p * 0.1, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents || (i > 0 && space == 0));
            }
            return out;
        };
        PathConstraint.prototype.addBeforePosition = function (p, temp, i, out, o) {
            var x1 = temp[i], y1 = temp[i + 1], dx = temp[i + 2] - x1, dy = temp[i + 3] - y1, r = Math.atan2(dy, dx);
            out[o] = x1 + p * Math.cos(r);
            out[o + 1] = y1 + p * Math.sin(r);
            out[o + 2] = r;
        };
        PathConstraint.prototype.addAfterPosition = function (p, temp, i, out, o) {
            var x1 = temp[i + 2], y1 = temp[i + 3], dx = x1 - temp[i], dy = y1 - temp[i + 1], r = Math.atan2(dy, dx);
            out[o] = x1 + p * Math.cos(r);
            out[o + 1] = y1 + p * Math.sin(r);
            out[o + 2] = r;
        };
        PathConstraint.prototype.addCurvePosition = function (p, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents) {
            if (p == 0 || isNaN(p)) {
                out[o] = x1;
                out[o + 1] = y1;
                out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1);
                return;
            }
            var tt = p * p, ttt = tt * p, u = 1 - p, uu = u * u, uuu = uu * u;
            var ut = u * p, ut3 = ut * 3, uut3 = u * ut3, utt3 = ut3 * p;
            var x = x1 * uuu + cx1 * uut3 + cx2 * utt3 + x2 * ttt, y = y1 * uuu + cy1 * uut3 + cy2 * utt3 + y2 * ttt;
            out[o] = x;
            out[o + 1] = y;
            if (tangents) {
                if (p < 0.001)
                    out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1);
                else
                    out[o + 2] = Math.atan2(y - (y1 * uu + cy1 * ut * 2 + cy2 * tt), x - (x1 * uu + cx1 * ut * 2 + cx2 * tt));
            }
        };
        PathConstraint.NONE = -1;
        PathConstraint.BEFORE = -2;
        PathConstraint.AFTER = -3;
        PathConstraint.epsilon = 0.00001;
        return PathConstraint;
    }());
    spine.PathConstraint = PathConstraint;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var PathConstraintData = (function (_super) {
        __extends(PathConstraintData, _super);
        function PathConstraintData(name) {
            var _this = _super.call(this, name, 0, false) || this;
            _this.bones = new Array();
            return _this;
        }
        return PathConstraintData;
    }(spine.ConstraintData));
    spine.PathConstraintData = PathConstraintData;
    var PositionMode;
    (function (PositionMode) {
        PositionMode[PositionMode["Fixed"] = 0] = "Fixed";
        PositionMode[PositionMode["Percent"] = 1] = "Percent";
    })(PositionMode = spine.PositionMode || (spine.PositionMode = {}));
    var SpacingMode;
    (function (SpacingMode) {
        SpacingMode[SpacingMode["Length"] = 0] = "Length";
        SpacingMode[SpacingMode["Fixed"] = 1] = "Fixed";
        SpacingMode[SpacingMode["Percent"] = 2] = "Percent";
    })(SpacingMode = spine.SpacingMode || (spine.SpacingMode = {}));
    var RotateMode;
    (function (RotateMode) {
        RotateMode[RotateMode["Tangent"] = 0] = "Tangent";
        RotateMode[RotateMode["Chain"] = 1] = "Chain";
        RotateMode[RotateMode["ChainScale"] = 2] = "ChainScale";
    })(RotateMode = spine.RotateMode || (spine.RotateMode = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var Assets = (function () {
        function Assets(clientId) {
            this.toLoad = new Array();
            this.assets = {};
            this.clientId = clientId;
        }
        Assets.prototype.loaded = function () {
            var i = 0;
            for (var v in this.assets)
                i++;
            return i;
        };
        return Assets;
    }());
    var SharedAssetManager = (function () {
        function SharedAssetManager(pathPrefix) {
            if (pathPrefix === void 0) { pathPrefix = ""; }
            this.clientAssets = {};
            this.queuedAssets = {};
            this.rawAssets = {};
            this.errors = {};
            this.pathPrefix = pathPrefix;
        }
        SharedAssetManager.prototype.queueAsset = function (clientId, textureLoader, path) {
            var clientAssets = this.clientAssets[clientId];
            if (clientAssets === null || clientAssets === undefined) {
                clientAssets = new Assets(clientId);
                this.clientAssets[clientId] = clientAssets;
            }
            if (textureLoader !== null)
                clientAssets.textureLoader = textureLoader;
            clientAssets.toLoad.push(path);
            if (this.queuedAssets[path] === path) {
                return false;
            }
            else {
                this.queuedAssets[path] = path;
                return true;
            }
        };
        SharedAssetManager.prototype.loadText = function (clientId, path) {
            var _this = this;
            path = this.pathPrefix + path;
            if (!this.queueAsset(clientId, null, path))
                return;
            var request = new XMLHttpRequest();
            request.overrideMimeType("text/html");
            request.onreadystatechange = function () {
                if (request.readyState == XMLHttpRequest.DONE) {
                    if (request.status >= 200 && request.status < 300) {
                        _this.rawAssets[path] = request.responseText;
                    }
                    else {
                        _this.errors[path] = "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText;
                    }
                }
            };
            request.open("GET", path, true);
            request.send();
        };
        SharedAssetManager.prototype.loadJson = function (clientId, path) {
            var _this = this;
            path = this.pathPrefix + path;
            if (!this.queueAsset(clientId, null, path))
                return;
            var request = new XMLHttpRequest();
            request.overrideMimeType("text/html");
            request.onreadystatechange = function () {
                if (request.readyState == XMLHttpRequest.DONE) {
                    if (request.status >= 200 && request.status < 300) {
                        _this.rawAssets[path] = JSON.parse(request.responseText);
                    }
                    else {
                        _this.errors[path] = "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText;
                    }
                }
            };
            request.open("GET", path, true);
            request.send();
        };
        SharedAssetManager.prototype.loadTexture = function (clientId, textureLoader, path) {
            var _this = this;
            path = this.pathPrefix + path;
            if (!this.queueAsset(clientId, textureLoader, path))
                return;
            var img = new Image();
            img.crossOrigin = "anonymous";
            img.onload = function (ev) {
                _this.rawAssets[path] = img;
            };
            img.onerror = function (ev) {
                _this.errors[path] = "Couldn't load image " + path;
            };
            img.src = path;
        };
        SharedAssetManager.prototype.get = function (clientId, path) {
            path = this.pathPrefix + path;
            var clientAssets = this.clientAssets[clientId];
            if (clientAssets === null || clientAssets === undefined)
                return true;
            return clientAssets.assets[path];
        };
        SharedAssetManager.prototype.updateClientAssets = function (clientAssets) {
            for (var i = 0; i < clientAssets.toLoad.length; i++) {
                var path = clientAssets.toLoad[i];
                var asset = clientAssets.assets[path];
                if (asset === null || asset === undefined) {
                    var rawAsset = this.rawAssets[path];
                    if (rawAsset === null || rawAsset === undefined)
                        continue;
                    if (rawAsset instanceof HTMLImageElement) {
                        clientAssets.assets[path] = clientAssets.textureLoader(rawAsset);
                    }
                    else {
                        clientAssets.assets[path] = rawAsset;
                    }
                }
            }
        };
        SharedAssetManager.prototype.isLoadingComplete = function (clientId) {
            var clientAssets = this.clientAssets[clientId];
            if (clientAssets === null || clientAssets === undefined)
                return true;
            this.updateClientAssets(clientAssets);
            return clientAssets.toLoad.length == clientAssets.loaded();
        };
        SharedAssetManager.prototype.dispose = function () {
        };
        SharedAssetManager.prototype.hasErrors = function () {
            return Object.keys(this.errors).length > 0;
        };
        SharedAssetManager.prototype.getErrors = function () {
            return this.errors;
        };
        return SharedAssetManager;
    }());
    spine.SharedAssetManager = SharedAssetManager;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var Skeleton = (function () {
        function Skeleton(data) {
            this._updateCache = new Array();
            this.updateCacheReset = new Array();
            this.time = 0;
            this.scaleX = 1;
            this.scaleY = 1;
            this.x = 0;
            this.y = 0;
            if (data == null)
                throw new Error("data cannot be null.");
            this.data = data;
            this.bones = new Array();
            for (var i = 0; i < data.bones.length; i++) {
                var boneData = data.bones[i];
                var bone = void 0;
                if (boneData.parent == null)
                    bone = new spine.Bone(boneData, this, null);
                else {
                    var parent_1 = this.bones[boneData.parent.index];
                    bone = new spine.Bone(boneData, this, parent_1);
                    parent_1.children.push(bone);
                }
                this.bones.push(bone);
            }
            this.slots = new Array();
            this.drawOrder = new Array();
            for (var i = 0; i < data.slots.length; i++) {
                var slotData = data.slots[i];
                var bone = this.bones[slotData.boneData.index];
                var slot = new spine.Slot(slotData, bone);
                this.slots.push(slot);
                this.drawOrder.push(slot);
            }
            this.ikConstraints = new Array();
            for (var i = 0; i < data.ikConstraints.length; i++) {
                var ikConstraintData = data.ikConstraints[i];
                this.ikConstraints.push(new spine.IkConstraint(ikConstraintData, this));
            }
            this.transformConstraints = new Array();
            for (var i = 0; i < data.transformConstraints.length; i++) {
                var transformConstraintData = data.transformConstraints[i];
                this.transformConstraints.push(new spine.TransformConstraint(transformConstraintData, this));
            }
            this.pathConstraints = new Array();
            for (var i = 0; i < data.pathConstraints.length; i++) {
                var pathConstraintData = data.pathConstraints[i];
                this.pathConstraints.push(new spine.PathConstraint(pathConstraintData, this));
            }
            this.color = new spine.Color(1, 1, 1, 1);
            this.updateCache();
        }
        Skeleton.prototype.updateCache = function () {
            var updateCache = this._updateCache;
            updateCache.length = 0;
            this.updateCacheReset.length = 0;
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++) {
                var bone = bones[i];
                bone.sorted = bone.data.skinRequired;
                bone.active = !bone.sorted;
            }
            if (this.skin != null) {
                var skinBones = this.skin.bones;
                for (var i = 0, n = this.skin.bones.length; i < n; i++) {
                    var bone = this.bones[skinBones[i].index];
                    do {
                        bone.sorted = false;
                        bone.active = true;
                        bone = bone.parent;
                    } while (bone != null);
                }
            }
            var ikConstraints = this.ikConstraints;
            var transformConstraints = this.transformConstraints;
            var pathConstraints = this.pathConstraints;
            var ikCount = ikConstraints.length, transformCount = transformConstraints.length, pathCount = pathConstraints.length;
            var constraintCount = ikCount + transformCount + pathCount;
            outer: for (var i = 0; i < constraintCount; i++) {
                for (var ii = 0; ii < ikCount; ii++) {
                    var constraint = ikConstraints[ii];
                    if (constraint.data.order == i) {
                        this.sortIkConstraint(constraint);
                        continue outer;
                    }
                }
                for (var ii = 0; ii < transformCount; ii++) {
                    var constraint = transformConstraints[ii];
                    if (constraint.data.order == i) {
                        this.sortTransformConstraint(constraint);
                        continue outer;
                    }
                }
                for (var ii = 0; ii < pathCount; ii++) {
                    var constraint = pathConstraints[ii];
                    if (constraint.data.order == i) {
                        this.sortPathConstraint(constraint);
                        continue outer;
                    }
                }
            }
            for (var i = 0, n = bones.length; i < n; i++)
                this.sortBone(bones[i]);
        };
        Skeleton.prototype.sortIkConstraint = function (constraint) {
            constraint.active = constraint.target.isActive() && (!constraint.data.skinRequired || (this.skin != null && spine.Utils.contains(this.skin.constraints, constraint.data, true)));
            if (!constraint.active)
                return;
            var target = constraint.target;
            this.sortBone(target);
            var constrained = constraint.bones;
            var parent = constrained[0];
            this.sortBone(parent);
            if (constrained.length > 1) {
                var child = constrained[constrained.length - 1];
                if (!(this._updateCache.indexOf(child) > -1))
                    this.updateCacheReset.push(child);
            }
            this._updateCache.push(constraint);
            this.sortReset(parent.children);
            constrained[constrained.length - 1].sorted = true;
        };
        Skeleton.prototype.sortPathConstraint = function (constraint) {
            constraint.active = constraint.target.bone.isActive() && (!constraint.data.skinRequired || (this.skin != null && spine.Utils.contains(this.skin.constraints, constraint.data, true)));
            if (!constraint.active)
                return;
            var slot = constraint.target;
            var slotIndex = slot.data.index;
            var slotBone = slot.bone;
            if (this.skin != null)
                this.sortPathConstraintAttachment(this.skin, slotIndex, slotBone);
            if (this.data.defaultSkin != null && this.data.defaultSkin != this.skin)
                this.sortPathConstraintAttachment(this.data.defaultSkin, slotIndex, slotBone);
            for (var i = 0, n = this.data.skins.length; i < n; i++)
                this.sortPathConstraintAttachment(this.data.skins[i], slotIndex, slotBone);
            var attachment = slot.getAttachment();
            if (attachment instanceof spine.PathAttachment)
                this.sortPathConstraintAttachmentWith(attachment, slotBone);
            var constrained = constraint.bones;
            var boneCount = constrained.length;
            for (var i = 0; i < boneCount; i++)
                this.sortBone(constrained[i]);
            this._updateCache.push(constraint);
            for (var i = 0; i < boneCount; i++)
                this.sortReset(constrained[i].children);
            for (var i = 0; i < boneCount; i++)
                constrained[i].sorted = true;
        };
        Skeleton.prototype.sortTransformConstraint = function (constraint) {
            constraint.active = constraint.target.isActive() && (!constraint.data.skinRequired || (this.skin != null && spine.Utils.contains(this.skin.constraints, constraint.data, true)));
            if (!constraint.active)
                return;
            this.sortBone(constraint.target);
            var constrained = constraint.bones;
            var boneCount = constrained.length;
            if (constraint.data.local) {
                for (var i = 0; i < boneCount; i++) {
                    var child = constrained[i];
                    this.sortBone(child.parent);
                    if (!(this._updateCache.indexOf(child) > -1))
                        this.updateCacheReset.push(child);
                }
            }
            else {
                for (var i = 0; i < boneCount; i++) {
                    this.sortBone(constrained[i]);
                }
            }
            this._updateCache.push(constraint);
            for (var ii = 0; ii < boneCount; ii++)
                this.sortReset(constrained[ii].children);
            for (var ii = 0; ii < boneCount; ii++)
                constrained[ii].sorted = true;
        };
        Skeleton.prototype.sortPathConstraintAttachment = function (skin, slotIndex, slotBone) {
            var attachments = skin.attachments[slotIndex];
            if (!attachments)
                return;
            for (var key in attachments) {
                this.sortPathConstraintAttachmentWith(attachments[key], slotBone);
            }
        };
        Skeleton.prototype.sortPathConstraintAttachmentWith = function (attachment, slotBone) {
            if (!(attachment instanceof spine.PathAttachment))
                return;
            var pathBones = attachment.bones;
            if (pathBones == null)
                this.sortBone(slotBone);
            else {
                var bones = this.bones;
                var i = 0;
                while (i < pathBones.length) {
                    var boneCount = pathBones[i++];
                    for (var n = i + boneCount; i < n; i++) {
                        var boneIndex = pathBones[i];
                        this.sortBone(bones[boneIndex]);
                    }
                }
            }
        };
        Skeleton.prototype.sortBone = function (bone) {
            if (bone.sorted)
                return;
            var parent = bone.parent;
            if (parent != null)
                this.sortBone(parent);
            bone.sorted = true;
            this._updateCache.push(bone);
        };
        Skeleton.prototype.sortReset = function (bones) {
            for (var i = 0, n = bones.length; i < n; i++) {
                var bone = bones[i];
                if (!bone.active)
                    continue;
                if (bone.sorted)
                    this.sortReset(bone.children);
                bone.sorted = false;
            }
        };
        Skeleton.prototype.updateWorldTransform = function () {
            var updateCacheReset = this.updateCacheReset;
            for (var i = 0, n = updateCacheReset.length; i < n; i++) {
                var bone = updateCacheReset[i];
                bone.ax = bone.x;
                bone.ay = bone.y;
                bone.arotation = bone.rotation;
                bone.ascaleX = bone.scaleX;
                bone.ascaleY = bone.scaleY;
                bone.ashearX = bone.shearX;
                bone.ashearY = bone.shearY;
                bone.appliedValid = true;
            }
            var updateCache = this._updateCache;
            for (var i = 0, n = updateCache.length; i < n; i++)
                updateCache[i].update();
        };
        Skeleton.prototype.setToSetupPose = function () {
            this.setBonesToSetupPose();
            this.setSlotsToSetupPose();
        };
        Skeleton.prototype.setBonesToSetupPose = function () {
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++)
                bones[i].setToSetupPose();
            var ikConstraints = this.ikConstraints;
            for (var i = 0, n = ikConstraints.length; i < n; i++) {
                var constraint = ikConstraints[i];
                constraint.mix = constraint.data.mix;
                constraint.softness = constraint.data.softness;
                constraint.bendDirection = constraint.data.bendDirection;
                constraint.compress = constraint.data.compress;
                constraint.stretch = constraint.data.stretch;
            }
            var transformConstraints = this.transformConstraints;
            for (var i = 0, n = transformConstraints.length; i < n; i++) {
                var constraint = transformConstraints[i];
                var data = constraint.data;
                constraint.rotateMix = data.rotateMix;
                constraint.translateMix = data.translateMix;
                constraint.scaleMix = data.scaleMix;
                constraint.shearMix = data.shearMix;
            }
            var pathConstraints = this.pathConstraints;
            for (var i = 0, n = pathConstraints.length; i < n; i++) {
                var constraint = pathConstraints[i];
                var data = constraint.data;
                constraint.position = data.position;
                constraint.spacing = data.spacing;
                constraint.rotateMix = data.rotateMix;
                constraint.translateMix = data.translateMix;
            }
        };
        Skeleton.prototype.setSlotsToSetupPose = function () {
            var slots = this.slots;
            spine.Utils.arrayCopy(slots, 0, this.drawOrder, 0, slots.length);
            for (var i = 0, n = slots.length; i < n; i++)
                slots[i].setToSetupPose();
        };
        Skeleton.prototype.getRootBone = function () {
            if (this.bones.length == 0)
                return null;
            return this.bones[0];
        };
        Skeleton.prototype.findBone = function (boneName) {
            if (boneName == null)
                throw new Error("boneName cannot be null.");
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++) {
                var bone = bones[i];
                if (bone.data.name == boneName)
                    return bone;
            }
            return null;
        };
        Skeleton.prototype.findBoneIndex = function (boneName) {
            if (boneName == null)
                throw new Error("boneName cannot be null.");
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++)
                if (bones[i].data.name == boneName)
                    return i;
            return -1;
        };
        Skeleton.prototype.findSlot = function (slotName) {
            if (slotName == null)
                throw new Error("slotName cannot be null.");
            var slots = this.slots;
            for (var i = 0, n = slots.length; i < n; i++) {
                var slot = slots[i];
                if (slot.data.name == slotName)
                    return slot;
            }
            return null;
        };
        Skeleton.prototype.findSlotIndex = function (slotName) {
            if (slotName == null)
                throw new Error("slotName cannot be null.");
            var slots = this.slots;
            for (var i = 0, n = slots.length; i < n; i++)
                if (slots[i].data.name == slotName)
                    return i;
            return -1;
        };
        Skeleton.prototype.setSkinByName = function (skinName) {
            var skin = this.data.findSkin(skinName);
            if (skin == null)
                throw new Error("Skin not found: " + skinName);
            this.setSkin(skin);
        };
        Skeleton.prototype.setSkin = function (newSkin) {
            if (newSkin == this.skin)
                return;
            if (newSkin != null) {
                if (this.skin != null)
                    newSkin.attachAll(this, this.skin);
                else {
                    var slots = this.slots;
                    for (var i = 0, n = slots.length; i < n; i++) {
                        var slot = slots[i];
                        var name_1 = slot.data.attachmentName;
                        if (name_1 != null) {
                            var attachment = newSkin.getAttachment(i, name_1);
                            if (attachment != null)
                                slot.setAttachment(attachment);
                        }
                    }
                }
            }
            this.skin = newSkin;
            this.updateCache();
        };
        Skeleton.prototype.getAttachmentByName = function (slotName, attachmentName) {
            return this.getAttachment(this.data.findSlotIndex(slotName), attachmentName);
        };
        Skeleton.prototype.getAttachment = function (slotIndex, attachmentName) {
            if (attachmentName == null)
                throw new Error("attachmentName cannot be null.");
            if (this.skin != null) {
                var attachment = this.skin.getAttachment(slotIndex, attachmentName);
                if (attachment != null)
                    return attachment;
            }
            if (this.data.defaultSkin != null)
                return this.data.defaultSkin.getAttachment(slotIndex, attachmentName);
            return null;
        };
        Skeleton.prototype.setAttachment = function (slotName, attachmentName) {
            if (slotName == null)
                throw new Error("slotName cannot be null.");
            var slots = this.slots;
            for (var i = 0, n = slots.length; i < n; i++) {
                var slot = slots[i];
                if (slot.data.name == slotName) {
                    var attachment = null;
                    if (attachmentName != null) {
                        attachment = this.getAttachment(i, attachmentName);
                        if (attachment == null)
                            throw new Error("Attachment not found: " + attachmentName + ", for slot: " + slotName);
                    }
                    slot.setAttachment(attachment);
                    return;
                }
            }
            throw new Error("Slot not found: " + slotName);
        };
        Skeleton.prototype.findIkConstraint = function (constraintName) {
            if (constraintName == null)
                throw new Error("constraintName cannot be null.");
            var ikConstraints = this.ikConstraints;
            for (var i = 0, n = ikConstraints.length; i < n; i++) {
                var ikConstraint = ikConstraints[i];
                if (ikConstraint.data.name == constraintName)
                    return ikConstraint;
            }
            return null;
        };
        Skeleton.prototype.findTransformConstraint = function (constraintName) {
            if (constraintName == null)
                throw new Error("constraintName cannot be null.");
            var transformConstraints = this.transformConstraints;
            for (var i = 0, n = transformConstraints.length; i < n; i++) {
                var constraint = transformConstraints[i];
                if (constraint.data.name == constraintName)
                    return constraint;
            }
            return null;
        };
        Skeleton.prototype.findPathConstraint = function (constraintName) {
            if (constraintName == null)
                throw new Error("constraintName cannot be null.");
            var pathConstraints = this.pathConstraints;
            for (var i = 0, n = pathConstraints.length; i < n; i++) {
                var constraint = pathConstraints[i];
                if (constraint.data.name == constraintName)
                    return constraint;
            }
            return null;
        };
        Skeleton.prototype.getBounds = function (offset, size, temp) {
            if (temp === void 0) { temp = new Array(2); }
            if (offset == null)
                throw new Error("offset cannot be null.");
            if (size == null)
                throw new Error("size cannot be null.");
            var drawOrder = this.drawOrder;
            var minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
            for (var i = 0, n = drawOrder.length; i < n; i++) {
                var slot = drawOrder[i];
                if (!slot.bone.active)
                    continue;
                var verticesLength = 0;
                var vertices = null;
                var attachment = slot.getAttachment();
                if (attachment instanceof spine.RegionAttachment) {
                    verticesLength = 8;
                    vertices = spine.Utils.setArraySize(temp, verticesLength, 0);
                    attachment.computeWorldVertices(slot.bone, vertices, 0, 2);
                }
                else if (attachment instanceof spine.MeshAttachment) {
                    var mesh = attachment;
                    verticesLength = mesh.worldVerticesLength;
                    vertices = spine.Utils.setArraySize(temp, verticesLength, 0);
                    mesh.computeWorldVertices(slot, 0, verticesLength, vertices, 0, 2);
                }
                if (vertices != null) {
                    for (var ii = 0, nn = vertices.length; ii < nn; ii += 2) {
                        var x = vertices[ii], y = vertices[ii + 1];
                        minX = Math.min(minX, x);
                        minY = Math.min(minY, y);
                        maxX = Math.max(maxX, x);
                        maxY = Math.max(maxY, y);
                    }
                }
            }
            offset.set(minX, minY);
            size.set(maxX - minX, maxY - minY);
        };
        Skeleton.prototype.update = function (delta) {
            this.time += delta;
        };
        return Skeleton;
    }());
    spine.Skeleton = Skeleton;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var SkeletonBinary = (function () {
        function SkeletonBinary(attachmentLoader) {
            this.scale = 1;
            this.linkedMeshes = new Array();
            this.attachmentLoader = attachmentLoader;
        }
        SkeletonBinary.prototype.readSkeletonData = function (binary) {
            var scale = this.scale;
            var skeletonData = new spine.SkeletonData();
            skeletonData.name = "";
            var input = new BinaryInput(binary);
            skeletonData.hash = input.readString();
            skeletonData.version = input.readString();
            if ("3.8.75" == skeletonData.version)
                throw new Error("Unsupported skeleton data, please export with a newer version of Spine.");
            skeletonData.x = input.readFloat();
            skeletonData.y = input.readFloat();
            skeletonData.width = input.readFloat();
            skeletonData.height = input.readFloat();
            var nonessential = input.readBoolean();
            if (nonessential) {
                skeletonData.fps = input.readFloat();
                skeletonData.imagesPath = input.readString();
                skeletonData.audioPath = input.readString();
            }
            var n = 0;
            n = input.readInt(true);
            for (var i = 0; i < n; i++)
                input.strings.push(input.readString());
            n = input.readInt(true);
            for (var i = 0; i < n; i++) {
                var name_2 = input.readString();
                var parent_2 = i == 0 ? null : skeletonData.bones[input.readInt(true)];
                var data = new spine.BoneData(i, name_2, parent_2);
                data.rotation = input.readFloat();
                data.x = input.readFloat() * scale;
                data.y = input.readFloat() * scale;
                data.scaleX = input.readFloat();
                data.scaleY = input.readFloat();
                data.shearX = input.readFloat();
                data.shearY = input.readFloat();
                data.length = input.readFloat() * scale;
                data.transformMode = SkeletonBinary.TransformModeValues[input.readInt(true)];
                data.skinRequired = input.readBoolean();
                if (nonessential)
                    spine.Color.rgba8888ToColor(data.color, input.readInt32());
                skeletonData.bones.push(data);
            }
            n = input.readInt(true);
            for (var i = 0; i < n; i++) {
                var slotName = input.readString();
                var boneData = skeletonData.bones[input.readInt(true)];
                var data = new spine.SlotData(i, slotName, boneData);
                spine.Color.rgba8888ToColor(data.color, input.readInt32());
                var darkColor = input.readInt32();
                if (darkColor != -1)
                    spine.Color.rgb888ToColor(data.darkColor = new spine.Color(), darkColor);
                data.attachmentName = input.readStringRef();
                data.blendMode = SkeletonBinary.BlendModeValues[input.readInt(true)];
                skeletonData.slots.push(data);
            }
            n = input.readInt(true);
            for (var i = 0, nn = void 0; i < n; i++) {
                var data = new spine.IkConstraintData(input.readString());
                data.order = input.readInt(true);
                data.skinRequired = input.readBoolean();
                nn = input.readInt(true);
                for (var ii = 0; ii < nn; ii++)
                    data.bones.push(skeletonData.bones[input.readInt(true)]);
                data.target = skeletonData.bones[input.readInt(true)];
                data.mix = input.readFloat();
                data.softness = input.readFloat() * scale;
                data.bendDirection = input.readByte();
                data.compress = input.readBoolean();
                data.stretch = input.readBoolean();
                data.uniform = input.readBoolean();
                skeletonData.ikConstraints.push(data);
            }
            n = input.readInt(true);
            for (var i = 0, nn = void 0; i < n; i++) {
                var data = new spine.TransformConstraintData(input.readString());
                data.order = input.readInt(true);
                data.skinRequired = input.readBoolean();
                nn = input.readInt(true);
                for (var ii = 0; ii < nn; ii++)
                    data.bones.push(skeletonData.bones[input.readInt(true)]);
                data.target = skeletonData.bones[input.readInt(true)];
                data.local = input.readBoolean();
                data.relative = input.readBoolean();
                data.offsetRotation = input.readFloat();
                data.offsetX = input.readFloat() * scale;
                data.offsetY = input.readFloat() * scale;
                data.offsetScaleX = input.readFloat();
                data.offsetScaleY = input.readFloat();
                data.offsetShearY = input.readFloat();
                data.rotateMix = input.readFloat();
                data.translateMix = input.readFloat();
                data.scaleMix = input.readFloat();
                data.shearMix = input.readFloat();
                skeletonData.transformConstraints.push(data);
            }
            n = input.readInt(true);
            for (var i = 0, nn = void 0; i < n; i++) {
                var data = new spine.PathConstraintData(input.readString());
                data.order = input.readInt(true);
                data.skinRequired = input.readBoolean();
                nn = input.readInt(true);
                for (var ii = 0; ii < nn; ii++)
                    data.bones.push(skeletonData.bones[input.readInt(true)]);
                data.target = skeletonData.slots[input.readInt(true)];
                data.positionMode = SkeletonBinary.PositionModeValues[input.readInt(true)];
                data.spacingMode = SkeletonBinary.SpacingModeValues[input.readInt(true)];
                data.rotateMode = SkeletonBinary.RotateModeValues[input.readInt(true)];
                data.offsetRotation = input.readFloat();
                data.position = input.readFloat();
                if (data.positionMode == spine.PositionMode.Fixed)
                    data.position *= scale;
                data.spacing = input.readFloat();
                if (data.spacingMode == spine.SpacingMode.Length || data.spacingMode == spine.SpacingMode.Fixed)
                    data.spacing *= scale;
                data.rotateMix = input.readFloat();
                data.translateMix = input.readFloat();
                skeletonData.pathConstraints.push(data);
            }
            var defaultSkin = this.readSkin(input, skeletonData, true, nonessential);
            if (defaultSkin != null) {
                skeletonData.defaultSkin = defaultSkin;
                skeletonData.skins.push(defaultSkin);
            }
            {
                var i = skeletonData.skins.length;
                spine.Utils.setArraySize(skeletonData.skins, n = i + input.readInt(true));
                for (; i < n; i++)
                    skeletonData.skins[i] = this.readSkin(input, skeletonData, false, nonessential);
            }
            n = this.linkedMeshes.length;
            for (var i = 0; i < n; i++) {
                var linkedMesh = this.linkedMeshes[i];
                var skin = linkedMesh.skin == null ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin);
                if (skin == null)
                    throw new Error("Skin not found: " + linkedMesh.skin);
                var parent_3 = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent);
                if (parent_3 == null)
                    throw new Error("Parent mesh not found: " + linkedMesh.parent);
                linkedMesh.mesh.deformAttachment = linkedMesh.inheritDeform ? parent_3 : linkedMesh.mesh;
                linkedMesh.mesh.setParentMesh(parent_3);
                linkedMesh.mesh.updateUVs();
            }
            this.linkedMeshes.length = 0;
            n = input.readInt(true);
            for (var i = 0; i < n; i++) {
                var data = new spine.EventData(input.readStringRef());
                data.intValue = input.readInt(false);
                data.floatValue = input.readFloat();
                data.stringValue = input.readString();
                data.audioPath = input.readString();
                if (data.audioPath != null) {
                    data.volume = input.readFloat();
                    data.balance = input.readFloat();
                }
                skeletonData.events.push(data);
            }
            n = input.readInt(true);
            for (var i = 0; i < n; i++)
                skeletonData.animations.push(this.readAnimation(input, input.readString(), skeletonData));
            return skeletonData;
        };
        SkeletonBinary.prototype.readSkin = function (input, skeletonData, defaultSkin, nonessential) {
            var skin = null;
            var slotCount = 0;
            if (defaultSkin) {
                slotCount = input.readInt(true);
                if (slotCount == 0)
                    return null;
                skin = new spine.Skin("default");
            }
            else {
                skin = new spine.Skin(input.readStringRef());
                skin.bones.length = input.readInt(true);
                for (var i = 0, n = skin.bones.length; i < n; i++)
                    skin.bones[i] = skeletonData.bones[input.readInt(true)];
                for (var i = 0, n = input.readInt(true); i < n; i++)
                    skin.constraints.push(skeletonData.ikConstraints[input.readInt(true)]);
                for (var i = 0, n = input.readInt(true); i < n; i++)
                    skin.constraints.push(skeletonData.transformConstraints[input.readInt(true)]);
                for (var i = 0, n = input.readInt(true); i < n; i++)
                    skin.constraints.push(skeletonData.pathConstraints[input.readInt(true)]);
                slotCount = input.readInt(true);
            }
            for (var i = 0; i < slotCount; i++) {
                var slotIndex = input.readInt(true);
                for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
                    var name_3 = input.readStringRef();
                    var attachment = this.readAttachment(input, skeletonData, skin, slotIndex, name_3, nonessential);
                    if (attachment != null)
                        skin.setAttachment(slotIndex, name_3, attachment);
                }
            }
            return skin;
        };
        SkeletonBinary.prototype.readAttachment = function (input, skeletonData, skin, slotIndex, attachmentName, nonessential) {
            var scale = this.scale;
            var name = input.readStringRef();
            if (name == null)
                name = attachmentName;
            var typeIndex = input.readByte();
            var type = SkeletonBinary.AttachmentTypeValues[typeIndex];
            switch (type) {
                case spine.AttachmentType.Region: {
                    var path = input.readStringRef();
                    var rotation = input.readFloat();
                    var x = input.readFloat();
                    var y = input.readFloat();
                    var scaleX = input.readFloat();
                    var scaleY = input.readFloat();
                    var width = input.readFloat();
                    var height = input.readFloat();
                    var color = input.readInt32();
                    if (path == null)
                        path = name;
                    var region = this.attachmentLoader.newRegionAttachment(skin, name, path);
                    if (region == null)
                        return null;
                    region.path = path;
                    region.x = x * scale;
                    region.y = y * scale;
                    region.scaleX = scaleX;
                    region.scaleY = scaleY;
                    region.rotation = rotation;
                    region.width = width * scale;
                    region.height = height * scale;
                    spine.Color.rgba8888ToColor(region.color, color);
                    region.updateOffset();
                    return region;
                }
                case spine.AttachmentType.BoundingBox: {
                    var vertexCount = input.readInt(true);
                    var vertices = this.readVertices(input, vertexCount);
                    var color = nonessential ? input.readInt32() : 0;
                    var box = this.attachmentLoader.newBoundingBoxAttachment(skin, name);
                    if (box == null)
                        return null;
                    box.worldVerticesLength = vertexCount << 1;
                    box.vertices = vertices.vertices;
                    box.bones = vertices.bones;
                    if (nonessential)
                        spine.Color.rgba8888ToColor(box.color, color);
                    return box;
                }
                case spine.AttachmentType.Mesh: {
                    var path = input.readStringRef();
                    var color = input.readInt32();
                    var vertexCount = input.readInt(true);
                    var uvs = this.readFloatArray(input, vertexCount << 1, 1);
                    var triangles = this.readShortArray(input);
                    var vertices = this.readVertices(input, vertexCount);
                    var hullLength = input.readInt(true);
                    var edges = null;
                    var width = 0, height = 0;
                    if (nonessential) {
                        edges = this.readShortArray(input);
                        width = input.readFloat();
                        height = input.readFloat();
                    }
                    if (path == null)
                        path = name;
                    var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
                    if (mesh == null)
                        return null;
                    mesh.path = path;
                    spine.Color.rgba8888ToColor(mesh.color, color);
                    mesh.bones = vertices.bones;
                    mesh.vertices = vertices.vertices;
                    mesh.worldVerticesLength = vertexCount << 1;
                    mesh.triangles = triangles;
                    mesh.regionUVs = uvs;
                    mesh.updateUVs();
                    mesh.hullLength = hullLength << 1;
                    if (nonessential) {
                        mesh.edges = edges;
                        mesh.width = width * scale;
                        mesh.height = height * scale;
                    }
                    return mesh;
                }
                case spine.AttachmentType.LinkedMesh: {
                    var path = input.readStringRef();
                    var color = input.readInt32();
                    var skinName = input.readStringRef();
                    var parent_4 = input.readStringRef();
                    var inheritDeform = input.readBoolean();
                    var width = 0, height = 0;
                    if (nonessential) {
                        width = input.readFloat();
                        height = input.readFloat();
                    }
                    if (path == null)
                        path = name;
                    var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
                    if (mesh == null)
                        return null;
                    mesh.path = path;
                    spine.Color.rgba8888ToColor(mesh.color, color);
                    if (nonessential) {
                        mesh.width = width * scale;
                        mesh.height = height * scale;
                    }
                    this.linkedMeshes.push(new LinkedMesh(mesh, skinName, slotIndex, parent_4, inheritDeform));
                    return mesh;
                }
                case spine.AttachmentType.Path: {
                    var closed_1 = input.readBoolean();
                    var constantSpeed = input.readBoolean();
                    var vertexCount = input.readInt(true);
                    var vertices = this.readVertices(input, vertexCount);
                    var lengths = spine.Utils.newArray(vertexCount / 3, 0);
                    for (var i = 0, n = lengths.length; i < n; i++)
                        lengths[i] = input.readFloat() * scale;
                    var color = nonessential ? input.readInt32() : 0;
                    var path = this.attachmentLoader.newPathAttachment(skin, name);
                    if (path == null)
                        return null;
                    path.closed = closed_1;
                    path.constantSpeed = constantSpeed;
                    path.worldVerticesLength = vertexCount << 1;
                    path.vertices = vertices.vertices;
                    path.bones = vertices.bones;
                    path.lengths = lengths;
                    if (nonessential)
                        spine.Color.rgba8888ToColor(path.color, color);
                    return path;
                }
                case spine.AttachmentType.Point: {
                    var rotation = input.readFloat();
                    var x = input.readFloat();
                    var y = input.readFloat();
                    var color = nonessential ? input.readInt32() : 0;
                    var point = this.attachmentLoader.newPointAttachment(skin, name);
                    if (point == null)
                        return null;
                    point.x = x * scale;
                    point.y = y * scale;
                    point.rotation = rotation;
                    if (nonessential)
                        spine.Color.rgba8888ToColor(point.color, color);
                    return point;
                }
                case spine.AttachmentType.Clipping: {
                    var endSlotIndex = input.readInt(true);
                    var vertexCount = input.readInt(true);
                    var vertices = this.readVertices(input, vertexCount);
                    var color = nonessential ? input.readInt32() : 0;
                    var clip = this.attachmentLoader.newClippingAttachment(skin, name);
                    if (clip == null)
                        return null;
                    clip.endSlot = skeletonData.slots[endSlotIndex];
                    clip.worldVerticesLength = vertexCount << 1;
                    clip.vertices = vertices.vertices;
                    clip.bones = vertices.bones;
                    if (nonessential)
                        spine.Color.rgba8888ToColor(clip.color, color);
                    return clip;
                }
            }
            return null;
        };
        SkeletonBinary.prototype.readVertices = function (input, vertexCount) {
            var verticesLength = vertexCount << 1;
            var vertices = new Vertices();
            var scale = this.scale;
            if (!input.readBoolean()) {
                vertices.vertices = this.readFloatArray(input, verticesLength, scale);
                return vertices;
            }
            var weights = new Array();
            var bonesArray = new Array();
            for (var i = 0; i < vertexCount; i++) {
                var boneCount = input.readInt(true);
                bonesArray.push(boneCount);
                for (var ii = 0; ii < boneCount; ii++) {
                    bonesArray.push(input.readInt(true));
                    weights.push(input.readFloat() * scale);
                    weights.push(input.readFloat() * scale);
                    weights.push(input.readFloat());
                }
            }
            vertices.vertices = spine.Utils.toFloatArray(weights);
            vertices.bones = bonesArray;
            return vertices;
        };
        SkeletonBinary.prototype.readFloatArray = function (input, n, scale) {
            var array = new Array(n);
            if (scale == 1) {
                for (var i = 0; i < n; i++)
                    array[i] = input.readFloat();
            }
            else {
                for (var i = 0; i < n; i++)
                    array[i] = input.readFloat() * scale;
            }
            return array;
        };
        SkeletonBinary.prototype.readShortArray = function (input) {
            var n = input.readInt(true);
            var array = new Array(n);
            for (var i = 0; i < n; i++)
                array[i] = input.readShort();
            return array;
        };
        SkeletonBinary.prototype.readAnimation = function (input, name, skeletonData) {
            var timelines = new Array();
            var scale = this.scale;
            var duration = 0;
            var tempColor1 = new spine.Color();
            var tempColor2 = new spine.Color();
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                var slotIndex = input.readInt(true);
                for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
                    var timelineType = input.readByte();
                    var frameCount = input.readInt(true);
                    switch (timelineType) {
                        case SkeletonBinary.SLOT_ATTACHMENT: {
                            var timeline = new spine.AttachmentTimeline(frameCount);
                            timeline.slotIndex = slotIndex;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++)
                                timeline.setFrame(frameIndex, input.readFloat(), input.readStringRef());
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[frameCount - 1]);
                            break;
                        }
                        case SkeletonBinary.SLOT_COLOR: {
                            var timeline = new spine.ColorTimeline(frameCount);
                            timeline.slotIndex = slotIndex;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                var time = input.readFloat();
                                spine.Color.rgba8888ToColor(tempColor1, input.readInt32());
                                timeline.setFrame(frameIndex, time, tempColor1.r, tempColor1.g, tempColor1.b, tempColor1.a);
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.ColorTimeline.ENTRIES]);
                            break;
                        }
                        case SkeletonBinary.SLOT_TWO_COLOR: {
                            var timeline = new spine.TwoColorTimeline(frameCount);
                            timeline.slotIndex = slotIndex;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                var time = input.readFloat();
                                spine.Color.rgba8888ToColor(tempColor1, input.readInt32());
                                spine.Color.rgb888ToColor(tempColor2, input.readInt32());
                                timeline.setFrame(frameIndex, time, tempColor1.r, tempColor1.g, tempColor1.b, tempColor1.a, tempColor2.r, tempColor2.g, tempColor2.b);
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.TwoColorTimeline.ENTRIES]);
                            break;
                        }
                    }
                }
            }
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                var boneIndex = input.readInt(true);
                for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
                    var timelineType = input.readByte();
                    var frameCount = input.readInt(true);
                    switch (timelineType) {
                        case SkeletonBinary.BONE_ROTATE: {
                            var timeline = new spine.RotateTimeline(frameCount);
                            timeline.boneIndex = boneIndex;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                timeline.setFrame(frameIndex, input.readFloat(), input.readFloat());
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.RotateTimeline.ENTRIES]);
                            break;
                        }
                        case SkeletonBinary.BONE_TRANSLATE:
                        case SkeletonBinary.BONE_SCALE:
                        case SkeletonBinary.BONE_SHEAR: {
                            var timeline = void 0;
                            var timelineScale = 1;
                            if (timelineType == SkeletonBinary.BONE_SCALE)
                                timeline = new spine.ScaleTimeline(frameCount);
                            else if (timelineType == SkeletonBinary.BONE_SHEAR)
                                timeline = new spine.ShearTimeline(frameCount);
                            else {
                                timeline = new spine.TranslateTimeline(frameCount);
                                timelineScale = scale;
                            }
                            timeline.boneIndex = boneIndex;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                timeline.setFrame(frameIndex, input.readFloat(), input.readFloat() * timelineScale, input.readFloat() * timelineScale);
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.TranslateTimeline.ENTRIES]);
                            break;
                        }
                    }
                }
            }
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                var index = input.readInt(true);
                var frameCount = input.readInt(true);
                var timeline = new spine.IkConstraintTimeline(frameCount);
                timeline.ikConstraintIndex = index;
                for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                    timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readFloat() * scale, input.readByte(), input.readBoolean(), input.readBoolean());
                    if (frameIndex < frameCount - 1)
                        this.readCurve(input, frameIndex, timeline);
                }
                timelines.push(timeline);
                duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.IkConstraintTimeline.ENTRIES]);
            }
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                var index = input.readInt(true);
                var frameCount = input.readInt(true);
                var timeline = new spine.TransformConstraintTimeline(frameCount);
                timeline.transformConstraintIndex = index;
                for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                    timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readFloat(), input.readFloat(), input.readFloat());
                    if (frameIndex < frameCount - 1)
                        this.readCurve(input, frameIndex, timeline);
                }
                timelines.push(timeline);
                duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.TransformConstraintTimeline.ENTRIES]);
            }
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                var index = input.readInt(true);
                var data = skeletonData.pathConstraints[index];
                for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
                    var timelineType = input.readByte();
                    var frameCount = input.readInt(true);
                    switch (timelineType) {
                        case SkeletonBinary.PATH_POSITION:
                        case SkeletonBinary.PATH_SPACING: {
                            var timeline = void 0;
                            var timelineScale = 1;
                            if (timelineType == SkeletonBinary.PATH_SPACING) {
                                timeline = new spine.PathConstraintSpacingTimeline(frameCount);
                                if (data.spacingMode == spine.SpacingMode.Length || data.spacingMode == spine.SpacingMode.Fixed)
                                    timelineScale = scale;
                            }
                            else {
                                timeline = new spine.PathConstraintPositionTimeline(frameCount);
                                if (data.positionMode == spine.PositionMode.Fixed)
                                    timelineScale = scale;
                            }
                            timeline.pathConstraintIndex = index;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                timeline.setFrame(frameIndex, input.readFloat(), input.readFloat() * timelineScale);
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.PathConstraintPositionTimeline.ENTRIES]);
                            break;
                        }
                        case SkeletonBinary.PATH_MIX: {
                            var timeline = new spine.PathConstraintMixTimeline(frameCount);
                            timeline.pathConstraintIndex = index;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readFloat());
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.PathConstraintMixTimeline.ENTRIES]);
                            break;
                        }
                    }
                }
            }
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                var skin = skeletonData.skins[input.readInt(true)];
                for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
                    var slotIndex = input.readInt(true);
                    for (var iii = 0, nnn = input.readInt(true); iii < nnn; iii++) {
                        var attachment = skin.getAttachment(slotIndex, input.readStringRef());
                        var weighted = attachment.bones != null;
                        var vertices = attachment.vertices;
                        var deformLength = weighted ? vertices.length / 3 * 2 : vertices.length;
                        var frameCount = input.readInt(true);
                        var timeline = new spine.DeformTimeline(frameCount);
                        timeline.slotIndex = slotIndex;
                        timeline.attachment = attachment;
                        for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                            var time = input.readFloat();
                            var deform = void 0;
                            var end = input.readInt(true);
                            if (end == 0)
                                deform = weighted ? spine.Utils.newFloatArray(deformLength) : vertices;
                            else {
                                deform = spine.Utils.newFloatArray(deformLength);
                                var start = input.readInt(true);
                                end += start;
                                if (scale == 1) {
                                    for (var v = start; v < end; v++)
                                        deform[v] = input.readFloat();
                                }
                                else {
                                    for (var v = start; v < end; v++)
                                        deform[v] = input.readFloat() * scale;
                                }
                                if (!weighted) {
                                    for (var v = 0, vn = deform.length; v < vn; v++)
                                        deform[v] += vertices[v];
                                }
                            }
                            timeline.setFrame(frameIndex, time, deform);
                            if (frameIndex < frameCount - 1)
                                this.readCurve(input, frameIndex, timeline);
                        }
                        timelines.push(timeline);
                        duration = Math.max(duration, timeline.frames[frameCount - 1]);
                    }
                }
            }
            var drawOrderCount = input.readInt(true);
            if (drawOrderCount > 0) {
                var timeline = new spine.DrawOrderTimeline(drawOrderCount);
                var slotCount = skeletonData.slots.length;
                for (var i = 0; i < drawOrderCount; i++) {
                    var time = input.readFloat();
                    var offsetCount = input.readInt(true);
                    var drawOrder = spine.Utils.newArray(slotCount, 0);
                    for (var ii = slotCount - 1; ii >= 0; ii--)
                        drawOrder[ii] = -1;
                    var unchanged = spine.Utils.newArray(slotCount - offsetCount, 0);
                    var originalIndex = 0, unchangedIndex = 0;
                    for (var ii = 0; ii < offsetCount; ii++) {
                        var slotIndex = input.readInt(true);
                        while (originalIndex != slotIndex)
                            unchanged[unchangedIndex++] = originalIndex++;
                        drawOrder[originalIndex + input.readInt(true)] = originalIndex++;
                    }
                    while (originalIndex < slotCount)
                        unchanged[unchangedIndex++] = originalIndex++;
                    for (var ii = slotCount - 1; ii >= 0; ii--)
                        if (drawOrder[ii] == -1)
                            drawOrder[ii] = unchanged[--unchangedIndex];
                    timeline.setFrame(i, time, drawOrder);
                }
                timelines.push(timeline);
                duration = Math.max(duration, timeline.frames[drawOrderCount - 1]);
            }
            var eventCount = input.readInt(true);
            if (eventCount > 0) {
                var timeline = new spine.EventTimeline(eventCount);
                for (var i = 0; i < eventCount; i++) {
                    var time = input.readFloat();
                    var eventData = skeletonData.events[input.readInt(true)];
                    var event_4 = new spine.Event(time, eventData);
                    event_4.intValue = input.readInt(false);
                    event_4.floatValue = input.readFloat();
                    event_4.stringValue = input.readBoolean() ? input.readString() : eventData.stringValue;
                    if (event_4.data.audioPath != null) {
                        event_4.volume = input.readFloat();
                        event_4.balance = input.readFloat();
                    }
                    timeline.setFrame(i, event_4);
                }
                timelines.push(timeline);
                duration = Math.max(duration, timeline.frames[eventCount - 1]);
            }
            return new spine.Animation(name, timelines, duration);
        };
        SkeletonBinary.prototype.readCurve = function (input, frameIndex, timeline) {
            switch (input.readByte()) {
                case SkeletonBinary.CURVE_STEPPED:
                    timeline.setStepped(frameIndex);
                    break;
                case SkeletonBinary.CURVE_BEZIER:
                    this.setCurve(timeline, frameIndex, input.readFloat(), input.readFloat(), input.readFloat(), input.readFloat());
                    break;
            }
        };
        SkeletonBinary.prototype.setCurve = function (timeline, frameIndex, cx1, cy1, cx2, cy2) {
            timeline.setCurve(frameIndex, cx1, cy1, cx2, cy2);
        };
        SkeletonBinary.AttachmentTypeValues = [0, 1, 2, 3, 4, 5, 6];
        SkeletonBinary.TransformModeValues = [spine.TransformMode.Normal, spine.TransformMode.OnlyTranslation, spine.TransformMode.NoRotationOrReflection, spine.TransformMode.NoScale, spine.TransformMode.NoScaleOrReflection];
        SkeletonBinary.PositionModeValues = [spine.PositionMode.Fixed, spine.PositionMode.Percent];
        SkeletonBinary.SpacingModeValues = [spine.SpacingMode.Length, spine.SpacingMode.Fixed, spine.SpacingMode.Percent];
        SkeletonBinary.RotateModeValues = [spine.RotateMode.Tangent, spine.RotateMode.Chain, spine.RotateMode.ChainScale];
        SkeletonBinary.BlendModeValues = [spine.BlendMode.Normal, spine.BlendMode.Additive, spine.BlendMode.Multiply, spine.BlendMode.Screen];
        SkeletonBinary.BONE_ROTATE = 0;
        SkeletonBinary.BONE_TRANSLATE = 1;
        SkeletonBinary.BONE_SCALE = 2;
        SkeletonBinary.BONE_SHEAR = 3;
        SkeletonBinary.SLOT_ATTACHMENT = 0;
        SkeletonBinary.SLOT_COLOR = 1;
        SkeletonBinary.SLOT_TWO_COLOR = 2;
        SkeletonBinary.PATH_POSITION = 0;
        SkeletonBinary.PATH_SPACING = 1;
        SkeletonBinary.PATH_MIX = 2;
        SkeletonBinary.CURVE_LINEAR = 0;
        SkeletonBinary.CURVE_STEPPED = 1;
        SkeletonBinary.CURVE_BEZIER = 2;
        return SkeletonBinary;
    }());
    spine.SkeletonBinary = SkeletonBinary;
    var BinaryInput = (function () {
        function BinaryInput(data, strings, index, buffer) {
            if (strings === void 0) { strings = new Array(); }
            if (index === void 0) { index = 0; }
            if (buffer === void 0) { buffer = new DataView(data.buffer); }
            this.strings = strings;
            this.index = index;
            this.buffer = buffer;
        }
        BinaryInput.prototype.readByte = function () {
            return this.buffer.getInt8(this.index++);
        };
        BinaryInput.prototype.readShort = function () {
            var value = this.buffer.getInt16(this.index);
            this.index += 2;
            return value;
        };
        BinaryInput.prototype.readInt32 = function () {
            var value = this.buffer.getInt32(this.index);
            this.index += 4;
            return value;
        };
        BinaryInput.prototype.readInt = function (optimizePositive) {
            var b = this.readByte();
            var result = b & 0x7F;
            if ((b & 0x80) != 0) {
                b = this.readByte();
                result |= (b & 0x7F) << 7;
                if ((b & 0x80) != 0) {
                    b = this.readByte();
                    result |= (b & 0x7F) << 14;
                    if ((b & 0x80) != 0) {
                        b = this.readByte();
                        result |= (b & 0x7F) << 21;
                        if ((b & 0x80) != 0) {
                            b = this.readByte();
                            result |= (b & 0x7F) << 28;
                        }
                    }
                }
            }
            return optimizePositive ? result : ((result >>> 1) ^ -(result & 1));
        };
        BinaryInput.prototype.readStringRef = function () {
            var index = this.readInt(true);
            return index == 0 ? null : this.strings[index - 1];
        };
        BinaryInput.prototype.readString = function () {
            var byteCount = this.readInt(true);
            switch (byteCount) {
                case 0:
                    return null;
                case 1:
                    return "";
            }
            byteCount--;
            var chars = "";
            var charCount = 0;
            for (var i = 0; i < byteCount;) {
                var b = this.readByte();
                switch (b >> 4) {
                    case 12:
                    case 13:
                        chars += String.fromCharCode(((b & 0x1F) << 6 | this.readByte() & 0x3F));
                        i += 2;
                        break;
                    case 14:
                        chars += String.fromCharCode(((b & 0x0F) << 12 | (this.readByte() & 0x3F) << 6 | this.readByte() & 0x3F));
                        i += 3;
                        break;
                    default:
                        chars += String.fromCharCode(b);
                        i++;
                }
            }
            return chars;
        };
        BinaryInput.prototype.readFloat = function () {
            var value = this.buffer.getFloat32(this.index);
            this.index += 4;
            return value;
        };
        BinaryInput.prototype.readBoolean = function () {
            return this.readByte() != 0;
        };
        return BinaryInput;
    }());
    var LinkedMesh = (function () {
        function LinkedMesh(mesh, skin, slotIndex, parent, inheritDeform) {
            this.mesh = mesh;
            this.skin = skin;
            this.slotIndex = slotIndex;
            this.parent = parent;
            this.inheritDeform = inheritDeform;
        }
        return LinkedMesh;
    }());
    var Vertices = (function () {
        function Vertices(bones, vertices) {
            if (bones === void 0) { bones = null; }
            if (vertices === void 0) { vertices = null; }
            this.bones = bones;
            this.vertices = vertices;
        }
        return Vertices;
    }());
})(spine || (spine = {}));
var spine;
(function (spine) {
    var SkeletonBounds = (function () {
        function SkeletonBounds() {
            this.minX = 0;
            this.minY = 0;
            this.maxX = 0;
            this.maxY = 0;
            this.boundingBoxes = new Array();
            this.polygons = new Array();
            this.polygonPool = new spine.Pool(function () {
                return spine.Utils.newFloatArray(16);
            });
        }
        SkeletonBounds.prototype.update = function (skeleton, updateAabb) {
            if (skeleton == null)
                throw new Error("skeleton cannot be null.");
            var boundingBoxes = this.boundingBoxes;
            var polygons = this.polygons;
            var polygonPool = this.polygonPool;
            var slots = skeleton.slots;
            var slotCount = slots.length;
            boundingBoxes.length = 0;
            polygonPool.freeAll(polygons);
            polygons.length = 0;
            for (var i = 0; i < slotCount; i++) {
                var slot = slots[i];
                if (!slot.bone.active)
                    continue;
                var attachment = slot.getAttachment();
                if (attachment instanceof spine.BoundingBoxAttachment) {
                    var boundingBox = attachment;
                    boundingBoxes.push(boundingBox);
                    var polygon = polygonPool.obtain();
                    if (polygon.length != boundingBox.worldVerticesLength) {
                        polygon = spine.Utils.newFloatArray(boundingBox.worldVerticesLength);
                    }
                    polygons.push(polygon);
                    boundingBox.computeWorldVertices(slot, 0, boundingBox.worldVerticesLength, polygon, 0, 2);
                }
            }
            if (updateAabb) {
                this.aabbCompute();
            }
            else {
                this.minX = Number.POSITIVE_INFINITY;
                this.minY = Number.POSITIVE_INFINITY;
                this.maxX = Number.NEGATIVE_INFINITY;
                this.maxY = Number.NEGATIVE_INFINITY;
            }
        };
        SkeletonBounds.prototype.aabbCompute = function () {
            var minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
            var polygons = this.polygons;
            for (var i = 0, n = polygons.length; i < n; i++) {
                var polygon = polygons[i];
                var vertices = polygon;
                for (var ii = 0, nn = polygon.length; ii < nn; ii += 2) {
                    var x = vertices[ii];
                    var y = vertices[ii + 1];
                    minX = Math.min(minX, x);
                    minY = Math.min(minY, y);
                    maxX = Math.max(maxX, x);
                    maxY = Math.max(maxY, y);
                }
            }
            this.minX = minX;
            this.minY = minY;
            this.maxX = maxX;
            this.maxY = maxY;
        };
        SkeletonBounds.prototype.aabbContainsPoint = function (x, y) {
            return x >= this.minX && x <= this.maxX && y >= this.minY && y <= this.maxY;
        };
        SkeletonBounds.prototype.aabbIntersectsSegment = function (x1, y1, x2, y2) {
            var minX = this.minX;
            var minY = this.minY;
            var maxX = this.maxX;
            var maxY = this.maxY;
            if ((x1 <= minX && x2 <= minX) || (y1 <= minY && y2 <= minY) || (x1 >= maxX && x2 >= maxX) || (y1 >= maxY && y2 >= maxY))
                return false;
            var m = (y2 - y1) / (x2 - x1);
            var y = m * (minX - x1) + y1;
            if (y > minY && y < maxY)
                return true;
            y = m * (maxX - x1) + y1;
            if (y > minY && y < maxY)
                return true;
            var x = (minY - y1) / m + x1;
            if (x > minX && x < maxX)
                return true;
            x = (maxY - y1) / m + x1;
            if (x > minX && x < maxX)
                return true;
            return false;
        };
        SkeletonBounds.prototype.aabbIntersectsSkeleton = function (bounds) {
            return this.minX < bounds.maxX && this.maxX > bounds.minX && this.minY < bounds.maxY && this.maxY > bounds.minY;
        };
        SkeletonBounds.prototype.containsPoint = function (x, y) {
            var polygons = this.polygons;
            for (var i = 0, n = polygons.length; i < n; i++)
                if (this.containsPointPolygon(polygons[i], x, y))
                    return this.boundingBoxes[i];
            return null;
        };
        SkeletonBounds.prototype.containsPointPolygon = function (polygon, x, y) {
            var vertices = polygon;
            var nn = polygon.length;
            var prevIndex = nn - 2;
            var inside = false;
            for (var ii = 0; ii < nn; ii += 2) {
                var vertexY = vertices[ii + 1];
                var prevY = vertices[prevIndex + 1];
                if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) {
                    var vertexX = vertices[ii];
                    if (vertexX + (y - vertexY) / (prevY - vertexY) * (vertices[prevIndex] - vertexX) < x)
                        inside = !inside;
                }
                prevIndex = ii;
            }
            return inside;
        };
        SkeletonBounds.prototype.intersectsSegment = function (x1, y1, x2, y2) {
            var polygons = this.polygons;
            for (var i = 0, n = polygons.length; i < n; i++)
                if (this.intersectsSegmentPolygon(polygons[i], x1, y1, x2, y2))
                    return this.boundingBoxes[i];
            return null;
        };
        SkeletonBounds.prototype.intersectsSegmentPolygon = function (polygon, x1, y1, x2, y2) {
            var vertices = polygon;
            var nn = polygon.length;
            var width12 = x1 - x2, height12 = y1 - y2;
            var det1 = x1 * y2 - y1 * x2;
            var x3 = vertices[nn - 2], y3 = vertices[nn - 1];
            for (var ii = 0; ii < nn; ii += 2) {
                var x4 = vertices[ii], y4 = vertices[ii + 1];
                var det2 = x3 * y4 - y3 * x4;
                var width34 = x3 - x4, height34 = y3 - y4;
                var det3 = width12 * height34 - height12 * width34;
                var x = (det1 * width34 - width12 * det2) / det3;
                if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) {
                    var y = (det1 * height34 - height12 * det2) / det3;
                    if (((y >= y3 && y <= y4) || (y >= y4 && y <= y3)) && ((y >= y1 && y <= y2) || (y >= y2 && y <= y1)))
                        return true;
                }
                x3 = x4;
                y3 = y4;
            }
            return false;
        };
        SkeletonBounds.prototype.getPolygon = function (boundingBox) {
            if (boundingBox == null)
                throw new Error("boundingBox cannot be null.");
            var index = this.boundingBoxes.indexOf(boundingBox);
            return index == -1 ? null : this.polygons[index];
        };
        SkeletonBounds.prototype.getWidth = function () {
            return this.maxX - this.minX;
        };
        SkeletonBounds.prototype.getHeight = function () {
            return this.maxY - this.minY;
        };
        return SkeletonBounds;
    }());
    spine.SkeletonBounds = SkeletonBounds;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var SkeletonClipping = (function () {
        function SkeletonClipping() {
            this.triangulator = new spine.Triangulator();
            this.clippingPolygon = new Array();
            this.clipOutput = new Array();
            this.clippedVertices = new Array();
            this.clippedTriangles = new Array();
            this.scratch = new Array();
        }
        SkeletonClipping.prototype.clipStart = function (slot, clip) {
            if (this.clipAttachment != null)
                return 0;
            this.clipAttachment = clip;
            var n = clip.worldVerticesLength;
            var vertices = spine.Utils.setArraySize(this.clippingPolygon, n);
            clip.computeWorldVertices(slot, 0, n, vertices, 0, 2);
            var clippingPolygon = this.clippingPolygon;
            SkeletonClipping.makeClockwise(clippingPolygon);
            var clippingPolygons = this.clippingPolygons = this.triangulator.decompose(clippingPolygon, this.triangulator.triangulate(clippingPolygon));
            for (var i = 0, n_2 = clippingPolygons.length; i < n_2; i++) {
                var polygon = clippingPolygons[i];
                SkeletonClipping.makeClockwise(polygon);
                polygon.push(polygon[0]);
                polygon.push(polygon[1]);
            }
            return clippingPolygons.length;
        };
        SkeletonClipping.prototype.clipEndWithSlot = function (slot) {
            if (this.clipAttachment != null && this.clipAttachment.endSlot == slot.data)
                this.clipEnd();
        };
        SkeletonClipping.prototype.clipEnd = function () {
            if (this.clipAttachment == null)
                return;
            this.clipAttachment = null;
            this.clippingPolygons = null;
            this.clippedVertices.length = 0;
            this.clippedTriangles.length = 0;
            this.clippingPolygon.length = 0;
        };
        SkeletonClipping.prototype.isClipping = function () {
            return this.clipAttachment != null;
        };
        SkeletonClipping.prototype.clipTriangles = function (vertices, verticesLength, triangles, trianglesLength, uvs, light, dark, twoColor) {
            var clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
            var clippedTriangles = this.clippedTriangles;
            var polygons = this.clippingPolygons;
            var polygonsCount = this.clippingPolygons.length;
            var vertexSize = twoColor ? 12 : 8;
            var index = 0;
            clippedVertices.length = 0;
            clippedTriangles.length = 0;
            outer: for (var i = 0; i < trianglesLength; i += 3) {
                var vertexOffset = triangles[i] << 1;
                var x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
                var u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1];
                vertexOffset = triangles[i + 1] << 1;
                var x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
                var u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1];
                vertexOffset = triangles[i + 2] << 1;
                var x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
                var u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1];
                for (var p = 0; p < polygonsCount; p++) {
                    var s = clippedVertices.length;
                    if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) {
                        var clipOutputLength = clipOutput.length;
                        if (clipOutputLength == 0)
                            continue;
                        var d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1;
                        var d = 1 / (d0 * d2 + d1 * (y1 - y3));
                        var clipOutputCount = clipOutputLength >> 1;
                        var clipOutputItems = this.clipOutput;
                        var clippedVerticesItems = spine.Utils.setArraySize(clippedVertices, s + clipOutputCount * vertexSize);
                        for (var ii = 0; ii < clipOutputLength; ii += 2) {
                            var x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
                            clippedVerticesItems[s] = x;
                            clippedVerticesItems[s + 1] = y;
                            clippedVerticesItems[s + 2] = light.r;
                            clippedVerticesItems[s + 3] = light.g;
                            clippedVerticesItems[s + 4] = light.b;
                            clippedVerticesItems[s + 5] = light.a;
                            var c0 = x - x3, c1 = y - y3;
                            var a = (d0 * c0 + d1 * c1) * d;
                            var b = (d4 * c0 + d2 * c1) * d;
                            var c = 1 - a - b;
                            clippedVerticesItems[s + 6] = u1 * a + u2 * b + u3 * c;
                            clippedVerticesItems[s + 7] = v1 * a + v2 * b + v3 * c;
                            if (twoColor) {
                                clippedVerticesItems[s + 8] = dark.r;
                                clippedVerticesItems[s + 9] = dark.g;
                                clippedVerticesItems[s + 10] = dark.b;
                                clippedVerticesItems[s + 11] = dark.a;
                            }
                            s += vertexSize;
                        }
                        s = clippedTriangles.length;
                        var clippedTrianglesItems = spine.Utils.setArraySize(clippedTriangles, s + 3 * (clipOutputCount - 2));
                        clipOutputCount--;
                        for (var ii = 1; ii < clipOutputCount; ii++) {
                            clippedTrianglesItems[s] = index;
                            clippedTrianglesItems[s + 1] = (index + ii);
                            clippedTrianglesItems[s + 2] = (index + ii + 1);
                            s += 3;
                        }
                        index += clipOutputCount + 1;
                    }
                    else {
                        var clippedVerticesItems = spine.Utils.setArraySize(clippedVertices, s + 3 * vertexSize);
                        clippedVerticesItems[s] = x1;
                        clippedVerticesItems[s + 1] = y1;
                        clippedVerticesItems[s + 2] = light.r;
                        clippedVerticesItems[s + 3] = light.g;
                        clippedVerticesItems[s + 4] = light.b;
                        clippedVerticesItems[s + 5] = light.a;
                        if (!twoColor) {
                            clippedVerticesItems[s + 6] = u1;
                            clippedVerticesItems[s + 7] = v1;
                            clippedVerticesItems[s + 8] = x2;
                            clippedVerticesItems[s + 9] = y2;
                            clippedVerticesItems[s + 10] = light.r;
                            clippedVerticesItems[s + 11] = light.g;
                            clippedVerticesItems[s + 12] = light.b;
                            clippedVerticesItems[s + 13] = light.a;
                            clippedVerticesItems[s + 14] = u2;
                            clippedVerticesItems[s + 15] = v2;
                            clippedVerticesItems[s + 16] = x3;
                            clippedVerticesItems[s + 17] = y3;
                            clippedVerticesItems[s + 18] = light.r;
                            clippedVerticesItems[s + 19] = light.g;
                            clippedVerticesItems[s + 20] = light.b;
                            clippedVerticesItems[s + 21] = light.a;
                            clippedVerticesItems[s + 22] = u3;
                            clippedVerticesItems[s + 23] = v3;
                        }
                        else {
                            clippedVerticesItems[s + 6] = u1;
                            clippedVerticesItems[s + 7] = v1;
                            clippedVerticesItems[s + 8] = dark.r;
                            clippedVerticesItems[s + 9] = dark.g;
                            clippedVerticesItems[s + 10] = dark.b;
                            clippedVerticesItems[s + 11] = dark.a;
                            clippedVerticesItems[s + 12] = x2;
                            clippedVerticesItems[s + 13] = y2;
                            clippedVerticesItems[s + 14] = light.r;
                            clippedVerticesItems[s + 15] = light.g;
                            clippedVerticesItems[s + 16] = light.b;
                            clippedVerticesItems[s + 17] = light.a;
                            clippedVerticesItems[s + 18] = u2;
                            clippedVerticesItems[s + 19] = v2;
                            clippedVerticesItems[s + 20] = dark.r;
                            clippedVerticesItems[s + 21] = dark.g;
                            clippedVerticesItems[s + 22] = dark.b;
                            clippedVerticesItems[s + 23] = dark.a;
                            clippedVerticesItems[s + 24] = x3;
                            clippedVerticesItems[s + 25] = y3;
                            clippedVerticesItems[s + 26] = light.r;
                            clippedVerticesItems[s + 27] = light.g;
                            clippedVerticesItems[s + 28] = light.b;
                            clippedVerticesItems[s + 29] = light.a;
                            clippedVerticesItems[s + 30] = u3;
                            clippedVerticesItems[s + 31] = v3;
                            clippedVerticesItems[s + 32] = dark.r;
                            clippedVerticesItems[s + 33] = dark.g;
                            clippedVerticesItems[s + 34] = dark.b;
                            clippedVerticesItems[s + 35] = dark.a;
                        }
                        s = clippedTriangles.length;
                        var clippedTrianglesItems = spine.Utils.setArraySize(clippedTriangles, s + 3);
                        clippedTrianglesItems[s] = index;
                        clippedTrianglesItems[s + 1] = (index + 1);
                        clippedTrianglesItems[s + 2] = (index + 2);
                        index += 3;
                        continue outer;
                    }
                }
            }
        };
        SkeletonClipping.prototype.clip = function (x1, y1, x2, y2, x3, y3, clippingArea, output) {
            var originalOutput = output;
            var clipped = false;
            var input = null;
            if (clippingArea.length % 4 >= 2) {
                input = output;
                output = this.scratch;
            }
            else
                input = this.scratch;
            input.length = 0;
            input.push(x1);
            input.push(y1);
            input.push(x2);
            input.push(y2);
            input.push(x3);
            input.push(y3);
            input.push(x1);
            input.push(y1);
            output.length = 0;
            var clippingVertices = clippingArea;
            var clippingVerticesLast = clippingArea.length - 4;
            for (var i = 0;; i += 2) {
                var edgeX = clippingVertices[i], edgeY = clippingVertices[i + 1];
                var edgeX2 = clippingVertices[i + 2], edgeY2 = clippingVertices[i + 3];
                var deltaX = edgeX - edgeX2, deltaY = edgeY - edgeY2;
                var inputVertices = input;
                var inputVerticesLength = input.length - 2, outputStart = output.length;
                for (var ii = 0; ii < inputVerticesLength; ii += 2) {
                    var inputX = inputVertices[ii], inputY = inputVertices[ii + 1];
                    var inputX2 = inputVertices[ii + 2], inputY2 = inputVertices[ii + 3];
                    var side2 = deltaX * (inputY2 - edgeY2) - deltaY * (inputX2 - edgeX2) > 0;
                    if (deltaX * (inputY - edgeY2) - deltaY * (inputX - edgeX2) > 0) {
                        if (side2) {
                            output.push(inputX2);
                            output.push(inputY2);
                            continue;
                        }
                        var c0 = inputY2 - inputY, c2 = inputX2 - inputX;
                        var s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY);
                        if (Math.abs(s) > 0.000001) {
                            var ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s;
                            output.push(edgeX + (edgeX2 - edgeX) * ua);
                            output.push(edgeY + (edgeY2 - edgeY) * ua);
                        }
                        else {
                            output.push(edgeX);
                            output.push(edgeY);
                        }
                    }
                    else if (side2) {
                        var c0 = inputY2 - inputY, c2 = inputX2 - inputX;
                        var s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY);
                        if (Math.abs(s) > 0.000001) {
                            var ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s;
                            output.push(edgeX + (edgeX2 - edgeX) * ua);
                            output.push(edgeY + (edgeY2 - edgeY) * ua);
                        }
                        else {
                            output.push(edgeX);
                            output.push(edgeY);
                        }
                        output.push(inputX2);
                        output.push(inputY2);
                    }
                    clipped = true;
                }
                if (outputStart == output.length) {
                    originalOutput.length = 0;
                    return true;
                }
                output.push(output[0]);
                output.push(output[1]);
                if (i == clippingVerticesLast)
                    break;
                var temp = output;
                output = input;
                output.length = 0;
                input = temp;
            }
            if (originalOutput != output) {
                originalOutput.length = 0;
                for (var i = 0, n = output.length - 2; i < n; i++)
                    originalOutput[i] = output[i];
            }
            else
                originalOutput.length = originalOutput.length - 2;
            return clipped;
        };
        SkeletonClipping.makeClockwise = function (polygon) {
            var vertices = polygon;
            var verticeslength = polygon.length;
            var area = vertices[verticeslength - 2] * vertices[1] - vertices[0] * vertices[verticeslength - 1], p1x = 0, p1y = 0, p2x = 0, p2y = 0;
            for (var i = 0, n = verticeslength - 3; i < n; i += 2) {
                p1x = vertices[i];
                p1y = vertices[i + 1];
                p2x = vertices[i + 2];
                p2y = vertices[i + 3];
                area += p1x * p2y - p2x * p1y;
            }
            if (area < 0)
                return;
            for (var i = 0, lastX = verticeslength - 2, n = verticeslength >> 1; i < n; i += 2) {
                var x = vertices[i], y = vertices[i + 1];
                var other = lastX - i;
                vertices[i] = vertices[other];
                vertices[i + 1] = vertices[other + 1];
                vertices[other] = x;
                vertices[other + 1] = y;
            }
        };
        return SkeletonClipping;
    }());
    spine.SkeletonClipping = SkeletonClipping;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var SkeletonData = (function () {
        function SkeletonData() {
            this.bones = new Array();
            this.slots = new Array();
            this.skins = new Array();
            this.events = new Array();
            this.animations = new Array();
            this.ikConstraints = new Array();
            this.transformConstraints = new Array();
            this.pathConstraints = new Array();
            this.fps = 0;
        }
        SkeletonData.prototype.findBone = function (boneName) {
            if (boneName == null)
                throw new Error("boneName cannot be null.");
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++) {
                var bone = bones[i];
                if (bone.name == boneName)
                    return bone;
            }
            return null;
        };
        SkeletonData.prototype.findBoneIndex = function (boneName) {
            if (boneName == null)
                throw new Error("boneName cannot be null.");
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++)
                if (bones[i].name == boneName)
                    return i;
            return -1;
        };
        SkeletonData.prototype.findSlot = function (slotName) {
            if (slotName == null)
                throw new Error("slotName cannot be null.");
            var slots = this.slots;
            for (var i = 0, n = slots.length; i < n; i++) {
                var slot = slots[i];
                if (slot.name == slotName)
                    return slot;
            }
            return null;
        };
        SkeletonData.prototype.findSlotIndex = function (slotName) {
            if (slotName == null)
                throw new Error("slotName cannot be null.");
            var slots = this.slots;
            for (var i = 0, n = slots.length; i < n; i++)
                if (slots[i].name == slotName)
                    return i;
            return -1;
        };
        SkeletonData.prototype.findSkin = function (skinName) {
            if (skinName == null)
                throw new Error("skinName cannot be null.");
            var skins = this.skins;
            for (var i = 0, n = skins.length; i < n; i++) {
                var skin = skins[i];
                if (skin.name == skinName)
                    return skin;
            }
            return null;
        };
        SkeletonData.prototype.findEvent = function (eventDataName) {
            if (eventDataName == null)
                throw new Error("eventDataName cannot be null.");
            var events = this.events;
            for (var i = 0, n = events.length; i < n; i++) {
                var event_5 = events[i];
                if (event_5.name == eventDataName)
                    return event_5;
            }
            return null;
        };
        SkeletonData.prototype.findAnimation = function (animationName) {
            if (animationName == null)
                throw new Error("animationName cannot be null.");
            var animations = this.animations;
            for (var i = 0, n = animations.length; i < n; i++) {
                var animation = animations[i];
                if (animation.name == animationName)
                    return animation;
            }
            return null;
        };
        SkeletonData.prototype.findIkConstraint = function (constraintName) {
            if (constraintName == null)
                throw new Error("constraintName cannot be null.");
            var ikConstraints = this.ikConstraints;
            for (var i = 0, n = ikConstraints.length; i < n; i++) {
                var constraint = ikConstraints[i];
                if (constraint.name == constraintName)
                    return constraint;
            }
            return null;
        };
        SkeletonData.prototype.findTransformConstraint = function (constraintName) {
            if (constraintName == null)
                throw new Error("constraintName cannot be null.");
            var transformConstraints = this.transformConstraints;
            for (var i = 0, n = transformConstraints.length; i < n; i++) {
                var constraint = transformConstraints[i];
                if (constraint.name == constraintName)
                    return constraint;
            }
            return null;
        };
        SkeletonData.prototype.findPathConstraint = function (constraintName) {
            if (constraintName == null)
                throw new Error("constraintName cannot be null.");
            var pathConstraints = this.pathConstraints;
            for (var i = 0, n = pathConstraints.length; i < n; i++) {
                var constraint = pathConstraints[i];
                if (constraint.name == constraintName)
                    return constraint;
            }
            return null;
        };
        SkeletonData.prototype.findPathConstraintIndex = function (pathConstraintName) {
            if (pathConstraintName == null)
                throw new Error("pathConstraintName cannot be null.");
            var pathConstraints = this.pathConstraints;
            for (var i = 0, n = pathConstraints.length; i < n; i++)
                if (pathConstraints[i].name == pathConstraintName)
                    return i;
            return -1;
        };
        return SkeletonData;
    }());
    spine.SkeletonData = SkeletonData;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var SkeletonJson = (function () {
        function SkeletonJson(attachmentLoader) {
            this.scale = 1;
            this.linkedMeshes = new Array();
            this.attachmentLoader = attachmentLoader;
        }
        SkeletonJson.prototype.readSkeletonData = function (json) {
            var scale = this.scale;
            var skeletonData = new spine.SkeletonData();
            var root = typeof (json) === "string" ? JSON.parse(json) : json;
            var skeletonMap = root.skeleton;
            if (skeletonMap != null) {
                skeletonData.hash = skeletonMap.hash;
                skeletonData.version = skeletonMap.spine;
                if ("3.8.75" == skeletonData.version)
                    throw new Error("Unsupported skeleton data, please export with a newer version of Spine.");
                skeletonData.x = skeletonMap.x;
                skeletonData.y = skeletonMap.y;
                skeletonData.width = skeletonMap.width;
                skeletonData.height = skeletonMap.height;
                skeletonData.fps = skeletonMap.fps;
                skeletonData.imagesPath = skeletonMap.images;
            }
            if (root.bones) {
                for (var i = 0; i < root.bones.length; i++) {
                    var boneMap = root.bones[i];
                    var parent_5 = null;
                    var parentName = this.getValue(boneMap, "parent", null);
                    if (parentName != null) {
                        parent_5 = skeletonData.findBone(parentName);
                        if (parent_5 == null)
                            throw new Error("Parent bone not found: " + parentName);
                    }
                    var data = new spine.BoneData(skeletonData.bones.length, boneMap.name, parent_5);
                    data.length = this.getValue(boneMap, "length", 0) * scale;
                    data.x = this.getValue(boneMap, "x", 0) * scale;
                    data.y = this.getValue(boneMap, "y", 0) * scale;
                    data.rotation = this.getValue(boneMap, "rotation", 0);
                    data.scaleX = this.getValue(boneMap, "scaleX", 1);
                    data.scaleY = this.getValue(boneMap, "scaleY", 1);
                    data.shearX = this.getValue(boneMap, "shearX", 0);
                    data.shearY = this.getValue(boneMap, "shearY", 0);
                    data.transformMode = SkeletonJson.transformModeFromString(this.getValue(boneMap, "transform", "normal"));
                    data.skinRequired = this.getValue(boneMap, "skin", false);
                    skeletonData.bones.push(data);
                }
            }
            if (root.slots) {
                for (var i = 0; i < root.slots.length; i++) {
                    var slotMap = root.slots[i];
                    var slotName = slotMap.name;
                    var boneName = slotMap.bone;
                    var boneData = skeletonData.findBone(boneName);
                    if (boneData == null)
                        throw new Error("Slot bone not found: " + boneName);
                    var data = new spine.SlotData(skeletonData.slots.length, slotName, boneData);
                    var color = this.getValue(slotMap, "color", null);
                    if (color != null)
                        data.color.setFromString(color);
                    var dark = this.getValue(slotMap, "dark", null);
                    if (dark != null) {
                        data.darkColor = new spine.Color(1, 1, 1, 1);
                        data.darkColor.setFromString(dark);
                    }
                    data.attachmentName = this.getValue(slotMap, "attachment", null);
                    data.blendMode = SkeletonJson.blendModeFromString(this.getValue(slotMap, "blend", "normal"));
                    skeletonData.slots.push(data);
                }
            }
            if (root.ik) {
                for (var i = 0; i < root.ik.length; i++) {
                    var constraintMap = root.ik[i];
                    var data = new spine.IkConstraintData(constraintMap.name);
                    data.order = this.getValue(constraintMap, "order", 0);
                    data.skinRequired = this.getValue(constraintMap, "skin", false);
                    for (var j = 0; j < constraintMap.bones.length; j++) {
                        var boneName = constraintMap.bones[j];
                        var bone = skeletonData.findBone(boneName);
                        if (bone == null)
                            throw new Error("IK bone not found: " + boneName);
                        data.bones.push(bone);
                    }
                    var targetName = constraintMap.target;
                    data.target = skeletonData.findBone(targetName);
                    if (data.target == null)
                        throw new Error("IK target bone not found: " + targetName);
                    data.mix = this.getValue(constraintMap, "mix", 1);
                    data.softness = this.getValue(constraintMap, "softness", 0) * scale;
                    data.bendDirection = this.getValue(constraintMap, "bendPositive", true) ? 1 : -1;
                    data.compress = this.getValue(constraintMap, "compress", false);
                    data.stretch = this.getValue(constraintMap, "stretch", false);
                    data.uniform = this.getValue(constraintMap, "uniform", false);
                    skeletonData.ikConstraints.push(data);
                }
            }
            if (root.transform) {
                for (var i = 0; i < root.transform.length; i++) {
                    var constraintMap = root.transform[i];
                    var data = new spine.TransformConstraintData(constraintMap.name);
                    data.order = this.getValue(constraintMap, "order", 0);
                    data.skinRequired = this.getValue(constraintMap, "skin", false);
                    for (var j = 0; j < constraintMap.bones.length; j++) {
                        var boneName = constraintMap.bones[j];
                        var bone = skeletonData.findBone(boneName);
                        if (bone == null)
                            throw new Error("Transform constraint bone not found: " + boneName);
                        data.bones.push(bone);
                    }
                    var targetName = constraintMap.target;
                    data.target = skeletonData.findBone(targetName);
                    if (data.target == null)
                        throw new Error("Transform constraint target bone not found: " + targetName);
                    data.local = this.getValue(constraintMap, "local", false);
                    data.relative = this.getValue(constraintMap, "relative", false);
                    data.offsetRotation = this.getValue(constraintMap, "rotation", 0);
                    data.offsetX = this.getValue(constraintMap, "x", 0) * scale;
                    data.offsetY = this.getValue(constraintMap, "y", 0) * scale;
                    data.offsetScaleX = this.getValue(constraintMap, "scaleX", 0);
                    data.offsetScaleY = this.getValue(constraintMap, "scaleY", 0);
                    data.offsetShearY = this.getValue(constraintMap, "shearY", 0);
                    data.rotateMix = this.getValue(constraintMap, "rotateMix", 1);
                    data.translateMix = this.getValue(constraintMap, "translateMix", 1);
                    data.scaleMix = this.getValue(constraintMap, "scaleMix", 1);
                    data.shearMix = this.getValue(constraintMap, "shearMix", 1);
                    skeletonData.transformConstraints.push(data);
                }
            }
            if (root.path) {
                for (var i = 0; i < root.path.length; i++) {
                    var constraintMap = root.path[i];
                    var data = new spine.PathConstraintData(constraintMap.name);
                    data.order = this.getValue(constraintMap, "order", 0);
                    data.skinRequired = this.getValue(constraintMap, "skin", false);
                    for (var j = 0; j < constraintMap.bones.length; j++) {
                        var boneName = constraintMap.bones[j];
                        var bone = skeletonData.findBone(boneName);
                        if (bone == null)
                            throw new Error("Transform constraint bone not found: " + boneName);
                        data.bones.push(bone);
                    }
                    var targetName = constraintMap.target;
                    data.target = skeletonData.findSlot(targetName);
                    if (data.target == null)
                        throw new Error("Path target slot not found: " + targetName);
                    data.positionMode = SkeletonJson.positionModeFromString(this.getValue(constraintMap, "positionMode", "percent"));
                    data.spacingMode = SkeletonJson.spacingModeFromString(this.getValue(constraintMap, "spacingMode", "length"));
                    data.rotateMode = SkeletonJson.rotateModeFromString(this.getValue(constraintMap, "rotateMode", "tangent"));
                    data.offsetRotation = this.getValue(constraintMap, "rotation", 0);
                    data.position = this.getValue(constraintMap, "position", 0);
                    if (data.positionMode == spine.PositionMode.Fixed)
                        data.position *= scale;
                    data.spacing = this.getValue(constraintMap, "spacing", 0);
                    if (data.spacingMode == spine.SpacingMode.Length || data.spacingMode == spine.SpacingMode.Fixed)
                        data.spacing *= scale;
                    data.rotateMix = this.getValue(constraintMap, "rotateMix", 1);
                    data.translateMix = this.getValue(constraintMap, "translateMix", 1);
                    skeletonData.pathConstraints.push(data);
                }
            }
            if (root.skins) {
                for (var i = 0; i < root.skins.length; i++) {
                    var skinMap = root.skins[i];
                    var skin = new spine.Skin(skinMap.name);
                    if (skinMap.bones) {
                        for (var ii = 0; ii < skinMap.bones.length; ii++) {
                            var bone = skeletonData.findBone(skinMap.bones[ii]);
                            if (bone == null)
                                throw new Error("Skin bone not found: " + skinMap.bones[i]);
                            skin.bones.push(bone);
                        }
                    }
                    if (skinMap.ik) {
                        for (var ii = 0; ii < skinMap.ik.length; ii++) {
                            var constraint = skeletonData.findIkConstraint(skinMap.ik[ii]);
                            if (constraint == null)
                                throw new Error("Skin IK constraint not found: " + skinMap.ik[i]);
                            skin.constraints.push(constraint);
                        }
                    }
                    if (skinMap.transform) {
                        for (var ii = 0; ii < skinMap.transform.length; ii++) {
                            var constraint = skeletonData.findTransformConstraint(skinMap.transform[ii]);
                            if (constraint == null)
                                throw new Error("Skin transform constraint not found: " + skinMap.transform[i]);
                            skin.constraints.push(constraint);
                        }
                    }
                    if (skinMap.path) {
                        for (var ii = 0; ii < skinMap.path.length; ii++) {
                            var constraint = skeletonData.findPathConstraint(skinMap.path[ii]);
                            if (constraint == null)
                                throw new Error("Skin path constraint not found: " + skinMap.path[i]);
                            skin.constraints.push(constraint);
                        }
                    }
                    for (var slotName in skinMap.attachments) {
                        var slot = skeletonData.findSlot(slotName);
                        if (slot == null)
                            throw new Error("Slot not found: " + slotName);
                        var slotMap = skinMap.attachments[slotName];
                        for (var entryName in slotMap) {
                            var attachment = this.readAttachment(slotMap[entryName], skin, slot.index, entryName, skeletonData);
                            if (attachment != null)
                                skin.setAttachment(slot.index, entryName, attachment);
                        }
                    }
                    skeletonData.skins.push(skin);
                    if (skin.name == "default")
                        skeletonData.defaultSkin = skin;
                }
            }
            for (var i = 0, n = this.linkedMeshes.length; i < n; i++) {
                var linkedMesh = this.linkedMeshes[i];
                var skin = linkedMesh.skin == null ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin);
                if (skin == null)
                    throw new Error("Skin not found: " + linkedMesh.skin);
                var parent_6 = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent);
                if (parent_6 == null)
                    throw new Error("Parent mesh not found: " + linkedMesh.parent);
                linkedMesh.mesh.deformAttachment = linkedMesh.inheritDeform ? parent_6 : linkedMesh.mesh;
                linkedMesh.mesh.setParentMesh(parent_6);
                linkedMesh.mesh.updateUVs();
            }
            this.linkedMeshes.length = 0;
            if (root.events) {
                for (var eventName in root.events) {
                    var eventMap = root.events[eventName];
                    var data = new spine.EventData(eventName);
                    data.intValue = this.getValue(eventMap, "int", 0);
                    data.floatValue = this.getValue(eventMap, "float", 0);
                    data.stringValue = this.getValue(eventMap, "string", "");
                    data.audioPath = this.getValue(eventMap, "audio", null);
                    if (data.audioPath != null) {
                        data.volume = this.getValue(eventMap, "volume", 1);
                        data.balance = this.getValue(eventMap, "balance", 0);
                    }
                    skeletonData.events.push(data);
                }
            }
            if (root.animations) {
                for (var animationName in root.animations) {
                    var animationMap = root.animations[animationName];
                    this.readAnimation(animationMap, animationName, skeletonData);
                }
            }
            return skeletonData;
        };
        SkeletonJson.prototype.readAttachment = function (map, skin, slotIndex, name, skeletonData) {
            var scale = this.scale;
            name = this.getValue(map, "name", name);
            var type = this.getValue(map, "type", "region");
            switch (type) {
                case "region": {
                    var path = this.getValue(map, "path", name);
                    var region = this.attachmentLoader.newRegionAttachment(skin, name, path);
                    if (region == null)
                        return null;
                    region.path = path;
                    region.x = this.getValue(map, "x", 0) * scale;
                    region.y = this.getValue(map, "y", 0) * scale;
                    region.scaleX = this.getValue(map, "scaleX", 1);
                    region.scaleY = this.getValue(map, "scaleY", 1);
                    region.rotation = this.getValue(map, "rotation", 0);
                    region.width = map.width * scale;
                    region.height = map.height * scale;
                    var color = this.getValue(map, "color", null);
                    if (color != null)
                        region.color.setFromString(color);
                    region.updateOffset();
                    return region;
                }
                case "boundingbox": {
                    var box = this.attachmentLoader.newBoundingBoxAttachment(skin, name);
                    if (box == null)
                        return null;
                    this.readVertices(map, box, map.vertexCount << 1);
                    var color = this.getValue(map, "color", null);
                    if (color != null)
                        box.color.setFromString(color);
                    return box;
                }
                case "mesh":
                case "linkedmesh": {
                    var path = this.getValue(map, "path", name);
                    var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
                    if (mesh == null)
                        return null;
                    mesh.path = path;
                    var color = this.getValue(map, "color", null);
                    if (color != null)
                        mesh.color.setFromString(color);
                    mesh.width = this.getValue(map, "width", 0) * scale;
                    mesh.height = this.getValue(map, "height", 0) * scale;
                    var parent_7 = this.getValue(map, "parent", null);
                    if (parent_7 != null) {
                        this.linkedMeshes.push(new LinkedMesh(mesh, this.getValue(map, "skin", null), slotIndex, parent_7, this.getValue(map, "deform", true)));
                        return mesh;
                    }
                    var uvs = map.uvs;
                    this.readVertices(map, mesh, uvs.length);
                    mesh.triangles = map.triangles;
                    mesh.regionUVs = uvs;
                    mesh.updateUVs();
                    mesh.edges = this.getValue(map, "edges", null);
                    mesh.hullLength = this.getValue(map, "hull", 0) * 2;
                    return mesh;
                }
                case "path": {
                    var path = this.attachmentLoader.newPathAttachment(skin, name);
                    if (path == null)
                        return null;
                    path.closed = this.getValue(map, "closed", false);
                    path.constantSpeed = this.getValue(map, "constantSpeed", true);
                    var vertexCount = map.vertexCount;
                    this.readVertices(map, path, vertexCount << 1);
                    var lengths = spine.Utils.newArray(vertexCount / 3, 0);
                    for (var i = 0; i < map.lengths.length; i++)
                        lengths[i] = map.lengths[i] * scale;
                    path.lengths = lengths;
                    var color = this.getValue(map, "color", null);
                    if (color != null)
                        path.color.setFromString(color);
                    return path;
                }
                case "point": {
                    var point = this.attachmentLoader.newPointAttachment(skin, name);
                    if (point == null)
                        return null;
                    point.x = this.getValue(map, "x", 0) * scale;
                    point.y = this.getValue(map, "y", 0) * scale;
                    point.rotation = this.getValue(map, "rotation", 0);
                    var color = this.getValue(map, "color", null);
                    if (color != null)
                        point.color.setFromString(color);
                    return point;
                }
                case "clipping": {
                    var clip = this.attachmentLoader.newClippingAttachment(skin, name);
                    if (clip == null)
                        return null;
                    var end = this.getValue(map, "end", null);
                    if (end != null) {
                        var slot = skeletonData.findSlot(end);
                        if (slot == null)
                            throw new Error("Clipping end slot not found: " + end);
                        clip.endSlot = slot;
                    }
                    var vertexCount = map.vertexCount;
                    this.readVertices(map, clip, vertexCount << 1);
                    var color = this.getValue(map, "color", null);
                    if (color != null)
                        clip.color.setFromString(color);
                    return clip;
                }
            }
            return null;
        };
        SkeletonJson.prototype.readVertices = function (map, attachment, verticesLength) {
            var scale = this.scale;
            attachment.worldVerticesLength = verticesLength;
            var vertices = map.vertices;
            if (verticesLength == vertices.length) {
                var scaledVertices = spine.Utils.toFloatArray(vertices);
                if (scale != 1) {
                    for (var i = 0, n = vertices.length; i < n; i++)
                        scaledVertices[i] *= scale;
                }
                attachment.vertices = scaledVertices;
                return;
            }
            var weights = new Array();
            var bones = new Array();
            for (var i = 0, n = vertices.length; i < n;) {
                var boneCount = vertices[i++];
                bones.push(boneCount);
                for (var nn = i + boneCount * 4; i < nn; i += 4) {
                    bones.push(vertices[i]);
                    weights.push(vertices[i + 1] * scale);
                    weights.push(vertices[i + 2] * scale);
                    weights.push(vertices[i + 3]);
                }
            }
            attachment.bones = bones;
            attachment.vertices = spine.Utils.toFloatArray(weights);
        };
        SkeletonJson.prototype.readAnimation = function (map, name, skeletonData) {
            var scale = this.scale;
            var timelines = new Array();
            var duration = 0;
            if (map.slots) {
                for (var slotName in map.slots) {
                    var slotMap = map.slots[slotName];
                    var slotIndex = skeletonData.findSlotIndex(slotName);
                    if (slotIndex == -1)
                        throw new Error("Slot not found: " + slotName);
                    for (var timelineName in slotMap) {
                        var timelineMap = slotMap[timelineName];
                        if (timelineName == "attachment") {
                            var timeline = new spine.AttachmentTimeline(timelineMap.length);
                            timeline.slotIndex = slotIndex;
                            var frameIndex = 0;
                            for (var i = 0; i < timelineMap.length; i++) {
                                var valueMap = timelineMap[i];
                                timeline.setFrame(frameIndex++, this.getValue(valueMap, "time", 0), valueMap.name);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
                        }
                        else if (timelineName == "color") {
                            var timeline = new spine.ColorTimeline(timelineMap.length);
                            timeline.slotIndex = slotIndex;
                            var frameIndex = 0;
                            for (var i = 0; i < timelineMap.length; i++) {
                                var valueMap = timelineMap[i];
                                var color = new spine.Color();
                                color.setFromString(valueMap.color);
                                timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), color.r, color.g, color.b, color.a);
                                this.readCurve(valueMap, timeline, frameIndex);
                                frameIndex++;
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.ColorTimeline.ENTRIES]);
                        }
                        else if (timelineName == "twoColor") {
                            var timeline = new spine.TwoColorTimeline(timelineMap.length);
                            timeline.slotIndex = slotIndex;
                            var frameIndex = 0;
                            for (var i = 0; i < timelineMap.length; i++) {
                                var valueMap = timelineMap[i];
                                var light = new spine.Color();
                                var dark = new spine.Color();
                                light.setFromString(valueMap.light);
                                dark.setFromString(valueMap.dark);
                                timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), light.r, light.g, light.b, light.a, dark.r, dark.g, dark.b);
                                this.readCurve(valueMap, timeline, frameIndex);
                                frameIndex++;
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.TwoColorTimeline.ENTRIES]);
                        }
                        else
                            throw new Error("Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")");
                    }
                }
            }
            if (map.bones) {
                for (var boneName in map.bones) {
                    var boneMap = map.bones[boneName];
                    var boneIndex = skeletonData.findBoneIndex(boneName);
                    if (boneIndex == -1)
                        throw new Error("Bone not found: " + boneName);
                    for (var timelineName in boneMap) {
                        var timelineMap = boneMap[timelineName];
                        if (timelineName === "rotate") {
                            var timeline = new spine.RotateTimeline(timelineMap.length);
                            timeline.boneIndex = boneIndex;
                            var frameIndex = 0;
                            for (var i = 0; i < timelineMap.length; i++) {
                                var valueMap = timelineMap[i];
                                timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), this.getValue(valueMap, "angle", 0));
                                this.readCurve(valueMap, timeline, frameIndex);
                                frameIndex++;
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.RotateTimeline.ENTRIES]);
                        }
                        else if (timelineName === "translate" || timelineName === "scale" || timelineName === "shear") {
                            var timeline = null;
                            var timelineScale = 1, defaultValue = 0;
                            if (timelineName === "scale") {
                                timeline = new spine.ScaleTimeline(timelineMap.length);
                                defaultValue = 1;
                            }
                            else if (timelineName === "shear")
                                timeline = new spine.ShearTimeline(timelineMap.length);
                            else {
                                timeline = new spine.TranslateTimeline(timelineMap.length);
                                timelineScale = scale;
                            }
                            timeline.boneIndex = boneIndex;
                            var frameIndex = 0;
                            for (var i = 0; i < timelineMap.length; i++) {
                                var valueMap = timelineMap[i];
                                var x = this.getValue(valueMap, "x", defaultValue), y = this.getValue(valueMap, "y", defaultValue);
                                timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), x * timelineScale, y * timelineScale);
                                this.readCurve(valueMap, timeline, frameIndex);
                                frameIndex++;
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.TranslateTimeline.ENTRIES]);
                        }
                        else
                            throw new Error("Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")");
                    }
                }
            }
            if (map.ik) {
                for (var constraintName in map.ik) {
                    var constraintMap = map.ik[constraintName];
                    var constraint = skeletonData.findIkConstraint(constraintName);
                    var timeline = new spine.IkConstraintTimeline(constraintMap.length);
                    timeline.ikConstraintIndex = skeletonData.ikConstraints.indexOf(constraint);
                    var frameIndex = 0;
                    for (var i = 0; i < constraintMap.length; i++) {
                        var valueMap = constraintMap[i];
                        timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), this.getValue(valueMap, "mix", 1), this.getValue(valueMap, "softness", 0) * scale, this.getValue(valueMap, "bendPositive", true) ? 1 : -1, this.getValue(valueMap, "compress", false), this.getValue(valueMap, "stretch", false));
                        this.readCurve(valueMap, timeline, frameIndex);
                        frameIndex++;
                    }
                    timelines.push(timeline);
                    duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.IkConstraintTimeline.ENTRIES]);
                }
            }
            if (map.transform) {
                for (var constraintName in map.transform) {
                    var constraintMap = map.transform[constraintName];
                    var constraint = skeletonData.findTransformConstraint(constraintName);
                    var timeline = new spine.TransformConstraintTimeline(constraintMap.length);
                    timeline.transformConstraintIndex = skeletonData.transformConstraints.indexOf(constraint);
                    var frameIndex = 0;
                    for (var i = 0; i < constraintMap.length; i++) {
                        var valueMap = constraintMap[i];
                        timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), this.getValue(valueMap, "rotateMix", 1), this.getValue(valueMap, "translateMix", 1), this.getValue(valueMap, "scaleMix", 1), this.getValue(valueMap, "shearMix", 1));
                        this.readCurve(valueMap, timeline, frameIndex);
                        frameIndex++;
                    }
                    timelines.push(timeline);
                    duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.TransformConstraintTimeline.ENTRIES]);
                }
            }
            if (map.path) {
                for (var constraintName in map.path) {
                    var constraintMap = map.path[constraintName];
                    var index = skeletonData.findPathConstraintIndex(constraintName);
                    if (index == -1)
                        throw new Error("Path constraint not found: " + constraintName);
                    var data = skeletonData.pathConstraints[index];
                    for (var timelineName in constraintMap) {
                        var timelineMap = constraintMap[timelineName];
                        if (timelineName === "position" || timelineName === "spacing") {
                            var timeline = null;
                            var timelineScale = 1;
                            if (timelineName === "spacing") {
                                timeline = new spine.PathConstraintSpacingTimeline(timelineMap.length);
                                if (data.spacingMode == spine.SpacingMode.Length || data.spacingMode == spine.SpacingMode.Fixed)
                                    timelineScale = scale;
                            }
                            else {
                                timeline = new spine.PathConstraintPositionTimeline(timelineMap.length);
                                if (data.positionMode == spine.PositionMode.Fixed)
                                    timelineScale = scale;
                            }
                            timeline.pathConstraintIndex = index;
                            var frameIndex = 0;
                            for (var i = 0; i < timelineMap.length; i++) {
                                var valueMap = timelineMap[i];
                                timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), this.getValue(valueMap, timelineName, 0) * timelineScale);
                                this.readCurve(valueMap, timeline, frameIndex);
                                frameIndex++;
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.PathConstraintPositionTimeline.ENTRIES]);
                        }
                        else if (timelineName === "mix") {
                            var timeline = new spine.PathConstraintMixTimeline(timelineMap.length);
                            timeline.pathConstraintIndex = index;
                            var frameIndex = 0;
                            for (var i = 0; i < timelineMap.length; i++) {
                                var valueMap = timelineMap[i];
                                timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), this.getValue(valueMap, "rotateMix", 1), this.getValue(valueMap, "translateMix", 1));
                                this.readCurve(valueMap, timeline, frameIndex);
                                frameIndex++;
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.PathConstraintMixTimeline.ENTRIES]);
                        }
                    }
                }
            }
            if (map.deform) {
                for (var deformName in map.deform) {
                    var deformMap = map.deform[deformName];
                    var skin = skeletonData.findSkin(deformName);
                    if (skin == null)
                        throw new Error("Skin not found: " + deformName);
                    for (var slotName in deformMap) {
                        var slotMap = deformMap[slotName];
                        var slotIndex = skeletonData.findSlotIndex(slotName);
                        if (slotIndex == -1)
                            throw new Error("Slot not found: " + slotMap.name);
                        for (var timelineName in slotMap) {
                            var timelineMap = slotMap[timelineName];
                            var attachment = skin.getAttachment(slotIndex, timelineName);
                            if (attachment == null)
                                throw new Error("Deform attachment not found: " + timelineMap.name);
                            var weighted = attachment.bones != null;
                            var vertices = attachment.vertices;
                            var deformLength = weighted ? vertices.length / 3 * 2 : vertices.length;
                            var timeline = new spine.DeformTimeline(timelineMap.length);
                            timeline.slotIndex = slotIndex;
                            timeline.attachment = attachment;
                            var frameIndex = 0;
                            for (var j = 0; j < timelineMap.length; j++) {
                                var valueMap = timelineMap[j];
                                var deform = void 0;
                                var verticesValue = this.getValue(valueMap, "vertices", null);
                                if (verticesValue == null)
                                    deform = weighted ? spine.Utils.newFloatArray(deformLength) : vertices;
                                else {
                                    deform = spine.Utils.newFloatArray(deformLength);
                                    var start = this.getValue(valueMap, "offset", 0);
                                    spine.Utils.arrayCopy(verticesValue, 0, deform, start, verticesValue.length);
                                    if (scale != 1) {
                                        for (var i = start, n = i + verticesValue.length; i < n; i++)
                                            deform[i] *= scale;
                                    }
                                    if (!weighted) {
                                        for (var i = 0; i < deformLength; i++)
                                            deform[i] += vertices[i];
                                    }
                                }
                                timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), deform);
                                this.readCurve(valueMap, timeline, frameIndex);
                                frameIndex++;
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
                        }
                    }
                }
            }
            var drawOrderNode = map.drawOrder;
            if (drawOrderNode == null)
                drawOrderNode = map.draworder;
            if (drawOrderNode != null) {
                var timeline = new spine.DrawOrderTimeline(drawOrderNode.length);
                var slotCount = skeletonData.slots.length;
                var frameIndex = 0;
                for (var j = 0; j < drawOrderNode.length; j++) {
                    var drawOrderMap = drawOrderNode[j];
                    var drawOrder = null;
                    var offsets = this.getValue(drawOrderMap, "offsets", null);
                    if (offsets != null) {
                        drawOrder = spine.Utils.newArray(slotCount, -1);
                        var unchanged = spine.Utils.newArray(slotCount - offsets.length, 0);
                        var originalIndex = 0, unchangedIndex = 0;
                        for (var i = 0; i < offsets.length; i++) {
                            var offsetMap = offsets[i];
                            var slotIndex = skeletonData.findSlotIndex(offsetMap.slot);
                            if (slotIndex == -1)
                                throw new Error("Slot not found: " + offsetMap.slot);
                            while (originalIndex != slotIndex)
                                unchanged[unchangedIndex++] = originalIndex++;
                            drawOrder[originalIndex + offsetMap.offset] = originalIndex++;
                        }
                        while (originalIndex < slotCount)
                            unchanged[unchangedIndex++] = originalIndex++;
                        for (var i = slotCount - 1; i >= 0; i--)
                            if (drawOrder[i] == -1)
                                drawOrder[i] = unchanged[--unchangedIndex];
                    }
                    timeline.setFrame(frameIndex++, this.getValue(drawOrderMap, "time", 0), drawOrder);
                }
                timelines.push(timeline);
                duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
            }
            if (map.events) {
                var timeline = new spine.EventTimeline(map.events.length);
                var frameIndex = 0;
                for (var i = 0; i < map.events.length; i++) {
                    var eventMap = map.events[i];
                    var eventData = skeletonData.findEvent(eventMap.name);
                    if (eventData == null)
                        throw new Error("Event not found: " + eventMap.name);
                    var event_6 = new spine.Event(spine.Utils.toSinglePrecision(this.getValue(eventMap, "time", 0)), eventData);
                    event_6.intValue = this.getValue(eventMap, "int", eventData.intValue);
                    event_6.floatValue = this.getValue(eventMap, "float", eventData.floatValue);
                    event_6.stringValue = this.getValue(eventMap, "string", eventData.stringValue);
                    if (event_6.data.audioPath != null) {
                        event_6.volume = this.getValue(eventMap, "volume", 1);
                        event_6.balance = this.getValue(eventMap, "balance", 0);
                    }
                    timeline.setFrame(frameIndex++, event_6);
                }
                timelines.push(timeline);
                duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
            }
            if (isNaN(duration)) {
                throw new Error("Error while parsing animation, duration is NaN");
            }
            skeletonData.animations.push(new spine.Animation(name, timelines, duration));
        };
        SkeletonJson.prototype.readCurve = function (map, timeline, frameIndex) {
            if (!map.hasOwnProperty("curve"))
                return;
            if (map.curve == "stepped")
                timeline.setStepped(frameIndex);
            else {
                var curve = map.curve;
                timeline.setCurve(frameIndex, curve, this.getValue(map, "c2", 0), this.getValue(map, "c3", 1), this.getValue(map, "c4", 1));
            }
        };
        SkeletonJson.prototype.getValue = function (map, prop, defaultValue) {
            return map[prop] !== undefined ? map[prop] : defaultValue;
        };
        SkeletonJson.blendModeFromString = function (str) {
            str = str.toLowerCase();
            if (str == "normal")
                return spine.BlendMode.Normal;
            if (str == "additive")
                return spine.BlendMode.Additive;
            if (str == "multiply")
                return spine.BlendMode.Multiply;
            if (str == "screen")
                return spine.BlendMode.Screen;
            throw new Error("Unknown blend mode: " + str);
        };
        SkeletonJson.positionModeFromString = function (str) {
            str = str.toLowerCase();
            if (str == "fixed")
                return spine.PositionMode.Fixed;
            if (str == "percent")
                return spine.PositionMode.Percent;
            throw new Error("Unknown position mode: " + str);
        };
        SkeletonJson.spacingModeFromString = function (str) {
            str = str.toLowerCase();
            if (str == "length")
                return spine.SpacingMode.Length;
            if (str == "fixed")
                return spine.SpacingMode.Fixed;
            if (str == "percent")
                return spine.SpacingMode.Percent;
            throw new Error("Unknown position mode: " + str);
        };
        SkeletonJson.rotateModeFromString = function (str) {
            str = str.toLowerCase();
            if (str == "tangent")
                return spine.RotateMode.Tangent;
            if (str == "chain")
                return spine.RotateMode.Chain;
            if (str == "chainscale")
                return spine.RotateMode.ChainScale;
            throw new Error("Unknown rotate mode: " + str);
        };
        SkeletonJson.transformModeFromString = function (str) {
            str = str.toLowerCase();
            if (str == "normal")
                return spine.TransformMode.Normal;
            if (str == "onlytranslation")
                return spine.TransformMode.OnlyTranslation;
            if (str == "norotationorreflection")
                return spine.TransformMode.NoRotationOrReflection;
            if (str == "noscale")
                return spine.TransformMode.NoScale;
            if (str == "noscaleorreflection")
                return spine.TransformMode.NoScaleOrReflection;
            throw new Error("Unknown transform mode: " + str);
        };
        return SkeletonJson;
    }());
    spine.SkeletonJson = SkeletonJson;
    var LinkedMesh = (function () {
        function LinkedMesh(mesh, skin, slotIndex, parent, inheritDeform) {
            this.mesh = mesh;
            this.skin = skin;
            this.slotIndex = slotIndex;
            this.parent = parent;
            this.inheritDeform = inheritDeform;
        }
        return LinkedMesh;
    }());
})(spine || (spine = {}));
var spine;
(function (spine) {
    var SkinEntry = (function () {
        function SkinEntry(slotIndex, name, attachment) {
            this.slotIndex = slotIndex;
            this.name = name;
            this.attachment = attachment;
        }
        return SkinEntry;
    }());
    spine.SkinEntry = SkinEntry;
    var Skin = (function () {
        function Skin(name) {
            this.attachments = new Array();
            this.bones = Array();
            this.constraints = new Array();
            if (name == null)
                throw new Error("name cannot be null.");
            this.name = name;
        }
        Skin.prototype.setAttachment = function (slotIndex, name, attachment) {
            if (attachment == null)
                throw new Error("attachment cannot be null.");
            var attachments = this.attachments;
            if (slotIndex >= attachments.length)
                attachments.length = slotIndex + 1;
            if (!attachments[slotIndex])
                attachments[slotIndex] = {};
            attachments[slotIndex][name] = attachment;
        };
        Skin.prototype.addSkin = function (skin) {
            for (var i = 0; i < skin.bones.length; i++) {
                var bone = skin.bones[i];
                var contained = false;
                for (var j = 0; j < this.bones.length; j++) {
                    if (this.bones[j] == bone) {
                        contained = true;
                        break;
                    }
                }
                if (!contained)
                    this.bones.push(bone);
            }
            for (var i = 0; i < skin.constraints.length; i++) {
                var constraint = skin.constraints[i];
                var contained = false;
                for (var j = 0; j < this.constraints.length; j++) {
                    if (this.constraints[j] == constraint) {
                        contained = true;
                        break;
                    }
                }
                if (!contained)
                    this.constraints.push(constraint);
            }
            var attachments = skin.getAttachments();
            for (var i = 0; i < attachments.length; i++) {
                var attachment = attachments[i];
                this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment);
            }
        };
        Skin.prototype.copySkin = function (skin) {
            for (var i = 0; i < skin.bones.length; i++) {
                var bone = skin.bones[i];
                var contained = false;
                for (var j = 0; j < this.bones.length; j++) {
                    if (this.bones[j] == bone) {
                        contained = true;
                        break;
                    }
                }
                if (!contained)
                    this.bones.push(bone);
            }
            for (var i = 0; i < skin.constraints.length; i++) {
                var constraint = skin.constraints[i];
                var contained = false;
                for (var j = 0; j < this.constraints.length; j++) {
                    if (this.constraints[j] == constraint) {
                        contained = true;
                        break;
                    }
                }
                if (!contained)
                    this.constraints.push(constraint);
            }
            var attachments = skin.getAttachments();
            for (var i = 0; i < attachments.length; i++) {
                var attachment = attachments[i];
                if (attachment.attachment == null)
                    continue;
                if (attachment.attachment instanceof spine.MeshAttachment) {
                    attachment.attachment = attachment.attachment.newLinkedMesh();
                    this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment);
                }
                else {
                    attachment.attachment = attachment.attachment.copy();
                    this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment);
                }
            }
        };
        Skin.prototype.getAttachment = function (slotIndex, name) {
            var dictionary = this.attachments[slotIndex];
            return dictionary ? dictionary[name] : null;
        };
        Skin.prototype.removeAttachment = function (slotIndex, name) {
            var dictionary = this.attachments[slotIndex];
            if (dictionary)
                dictionary[name] = null;
        };
        Skin.prototype.getAttachments = function () {
            var entries = new Array();
            for (var i = 0; i < this.attachments.length; i++) {
                var slotAttachments = this.attachments[i];
                if (slotAttachments) {
                    for (var name_4 in slotAttachments) {
                        var attachment = slotAttachments[name_4];
                        if (attachment)
                            entries.push(new SkinEntry(i, name_4, attachment));
                    }
                }
            }
            return entries;
        };
        Skin.prototype.getAttachmentsForSlot = function (slotIndex, attachments) {
            var slotAttachments = this.attachments[slotIndex];
            if (slotAttachments) {
                for (var name_5 in slotAttachments) {
                    var attachment = slotAttachments[name_5];
                    if (attachment)
                        attachments.push(new SkinEntry(slotIndex, name_5, attachment));
                }
            }
        };
        Skin.prototype.clear = function () {
            this.attachments.length = 0;
            this.bones.length = 0;
            this.constraints.length = 0;
        };
        Skin.prototype.attachAll = function (skeleton, oldSkin) {
            var slotIndex = 0;
            for (var i = 0; i < skeleton.slots.length; i++) {
                var slot = skeleton.slots[i];
                var slotAttachment = slot.getAttachment();
                if (slotAttachment && slotIndex < oldSkin.attachments.length) {
                    var dictionary = oldSkin.attachments[slotIndex];
                    for (var key in dictionary) {
                        var skinAttachment = dictionary[key];
                        if (slotAttachment == skinAttachment) {
                            var attachment = this.getAttachment(slotIndex, key);
                            if (attachment != null)
                                slot.setAttachment(attachment);
                            break;
                        }
                    }
                }
                slotIndex++;
            }
        };
        return Skin;
    }());
    spine.Skin = Skin;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var Slot = (function () {
        function Slot(data, bone) {
            this.deform = new Array();
            if (data == null)
                throw new Error("data cannot be null.");
            if (bone == null)
                throw new Error("bone cannot be null.");
            this.data = data;
            this.bone = bone;
            this.color = new spine.Color();
            this.darkColor = data.darkColor == null ? null : new spine.Color();
            this.setToSetupPose();
        }
        Slot.prototype.getSkeleton = function () {
            return this.bone.skeleton;
        };
        Slot.prototype.getAttachment = function () {
            return this.attachment;
        };
        Slot.prototype.setAttachment = function (attachment) {
            if (this.attachment == attachment)
                return;
            this.attachment = attachment;
            this.attachmentTime = this.bone.skeleton.time;
            this.deform.length = 0;
        };
        Slot.prototype.setAttachmentTime = function (time) {
            this.attachmentTime = this.bone.skeleton.time - time;
        };
        Slot.prototype.getAttachmentTime = function () {
            return this.bone.skeleton.time - this.attachmentTime;
        };
        Slot.prototype.setToSetupPose = function () {
            this.color.setFromColor(this.data.color);
            if (this.darkColor != null)
                this.darkColor.setFromColor(this.data.darkColor);
            if (this.data.attachmentName == null)
                this.attachment = null;
            else {
                this.attachment = null;
                this.setAttachment(this.bone.skeleton.getAttachment(this.data.index, this.data.attachmentName));
            }
        };
        return Slot;
    }());
    spine.Slot = Slot;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var SlotData = (function () {
        function SlotData(index, name, boneData) {
            this.color = new spine.Color(1, 1, 1, 1);
            if (index < 0)
                throw new Error("index must be >= 0.");
            if (name == null)
                throw new Error("name cannot be null.");
            if (boneData == null)
                throw new Error("boneData cannot be null.");
            this.index = index;
            this.name = name;
            this.boneData = boneData;
        }
        return SlotData;
    }());
    spine.SlotData = SlotData;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var Texture = (function () {
        function Texture(image) {
            this._image = image;
        }
        Texture.prototype.getImage = function () {
            return this._image;
        };
        Texture.filterFromString = function (text) {
            switch (text.toLowerCase()) {
                case "nearest": return TextureFilter.Nearest;
                case "linear": return TextureFilter.Linear;
                case "mipmap": return TextureFilter.MipMap;
                case "mipmapnearestnearest": return TextureFilter.MipMapNearestNearest;
                case "mipmaplinearnearest": return TextureFilter.MipMapLinearNearest;
                case "mipmapnearestlinear": return TextureFilter.MipMapNearestLinear;
                case "mipmaplinearlinear": return TextureFilter.MipMapLinearLinear;
                default: throw new Error("Unknown texture filter " + text);
            }
        };
        Texture.wrapFromString = function (text) {
            switch (text.toLowerCase()) {
                case "mirroredtepeat": return TextureWrap.MirroredRepeat;
                case "clamptoedge": return TextureWrap.ClampToEdge;
                case "repeat": return TextureWrap.Repeat;
                default: throw new Error("Unknown texture wrap " + text);
            }
        };
        return Texture;
    }());
    spine.Texture = Texture;
    var TextureFilter;
    (function (TextureFilter) {
        TextureFilter[TextureFilter["Nearest"] = 9728] = "Nearest";
        TextureFilter[TextureFilter["Linear"] = 9729] = "Linear";
        TextureFilter[TextureFilter["MipMap"] = 9987] = "MipMap";
        TextureFilter[TextureFilter["MipMapNearestNearest"] = 9984] = "MipMapNearestNearest";
        TextureFilter[TextureFilter["MipMapLinearNearest"] = 9985] = "MipMapLinearNearest";
        TextureFilter[TextureFilter["MipMapNearestLinear"] = 9986] = "MipMapNearestLinear";
        TextureFilter[TextureFilter["MipMapLinearLinear"] = 9987] = "MipMapLinearLinear";
    })(TextureFilter = spine.TextureFilter || (spine.TextureFilter = {}));
    var TextureWrap;
    (function (TextureWrap) {
        TextureWrap[TextureWrap["MirroredRepeat"] = 33648] = "MirroredRepeat";
        TextureWrap[TextureWrap["ClampToEdge"] = 33071] = "ClampToEdge";
        TextureWrap[TextureWrap["Repeat"] = 10497] = "Repeat";
    })(TextureWrap = spine.TextureWrap || (spine.TextureWrap = {}));
    var TextureRegion = (function () {
        function TextureRegion() {
            this.u = 0;
            this.v = 0;
            this.u2 = 0;
            this.v2 = 0;
            this.width = 0;
            this.height = 0;
            this.rotate = false;
            this.offsetX = 0;
            this.offsetY = 0;
            this.originalWidth = 0;
            this.originalHeight = 0;
        }
        return TextureRegion;
    }());
    spine.TextureRegion = TextureRegion;
    var FakeTexture = (function (_super) {
        __extends(FakeTexture, _super);
        function FakeTexture() {
            return _super !== null && _super.apply(this, arguments) || this;
        }
        FakeTexture.prototype.setFilters = function (minFilter, magFilter) { };
        FakeTexture.prototype.setWraps = function (uWrap, vWrap) { };
        FakeTexture.prototype.dispose = function () { };
        return FakeTexture;
    }(Texture));
    spine.FakeTexture = FakeTexture;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var TextureAtlas = (function () {
        function TextureAtlas(atlasText, textureLoader) {
            this.pages = new Array();
            this.regions = new Array();
            this.load(atlasText, textureLoader);
        }
        TextureAtlas.prototype.load = function (atlasText, textureLoader) {
            if (textureLoader == null)
                throw new Error("textureLoader cannot be null.");
            var reader = new TextureAtlasReader(atlasText);
            var tuple = new Array(4);
            var page = null;
            while (true) {
                var line = reader.readLine();
                if (line == null)
                    break;
                line = line.trim();
                if (line.length == 0)
                    page = null;
                else if (!page) {
                    page = new TextureAtlasPage();
                    page.name = line;
                    if (reader.readTuple(tuple) == 2) {
                        page.width = parseInt(tuple[0]);
                        page.height = parseInt(tuple[1]);
                        reader.readTuple(tuple);
                    }
                    reader.readTuple(tuple);
                    page.minFilter = spine.Texture.filterFromString(tuple[0]);
                    page.magFilter = spine.Texture.filterFromString(tuple[1]);
                    var direction = reader.readValue();
                    page.uWrap = spine.TextureWrap.ClampToEdge;
                    page.vWrap = spine.TextureWrap.ClampToEdge;
                    if (direction == "x")
                        page.uWrap = spine.TextureWrap.Repeat;
                    else if (direction == "y")
                        page.vWrap = spine.TextureWrap.Repeat;
                    else if (direction == "xy")
                        page.uWrap = page.vWrap = spine.TextureWrap.Repeat;
                    page.texture = textureLoader(line);
                    page.texture.setFilters(page.minFilter, page.magFilter);
                    page.texture.setWraps(page.uWrap, page.vWrap);
                    page.width = page.texture.getImage().width;
                    page.height = page.texture.getImage().height;
                    this.pages.push(page);
                }
                else {
                    var region = new TextureAtlasRegion();
                    region.name = line;
                    region.page = page;
                    var rotateValue = reader.readValue();
                    if (rotateValue.toLocaleLowerCase() == "true") {
                        region.degrees = 90;
                    }
                    else if (rotateValue.toLocaleLowerCase() == "false") {
                        region.degrees = 0;
                    }
                    else {
                        region.degrees = parseFloat(rotateValue);
                    }
                    region.rotate = region.degrees == 90;
                    reader.readTuple(tuple);
                    var x = parseInt(tuple[0]);
                    var y = parseInt(tuple[1]);
                    reader.readTuple(tuple);
                    var width = parseInt(tuple[0]);
                    var height = parseInt(tuple[1]);
                    region.u = x / page.width;
                    region.v = y / page.height;
                    if (region.rotate) {
                        region.u2 = (x + height) / page.width;
                        region.v2 = (y + width) / page.height;
                    }
                    else {
                        region.u2 = (x + width) / page.width;
                        region.v2 = (y + height) / page.height;
                    }
                    region.x = x;
                    region.y = y;
                    region.width = Math.abs(width);
                    region.height = Math.abs(height);
                    if (reader.readTuple(tuple) == 4) {
                        if (reader.readTuple(tuple) == 4) {
                            reader.readTuple(tuple);
                        }
                    }
                    region.originalWidth = parseInt(tuple[0]);
                    region.originalHeight = parseInt(tuple[1]);
                    reader.readTuple(tuple);
                    region.offsetX = parseInt(tuple[0]);
                    region.offsetY = parseInt(tuple[1]);
                    region.index = parseInt(reader.readValue());
                    region.texture = page.texture;
                    this.regions.push(region);
                }
            }
        };
        TextureAtlas.prototype.findRegion = function (name) {
            for (var i = 0; i < this.regions.length; i++) {
                if (this.regions[i].name == name) {
                    return this.regions[i];
                }
            }
            return null;
        };
        TextureAtlas.prototype.dispose = function () {
            for (var i = 0; i < this.pages.length; i++) {
                this.pages[i].texture.dispose();
            }
        };
        return TextureAtlas;
    }());
    spine.TextureAtlas = TextureAtlas;
    var TextureAtlasReader = (function () {
        function TextureAtlasReader(text) {
            this.index = 0;
            this.lines = text.split(/\r\n|\r|\n/);
        }
        TextureAtlasReader.prototype.readLine = function () {
            if (this.index >= this.lines.length)
                return null;
            return this.lines[this.index++];
        };
        TextureAtlasReader.prototype.readValue = function () {
            var line = this.readLine();
            var colon = line.indexOf(":");
            if (colon == -1)
                throw new Error("Invalid line: " + line);
            return line.substring(colon + 1).trim();
        };
        TextureAtlasReader.prototype.readTuple = function (tuple) {
            var line = this.readLine();
            var colon = line.indexOf(":");
            if (colon == -1)
                throw new Error("Invalid line: " + line);
            var i = 0, lastMatch = colon + 1;
            for (; i < 3; i++) {
                var comma = line.indexOf(",", lastMatch);
                if (comma == -1)
                    break;
                tuple[i] = line.substr(lastMatch, comma - lastMatch).trim();
                lastMatch = comma + 1;
            }
            tuple[i] = line.substring(lastMatch).trim();
            return i + 1;
        };
        return TextureAtlasReader;
    }());
    var TextureAtlasPage = (function () {
        function TextureAtlasPage() {
        }
        return TextureAtlasPage;
    }());
    spine.TextureAtlasPage = TextureAtlasPage;
    var TextureAtlasRegion = (function (_super) {
        __extends(TextureAtlasRegion, _super);
        function TextureAtlasRegion() {
            return _super !== null && _super.apply(this, arguments) || this;
        }
        return TextureAtlasRegion;
    }(spine.TextureRegion));
    spine.TextureAtlasRegion = TextureAtlasRegion;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var TransformConstraint = (function () {
        function TransformConstraint(data, skeleton) {
            this.rotateMix = 0;
            this.translateMix = 0;
            this.scaleMix = 0;
            this.shearMix = 0;
            this.temp = new spine.Vector2();
            this.active = false;
            if (data == null)
                throw new Error("data cannot be null.");
            if (skeleton == null)
                throw new Error("skeleton cannot be null.");
            this.data = data;
            this.rotateMix = data.rotateMix;
            this.translateMix = data.translateMix;
            this.scaleMix = data.scaleMix;
            this.shearMix = data.shearMix;
            this.bones = new Array();
            for (var i = 0; i < data.bones.length; i++)
                this.bones.push(skeleton.findBone(data.bones[i].name));
            this.target = skeleton.findBone(data.target.name);
        }
        TransformConstraint.prototype.isActive = function () {
            return this.active;
        };
        TransformConstraint.prototype.apply = function () {
            this.update();
        };
        TransformConstraint.prototype.update = function () {
            if (this.data.local) {
                if (this.data.relative)
                    this.applyRelativeLocal();
                else
                    this.applyAbsoluteLocal();
            }
            else {
                if (this.data.relative)
                    this.applyRelativeWorld();
                else
                    this.applyAbsoluteWorld();
            }
        };
        TransformConstraint.prototype.applyAbsoluteWorld = function () {
            var rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
            var target = this.target;
            var ta = target.a, tb = target.b, tc = target.c, td = target.d;
            var degRadReflect = ta * td - tb * tc > 0 ? spine.MathUtils.degRad : -spine.MathUtils.degRad;
            var offsetRotation = this.data.offsetRotation * degRadReflect;
            var offsetShearY = this.data.offsetShearY * degRadReflect;
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++) {
                var bone = bones[i];
                var modified = false;
                if (rotateMix != 0) {
                    var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
                    var r = Math.atan2(tc, ta) - Math.atan2(c, a) + offsetRotation;
                    if (r > spine.MathUtils.PI)
                        r -= spine.MathUtils.PI2;
                    else if (r < -spine.MathUtils.PI)
                        r += spine.MathUtils.PI2;
                    r *= rotateMix;
                    var cos = Math.cos(r), sin = Math.sin(r);
                    bone.a = cos * a - sin * c;
                    bone.b = cos * b - sin * d;
                    bone.c = sin * a + cos * c;
                    bone.d = sin * b + cos * d;
                    modified = true;
                }
                if (translateMix != 0) {
                    var temp = this.temp;
                    target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY));
                    bone.worldX += (temp.x - bone.worldX) * translateMix;
                    bone.worldY += (temp.y - bone.worldY) * translateMix;
                    modified = true;
                }
                if (scaleMix > 0) {
                    var s = Math.sqrt(bone.a * bone.a + bone.c * bone.c);
                    var ts = Math.sqrt(ta * ta + tc * tc);
                    if (s > 0.00001)
                        s = (s + (ts - s + this.data.offsetScaleX) * scaleMix) / s;
                    bone.a *= s;
                    bone.c *= s;
                    s = Math.sqrt(bone.b * bone.b + bone.d * bone.d);
                    ts = Math.sqrt(tb * tb + td * td);
                    if (s > 0.00001)
                        s = (s + (ts - s + this.data.offsetScaleY) * scaleMix) / s;
                    bone.b *= s;
                    bone.d *= s;
                    modified = true;
                }
                if (shearMix > 0) {
                    var b = bone.b, d = bone.d;
                    var by = Math.atan2(d, b);
                    var r = Math.atan2(td, tb) - Math.atan2(tc, ta) - (by - Math.atan2(bone.c, bone.a));
                    if (r > spine.MathUtils.PI)
                        r -= spine.MathUtils.PI2;
                    else if (r < -spine.MathUtils.PI)
                        r += spine.MathUtils.PI2;
                    r = by + (r + offsetShearY) * shearMix;
                    var s = Math.sqrt(b * b + d * d);
                    bone.b = Math.cos(r) * s;
                    bone.d = Math.sin(r) * s;
                    modified = true;
                }
                if (modified)
                    bone.appliedValid = false;
            }
        };
        TransformConstraint.prototype.applyRelativeWorld = function () {
            var rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
            var target = this.target;
            var ta = target.a, tb = target.b, tc = target.c, td = target.d;
            var degRadReflect = ta * td - tb * tc > 0 ? spine.MathUtils.degRad : -spine.MathUtils.degRad;
            var offsetRotation = this.data.offsetRotation * degRadReflect, offsetShearY = this.data.offsetShearY * degRadReflect;
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++) {
                var bone = bones[i];
                var modified = false;
                if (rotateMix != 0) {
                    var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
                    var r = Math.atan2(tc, ta) + offsetRotation;
                    if (r > spine.MathUtils.PI)
                        r -= spine.MathUtils.PI2;
                    else if (r < -spine.MathUtils.PI)
                        r += spine.MathUtils.PI2;
                    r *= rotateMix;
                    var cos = Math.cos(r), sin = Math.sin(r);
                    bone.a = cos * a - sin * c;
                    bone.b = cos * b - sin * d;
                    bone.c = sin * a + cos * c;
                    bone.d = sin * b + cos * d;
                    modified = true;
                }
                if (translateMix != 0) {
                    var temp = this.temp;
                    target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY));
                    bone.worldX += temp.x * translateMix;
                    bone.worldY += temp.y * translateMix;
                    modified = true;
                }
                if (scaleMix > 0) {
                    var s = (Math.sqrt(ta * ta + tc * tc) - 1 + this.data.offsetScaleX) * scaleMix + 1;
                    bone.a *= s;
                    bone.c *= s;
                    s = (Math.sqrt(tb * tb + td * td) - 1 + this.data.offsetScaleY) * scaleMix + 1;
                    bone.b *= s;
                    bone.d *= s;
                    modified = true;
                }
                if (shearMix > 0) {
                    var r = Math.atan2(td, tb) - Math.atan2(tc, ta);
                    if (r > spine.MathUtils.PI)
                        r -= spine.MathUtils.PI2;
                    else if (r < -spine.MathUtils.PI)
                        r += spine.MathUtils.PI2;
                    var b = bone.b, d = bone.d;
                    r = Math.atan2(d, b) + (r - spine.MathUtils.PI / 2 + offsetShearY) * shearMix;
                    var s = Math.sqrt(b * b + d * d);
                    bone.b = Math.cos(r) * s;
                    bone.d = Math.sin(r) * s;
                    modified = true;
                }
                if (modified)
                    bone.appliedValid = false;
            }
        };
        TransformConstraint.prototype.applyAbsoluteLocal = function () {
            var rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
            var target = this.target;
            if (!target.appliedValid)
                target.updateAppliedTransform();
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++) {
                var bone = bones[i];
                if (!bone.appliedValid)
                    bone.updateAppliedTransform();
                var rotation = bone.arotation;
                if (rotateMix != 0) {
                    var r = target.arotation - rotation + this.data.offsetRotation;
                    r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360;
                    rotation += r * rotateMix;
                }
                var x = bone.ax, y = bone.ay;
                if (translateMix != 0) {
                    x += (target.ax - x + this.data.offsetX) * translateMix;
                    y += (target.ay - y + this.data.offsetY) * translateMix;
                }
                var scaleX = bone.ascaleX, scaleY = bone.ascaleY;
                if (scaleMix != 0) {
                    if (scaleX > 0.00001)
                        scaleX = (scaleX + (target.ascaleX - scaleX + this.data.offsetScaleX) * scaleMix) / scaleX;
                    if (scaleY > 0.00001)
                        scaleY = (scaleY + (target.ascaleY - scaleY + this.data.offsetScaleY) * scaleMix) / scaleY;
                }
                var shearY = bone.ashearY;
                if (shearMix != 0) {
                    var r = target.ashearY - shearY + this.data.offsetShearY;
                    r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360;
                    bone.shearY += r * shearMix;
                }
                bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
            }
        };
        TransformConstraint.prototype.applyRelativeLocal = function () {
            var rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
            var target = this.target;
            if (!target.appliedValid)
                target.updateAppliedTransform();
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++) {
                var bone = bones[i];
                if (!bone.appliedValid)
                    bone.updateAppliedTransform();
                var rotation = bone.arotation;
                if (rotateMix != 0)
                    rotation += (target.arotation + this.data.offsetRotation) * rotateMix;
                var x = bone.ax, y = bone.ay;
                if (translateMix != 0) {
                    x += (target.ax + this.data.offsetX) * translateMix;
                    y += (target.ay + this.data.offsetY) * translateMix;
                }
                var scaleX = bone.ascaleX, scaleY = bone.ascaleY;
                if (scaleMix != 0) {
                    if (scaleX > 0.00001)
                        scaleX *= ((target.ascaleX - 1 + this.data.offsetScaleX) * scaleMix) + 1;
                    if (scaleY > 0.00001)
                        scaleY *= ((target.ascaleY - 1 + this.data.offsetScaleY) * scaleMix) + 1;
                }
                var shearY = bone.ashearY;
                if (shearMix != 0)
                    shearY += (target.ashearY + this.data.offsetShearY) * shearMix;
                bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
            }
        };
        return TransformConstraint;
    }());
    spine.TransformConstraint = TransformConstraint;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var TransformConstraintData = (function (_super) {
        __extends(TransformConstraintData, _super);
        function TransformConstraintData(name) {
            var _this = _super.call(this, name, 0, false) || this;
            _this.bones = new Array();
            _this.rotateMix = 0;
            _this.translateMix = 0;
            _this.scaleMix = 0;
            _this.shearMix = 0;
            _this.offsetRotation = 0;
            _this.offsetX = 0;
            _this.offsetY = 0;
            _this.offsetScaleX = 0;
            _this.offsetScaleY = 0;
            _this.offsetShearY = 0;
            _this.relative = false;
            _this.local = false;
            return _this;
        }
        return TransformConstraintData;
    }(spine.ConstraintData));
    spine.TransformConstraintData = TransformConstraintData;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var Triangulator = (function () {
        function Triangulator() {
            this.convexPolygons = new Array();
            this.convexPolygonsIndices = new Array();
            this.indicesArray = new Array();
            this.isConcaveArray = new Array();
            this.triangles = new Array();
            this.polygonPool = new spine.Pool(function () {
                return new Array();
            });
            this.polygonIndicesPool = new spine.Pool(function () {
                return new Array();
            });
        }
        Triangulator.prototype.triangulate = function (verticesArray) {
            var vertices = verticesArray;
            var vertexCount = verticesArray.length >> 1;
            var indices = this.indicesArray;
            indices.length = 0;
            for (var i = 0; i < vertexCount; i++)
                indices[i] = i;
            var isConcave = this.isConcaveArray;
            isConcave.length = 0;
            for (var i = 0, n = vertexCount; i < n; ++i)
                isConcave[i] = Triangulator.isConcave(i, vertexCount, vertices, indices);
            var triangles = this.triangles;
            triangles.length = 0;
            while (vertexCount > 3) {
                var previous = vertexCount - 1, i = 0, next = 1;
                while (true) {
                    outer: if (!isConcave[i]) {
                        var p1 = indices[previous] << 1, p2 = indices[i] << 1, p3 = indices[next] << 1;
                        var p1x = vertices[p1], p1y = vertices[p1 + 1];
                        var p2x = vertices[p2], p2y = vertices[p2 + 1];
                        var p3x = vertices[p3], p3y = vertices[p3 + 1];
                        for (var ii = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount) {
                            if (!isConcave[ii])
                                continue;
                            var v = indices[ii] << 1;
                            var vx = vertices[v], vy = vertices[v + 1];
                            if (Triangulator.positiveArea(p3x, p3y, p1x, p1y, vx, vy)) {
                                if (Triangulator.positiveArea(p1x, p1y, p2x, p2y, vx, vy)) {
                                    if (Triangulator.positiveArea(p2x, p2y, p3x, p3y, vx, vy))
                                        break outer;
                                }
                            }
                        }
                        break;
                    }
                    if (next == 0) {
                        do {
                            if (!isConcave[i])
                                break;
                            i--;
                        } while (i > 0);
                        break;
                    }
                    previous = i;
                    i = next;
                    next = (next + 1) % vertexCount;
                }
                triangles.push(indices[(vertexCount + i - 1) % vertexCount]);
                triangles.push(indices[i]);
                triangles.push(indices[(i + 1) % vertexCount]);
                indices.splice(i, 1);
                isConcave.splice(i, 1);
                vertexCount--;
                var previousIndex = (vertexCount + i - 1) % vertexCount;
                var nextIndex = i == vertexCount ? 0 : i;
                isConcave[previousIndex] = Triangulator.isConcave(previousIndex, vertexCount, vertices, indices);
                isConcave[nextIndex] = Triangulator.isConcave(nextIndex, vertexCount, vertices, indices);
            }
            if (vertexCount == 3) {
                triangles.push(indices[2]);
                triangles.push(indices[0]);
                triangles.push(indices[1]);
            }
            return triangles;
        };
        Triangulator.prototype.decompose = function (verticesArray, triangles) {
            var vertices = verticesArray;
            var convexPolygons = this.convexPolygons;
            this.polygonPool.freeAll(convexPolygons);
            convexPolygons.length = 0;
            var convexPolygonsIndices = this.convexPolygonsIndices;
            this.polygonIndicesPool.freeAll(convexPolygonsIndices);
            convexPolygonsIndices.length = 0;
            var polygonIndices = this.polygonIndicesPool.obtain();
            polygonIndices.length = 0;
            var polygon = this.polygonPool.obtain();
            polygon.length = 0;
            var fanBaseIndex = -1, lastWinding = 0;
            for (var i = 0, n = triangles.length; i < n; i += 3) {
                var t1 = triangles[i] << 1, t2 = triangles[i + 1] << 1, t3 = triangles[i + 2] << 1;
                var x1 = vertices[t1], y1 = vertices[t1 + 1];
                var x2 = vertices[t2], y2 = vertices[t2 + 1];
                var x3 = vertices[t3], y3 = vertices[t3 + 1];
                var merged = false;
                if (fanBaseIndex == t1) {
                    var o = polygon.length - 4;
                    var winding1 = Triangulator.winding(polygon[o], polygon[o + 1], polygon[o + 2], polygon[o + 3], x3, y3);
                    var winding2 = Triangulator.winding(x3, y3, polygon[0], polygon[1], polygon[2], polygon[3]);
                    if (winding1 == lastWinding && winding2 == lastWinding) {
                        polygon.push(x3);
                        polygon.push(y3);
                        polygonIndices.push(t3);
                        merged = true;
                    }
                }
                if (!merged) {
                    if (polygon.length > 0) {
                        convexPolygons.push(polygon);
                        convexPolygonsIndices.push(polygonIndices);
                    }
                    else {
                        this.polygonPool.free(polygon);
                        this.polygonIndicesPool.free(polygonIndices);
                    }
                    polygon = this.polygonPool.obtain();
                    polygon.length = 0;
                    polygon.push(x1);
                    polygon.push(y1);
                    polygon.push(x2);
                    polygon.push(y2);
                    polygon.push(x3);
                    polygon.push(y3);
                    polygonIndices = this.polygonIndicesPool.obtain();
                    polygonIndices.length = 0;
                    polygonIndices.push(t1);
                    polygonIndices.push(t2);
                    polygonIndices.push(t3);
                    lastWinding = Triangulator.winding(x1, y1, x2, y2, x3, y3);
                    fanBaseIndex = t1;
                }
            }
            if (polygon.length > 0) {
                convexPolygons.push(polygon);
                convexPolygonsIndices.push(polygonIndices);
            }
            for (var i = 0, n = convexPolygons.length; i < n; i++) {
                polygonIndices = convexPolygonsIndices[i];
                if (polygonIndices.length == 0)
                    continue;
                var firstIndex = polygonIndices[0];
                var lastIndex = polygonIndices[polygonIndices.length - 1];
                polygon = convexPolygons[i];
                var o = polygon.length - 4;
                var prevPrevX = polygon[o], prevPrevY = polygon[o + 1];
                var prevX = polygon[o + 2], prevY = polygon[o + 3];
                var firstX = polygon[0], firstY = polygon[1];
                var secondX = polygon[2], secondY = polygon[3];
                var winding = Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY);
                for (var ii = 0; ii < n; ii++) {
                    if (ii == i)
                        continue;
                    var otherIndices = convexPolygonsIndices[ii];
                    if (otherIndices.length != 3)
                        continue;
                    var otherFirstIndex = otherIndices[0];
                    var otherSecondIndex = otherIndices[1];
                    var otherLastIndex = otherIndices[2];
                    var otherPoly = convexPolygons[ii];
                    var x3 = otherPoly[otherPoly.length - 2], y3 = otherPoly[otherPoly.length - 1];
                    if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex)
                        continue;
                    var winding1 = Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3);
                    var winding2 = Triangulator.winding(x3, y3, firstX, firstY, secondX, secondY);
                    if (winding1 == winding && winding2 == winding) {
                        otherPoly.length = 0;
                        otherIndices.length = 0;
                        polygon.push(x3);
                        polygon.push(y3);
                        polygonIndices.push(otherLastIndex);
                        prevPrevX = prevX;
                        prevPrevY = prevY;
                        prevX = x3;
                        prevY = y3;
                        ii = 0;
                    }
                }
            }
            for (var i = convexPolygons.length - 1; i >= 0; i--) {
                polygon = convexPolygons[i];
                if (polygon.length == 0) {
                    convexPolygons.splice(i, 1);
                    this.polygonPool.free(polygon);
                    polygonIndices = convexPolygonsIndices[i];
                    convexPolygonsIndices.splice(i, 1);
                    this.polygonIndicesPool.free(polygonIndices);
                }
            }
            return convexPolygons;
        };
        Triangulator.isConcave = function (index, vertexCount, vertices, indices) {
            var previous = indices[(vertexCount + index - 1) % vertexCount] << 1;
            var current = indices[index] << 1;
            var next = indices[(index + 1) % vertexCount] << 1;
            return !this.positiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next], vertices[next + 1]);
        };
        Triangulator.positiveArea = function (p1x, p1y, p2x, p2y, p3x, p3y) {
            return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0;
        };
        Triangulator.winding = function (p1x, p1y, p2x, p2y, p3x, p3y) {
            var px = p2x - p1x, py = p2y - p1y;
            return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1;
        };
        return Triangulator;
    }());
    spine.Triangulator = Triangulator;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var IntSet = (function () {
        function IntSet() {
            this.array = new Array();
        }
        IntSet.prototype.add = function (value) {
            var contains = this.contains(value);
            this.array[value | 0] = value | 0;
            return !contains;
        };
        IntSet.prototype.contains = function (value) {
            return this.array[value | 0] != undefined;
        };
        IntSet.prototype.remove = function (value) {
            this.array[value | 0] = undefined;
        };
        IntSet.prototype.clear = function () {
            this.array.length = 0;
        };
        return IntSet;
    }());
    spine.IntSet = IntSet;
    var Color = (function () {
        function Color(r, g, b, a) {
            if (r === void 0) { r = 0; }
            if (g === void 0) { g = 0; }
            if (b === void 0) { b = 0; }
            if (a === void 0) { a = 0; }
            this.r = r;
            this.g = g;
            this.b = b;
            this.a = a;
        }
        Color.prototype.set = function (r, g, b, a) {
            this.r = r;
            this.g = g;
            this.b = b;
            this.a = a;
            this.clamp();
            return this;
        };
        Color.prototype.setFromColor = function (c) {
            this.r = c.r;
            this.g = c.g;
            this.b = c.b;
            this.a = c.a;
            return this;
        };
        Color.prototype.setFromString = function (hex) {
            hex = hex.charAt(0) == '#' ? hex.substr(1) : hex;
            this.r = parseInt(hex.substr(0, 2), 16) / 255.0;
            this.g = parseInt(hex.substr(2, 2), 16) / 255.0;
            this.b = parseInt(hex.substr(4, 2), 16) / 255.0;
            this.a = (hex.length != 8 ? 255 : parseInt(hex.substr(6, 2), 16)) / 255.0;
            return this;
        };
        Color.prototype.add = function (r, g, b, a) {
            this.r += r;
            this.g += g;
            this.b += b;
            this.a += a;
            this.clamp();
            return this;
        };
        Color.prototype.clamp = function () {
            if (this.r < 0)
                this.r = 0;
            else if (this.r > 1)
                this.r = 1;
            if (this.g < 0)
                this.g = 0;
            else if (this.g > 1)
                this.g = 1;
            if (this.b < 0)
                this.b = 0;
            else if (this.b > 1)
                this.b = 1;
            if (this.a < 0)
                this.a = 0;
            else if (this.a > 1)
                this.a = 1;
            return this;
        };
        Color.rgba8888ToColor = function (color, value) {
            color.r = ((value & 0xff000000) >>> 24) / 255;
            color.g = ((value & 0x00ff0000) >>> 16) / 255;
            color.b = ((value & 0x0000ff00) >>> 8) / 255;
            color.a = ((value & 0x000000ff)) / 255;
        };
        Color.rgb888ToColor = function (color, value) {
            color.r = ((value & 0x00ff0000) >>> 16) / 255;
            color.g = ((value & 0x0000ff00) >>> 8) / 255;
            color.b = ((value & 0x000000ff)) / 255;
        };
        Color.WHITE = new Color(1, 1, 1, 1);
        Color.RED = new Color(1, 0, 0, 1);
        Color.GREEN = new Color(0, 1, 0, 1);
        Color.BLUE = new Color(0, 0, 1, 1);
        Color.MAGENTA = new Color(1, 0, 1, 1);
        return Color;
    }());
    spine.Color = Color;
    var MathUtils = (function () {
        function MathUtils() {
        }
        MathUtils.clamp = function (value, min, max) {
            if (value < min)
                return min;
            if (value > max)
                return max;
            return value;
        };
        MathUtils.cosDeg = function (degrees) {
            return Math.cos(degrees * MathUtils.degRad);
        };
        MathUtils.sinDeg = function (degrees) {
            return Math.sin(degrees * MathUtils.degRad);
        };
        MathUtils.signum = function (value) {
            return value > 0 ? 1 : value < 0 ? -1 : 0;
        };
        MathUtils.toInt = function (x) {
            return x > 0 ? Math.floor(x) : Math.ceil(x);
        };
        MathUtils.cbrt = function (x) {
            var y = Math.pow(Math.abs(x), 1 / 3);
            return x < 0 ? -y : y;
        };
        MathUtils.randomTriangular = function (min, max) {
            return MathUtils.randomTriangularWith(min, max, (min + max) * 0.5);
        };
        MathUtils.randomTriangularWith = function (min, max, mode) {
            var u = Math.random();
            var d = max - min;
            if (u <= (mode - min) / d)
                return min + Math.sqrt(u * d * (mode - min));
            return max - Math.sqrt((1 - u) * d * (max - mode));
        };
        MathUtils.PI = 3.1415927;
        MathUtils.PI2 = MathUtils.PI * 2;
        MathUtils.radiansToDegrees = 180 / MathUtils.PI;
        MathUtils.radDeg = MathUtils.radiansToDegrees;
        MathUtils.degreesToRadians = MathUtils.PI / 180;
        MathUtils.degRad = MathUtils.degreesToRadians;
        return MathUtils;
    }());
    spine.MathUtils = MathUtils;
    var Interpolation = (function () {
        function Interpolation() {
        }
        Interpolation.prototype.apply = function (start, end, a) {
            return start + (end - start) * this.applyInternal(a);
        };
        return Interpolation;
    }());
    spine.Interpolation = Interpolation;
    var Pow = (function (_super) {
        __extends(Pow, _super);
        function Pow(power) {
            var _this = _super.call(this) || this;
            _this.power = 2;
            _this.power = power;
            return _this;
        }
        Pow.prototype.applyInternal = function (a) {
            if (a <= 0.5)
                return Math.pow(a * 2, this.power) / 2;
            return Math.pow((a - 1) * 2, this.power) / (this.power % 2 == 0 ? -2 : 2) + 1;
        };
        return Pow;
    }(Interpolation));
    spine.Pow = Pow;
    var PowOut = (function (_super) {
        __extends(PowOut, _super);
        function PowOut(power) {
            return _super.call(this, power) || this;
        }
        PowOut.prototype.applyInternal = function (a) {
            return Math.pow(a - 1, this.power) * (this.power % 2 == 0 ? -1 : 1) + 1;
        };
        return PowOut;
    }(Pow));
    spine.PowOut = PowOut;
    var Utils = (function () {
        function Utils() {
        }
        Utils.arrayCopy = function (source, sourceStart, dest, destStart, numElements) {
            for (var i = sourceStart, j = destStart; i < sourceStart + numElements; i++, j++) {
                dest[j] = source[i];
            }
        };
        Utils.setArraySize = function (array, size, value) {
            if (value === void 0) { value = 0; }
            var oldSize = array.length;
            if (oldSize == size)
                return array;
            array.length = size;
            if (oldSize < size) {
                for (var i = oldSize; i < size; i++)
                    array[i] = value;
            }
            return array;
        };
        Utils.ensureArrayCapacity = function (array, size, value) {
            if (value === void 0) { value = 0; }
            if (array.length >= size)
                return array;
            return Utils.setArraySize(array, size, value);
        };
        Utils.newArray = function (size, defaultValue) {
            var array = new Array(size);
            for (var i = 0; i < size; i++)
                array[i] = defaultValue;
            return array;
        };
        Utils.newFloatArray = function (size) {
            if (Utils.SUPPORTS_TYPED_ARRAYS) {
                return new Float32Array(size);
            }
            else {
                var array = new Array(size);
                for (var i = 0; i < array.length; i++)
                    array[i] = 0;
                return array;
            }
        };
        Utils.newShortArray = function (size) {
            if (Utils.SUPPORTS_TYPED_ARRAYS) {
                return new Int16Array(size);
            }
            else {
                var array = new Array(size);
                for (var i = 0; i < array.length; i++)
                    array[i] = 0;
                return array;
            }
        };
        Utils.toFloatArray = function (array) {
            return Utils.SUPPORTS_TYPED_ARRAYS ? new Float32Array(array) : array;
        };
        Utils.toSinglePrecision = function (value) {
            return Utils.SUPPORTS_TYPED_ARRAYS ? Math.fround(value) : value;
        };
        Utils.webkit602BugfixHelper = function (alpha, blend) {
        };
        Utils.contains = function (array, element, identity) {
            if (identity === void 0) { identity = true; }
            for (var i = 0; i < array.length; i++) {
                if (array[i] == element)
                    return true;
            }
            return false;
        };
        Utils.SUPPORTS_TYPED_ARRAYS = typeof (Float32Array) !== "undefined";
        return Utils;
    }());
    spine.Utils = Utils;
    var DebugUtils = (function () {
        function DebugUtils() {
        }
        DebugUtils.logBones = function (skeleton) {
            for (var i = 0; i < skeleton.bones.length; i++) {
                var bone = skeleton.bones[i];
                console.log(bone.data.name + ", " + bone.a + ", " + bone.b + ", " + bone.c + ", " + bone.d + ", " + bone.worldX + ", " + bone.worldY);
            }
        };
        return DebugUtils;
    }());
    spine.DebugUtils = DebugUtils;
    var Pool = (function () {
        function Pool(instantiator) {
            this.items = new Array();
            this.instantiator = instantiator;
        }
        Pool.prototype.obtain = function () {
            return this.items.length > 0 ? this.items.pop() : this.instantiator();
        };
        Pool.prototype.free = function (item) {
            if (item.reset)
                item.reset();
            this.items.push(item);
        };
        Pool.prototype.freeAll = function (items) {
            for (var i = 0; i < items.length; i++) {
                this.free(items[i]);
            }
        };
        Pool.prototype.clear = function () {
            this.items.length = 0;
        };
        return Pool;
    }());
    spine.Pool = Pool;
    var Vector2 = (function () {
        function Vector2(x, y) {
            if (x === void 0) { x = 0; }
            if (y === void 0) { y = 0; }
            this.x = x;
            this.y = y;
        }
        Vector2.prototype.set = function (x, y) {
            this.x = x;
            this.y = y;
            return this;
        };
        Vector2.prototype.length = function () {
            var x = this.x;
            var y = this.y;
            return Math.sqrt(x * x + y * y);
        };
        Vector2.prototype.normalize = function () {
            var len = this.length();
            if (len != 0) {
                this.x /= len;
                this.y /= len;
            }
            return this;
        };
        return Vector2;
    }());
    spine.Vector2 = Vector2;
    var TimeKeeper = (function () {
        function TimeKeeper() {
            this.maxDelta = 0.064;
            this.framesPerSecond = 0;
            this.delta = 0;
            this.totalTime = 0;
            this.lastTime = Date.now() / 1000;
            this.frameCount = 0;
            this.frameTime = 0;
        }
        TimeKeeper.prototype.update = function () {
            var now = Date.now() / 1000;
            this.delta = now - this.lastTime;
            this.frameTime += this.delta;
            this.totalTime += this.delta;
            if (this.delta > this.maxDelta)
                this.delta = this.maxDelta;
            this.lastTime = now;
            this.frameCount++;
            if (this.frameTime > 1) {
                this.framesPerSecond = this.frameCount / this.frameTime;
                this.frameTime = 0;
                this.frameCount = 0;
            }
        };
        return TimeKeeper;
    }());
    spine.TimeKeeper = TimeKeeper;
    var WindowedMean = (function () {
        function WindowedMean(windowSize) {
            if (windowSize === void 0) { windowSize = 32; }
            this.addedValues = 0;
            this.lastValue = 0;
            this.mean = 0;
            this.dirty = true;
            this.values = new Array(windowSize);
        }
        WindowedMean.prototype.hasEnoughData = function () {
            return this.addedValues >= this.values.length;
        };
        WindowedMean.prototype.addValue = function (value) {
            if (this.addedValues < this.values.length)
                this.addedValues++;
            this.values[this.lastValue++] = value;
            if (this.lastValue > this.values.length - 1)
                this.lastValue = 0;
            this.dirty = true;
        };
        WindowedMean.prototype.getMean = function () {
            if (this.hasEnoughData()) {
                if (this.dirty) {
                    var mean = 0;
                    for (var i = 0; i < this.values.length; i++) {
                        mean += this.values[i];
                    }
                    this.mean = mean / this.values.length;
                    this.dirty = false;
                }
                return this.mean;
            }
            else {
                return 0;
            }
        };
        return WindowedMean;
    }());
    spine.WindowedMean = WindowedMean;
})(spine || (spine = {}));
(function () {
    if (!Math.fround) {
        Math.fround = (function (array) {
            return function (x) {
                return array[0] = x, array[0];
            };
        })(new Float32Array(1));
    }
})();
var spine;
(function (spine) {
    var Attachment = (function () {
        function Attachment(name) {
            if (name == null)
                throw new Error("name cannot be null.");
            this.name = name;
        }
        return Attachment;
    }());
    spine.Attachment = Attachment;
    var VertexAttachment = (function (_super) {
        __extends(VertexAttachment, _super);
        function VertexAttachment(name) {
            var _this = _super.call(this, name) || this;
            _this.id = (VertexAttachment.nextID++ & 65535) << 11;
            _this.worldVerticesLength = 0;
            _this.deformAttachment = _this;
            return _this;
        }
        VertexAttachment.prototype.computeWorldVertices = function (slot, start, count, worldVertices, offset, stride) {
            count = offset + (count >> 1) * stride;
            var skeleton = slot.bone.skeleton;
            var deformArray = slot.deform;
            var vertices = this.vertices;
            var bones = this.bones;
            if (bones == null) {
                if (deformArray.length > 0)
                    vertices = deformArray;
                var bone = slot.bone;
                var x = bone.worldX;
                var y = bone.worldY;
                var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
                for (var v_1 = start, w = offset; w < count; v_1 += 2, w += stride) {
                    var vx = vertices[v_1], vy = vertices[v_1 + 1];
                    worldVertices[w] = vx * a + vy * b + x;
                    worldVertices[w + 1] = vx * c + vy * d + y;
                }
                return;
            }
            var v = 0, skip = 0;
            for (var i = 0; i < start; i += 2) {
                var n = bones[v];
                v += n + 1;
                skip += n;
            }
            var skeletonBones = skeleton.bones;
            if (deformArray.length == 0) {
                for (var w = offset, b = skip * 3; w < count; w += stride) {
                    var wx = 0, wy = 0;
                    var n = bones[v++];
                    n += v;
                    for (; v < n; v++, b += 3) {
                        var bone = skeletonBones[bones[v]];
                        var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
                        wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
                        wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
                    }
                    worldVertices[w] = wx;
                    worldVertices[w + 1] = wy;
                }
            }
            else {
                var deform = deformArray;
                for (var w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) {
                    var wx = 0, wy = 0;
                    var n = bones[v++];
                    n += v;
                    for (; v < n; v++, b += 3, f += 2) {
                        var bone = skeletonBones[bones[v]];
                        var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
                        wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
                        wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
                    }
                    worldVertices[w] = wx;
                    worldVertices[w + 1] = wy;
                }
            }
        };
        VertexAttachment.prototype.copyTo = function (attachment) {
            if (this.bones != null) {
                attachment.bones = new Array(this.bones.length);
                spine.Utils.arrayCopy(this.bones, 0, attachment.bones, 0, this.bones.length);
            }
            else
                attachment.bones = null;
            if (this.vertices != null) {
                attachment.vertices = spine.Utils.newFloatArray(this.vertices.length);
                spine.Utils.arrayCopy(this.vertices, 0, attachment.vertices, 0, this.vertices.length);
            }
            else
                attachment.vertices = null;
            attachment.worldVerticesLength = this.worldVerticesLength;
            attachment.deformAttachment = this.deformAttachment;
        };
        VertexAttachment.nextID = 0;
        return VertexAttachment;
    }(Attachment));
    spine.VertexAttachment = VertexAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var AttachmentType;
    (function (AttachmentType) {
        AttachmentType[AttachmentType["Region"] = 0] = "Region";
        AttachmentType[AttachmentType["BoundingBox"] = 1] = "BoundingBox";
        AttachmentType[AttachmentType["Mesh"] = 2] = "Mesh";
        AttachmentType[AttachmentType["LinkedMesh"] = 3] = "LinkedMesh";
        AttachmentType[AttachmentType["Path"] = 4] = "Path";
        AttachmentType[AttachmentType["Point"] = 5] = "Point";
        AttachmentType[AttachmentType["Clipping"] = 6] = "Clipping";
    })(AttachmentType = spine.AttachmentType || (spine.AttachmentType = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var BoundingBoxAttachment = (function (_super) {
        __extends(BoundingBoxAttachment, _super);
        function BoundingBoxAttachment(name) {
            var _this = _super.call(this, name) || this;
            _this.color = new spine.Color(1, 1, 1, 1);
            return _this;
        }
        BoundingBoxAttachment.prototype.copy = function () {
            var copy = new BoundingBoxAttachment(name);
            this.copyTo(copy);
            copy.color.setFromColor(this.color);
            return copy;
        };
        return BoundingBoxAttachment;
    }(spine.VertexAttachment));
    spine.BoundingBoxAttachment = BoundingBoxAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var ClippingAttachment = (function (_super) {
        __extends(ClippingAttachment, _super);
        function ClippingAttachment(name) {
            var _this = _super.call(this, name) || this;
            _this.color = new spine.Color(0.2275, 0.2275, 0.8078, 1);
            return _this;
        }
        ClippingAttachment.prototype.copy = function () {
            var copy = new ClippingAttachment(name);
            this.copyTo(copy);
            copy.endSlot = this.endSlot;
            copy.color.setFromColor(this.color);
            return copy;
        };
        return ClippingAttachment;
    }(spine.VertexAttachment));
    spine.ClippingAttachment = ClippingAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var MeshAttachment = (function (_super) {
        __extends(MeshAttachment, _super);
        function MeshAttachment(name) {
            var _this = _super.call(this, name) || this;
            _this.color = new spine.Color(1, 1, 1, 1);
            _this.tempColor = new spine.Color(0, 0, 0, 0);
            return _this;
        }
        MeshAttachment.prototype.updateUVs = function () {
            var regionUVs = this.regionUVs;
            if (this.uvs == null || this.uvs.length != regionUVs.length)
                this.uvs = spine.Utils.newFloatArray(regionUVs.length);
            var uvs = this.uvs;
            var n = this.uvs.length;
            var u = this.region.u, v = this.region.v, width = 0, height = 0;
            if (this.region instanceof spine.TextureAtlasRegion) {
                var region = this.region;
                var textureWidth = region.texture.getImage().width, textureHeight = region.texture.getImage().height;
                switch (region.degrees) {
                    case 90:
                        u -= (region.originalHeight - region.offsetY - region.height) / textureWidth;
                        v -= (region.originalWidth - region.offsetX - region.width) / textureHeight;
                        width = region.originalHeight / textureWidth;
                        height = region.originalWidth / textureHeight;
                        for (var i = 0; i < n; i += 2) {
                            uvs[i] = u + regionUVs[i + 1] * width;
                            uvs[i + 1] = v + (1 - regionUVs[i]) * height;
                        }
                        return;
                    case 180:
                        u -= (region.originalWidth - region.offsetX - region.width) / textureWidth;
                        v -= region.offsetY / textureHeight;
                        width = region.originalWidth / textureWidth;
                        height = region.originalHeight / textureHeight;
                        for (var i = 0; i < n; i += 2) {
                            uvs[i] = u + (1 - regionUVs[i]) * width;
                            uvs[i + 1] = v + (1 - regionUVs[i + 1]) * height;
                        }
                        return;
                    case 270:
                        u -= region.offsetY / textureWidth;
                        v -= region.offsetX / textureHeight;
                        width = region.originalHeight / textureWidth;
                        height = region.originalWidth / textureHeight;
                        for (var i = 0; i < n; i += 2) {
                            uvs[i] = u + (1 - regionUVs[i + 1]) * width;
                            uvs[i + 1] = v + regionUVs[i] * height;
                        }
                        return;
                }
                u -= region.offsetX / textureWidth;
                v -= (region.originalHeight - region.offsetY - region.height) / textureHeight;
                width = region.originalWidth / textureWidth;
                height = region.originalHeight / textureHeight;
            }
            else if (this.region == null) {
                u = v = 0;
                width = height = 1;
            }
            else {
                width = this.region.u2 - u;
                height = this.region.v2 - v;
            }
            for (var i = 0; i < n; i += 2) {
                uvs[i] = u + regionUVs[i] * width;
                uvs[i + 1] = v + regionUVs[i + 1] * height;
            }
        };
        MeshAttachment.prototype.getParentMesh = function () {
            return this.parentMesh;
        };
        MeshAttachment.prototype.setParentMesh = function (parentMesh) {
            this.parentMesh = parentMesh;
            if (parentMesh != null) {
                this.bones = parentMesh.bones;
                this.vertices = parentMesh.vertices;
                this.worldVerticesLength = parentMesh.worldVerticesLength;
                this.regionUVs = parentMesh.regionUVs;
                this.triangles = parentMesh.triangles;
                this.hullLength = parentMesh.hullLength;
                this.worldVerticesLength = parentMesh.worldVerticesLength;
            }
        };
        MeshAttachment.prototype.copy = function () {
            if (this.parentMesh != null)
                return this.newLinkedMesh();
            var copy = new MeshAttachment(this.name);
            copy.region = this.region;
            copy.path = this.path;
            copy.color.setFromColor(this.color);
            this.copyTo(copy);
            copy.regionUVs = new Array(this.regionUVs.length);
            spine.Utils.arrayCopy(this.regionUVs, 0, copy.regionUVs, 0, this.regionUVs.length);
            copy.uvs = new Array(this.uvs.length);
            spine.Utils.arrayCopy(this.uvs, 0, copy.uvs, 0, this.uvs.length);
            copy.triangles = new Array(this.triangles.length);
            spine.Utils.arrayCopy(this.triangles, 0, copy.triangles, 0, this.triangles.length);
            copy.hullLength = this.hullLength;
            if (this.edges != null) {
                copy.edges = new Array(this.edges.length);
                spine.Utils.arrayCopy(this.edges, 0, copy.edges, 0, this.edges.length);
            }
            copy.width = this.width;
            copy.height = this.height;
            return copy;
        };
        MeshAttachment.prototype.newLinkedMesh = function () {
            var copy = new MeshAttachment(this.name);
            copy.region = this.region;
            copy.path = this.path;
            copy.color.setFromColor(this.color);
            copy.deformAttachment = this.deformAttachment;
            copy.setParentMesh(this.parentMesh != null ? this.parentMesh : this);
            copy.updateUVs();
            return copy;
        };
        return MeshAttachment;
    }(spine.VertexAttachment));
    spine.MeshAttachment = MeshAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var PathAttachment = (function (_super) {
        __extends(PathAttachment, _super);
        function PathAttachment(name) {
            var _this = _super.call(this, name) || this;
            _this.closed = false;
            _this.constantSpeed = false;
            _this.color = new spine.Color(1, 1, 1, 1);
            return _this;
        }
        PathAttachment.prototype.copy = function () {
            var copy = new PathAttachment(name);
            this.copyTo(copy);
            copy.lengths = new Array(this.lengths.length);
            spine.Utils.arrayCopy(this.lengths, 0, copy.lengths, 0, this.lengths.length);
            copy.closed = closed;
            copy.constantSpeed = this.constantSpeed;
            copy.color.setFromColor(this.color);
            return copy;
        };
        return PathAttachment;
    }(spine.VertexAttachment));
    spine.PathAttachment = PathAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var PointAttachment = (function (_super) {
        __extends(PointAttachment, _super);
        function PointAttachment(name) {
            var _this = _super.call(this, name) || this;
            _this.color = new spine.Color(0.38, 0.94, 0, 1);
            return _this;
        }
        PointAttachment.prototype.computeWorldPosition = function (bone, point) {
            point.x = this.x * bone.a + this.y * bone.b + bone.worldX;
            point.y = this.x * bone.c + this.y * bone.d + bone.worldY;
            return point;
        };
        PointAttachment.prototype.computeWorldRotation = function (bone) {
            var cos = spine.MathUtils.cosDeg(this.rotation), sin = spine.MathUtils.sinDeg(this.rotation);
            var x = cos * bone.a + sin * bone.b;
            var y = cos * bone.c + sin * bone.d;
            return Math.atan2(y, x) * spine.MathUtils.radDeg;
        };
        PointAttachment.prototype.copy = function () {
            var copy = new PointAttachment(name);
            copy.x = this.x;
            copy.y = this.y;
            copy.rotation = this.rotation;
            copy.color.setFromColor(this.color);
            return copy;
        };
        return PointAttachment;
    }(spine.VertexAttachment));
    spine.PointAttachment = PointAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var RegionAttachment = (function (_super) {
        __extends(RegionAttachment, _super);
        function RegionAttachment(name) {
            var _this = _super.call(this, name) || this;
            _this.x = 0;
            _this.y = 0;
            _this.scaleX = 1;
            _this.scaleY = 1;
            _this.rotation = 0;
            _this.width = 0;
            _this.height = 0;
            _this.color = new spine.Color(1, 1, 1, 1);
            _this.offset = spine.Utils.newFloatArray(8);
            _this.uvs = spine.Utils.newFloatArray(8);
            _this.tempColor = new spine.Color(1, 1, 1, 1);
            return _this;
        }
        RegionAttachment.prototype.updateOffset = function () {
            var regionScaleX = this.width / this.region.originalWidth * this.scaleX;
            var regionScaleY = this.height / this.region.originalHeight * this.scaleY;
            var localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX;
            var localY = -this.height / 2 * this.scaleY + this.region.offsetY * regionScaleY;
            var localX2 = localX + this.region.width * regionScaleX;
            var localY2 = localY + this.region.height * regionScaleY;
            var radians = this.rotation * Math.PI / 180;
            var cos = Math.cos(radians);
            var sin = Math.sin(radians);
            var localXCos = localX * cos + this.x;
            var localXSin = localX * sin;
            var localYCos = localY * cos + this.y;
            var localYSin = localY * sin;
            var localX2Cos = localX2 * cos + this.x;
            var localX2Sin = localX2 * sin;
            var localY2Cos = localY2 * cos + this.y;
            var localY2Sin = localY2 * sin;
            var offset = this.offset;
            offset[RegionAttachment.OX1] = localXCos - localYSin;
            offset[RegionAttachment.OY1] = localYCos + localXSin;
            offset[RegionAttachment.OX2] = localXCos - localY2Sin;
            offset[RegionAttachment.OY2] = localY2Cos + localXSin;
            offset[RegionAttachment.OX3] = localX2Cos - localY2Sin;
            offset[RegionAttachment.OY3] = localY2Cos + localX2Sin;
            offset[RegionAttachment.OX4] = localX2Cos - localYSin;
            offset[RegionAttachment.OY4] = localYCos + localX2Sin;
        };
        RegionAttachment.prototype.setRegion = function (region) {
            this.region = region;
            var uvs = this.uvs;
            if (region.rotate) {
                uvs[2] = region.u;
                uvs[3] = region.v2;
                uvs[4] = region.u;
                uvs[5] = region.v;
                uvs[6] = region.u2;
                uvs[7] = region.v;
                uvs[0] = region.u2;
                uvs[1] = region.v2;
            }
            else {
                uvs[0] = region.u;
                uvs[1] = region.v2;
                uvs[2] = region.u;
                uvs[3] = region.v;
                uvs[4] = region.u2;
                uvs[5] = region.v;
                uvs[6] = region.u2;
                uvs[7] = region.v2;
            }
        };
        RegionAttachment.prototype.computeWorldVertices = function (bone, worldVertices, offset, stride) {
            var vertexOffset = this.offset;
            var x = bone.worldX, y = bone.worldY;
            var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
            var offsetX = 0, offsetY = 0;
            offsetX = vertexOffset[RegionAttachment.OX1];
            offsetY = vertexOffset[RegionAttachment.OY1];
            worldVertices[offset] = offsetX * a + offsetY * b + x;
            worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
            offset += stride;
            offsetX = vertexOffset[RegionAttachment.OX2];
            offsetY = vertexOffset[RegionAttachment.OY2];
            worldVertices[offset] = offsetX * a + offsetY * b + x;
            worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
            offset += stride;
            offsetX = vertexOffset[RegionAttachment.OX3];
            offsetY = vertexOffset[RegionAttachment.OY3];
            worldVertices[offset] = offsetX * a + offsetY * b + x;
            worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
            offset += stride;
            offsetX = vertexOffset[RegionAttachment.OX4];
            offsetY = vertexOffset[RegionAttachment.OY4];
            worldVertices[offset] = offsetX * a + offsetY * b + x;
            worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
        };
        RegionAttachment.prototype.copy = function () {
            var copy = new RegionAttachment(this.name);
            copy.region = this.region;
            copy.rendererObject = this.rendererObject;
            copy.path = this.path;
            copy.x = this.x;
            copy.y = this.y;
            copy.scaleX = this.scaleX;
            copy.scaleY = this.scaleY;
            copy.rotation = this.rotation;
            copy.width = this.width;
            copy.height = this.height;
            spine.Utils.arrayCopy(this.uvs, 0, copy.uvs, 0, 8);
            spine.Utils.arrayCopy(this.offset, 0, copy.offset, 0, 8);
            copy.color.setFromColor(this.color);
            return copy;
        };
        RegionAttachment.OX1 = 0;
        RegionAttachment.OY1 = 1;
        RegionAttachment.OX2 = 2;
        RegionAttachment.OY2 = 3;
        RegionAttachment.OX3 = 4;
        RegionAttachment.OY3 = 5;
        RegionAttachment.OX4 = 6;
        RegionAttachment.OY4 = 7;
        RegionAttachment.X1 = 0;
        RegionAttachment.Y1 = 1;
        RegionAttachment.C1R = 2;
        RegionAttachment.C1G = 3;
        RegionAttachment.C1B = 4;
        RegionAttachment.C1A = 5;
        RegionAttachment.U1 = 6;
        RegionAttachment.V1 = 7;
        RegionAttachment.X2 = 8;
        RegionAttachment.Y2 = 9;
        RegionAttachment.C2R = 10;
        RegionAttachment.C2G = 11;
        RegionAttachment.C2B = 12;
        RegionAttachment.C2A = 13;
        RegionAttachment.U2 = 14;
        RegionAttachment.V2 = 15;
        RegionAttachment.X3 = 16;
        RegionAttachment.Y3 = 17;
        RegionAttachment.C3R = 18;
        RegionAttachment.C3G = 19;
        RegionAttachment.C3B = 20;
        RegionAttachment.C3A = 21;
        RegionAttachment.U3 = 22;
        RegionAttachment.V3 = 23;
        RegionAttachment.X4 = 24;
        RegionAttachment.Y4 = 25;
        RegionAttachment.C4R = 26;
        RegionAttachment.C4G = 27;
        RegionAttachment.C4B = 28;
        RegionAttachment.C4A = 29;
        RegionAttachment.U4 = 30;
        RegionAttachment.V4 = 31;
        return RegionAttachment;
    }(spine.Attachment));
    spine.RegionAttachment = RegionAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var JitterEffect = (function () {
        function JitterEffect(jitterX, jitterY) {
            this.jitterX = 0;
            this.jitterY = 0;
            this.jitterX = jitterX;
            this.jitterY = jitterY;
        }
        JitterEffect.prototype.begin = function (skeleton) {
        };
        JitterEffect.prototype.transform = function (position, uv, light, dark) {
            position.x += spine.MathUtils.randomTriangular(-this.jitterX, this.jitterY);
            position.y += spine.MathUtils.randomTriangular(-this.jitterX, this.jitterY);
        };
        JitterEffect.prototype.end = function () {
        };
        return JitterEffect;
    }());
    spine.JitterEffect = JitterEffect;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var SwirlEffect = (function () {
        function SwirlEffect(radius) {
            this.centerX = 0;
            this.centerY = 0;
            this.radius = 0;
            this.angle = 0;
            this.worldX = 0;
            this.worldY = 0;
            this.radius = radius;
        }
        SwirlEffect.prototype.begin = function (skeleton) {
            this.worldX = skeleton.x + this.centerX;
            this.worldY = skeleton.y + this.centerY;
        };
        SwirlEffect.prototype.transform = function (position, uv, light, dark) {
            var radAngle = this.angle * spine.MathUtils.degreesToRadians;
            var x = position.x - this.worldX;
            var y = position.y - this.worldY;
            var dist = Math.sqrt(x * x + y * y);
            if (dist < this.radius) {
                var theta = SwirlEffect.interpolation.apply(0, radAngle, (this.radius - dist) / this.radius);
                var cos = Math.cos(theta);
                var sin = Math.sin(theta);
                position.x = cos * x - sin * y + this.worldX;
                position.y = sin * x + cos * y + this.worldY;
            }
        };
        SwirlEffect.prototype.end = function () {
        };
        SwirlEffect.interpolation = new spine.PowOut(2);
        return SwirlEffect;
    }());
    spine.SwirlEffect = SwirlEffect;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var webgl;
    (function (webgl) {
        var AssetManager = (function (_super) {
            __extends(AssetManager, _super);
            function AssetManager(context, pathPrefix) {
                if (pathPrefix === void 0) { pathPrefix = ""; }
                return _super.call(this, function (image) {
                    return new spine.webgl.GLTexture(context, image);
                }, pathPrefix) || this;
            }
            return AssetManager;
        }(spine.AssetManager));
        webgl.AssetManager = AssetManager;
    })(webgl = spine.webgl || (spine.webgl = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var webgl;
    (function (webgl) {
        var OrthoCamera = (function () {
            function OrthoCamera(viewportWidth, viewportHeight) {
                this.position = new webgl.Vector3(0, 0, 0);
                this.direction = new webgl.Vector3(0, 0, -1);
                this.up = new webgl.Vector3(0, 1, 0);
                this.near = 0;
                this.far = 100;
                this.zoom = 1;
                this.viewportWidth = 0;
                this.viewportHeight = 0;
                this.projectionView = new webgl.Matrix4();
                this.inverseProjectionView = new webgl.Matrix4();
                this.projection = new webgl.Matrix4();
                this.view = new webgl.Matrix4();
                this.tmp = new webgl.Vector3();
                this.viewportWidth = viewportWidth;
                this.viewportHeight = viewportHeight;
                this.update();
            }
            OrthoCamera.prototype.update = function () {
                var projection = this.projection;
                var view = this.view;
                var projectionView = this.projectionView;
                var inverseProjectionView = this.inverseProjectionView;
                var zoom = this.zoom, viewportWidth = this.viewportWidth, viewportHeight = this.viewportHeight;
                projection.ortho(zoom * (-viewportWidth / 2), zoom * (viewportWidth / 2), zoom * (-viewportHeight / 2), zoom * (viewportHeight / 2), this.near, this.far);
                view.lookAt(this.position, this.direction, this.up);
                projectionView.set(projection.values);
                projectionView.multiply(view);
                inverseProjectionView.set(projectionView.values).invert();
            };
            OrthoCamera.prototype.screenToWorld = function (screenCoords, screenWidth, screenHeight) {
                var x = screenCoords.x, y = screenHeight - screenCoords.y - 1;
                var tmp = this.tmp;
                tmp.x = (2 * x) / screenWidth - 1;
                tmp.y = (2 * y) / screenHeight - 1;
                tmp.z = (2 * screenCoords.z) - 1;
                tmp.project(this.inverseProjectionView);
                screenCoords.set(tmp.x, tmp.y, tmp.z);
                return screenCoords;
            };
            OrthoCamera.prototype.setViewport = function (viewportWidth, viewportHeight) {
                this.viewportWidth = viewportWidth;
                this.viewportHeight = viewportHeight;
            };
            return OrthoCamera;
        }());
        webgl.OrthoCamera = OrthoCamera;
    })(webgl = spine.webgl || (spine.webgl = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var webgl;
    (function (webgl) {
        var GLTexture = (function (_super) {
            __extends(GLTexture, _super);
            function GLTexture(context, image, useMipMaps) {
                if (useMipMaps === void 0) { useMipMaps = false; }
                var _this = _super.call(this, image) || this;
                _this.texture = null;
                _this.boundUnit = 0;
                _this.useMipMaps = false;
                _this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context);
                _this.useMipMaps = useMipMaps;
                _this.restore();
                _this.context.addRestorable(_this);
                return _this;
            }
            GLTexture.prototype.setFilters = function (minFilter, magFilter) {
                var gl = this.context.gl;
                this.bind();
                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, GLTexture.validateMagFilter(magFilter));
            };
            GLTexture.validateMagFilter = function (magFilter) {
                switch (magFilter) {
                    case spine.TextureFilter.MipMap:
                    case spine.TextureFilter.MipMapLinearLinear:
                    case spine.TextureFilter.MipMapLinearNearest:
                    case spine.TextureFilter.MipMapNearestLinear:
                    case spine.TextureFilter.MipMapNearestNearest:
                        return spine.TextureFilter.Linear;
                    default:
                        return magFilter;
                }
            };
            GLTexture.prototype.setWraps = function (uWrap, vWrap) {
                var gl = this.context.gl;
                this.bind();
                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, uWrap);
                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, vWrap);
            };
            GLTexture.prototype.update = function (useMipMaps) {
                var gl = this.context.gl;
                if (!this.texture) {
                    this.texture = this.context.gl.createTexture();
                }
                this.bind();
                if (GLTexture.DISABLE_UNPACK_PREMULTIPLIED_ALPHA_WEBGL)
                    gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
                gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this._image);
                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, useMipMaps ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
                if (useMipMaps)
                    gl.generateMipmap(gl.TEXTURE_2D);
            };
            GLTexture.prototype.restore = function () {
                this.texture = null;
                this.update(this.useMipMaps);
            };
            GLTexture.prototype.bind = function (unit) {
                if (unit === void 0) { unit = 0; }
                var gl = this.context.gl;
                this.boundUnit = unit;
                gl.activeTexture(gl.TEXTURE0 + unit);
                gl.bindTexture(gl.TEXTURE_2D, this.texture);
            };
            GLTexture.prototype.unbind = function () {
                var gl = this.context.gl;
                gl.activeTexture(gl.TEXTURE0 + this.boundUnit);
                gl.bindTexture(gl.TEXTURE_2D, null);
            };
            GLTexture.prototype.dispose = function () {
                this.context.removeRestorable(this);
                var gl = this.context.gl;
                gl.deleteTexture(this.texture);
            };
            GLTexture.DISABLE_UNPACK_PREMULTIPLIED_ALPHA_WEBGL = false;
            return GLTexture;
        }(spine.Texture));
        webgl.GLTexture = GLTexture;
    })(webgl = spine.webgl || (spine.webgl = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var webgl;
    (function (webgl) {
        webgl.M00 = 0;
        webgl.M01 = 4;
        webgl.M02 = 8;
        webgl.M03 = 12;
        webgl.M10 = 1;
        webgl.M11 = 5;
        webgl.M12 = 9;
        webgl.M13 = 13;
        webgl.M20 = 2;
        webgl.M21 = 6;
        webgl.M22 = 10;
        webgl.M23 = 14;
        webgl.M30 = 3;
        webgl.M31 = 7;
        webgl.M32 = 11;
        webgl.M33 = 15;
        var Matrix4 = (function () {
            function Matrix4() {
                this.temp = new Float32Array(16);
                this.values = new Float32Array(16);
                var v = this.values;
                v[webgl.M00] = 1;
                v[webgl.M11] = 1;
                v[webgl.M22] = 1;
                v[webgl.M33] = 1;
            }
            Matrix4.prototype.set = function (values) {
                this.values.set(values);
                return this;
            };
            Matrix4.prototype.transpose = function () {
                var t = this.temp;
                var v = this.values;
                t[webgl.M00] = v[webgl.M00];
                t[webgl.M01] = v[webgl.M10];
                t[webgl.M02] = v[webgl.M20];
                t[webgl.M03] = v[webgl.M30];
                t[webgl.M10] = v[webgl.M01];
                t[webgl.M11] = v[webgl.M11];
                t[webgl.M12] = v[webgl.M21];
                t[webgl.M13] = v[webgl.M31];
                t[webgl.M20] = v[webgl.M02];
                t[webgl.M21] = v[webgl.M12];
                t[webgl.M22] = v[webgl.M22];
                t[webgl.M23] = v[webgl.M32];
                t[webgl.M30] = v[webgl.M03];
                t[webgl.M31] = v[webgl.M13];
                t[webgl.M32] = v[webgl.M23];
                t[webgl.M33] = v[webgl.M33];
                return this.set(t);
            };
            Matrix4.prototype.identity = function () {
                var v = this.values;
                v[webgl.M00] = 1;
                v[webgl.M01] = 0;
                v[webgl.M02] = 0;
                v[webgl.M03] = 0;
                v[webgl.M10] = 0;
                v[webgl.M11] = 1;
                v[webgl.M12] = 0;
                v[webgl.M13] = 0;
                v[webgl.M20] = 0;
                v[webgl.M21] = 0;
                v[webgl.M22] = 1;
                v[webgl.M23] = 0;
                v[webgl.M30] = 0;
                v[webgl.M31] = 0;
                v[webgl.M32] = 0;
                v[webgl.M33] = 1;
                return this;
            };
            Matrix4.prototype.invert = function () {
                var v = this.values;
                var t = this.temp;
                var l_det = v[webgl.M30] * v[webgl.M21] * v[webgl.M12] * v[webgl.M03] - v[webgl.M20] * v[webgl.M31] * v[webgl.M12] * v[webgl.M03] - v[webgl.M30] * v[webgl.M11] * v[webgl.M22] * v[webgl.M03]
                    + v[webgl.M10] * v[webgl.M31] * v[webgl.M22] * v[webgl.M03] + v[webgl.M20] * v[webgl.M11] * v[webgl.M32] * v[webgl.M03] - v[webgl.M10] * v[webgl.M21] * v[webgl.M32] * v[webgl.M03]
                    - v[webgl.M30] * v[webgl.M21] * v[webgl.M02] * v[webgl.M13] + v[webgl.M20] * v[webgl.M31] * v[webgl.M02] * v[webgl.M13] + v[webgl.M30] * v[webgl.M01] * v[webgl.M22] * v[webgl.M13]
                    - v[webgl.M00] * v[webgl.M31] * v[webgl.M22] * v[webgl.M13] - v[webgl.M20] * v[webgl.M01] * v[webgl.M32] * v[webgl.M13] + v[webgl.M00] * v[webgl.M21] * v[webgl.M32] * v[webgl.M13]
                    + v[webgl.M30] * v[webgl.M11] * v[webgl.M02] * v[webgl.M23] - v[webgl.M10] * v[webgl.M31] * v[webgl.M02] * v[webgl.M23] - v[webgl.M30] * v[webgl.M01] * v[webgl.M12] * v[webgl.M23]
                    + v[webgl.M00] * v[webgl.M31] * v[webgl.M12] * v[webgl.M23] + v[webgl.M10] * v[webgl.M01] * v[webgl.M32] * v[webgl.M23] - v[webgl.M00] * v[webgl.M11] * v[webgl.M32] * v[webgl.M23]
                    - v[webgl.M20] * v[webgl.M11] * v[webgl.M02] * v[webgl.M33] + v[webgl.M10] * v[webgl.M21] * v[webgl.M02] * v[webgl.M33] + v[webgl.M20] * v[webgl.M01] * v[webgl.M12] * v[webgl.M33]
                    - v[webgl.M00] * v[webgl.M21] * v[webgl.M12] * v[webgl.M33] - v[webgl.M10] * v[webgl.M01] * v[webgl.M22] * v[webgl.M33] + v[webgl.M00] * v[webgl.M11] * v[webgl.M22] * v[webgl.M33];
                if (l_det == 0)
                    throw new Error("non-invertible matrix");
                var inv_det = 1.0 / l_det;
                t[webgl.M00] = v[webgl.M12] * v[webgl.M23] * v[webgl.M31] - v[webgl.M13] * v[webgl.M22] * v[webgl.M31] + v[webgl.M13] * v[webgl.M21] * v[webgl.M32]
                    - v[webgl.M11] * v[webgl.M23] * v[webgl.M32] - v[webgl.M12] * v[webgl.M21] * v[webgl.M33] + v[webgl.M11] * v[webgl.M22] * v[webgl.M33];
                t[webgl.M01] = v[webgl.M03] * v[webgl.M22] * v[webgl.M31] - v[webgl.M02] * v[webgl.M23] * v[webgl.M31] - v[webgl.M03] * v[webgl.M21] * v[webgl.M32]
                    + v[webgl.M01] * v[webgl.M23] * v[webgl.M32] + v[webgl.M02] * v[webgl.M21] * v[webgl.M33] - v[webgl.M01] * v[webgl.M22] * v[webgl.M33];
                t[webgl.M02] = v[webgl.M02] * v[webgl.M13] * v[webgl.M31] - v[webgl.M03] * v[webgl.M12] * v[webgl.M31] + v[webgl.M03] * v[webgl.M11] * v[webgl.M32]
                    - v[webgl.M01] * v[webgl.M13] * v[webgl.M32] - v[webgl.M02] * v[webgl.M11] * v[webgl.M33] + v[webgl.M01] * v[webgl.M12] * v[webgl.M33];
                t[webgl.M03] = v[webgl.M03] * v[webgl.M12] * v[webgl.M21] - v[webgl.M02] * v[webgl.M13] * v[webgl.M21] - v[webgl.M03] * v[webgl.M11] * v[webgl.M22]
                    + v[webgl.M01] * v[webgl.M13] * v[webgl.M22] + v[webgl.M02] * v[webgl.M11] * v[webgl.M23] - v[webgl.M01] * v[webgl.M12] * v[webgl.M23];
                t[webgl.M10] = v[webgl.M13] * v[webgl.M22] * v[webgl.M30] - v[webgl.M12] * v[webgl.M23] * v[webgl.M30] - v[webgl.M13] * v[webgl.M20] * v[webgl.M32]
                    + v[webgl.M10] * v[webgl.M23] * v[webgl.M32] + v[webgl.M12] * v[webgl.M20] * v[webgl.M33] - v[webgl.M10] * v[webgl.M22] * v[webgl.M33];
                t[webgl.M11] = v[webgl.M02] * v[webgl.M23] * v[webgl.M30] - v[webgl.M03] * v[webgl.M22] * v[webgl.M30] + v[webgl.M03] * v[webgl.M20] * v[webgl.M32]
                    - v[webgl.M00] * v[webgl.M23] * v[webgl.M32] - v[webgl.M02] * v[webgl.M20] * v[webgl.M33] + v[webgl.M00] * v[webgl.M22] * v[webgl.M33];
                t[webgl.M12] = v[webgl.M03] * v[webgl.M12] * v[webgl.M30] - v[webgl.M02] * v[webgl.M13] * v[webgl.M30] - v[webgl.M03] * v[webgl.M10] * v[webgl.M32]
                    + v[webgl.M00] * v[webgl.M13] * v[webgl.M32] + v[webgl.M02] * v[webgl.M10] * v[webgl.M33] - v[webgl.M00] * v[webgl.M12] * v[webgl.M33];
                t[webgl.M13] = v[webgl.M02] * v[webgl.M13] * v[webgl.M20] - v[webgl.M03] * v[webgl.M12] * v[webgl.M20] + v[webgl.M03] * v[webgl.M10] * v[webgl.M22]
                    - v[webgl.M00] * v[webgl.M13] * v[webgl.M22] - v[webgl.M02] * v[webgl.M10] * v[webgl.M23] + v[webgl.M00] * v[webgl.M12] * v[webgl.M23];
                t[webgl.M20] = v[webgl.M11] * v[webgl.M23] * v[webgl.M30] - v[webgl.M13] * v[webgl.M21] * v[webgl.M30] + v[webgl.M13] * v[webgl.M20] * v[webgl.M31]
                    - v[webgl.M10] * v[webgl.M23] * v[webgl.M31] - v[webgl.M11] * v[webgl.M20] * v[webgl.M33] + v[webgl.M10] * v[webgl.M21] * v[webgl.M33];
                t[webgl.M21] = v[webgl.M03] * v[webgl.M21] * v[webgl.M30] - v[webgl.M01] * v[webgl.M23] * v[webgl.M30] - v[webgl.M03] * v[webgl.M20] * v[webgl.M31]
                    + v[webgl.M00] * v[webgl.M23] * v[webgl.M31] + v[webgl.M01] * v[webgl.M20] * v[webgl.M33] - v[webgl.M00] * v[webgl.M21] * v[webgl.M33];
                t[webgl.M22] = v[webgl.M01] * v[webgl.M13] * v[webgl.M30] - v[webgl.M03] * v[webgl.M11] * v[webgl.M30] + v[webgl.M03] * v[webgl.M10] * v[webgl.M31]
                    - v[webgl.M00] * v[webgl.M13] * v[webgl.M31] - v[webgl.M01] * v[webgl.M10] * v[webgl.M33] + v[webgl.M00] * v[webgl.M11] * v[webgl.M33];
                t[webgl.M23] = v[webgl.M03] * v[webgl.M11] * v[webgl.M20] - v[webgl.M01] * v[webgl.M13] * v[webgl.M20] - v[webgl.M03] * v[webgl.M10] * v[webgl.M21]
                    + v[webgl.M00] * v[webgl.M13] * v[webgl.M21] + v[webgl.M01] * v[webgl.M10] * v[webgl.M23] - v[webgl.M00] * v[webgl.M11] * v[webgl.M23];
                t[webgl.M30] = v[webgl.M12] * v[webgl.M21] * v[webgl.M30] - v[webgl.M11] * v[webgl.M22] * v[webgl.M30] - v[webgl.M12] * v[webgl.M20] * v[webgl.M31]
                    + v[webgl.M10] * v[webgl.M22] * v[webgl.M31] + v[webgl.M11] * v[webgl.M20] * v[webgl.M32] - v[webgl.M10] * v[webgl.M21] * v[webgl.M32];
                t[webgl.M31] = v[webgl.M01] * v[webgl.M22] * v[webgl.M30] - v[webgl.M02] * v[webgl.M21] * v[webgl.M30] + v[webgl.M02] * v[webgl.M20] * v[webgl.M31]
                    - v[webgl.M00] * v[webgl.M22] * v[webgl.M31] - v[webgl.M01] * v[webgl.M20] * v[webgl.M32] + v[webgl.M00] * v[webgl.M21] * v[webgl.M32];
                t[webgl.M32] = v[webgl.M02] * v[webgl.M11] * v[webgl.M30] - v[webgl.M01] * v[webgl.M12] * v[webgl.M30] - v[webgl.M02] * v[webgl.M10] * v[webgl.M31]
                    + v[webgl.M00] * v[webgl.M12] * v[webgl.M31] + v[webgl.M01] * v[webgl.M10] * v[webgl.M32] - v[webgl.M00] * v[webgl.M11] * v[webgl.M32];
                t[webgl.M33] = v[webgl.M01] * v[webgl.M12] * v[webgl.M20] - v[webgl.M02] * v[webgl.M11] * v[webgl.M20] + v[webgl.M02] * v[webgl.M10] * v[webgl.M21]
                    - v[webgl.M00] * v[webgl.M12] * v[webgl.M21] - v[webgl.M01] * v[webgl.M10] * v[webgl.M22] + v[webgl.M00] * v[webgl.M11] * v[webgl.M22];
                v[webgl.M00] = t[webgl.M00] * inv_det;
                v[webgl.M01] = t[webgl.M01] * inv_det;
                v[webgl.M02] = t[webgl.M02] * inv_det;
                v[webgl.M03] = t[webgl.M03] * inv_det;
                v[webgl.M10] = t[webgl.M10] * inv_det;
                v[webgl.M11] = t[webgl.M11] * inv_det;
                v[webgl.M12] = t[webgl.M12] * inv_det;
                v[webgl.M13] = t[webgl.M13] * inv_det;
                v[webgl.M20] = t[webgl.M20] * inv_det;
                v[webgl.M21] = t[webgl.M21] * inv_det;
                v[webgl.M22] = t[webgl.M22] * inv_det;
                v[webgl.M23] = t[webgl.M23] * inv_det;
                v[webgl.M30] = t[webgl.M30] * inv_det;
                v[webgl.M31] = t[webgl.M31] * inv_det;
                v[webgl.M32] = t[webgl.M32] * inv_det;
                v[webgl.M33] = t[webgl.M33] * inv_det;
                return this;
            };
            Matrix4.prototype.determinant = function () {
                var v = this.values;
                return v[webgl.M30] * v[webgl.M21] * v[webgl.M12] * v[webgl.M03] - v[webgl.M20] * v[webgl.M31] * v[webgl.M12] * v[webgl.M03] - v[webgl.M30] * v[webgl.M11] * v[webgl.M22] * v[webgl.M03]
                    + v[webgl.M10] * v[webgl.M31] * v[webgl.M22] * v[webgl.M03] + v[webgl.M20] * v[webgl.M11] * v[webgl.M32] * v[webgl.M03] - v[webgl.M10] * v[webgl.M21] * v[webgl.M32] * v[webgl.M03]
                    - v[webgl.M30] * v[webgl.M21] * v[webgl.M02] * v[webgl.M13] + v[webgl.M20] * v[webgl.M31] * v[webgl.M02] * v[webgl.M13] + v[webgl.M30] * v[webgl.M01] * v[webgl.M22] * v[webgl.M13]
                    - v[webgl.M00] * v[webgl.M31] * v[webgl.M22] * v[webgl.M13] - v[webgl.M20] * v[webgl.M01] * v[webgl.M32] * v[webgl.M13] + v[webgl.M00] * v[webgl.M21] * v[webgl.M32] * v[webgl.M13]
                    + v[webgl.M30] * v[webgl.M11] * v[webgl.M02] * v[webgl.M23] - v[webgl.M10] * v[webgl.M31] * v[webgl.M02] * v[webgl.M23] - v[webgl.M30] * v[webgl.M01] * v[webgl.M12] * v[webgl.M23]
                    + v[webgl.M00] * v[webgl.M31] * v[webgl.M12] * v[webgl.M23] + v[webgl.M10] * v[webgl.M01] * v[webgl.M32] * v[webgl.M23] - v[webgl.M00] * v[webgl.M11] * v[webgl.M32] * v[webgl.M23]
                    - v[webgl.M20] * v[webgl.M11] * v[webgl.M02] * v[webgl.M33] + v[webgl.M10] * v[webgl.M21] * v[webgl.M02] * v[webgl.M33] + v[webgl.M20] * v[webgl.M01] * v[webgl.M12] * v[webgl.M33]
                    - v[webgl.M00] * v[webgl.M21] * v[webgl.M12] * v[webgl.M33] - v[webgl.M10] * v[webgl.M01] * v[webgl.M22] * v[webgl.M33] + v[webgl.M00] * v[webgl.M11] * v[webgl.M22] * v[webgl.M33];
            };
            Matrix4.prototype.translate = function (x, y, z) {
                var v = this.values;
                v[webgl.M03] += x;
                v[webgl.M13] += y;
                v[webgl.M23] += z;
                return this;
            };
            Matrix4.prototype.copy = function () {
                return new Matrix4().set(this.values);
            };
            Matrix4.prototype.projection = function (near, far, fovy, aspectRatio) {
                this.identity();
                var l_fd = (1.0 / Math.tan((fovy * (Math.PI / 180)) / 2.0));
                var l_a1 = (far + near) / (near - far);
                var l_a2 = (2 * far * near) / (near - far);
                var v = this.values;
                v[webgl.M00] = l_fd / aspectRatio;
                v[webgl.M10] = 0;
                v[webgl.M20] = 0;
                v[webgl.M30] = 0;
                v[webgl.M01] = 0;
                v[webgl.M11] = l_fd;
                v[webgl.M21] = 0;
                v[webgl.M31] = 0;
                v[webgl.M02] = 0;
                v[webgl.M12] = 0;
                v[webgl.M22] = l_a1;
                v[webgl.M32] = -1;
                v[webgl.M03] = 0;
                v[webgl.M13] = 0;
                v[webgl.M23] = l_a2;
                v[webgl.M33] = 0;
                return this;
            };
            Matrix4.prototype.ortho2d = function (x, y, width, height) {
                return this.ortho(x, x + width, y, y + height, 0, 1);
            };
            Matrix4.prototype.ortho = function (left, right, bottom, top, near, far) {
                this.identity();
                var x_orth = 2 / (right - left);
                var y_orth = 2 / (top - bottom);
                var z_orth = -2 / (far - near);
                var tx = -(right + left) / (right - left);
                var ty = -(top + bottom) / (top - bottom);
                var tz = -(far + near) / (far - near);
                var v = this.values;
                v[webgl.M00] = x_orth;
                v[webgl.M10] = 0;
                v[webgl.M20] = 0;
                v[webgl.M30] = 0;
                v[webgl.M01] = 0;
                v[webgl.M11] = y_orth;
                v[webgl.M21] = 0;
                v[webgl.M31] = 0;
                v[webgl.M02] = 0;
                v[webgl.M12] = 0;
                v[webgl.M22] = z_orth;
                v[webgl.M32] = 0;
                v[webgl.M03] = tx;
                v[webgl.M13] = ty;
                v[webgl.M23] = tz;
                v[webgl.M33] = 1;
                return this;
            };
            Matrix4.prototype.multiply = function (matrix) {
                var t = this.temp;
                var v = this.values;
                var m = matrix.values;
                t[webgl.M00] = v[webgl.M00] * m[webgl.M00] + v[webgl.M01] * m[webgl.M10] + v[webgl.M02] * m[webgl.M20] + v[webgl.M03] * m[webgl.M30];
                t[webgl.M01] = v[webgl.M00] * m[webgl.M01] + v[webgl.M01] * m[webgl.M11] + v[webgl.M02] * m[webgl.M21] + v[webgl.M03] * m[webgl.M31];
                t[webgl.M02] = v[webgl.M00] * m[webgl.M02] + v[webgl.M01] * m[webgl.M12] + v[webgl.M02] * m[webgl.M22] + v[webgl.M03] * m[webgl.M32];
                t[webgl.M03] = v[webgl.M00] * m[webgl.M03] + v[webgl.M01] * m[webgl.M13] + v[webgl.M02] * m[webgl.M23] + v[webgl.M03] * m[webgl.M33];
                t[webgl.M10] = v[webgl.M10] * m[webgl.M00] + v[webgl.M11] * m[webgl.M10] + v[webgl.M12] * m[webgl.M20] + v[webgl.M13] * m[webgl.M30];
                t[webgl.M11] = v[webgl.M10] * m[webgl.M01] + v[webgl.M11] * m[webgl.M11] + v[webgl.M12] * m[webgl.M21] + v[webgl.M13] * m[webgl.M31];
                t[webgl.M12] = v[webgl.M10] * m[webgl.M02] + v[webgl.M11] * m[webgl.M12] + v[webgl.M12] * m[webgl.M22] + v[webgl.M13] * m[webgl.M32];
                t[webgl.M13] = v[webgl.M10] * m[webgl.M03] + v[webgl.M11] * m[webgl.M13] + v[webgl.M12] * m[webgl.M23] + v[webgl.M13] * m[webgl.M33];
                t[webgl.M20] = v[webgl.M20] * m[webgl.M00] + v[webgl.M21] * m[webgl.M10] + v[webgl.M22] * m[webgl.M20] + v[webgl.M23] * m[webgl.M30];
                t[webgl.M21] = v[webgl.M20] * m[webgl.M01] + v[webgl.M21] * m[webgl.M11] + v[webgl.M22] * m[webgl.M21] + v[webgl.M23] * m[webgl.M31];
                t[webgl.M22] = v[webgl.M20] * m[webgl.M02] + v[webgl.M21] * m[webgl.M12] + v[webgl.M22] * m[webgl.M22] + v[webgl.M23] * m[webgl.M32];
                t[webgl.M23] = v[webgl.M20] * m[webgl.M03] + v[webgl.M21] * m[webgl.M13] + v[webgl.M22] * m[webgl.M23] + v[webgl.M23] * m[webgl.M33];
                t[webgl.M30] = v[webgl.M30] * m[webgl.M00] + v[webgl.M31] * m[webgl.M10] + v[webgl.M32] * m[webgl.M20] + v[webgl.M33] * m[webgl.M30];
                t[webgl.M31] = v[webgl.M30] * m[webgl.M01] + v[webgl.M31] * m[webgl.M11] + v[webgl.M32] * m[webgl.M21] + v[webgl.M33] * m[webgl.M31];
                t[webgl.M32] = v[webgl.M30] * m[webgl.M02] + v[webgl.M31] * m[webgl.M12] + v[webgl.M32] * m[webgl.M22] + v[webgl.M33] * m[webgl.M32];
                t[webgl.M33] = v[webgl.M30] * m[webgl.M03] + v[webgl.M31] * m[webgl.M13] + v[webgl.M32] * m[webgl.M23] + v[webgl.M33] * m[webgl.M33];
                return this.set(this.temp);
            };
            Matrix4.prototype.multiplyLeft = function (matrix) {
                var t = this.temp;
                var v = this.values;
                var m = matrix.values;
                t[webgl.M00] = m[webgl.M00] * v[webgl.M00] + m[webgl.M01] * v[webgl.M10] + m[webgl.M02] * v[webgl.M20] + m[webgl.M03] * v[webgl.M30];
                t[webgl.M01] = m[webgl.M00] * v[webgl.M01] + m[webgl.M01] * v[webgl.M11] + m[webgl.M02] * v[webgl.M21] + m[webgl.M03] * v[webgl.M31];
                t[webgl.M02] = m[webgl.M00] * v[webgl.M02] + m[webgl.M01] * v[webgl.M12] + m[webgl.M02] * v[webgl.M22] + m[webgl.M03] * v[webgl.M32];
                t[webgl.M03] = m[webgl.M00] * v[webgl.M03] + m[webgl.M01] * v[webgl.M13] + m[webgl.M02] * v[webgl.M23] + m[webgl.M03] * v[webgl.M33];
                t[webgl.M10] = m[webgl.M10] * v[webgl.M00] + m[webgl.M11] * v[webgl.M10] + m[webgl.M12] * v[webgl.M20] + m[webgl.M13] * v[webgl.M30];
                t[webgl.M11] = m[webgl.M10] * v[webgl.M01] + m[webgl.M11] * v[webgl.M11] + m[webgl.M12] * v[webgl.M21] + m[webgl.M13] * v[webgl.M31];
                t[webgl.M12] = m[webgl.M10] * v[webgl.M02] + m[webgl.M11] * v[webgl.M12] + m[webgl.M12] * v[webgl.M22] + m[webgl.M13] * v[webgl.M32];
                t[webgl.M13] = m[webgl.M10] * v[webgl.M03] + m[webgl.M11] * v[webgl.M13] + m[webgl.M12] * v[webgl.M23] + m[webgl.M13] * v[webgl.M33];
                t[webgl.M20] = m[webgl.M20] * v[webgl.M00] + m[webgl.M21] * v[webgl.M10] + m[webgl.M22] * v[webgl.M20] + m[webgl.M23] * v[webgl.M30];
                t[webgl.M21] = m[webgl.M20] * v[webgl.M01] + m[webgl.M21] * v[webgl.M11] + m[webgl.M22] * v[webgl.M21] + m[webgl.M23] * v[webgl.M31];
                t[webgl.M22] = m[webgl.M20] * v[webgl.M02] + m[webgl.M21] * v[webgl.M12] + m[webgl.M22] * v[webgl.M22] + m[webgl.M23] * v[webgl.M32];
                t[webgl.M23] = m[webgl.M20] * v[webgl.M03] + m[webgl.M21] * v[webgl.M13] + m[webgl.M22] * v[webgl.M23] + m[webgl.M23] * v[webgl.M33];
                t[webgl.M30] = m[webgl.M30] * v[webgl.M00] + m[webgl.M31] * v[webgl.M10] + m[webgl.M32] * v[webgl.M20] + m[webgl.M33] * v[webgl.M30];
                t[webgl.M31] = m[webgl.M30] * v[webgl.M01] + m[webgl.M31] * v[webgl.M11] + m[webgl.M32] * v[webgl.M21] + m[webgl.M33] * v[webgl.M31];
                t[webgl.M32] = m[webgl.M30] * v[webgl.M02] + m[webgl.M31] * v[webgl.M12] + m[webgl.M32] * v[webgl.M22] + m[webgl.M33] * v[webgl.M32];
                t[webgl.M33] = m[webgl.M30] * v[webgl.M03] + m[webgl.M31] * v[webgl.M13] + m[webgl.M32] * v[webgl.M23] + m[webgl.M33] * v[webgl.M33];
                return this.set(this.temp);
            };
            Matrix4.prototype.lookAt = function (position, direction, up) {
                Matrix4.initTemps();
                var xAxis = Matrix4.xAxis, yAxis = Matrix4.yAxis, zAxis = Matrix4.zAxis;
                zAxis.setFrom(direction).normalize();
                xAxis.setFrom(direction).normalize();
                xAxis.cross(up).normalize();
                yAxis.setFrom(xAxis).cross(zAxis).normalize();
                this.identity();
                var val = this.values;
                val[webgl.M00] = xAxis.x;
                val[webgl.M01] = xAxis.y;
                val[webgl.M02] = xAxis.z;
                val[webgl.M10] = yAxis.x;
                val[webgl.M11] = yAxis.y;
                val[webgl.M12] = yAxis.z;
                val[webgl.M20] = -zAxis.x;
                val[webgl.M21] = -zAxis.y;
                val[webgl.M22] = -zAxis.z;
                Matrix4.tmpMatrix.identity();
                Matrix4.tmpMatrix.values[webgl.M03] = -position.x;
                Matrix4.tmpMatrix.values[webgl.M13] = -position.y;
                Matrix4.tmpMatrix.values[webgl.M23] = -position.z;
                this.multiply(Matrix4.tmpMatrix);
                return this;
            };
            Matrix4.initTemps = function () {
                if (Matrix4.xAxis === null)
                    Matrix4.xAxis = new webgl.Vector3();
                if (Matrix4.yAxis === null)
                    Matrix4.yAxis = new webgl.Vector3();
                if (Matrix4.zAxis === null)
                    Matrix4.zAxis = new webgl.Vector3();
            };
            Matrix4.xAxis = null;
            Matrix4.yAxis = null;
            Matrix4.zAxis = null;
            Matrix4.tmpMatrix = new Matrix4();
            return Matrix4;
        }());
        webgl.Matrix4 = Matrix4;
    })(webgl = spine.webgl || (spine.webgl = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var webgl;
    (function (webgl) {
        var Mesh = (function () {
            function Mesh(context, attributes, maxVertices, maxIndices) {
                this.attributes = attributes;
                this.verticesLength = 0;
                this.dirtyVertices = false;
                this.indicesLength = 0;
                this.dirtyIndices = false;
                this.elementsPerVertex = 0;
                this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context);
                this.elementsPerVertex = 0;
                for (var i = 0; i < attributes.length; i++) {
                    this.elementsPerVertex += attributes[i].numElements;
                }
                this.vertices = new Float32Array(maxVertices * this.elementsPerVertex);
                this.indices = new Uint16Array(maxIndices);
                this.context.addRestorable(this);
            }
            Mesh.prototype.getAttributes = function () { return this.attributes; };
            Mesh.prototype.maxVertices = function () { return this.vertices.length / this.elementsPerVertex; };
            Mesh.prototype.numVertices = function () { return this.verticesLength / this.elementsPerVertex; };
            Mesh.prototype.setVerticesLength = function (length) {
                this.dirtyVertices = true;
                this.verticesLength = length;
            };
            Mesh.prototype.getVertices = function () { return this.vertices; };
            Mesh.prototype.maxIndices = function () { return this.indices.length; };
            Mesh.prototype.numIndices = function () { return this.indicesLength; };
            Mesh.prototype.setIndicesLength = function (length) {
                this.dirtyIndices = true;
                this.indicesLength = length;
            };
            Mesh.prototype.getIndices = function () { return this.indices; };
            ;
            Mesh.prototype.getVertexSizeInFloats = function () {
                var size = 0;
                for (var i = 0; i < this.attributes.length; i++) {
                    var attribute = this.attributes[i];
                    size += attribute.numElements;
                }
                return size;
            };
            Mesh.prototype.setVertices = function (vertices) {
                this.dirtyVertices = true;
                if (vertices.length > this.vertices.length)
                    throw Error("Mesh can't store more than " + this.maxVertices() + " vertices");
                this.vertices.set(vertices, 0);
                this.verticesLength = vertices.length;
            };
            Mesh.prototype.setIndices = function (indices) {
                this.dirtyIndices = true;
                if (indices.length > this.indices.length)
                    throw Error("Mesh can't store more than " + this.maxIndices() + " indices");
                this.indices.set(indices, 0);
                this.indicesLength = indices.length;
            };
            Mesh.prototype.draw = function (shader, primitiveType) {
                this.drawWithOffset(shader, primitiveType, 0, this.indicesLength > 0 ? this.indicesLength : this.verticesLength / this.elementsPerVertex);
            };
            Mesh.prototype.drawWithOffset = function (shader, primitiveType, offset, count) {
                var gl = this.context.gl;
                if (this.dirtyVertices || this.dirtyIndices)
                    this.update();
                this.bind(shader);
                if (this.indicesLength > 0) {
                    gl.drawElements(primitiveType, count, gl.UNSIGNED_SHORT, offset * 2);
                }
                else {
                    gl.drawArrays(primitiveType, offset, count);
                }
                this.unbind(shader);
            };
            Mesh.prototype.bind = function (shader) {
                var gl = this.context.gl;
                gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer);
                var offset = 0;
                for (var i = 0; i < this.attributes.length; i++) {
                    var attrib = this.attributes[i];
                    var location_1 = shader.getAttributeLocation(attrib.name);
                    gl.enableVertexAttribArray(location_1);
                    gl.vertexAttribPointer(location_1, attrib.numElements, gl.FLOAT, false, this.elementsPerVertex * 4, offset * 4);
                    offset += attrib.numElements;
                }
                if (this.indicesLength > 0)
                    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
            };
            Mesh.prototype.unbind = function (shader) {
                var gl = this.context.gl;
                for (var i = 0; i < this.attributes.length; i++) {
                    var attrib = this.attributes[i];
                    var location_2 = shader.getAttributeLocation(attrib.name);
                    gl.disableVertexAttribArray(location_2);
                }
                gl.bindBuffer(gl.ARRAY_BUFFER, null);
                if (this.indicesLength > 0)
                    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
            };
            Mesh.prototype.update = function () {
                var gl = this.context.gl;
                if (this.dirtyVertices) {
                    if (!this.verticesBuffer) {
                        this.verticesBuffer = gl.createBuffer();
                    }
                    gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer);
                    gl.bufferData(gl.ARRAY_BUFFER, this.vertices.subarray(0, this.verticesLength), gl.DYNAMIC_DRAW);
                    this.dirtyVertices = false;
                }
                if (this.dirtyIndices) {
                    if (!this.indicesBuffer) {
                        this.indicesBuffer = gl.createBuffer();
                    }
                    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
                    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices.subarray(0, this.indicesLength), gl.DYNAMIC_DRAW);
                    this.dirtyIndices = false;
                }
            };
            Mesh.prototype.restore = function () {
                this.verticesBuffer = null;
                this.indicesBuffer = null;
                this.update();
            };
            Mesh.prototype.dispose = function () {
                this.context.removeRestorable(this);
                var gl = this.context.gl;
                gl.deleteBuffer(this.verticesBuffer);
                gl.deleteBuffer(this.indicesBuffer);
            };
            return Mesh;
        }());
        webgl.Mesh = Mesh;
        var VertexAttribute = (function () {
            function VertexAttribute(name, type, numElements) {
                this.name = name;
                this.type = type;
                this.numElements = numElements;
            }
            return VertexAttribute;
        }());
        webgl.VertexAttribute = VertexAttribute;
        var Position2Attribute = (function (_super) {
            __extends(Position2Attribute, _super);
            function Position2Attribute() {
                return _super.call(this, webgl.Shader.POSITION, VertexAttributeType.Float, 2) || this;
            }
            return Position2Attribute;
        }(VertexAttribute));
        webgl.Position2Attribute = Position2Attribute;
        var Position3Attribute = (function (_super) {
            __extends(Position3Attribute, _super);
            function Position3Attribute() {
                return _super.call(this, webgl.Shader.POSITION, VertexAttributeType.Float, 3) || this;
            }
            return Position3Attribute;
        }(VertexAttribute));
        webgl.Position3Attribute = Position3Attribute;
        var TexCoordAttribute = (function (_super) {
            __extends(TexCoordAttribute, _super);
            function TexCoordAttribute(unit) {
                if (unit === void 0) { unit = 0; }
                return _super.call(this, webgl.Shader.TEXCOORDS + (unit == 0 ? "" : unit), VertexAttributeType.Float, 2) || this;
            }
            return TexCoordAttribute;
        }(VertexAttribute));
        webgl.TexCoordAttribute = TexCoordAttribute;
        var ColorAttribute = (function (_super) {
            __extends(ColorAttribute, _super);
            function ColorAttribute() {
                return _super.call(this, webgl.Shader.COLOR, VertexAttributeType.Float, 4) || this;
            }
            return ColorAttribute;
        }(VertexAttribute));
        webgl.ColorAttribute = ColorAttribute;
        var Color2Attribute = (function (_super) {
            __extends(Color2Attribute, _super);
            function Color2Attribute() {
                return _super.call(this, webgl.Shader.COLOR2, VertexAttributeType.Float, 4) || this;
            }
            return Color2Attribute;
        }(VertexAttribute));
        webgl.Color2Attribute = Color2Attribute;
        var VertexAttributeType;
        (function (VertexAttributeType) {
            VertexAttributeType[VertexAttributeType["Float"] = 0] = "Float";
        })(VertexAttributeType = webgl.VertexAttributeType || (webgl.VertexAttributeType = {}));
    })(webgl = spine.webgl || (spine.webgl = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var webgl;
    (function (webgl) {
        var PolygonBatcher = (function () {
            function PolygonBatcher(context, twoColorTint, maxVertices) {
                if (twoColorTint === void 0) { twoColorTint = true; }
                if (maxVertices === void 0) { maxVertices = 10920; }
                this.isDrawing = false;
                this.shader = null;
                this.lastTexture = null;
                this.verticesLength = 0;
                this.indicesLength = 0;
                if (maxVertices > 10920)
                    throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
                this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context);
                var attributes = twoColorTint ?
                    [new webgl.Position2Attribute(), new webgl.ColorAttribute(), new webgl.TexCoordAttribute(), new webgl.Color2Attribute()] :
                    [new webgl.Position2Attribute(), new webgl.ColorAttribute(), new webgl.TexCoordAttribute()];
                this.mesh = new webgl.Mesh(context, attributes, maxVertices, maxVertices * 3);
                this.srcBlend = this.context.gl.SRC_ALPHA;
                this.dstBlend = this.context.gl.ONE_MINUS_SRC_ALPHA;
            }
            PolygonBatcher.prototype.begin = function (shader) {
                var gl = this.context.gl;
                if (this.isDrawing)
                    throw new Error("PolygonBatch is already drawing. Call PolygonBatch.end() before calling PolygonBatch.begin()");
                this.drawCalls = 0;
                this.shader = shader;
                this.lastTexture = null;
                this.isDrawing = true;
                gl.enable(gl.BLEND);
                gl.blendFunc(this.srcBlend, this.dstBlend);
            };
            PolygonBatcher.prototype.setBlendMode = function (srcBlend, dstBlend) {
                var gl = this.context.gl;
                this.srcBlend = srcBlend;
                this.dstBlend = dstBlend;
                if (this.isDrawing) {
                    this.flush();
                    gl.blendFunc(this.srcBlend, this.dstBlend);
                }
            };
            PolygonBatcher.prototype.draw = function (texture, vertices, indices) {
                if (texture != this.lastTexture) {
                    this.flush();
                    this.lastTexture = texture;
                }
                else if (this.verticesLength + vertices.length > this.mesh.getVertices().length ||
                    this.indicesLength + indices.length > this.mesh.getIndices().length) {
                    this.flush();
                }
                var indexStart = this.mesh.numVertices();
                this.mesh.getVertices().set(vertices, this.verticesLength);
                this.verticesLength += vertices.length;
                this.mesh.setVerticesLength(this.verticesLength);
                var indicesArray = this.mesh.getIndices();
                for (var i = this.indicesLength, j = 0; j < indices.length; i++, j++)
                    indicesArray[i] = indices[j] + indexStart;
                this.indicesLength += indices.length;
                this.mesh.setIndicesLength(this.indicesLength);
            };
            PolygonBatcher.prototype.flush = function () {
                var gl = this.context.gl;
                if (this.verticesLength == 0)
                    return;
                this.lastTexture.bind();
                this.mesh.draw(this.shader, gl.TRIANGLES);
                this.verticesLength = 0;
                this.indicesLength = 0;
                this.mesh.setVerticesLength(0);
                this.mesh.setIndicesLength(0);
                this.drawCalls++;
            };
            PolygonBatcher.prototype.end = function () {
                var gl = this.context.gl;
                if (!this.isDrawing)
                    throw new Error("PolygonBatch is not drawing. Call PolygonBatch.begin() before calling PolygonBatch.end()");
                if (this.verticesLength > 0 || this.indicesLength > 0)
                    this.flush();
                this.shader = null;
                this.lastTexture = null;
                this.isDrawing = false;
                gl.disable(gl.BLEND);
            };
            PolygonBatcher.prototype.getDrawCalls = function () { return this.drawCalls; };
            PolygonBatcher.prototype.dispose = function () {
                this.mesh.dispose();
            };
            return PolygonBatcher;
        }());
        webgl.PolygonBatcher = PolygonBatcher;
    })(webgl = spine.webgl || (spine.webgl = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var webgl;
    (function (webgl) {
        var SceneRenderer = (function () {
            function SceneRenderer(canvas, context, twoColorTint) {
                if (twoColorTint === void 0) { twoColorTint = true; }
                this.twoColorTint = false;
                this.activeRenderer = null;
                this.QUAD = [
                    0, 0, 1, 1, 1, 1, 0, 0,
                    0, 0, 1, 1, 1, 1, 0, 0,
                    0, 0, 1, 1, 1, 1, 0, 0,
                    0, 0, 1, 1, 1, 1, 0, 0,
                ];
                this.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
                this.WHITE = new spine.Color(1, 1, 1, 1);
                this.canvas = canvas;
                this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context);
                this.twoColorTint = twoColorTint;
                this.camera = new webgl.OrthoCamera(canvas.width, canvas.height);
                this.batcherShader = twoColorTint ? webgl.Shader.newTwoColoredTextured(this.context) : webgl.Shader.newColoredTextured(this.context);
                this.batcher = new webgl.PolygonBatcher(this.context, twoColorTint);
                this.shapesShader = webgl.Shader.newColored(this.context);
                this.shapes = new webgl.ShapeRenderer(this.context);
                this.skeletonRenderer = new webgl.SkeletonRenderer(this.context, twoColorTint);
                this.skeletonDebugRenderer = new webgl.SkeletonDebugRenderer(this.context);
            }
            SceneRenderer.prototype.begin = function () {
                this.camera.update();
                this.enableRenderer(this.batcher);
            };
            SceneRenderer.prototype.drawSkeleton = function (skeleton, premultipliedAlpha, slotRangeStart, slotRangeEnd) {
                if (premultipliedAlpha === void 0) { premultipliedAlpha = false; }
                if (slotRangeStart === void 0) { slotRangeStart = -1; }
                if (slotRangeEnd === void 0) { slotRangeEnd = -1; }
                this.enableRenderer(this.batcher);
                this.skeletonRenderer.premultipliedAlpha = premultipliedAlpha;
                this.skeletonRenderer.draw(this.batcher, skeleton, slotRangeStart, slotRangeEnd);
            };
            SceneRenderer.prototype.drawSkeletonDebug = function (skeleton, premultipliedAlpha, ignoredBones) {
                if (premultipliedAlpha === void 0) { premultipliedAlpha = false; }
                if (ignoredBones === void 0) { ignoredBones = null; }
                this.enableRenderer(this.shapes);
                this.skeletonDebugRenderer.premultipliedAlpha = premultipliedAlpha;
                this.skeletonDebugRenderer.draw(this.shapes, skeleton, ignoredBones);
            };
            SceneRenderer.prototype.drawTexture = function (texture, x, y, width, height, color) {
                if (color === void 0) { color = null; }
                this.enableRenderer(this.batcher);
                if (color === null)
                    color = this.WHITE;
                var quad = this.QUAD;
                var i = 0;
                quad[i++] = x;
                quad[i++] = y;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = 0;
                quad[i++] = 1;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                quad[i++] = x + width;
                quad[i++] = y;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = 1;
                quad[i++] = 1;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                quad[i++] = x + width;
                quad[i++] = y + height;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = 1;
                quad[i++] = 0;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                quad[i++] = x;
                quad[i++] = y + height;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = 0;
                quad[i++] = 0;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                this.batcher.draw(texture, quad, this.QUAD_TRIANGLES);
            };
            SceneRenderer.prototype.drawTextureUV = function (texture, x, y, width, height, u, v, u2, v2, color) {
                if (color === void 0) { color = null; }
                this.enableRenderer(this.batcher);
                if (color === null)
                    color = this.WHITE;
                var quad = this.QUAD;
                var i = 0;
                quad[i++] = x;
                quad[i++] = y;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = u;
                quad[i++] = v;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                quad[i++] = x + width;
                quad[i++] = y;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = u2;
                quad[i++] = v;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                quad[i++] = x + width;
                quad[i++] = y + height;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = u2;
                quad[i++] = v2;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                quad[i++] = x;
                quad[i++] = y + height;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = u;
                quad[i++] = v2;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                this.batcher.draw(texture, quad, this.QUAD_TRIANGLES);
            };
            SceneRenderer.prototype.drawTextureRotated = function (texture, x, y, width, height, pivotX, pivotY, angle, color, premultipliedAlpha) {
                if (color === void 0) { color = null; }
                if (premultipliedAlpha === void 0) { premultipliedAlpha = false; }
                this.enableRenderer(this.batcher);
                if (color === null)
                    color = this.WHITE;
                var quad = this.QUAD;
                var worldOriginX = x + pivotX;
                var worldOriginY = y + pivotY;
                var fx = -pivotX;
                var fy = -pivotY;
                var fx2 = width - pivotX;
                var fy2 = height - pivotY;
                var p1x = fx;
                var p1y = fy;
                var p2x = fx;
                var p2y = fy2;
                var p3x = fx2;
                var p3y = fy2;
                var p4x = fx2;
                var p4y = fy;
                var x1 = 0;
                var y1 = 0;
                var x2 = 0;
                var y2 = 0;
                var x3 = 0;
                var y3 = 0;
                var x4 = 0;
                var y4 = 0;
                if (angle != 0) {
                    var cos = spine.MathUtils.cosDeg(angle);
                    var sin = spine.MathUtils.sinDeg(angle);
                    x1 = cos * p1x - sin * p1y;
                    y1 = sin * p1x + cos * p1y;
                    x4 = cos * p2x - sin * p2y;
                    y4 = sin * p2x + cos * p2y;
                    x3 = cos * p3x - sin * p3y;
                    y3 = sin * p3x + cos * p3y;
                    x2 = x3 + (x1 - x4);
                    y2 = y3 + (y1 - y4);
                }
                else {
                    x1 = p1x;
                    y1 = p1y;
                    x4 = p2x;
                    y4 = p2y;
                    x3 = p3x;
                    y3 = p3y;
                    x2 = p4x;
                    y2 = p4y;
                }
                x1 += worldOriginX;
                y1 += worldOriginY;
                x2 += worldOriginX;
                y2 += worldOriginY;
                x3 += worldOriginX;
                y3 += worldOriginY;
                x4 += worldOriginX;
                y4 += worldOriginY;
                var i = 0;
                quad[i++] = x1;
                quad[i++] = y1;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = 0;
                quad[i++] = 1;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                quad[i++] = x2;
                quad[i++] = y2;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = 1;
                quad[i++] = 1;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                quad[i++] = x3;
                quad[i++] = y3;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = 1;
                quad[i++] = 0;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                quad[i++] = x4;
                quad[i++] = y4;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = 0;
                quad[i++] = 0;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                this.batcher.draw(texture, quad, this.QUAD_TRIANGLES);
            };
            SceneRenderer.prototype.drawRegion = function (region, x, y, width, height, color, premultipliedAlpha) {
                if (color === void 0) { color = null; }
                if (premultipliedAlpha === void 0) { premultipliedAlpha = false; }
                this.enableRenderer(this.batcher);
                if (color === null)
                    color = this.WHITE;
                var quad = this.QUAD;
                var i = 0;
                quad[i++] = x;
                quad[i++] = y;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = region.u;
                quad[i++] = region.v2;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                quad[i++] = x + width;
                quad[i++] = y;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = region.u2;
                quad[i++] = region.v2;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                quad[i++] = x + width;
                quad[i++] = y + height;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = region.u2;
                quad[i++] = region.v;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                quad[i++] = x;
                quad[i++] = y + height;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = region.u;
                quad[i++] = region.v;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                this.batcher.draw(region.texture, quad, this.QUAD_TRIANGLES);
            };
            SceneRenderer.prototype.line = function (x, y, x2, y2, color, color2) {
                if (color === void 0) { color = null; }
                if (color2 === void 0) { color2 = null; }
                this.enableRenderer(this.shapes);
                this.shapes.line(x, y, x2, y2, color);
            };
            SceneRenderer.prototype.triangle = function (filled, x, y, x2, y2, x3, y3, color, color2, color3) {
                if (color === void 0) { color = null; }
                if (color2 === void 0) { color2 = null; }
                if (color3 === void 0) { color3 = null; }
                this.enableRenderer(this.shapes);
                this.shapes.triangle(filled, x, y, x2, y2, x3, y3, color, color2, color3);
            };
            SceneRenderer.prototype.quad = function (filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4) {
                if (color === void 0) { color = null; }
                if (color2 === void 0) { color2 = null; }
                if (color3 === void 0) { color3 = null; }
                if (color4 === void 0) { color4 = null; }
                this.enableRenderer(this.shapes);
                this.shapes.quad(filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4);
            };
            SceneRenderer.prototype.rect = function (filled, x, y, width, height, color) {
                if (color === void 0) { color = null; }
                this.enableRenderer(this.shapes);
                this.shapes.rect(filled, x, y, width, height, color);
            };
            SceneRenderer.prototype.rectLine = function (filled, x1, y1, x2, y2, width, color) {
                if (color === void 0) { color = null; }
                this.enableRenderer(this.shapes);
                this.shapes.rectLine(filled, x1, y1, x2, y2, width, color);
            };
            SceneRenderer.prototype.polygon = function (polygonVertices, offset, count, color) {
                if (color === void 0) { color = null; }
                this.enableRenderer(this.shapes);
                this.shapes.polygon(polygonVertices, offset, count, color);
            };
            SceneRenderer.prototype.circle = function (filled, x, y, radius, color, segments) {
                if (color === void 0) { color = null; }
                if (segments === void 0) { segments = 0; }
                this.enableRenderer(this.shapes);
                this.shapes.circle(filled, x, y, radius, color, segments);
            };
            SceneRenderer.prototype.curve = function (x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color) {
                if (color === void 0) { color = null; }
                this.enableRenderer(this.shapes);
                this.shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color);
            };
            SceneRenderer.prototype.end = function () {
                if (this.activeRenderer === this.batcher)
                    this.batcher.end();
                else if (this.activeRenderer === this.shapes)
                    this.shapes.end();
                this.activeRenderer = null;
            };
            SceneRenderer.prototype.resize = function (resizeMode) {
                var canvas = this.canvas;
                var w = canvas.clientWidth;
                var h = canvas.clientHeight;
                if (canvas.width != w || canvas.height != h) {
                    canvas.width = w;
                    canvas.height = h;
                }
                this.context.gl.viewport(0, 0, canvas.width, canvas.height);
                if (resizeMode === ResizeMode.Stretch) {
                }
                else if (resizeMode === ResizeMode.Expand) {
                    this.camera.setViewport(w, h);
                }
                else if (resizeMode === ResizeMode.Fit) {
                    var sourceWidth = canvas.width, sourceHeight = canvas.height;
                    var targetWidth = this.camera.viewportWidth, targetHeight = this.camera.viewportHeight;
                    var targetRatio = targetHeight / targetWidth;
                    var sourceRatio = sourceHeight / sourceWidth;
                    var scale = targetRatio < sourceRatio ? targetWidth / sourceWidth : targetHeight / sourceHeight;
                    this.camera.viewportWidth = sourceWidth * scale;
                    this.camera.viewportHeight = sourceHeight * scale;
                }
                this.camera.update();
            };
            SceneRenderer.prototype.enableRenderer = function (renderer) {
                if (this.activeRenderer === renderer)
                    return;
                this.end();
                if (renderer instanceof webgl.PolygonBatcher) {
                    this.batcherShader.bind();
                    this.batcherShader.setUniform4x4f(webgl.Shader.MVP_MATRIX, this.camera.projectionView.values);
                    this.batcherShader.setUniformi("u_texture", 0);
                    this.batcher.begin(this.batcherShader);
                    this.activeRenderer = this.batcher;
                }
                else if (renderer instanceof webgl.ShapeRenderer) {
                    this.shapesShader.bind();
                    this.shapesShader.setUniform4x4f(webgl.Shader.MVP_MATRIX, this.camera.projectionView.values);
                    this.shapes.begin(this.shapesShader);
                    this.activeRenderer = this.shapes;
                }
                else {
                    this.activeRenderer = this.skeletonDebugRenderer;
                }
            };
            SceneRenderer.prototype.dispose = function () {
                this.batcher.dispose();
                this.batcherShader.dispose();
                this.shapes.dispose();
                this.shapesShader.dispose();
                this.skeletonDebugRenderer.dispose();
            };
            return SceneRenderer;
        }());
        webgl.SceneRenderer = SceneRenderer;
        var ResizeMode;
        (function (ResizeMode) {
            ResizeMode[ResizeMode["Stretch"] = 0] = "Stretch";
            ResizeMode[ResizeMode["Expand"] = 1] = "Expand";
            ResizeMode[ResizeMode["Fit"] = 2] = "Fit";
        })(ResizeMode = webgl.ResizeMode || (webgl.ResizeMode = {}));
    })(webgl = spine.webgl || (spine.webgl = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var webgl;
    (function (webgl) {
        var Shader = (function () {
            function Shader(context, vertexShader, fragmentShader) {
                this.vertexShader = vertexShader;
                this.fragmentShader = fragmentShader;
                this.vs = null;
                this.fs = null;
                this.program = null;
                this.tmp2x2 = new Float32Array(2 * 2);
                this.tmp3x3 = new Float32Array(3 * 3);
                this.tmp4x4 = new Float32Array(4 * 4);
                this.vsSource = vertexShader;
                this.fsSource = fragmentShader;
                this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context);
                this.context.addRestorable(this);
                this.compile();
            }
            Shader.prototype.getProgram = function () { return this.program; };
            Shader.prototype.getVertexShader = function () { return this.vertexShader; };
            Shader.prototype.getFragmentShader = function () { return this.fragmentShader; };
            Shader.prototype.getVertexShaderSource = function () { return this.vsSource; };
            Shader.prototype.getFragmentSource = function () { return this.fsSource; };
            Shader.prototype.compile = function () {
                var gl = this.context.gl;
                try {
                    this.vs = this.compileShader(gl.VERTEX_SHADER, this.vertexShader);
                    this.fs = this.compileShader(gl.FRAGMENT_SHADER, this.fragmentShader);
                    this.program = this.compileProgram(this.vs, this.fs);
                }
                catch (e) {
                    this.dispose();
                    throw e;
                }
            };
            Shader.prototype.compileShader = function (type, source) {
                var gl = this.context.gl;
                var shader = gl.createShader(type);
                gl.shaderSource(shader, source);
                gl.compileShader(shader);
                if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                    var error = "Couldn't compile shader: " + gl.getShaderInfoLog(shader);
                    gl.deleteShader(shader);
                    if (!gl.isContextLost())
                        throw new Error(error);
                }
                return shader;
            };
            Shader.prototype.compileProgram = function (vs, fs) {
                var gl = this.context.gl;
                var program = gl.createProgram();
                gl.attachShader(program, vs);
                gl.attachShader(program, fs);
                gl.linkProgram(program);
                if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
                    var error = "Couldn't compile shader program: " + gl.getProgramInfoLog(program);
                    gl.deleteProgram(program);
                    if (!gl.isContextLost())
                        throw new Error(error);
                }
                return program;
            };
            Shader.prototype.restore = function () {
                this.compile();
            };
            Shader.prototype.bind = function () {
                this.context.gl.useProgram(this.program);
            };
            Shader.prototype.unbind = function () {
                this.context.gl.useProgram(null);
            };
            Shader.prototype.setUniformi = function (uniform, value) {
                this.context.gl.uniform1i(this.getUniformLocation(uniform), value);
            };
            Shader.prototype.setUniformf = function (uniform, value) {
                this.context.gl.uniform1f(this.getUniformLocation(uniform), value);
            };
            Shader.prototype.setUniform2f = function (uniform, value, value2) {
                this.context.gl.uniform2f(this.getUniformLocation(uniform), value, value2);
            };
            Shader.prototype.setUniform3f = function (uniform, value, value2, value3) {
                this.context.gl.uniform3f(this.getUniformLocation(uniform), value, value2, value3);
            };
            Shader.prototype.setUniform4f = function (uniform, value, value2, value3, value4) {
                this.context.gl.uniform4f(this.getUniformLocation(uniform), value, value2, value3, value4);
            };
            Shader.prototype.setUniform2x2f = function (uniform, value) {
                var gl = this.context.gl;
                this.tmp2x2.set(value);
                gl.uniformMatrix2fv(this.getUniformLocation(uniform), false, this.tmp2x2);
            };
            Shader.prototype.setUniform3x3f = function (uniform, value) {
                var gl = this.context.gl;
                this.tmp3x3.set(value);
                gl.uniformMatrix3fv(this.getUniformLocation(uniform), false, this.tmp3x3);
            };
            Shader.prototype.setUniform4x4f = function (uniform, value) {
                var gl = this.context.gl;
                this.tmp4x4.set(value);
                gl.uniformMatrix4fv(this.getUniformLocation(uniform), false, this.tmp4x4);
            };
            Shader.prototype.getUniformLocation = function (uniform) {
                var gl = this.context.gl;
                var location = gl.getUniformLocation(this.program, uniform);
                if (!location && !gl.isContextLost())
                    throw new Error("Couldn't find location for uniform " + uniform);
                return location;
            };
            Shader.prototype.getAttributeLocation = function (attribute) {
                var gl = this.context.gl;
                var location = gl.getAttribLocation(this.program, attribute);
                if (location == -1 && !gl.isContextLost())
                    throw new Error("Couldn't find location for attribute " + attribute);
                return location;
            };
            Shader.prototype.dispose = function () {
                this.context.removeRestorable(this);
                var gl = this.context.gl;
                if (this.vs) {
                    gl.deleteShader(this.vs);
                    this.vs = null;
                }
                if (this.fs) {
                    gl.deleteShader(this.fs);
                    this.fs = null;
                }
                if (this.program) {
                    gl.deleteProgram(this.program);
                    this.program = null;
                }
            };
            Shader.newColoredTextured = function (context) {
                var vs = "\n\t\t\t\tattribute vec4 " + Shader.POSITION + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR + ";\n\t\t\t\tattribute vec2 " + Shader.TEXCOORDS + ";\n\t\t\t\tuniform mat4 " + Shader.MVP_MATRIX + ";\n\t\t\t\tvarying vec4 v_color;\n\t\t\t\tvarying vec2 v_texCoords;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_color = " + Shader.COLOR + ";\n\t\t\t\t\tv_texCoords = " + Shader.TEXCOORDS + ";\n\t\t\t\t\tgl_Position = " + Shader.MVP_MATRIX + " * " + Shader.POSITION + ";\n\t\t\t\t}\n\t\t\t";
                var fs = "\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_color;\n\t\t\t\tvarying vec2 v_texCoords;\n\t\t\t\tuniform sampler2D u_texture;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tgl_FragColor = v_color * texture2D(u_texture, v_texCoords);\n\t\t\t\t}\n\t\t\t";
                return new Shader(context, vs, fs);
            };
            Shader.newTwoColoredTextured = function (context) {
                var vs = "\n\t\t\t\tattribute vec4 " + Shader.POSITION + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR2 + ";\n\t\t\t\tattribute vec2 " + Shader.TEXCOORDS + ";\n\t\t\t\tuniform mat4 " + Shader.MVP_MATRIX + ";\n\t\t\t\tvarying vec4 v_light;\n\t\t\t\tvarying vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_light = " + Shader.COLOR + ";\n\t\t\t\t\tv_dark = " + Shader.COLOR2 + ";\n\t\t\t\t\tv_texCoords = " + Shader.TEXCOORDS + ";\n\t\t\t\t\tgl_Position = " + Shader.MVP_MATRIX + " * " + Shader.POSITION + ";\n\t\t\t\t}\n\t\t\t";
                var fs = "\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_light;\n\t\t\t\tvarying LOWP vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\t\t\t\tuniform sampler2D u_texture;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tvec4 texColor = texture2D(u_texture, v_texCoords);\n\t\t\t\t\tgl_FragColor.a = texColor.a * v_light.a;\n\t\t\t\t\tgl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n\t\t\t\t}\n\t\t\t";
                return new Shader(context, vs, fs);
            };
            Shader.newColored = function (context) {
                var vs = "\n\t\t\t\tattribute vec4 " + Shader.POSITION + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR + ";\n\t\t\t\tuniform mat4 " + Shader.MVP_MATRIX + ";\n\t\t\t\tvarying vec4 v_color;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_color = " + Shader.COLOR + ";\n\t\t\t\t\tgl_Position = " + Shader.MVP_MATRIX + " * " + Shader.POSITION + ";\n\t\t\t\t}\n\t\t\t";
                var fs = "\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_color;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tgl_FragColor = v_color;\n\t\t\t\t}\n\t\t\t";
                return new Shader(context, vs, fs);
            };
            Shader.MVP_MATRIX = "u_projTrans";
            Shader.POSITION = "a_position";
            Shader.COLOR = "a_color";
            Shader.COLOR2 = "a_color2";
            Shader.TEXCOORDS = "a_texCoords";
            Shader.SAMPLER = "u_texture";
            return Shader;
        }());
        webgl.Shader = Shader;
    })(webgl = spine.webgl || (spine.webgl = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var webgl;
    (function (webgl) {
        var ShapeRenderer = (function () {
            function ShapeRenderer(context, maxVertices) {
                if (maxVertices === void 0) { maxVertices = 10920; }
                this.isDrawing = false;
                this.shapeType = ShapeType.Filled;
                this.color = new spine.Color(1, 1, 1, 1);
                this.vertexIndex = 0;
                this.tmp = new spine.Vector2();
                if (maxVertices > 10920)
                    throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
                this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context);
                this.mesh = new webgl.Mesh(context, [new webgl.Position2Attribute(), new webgl.ColorAttribute()], maxVertices, 0);
                this.srcBlend = this.context.gl.SRC_ALPHA;
                this.dstBlend = this.context.gl.ONE_MINUS_SRC_ALPHA;
            }
            ShapeRenderer.prototype.begin = function (shader) {
                if (this.isDrawing)
                    throw new Error("ShapeRenderer.begin() has already been called");
                this.shader = shader;
                this.vertexIndex = 0;
                this.isDrawing = true;
                var gl = this.context.gl;
                gl.enable(gl.BLEND);
                gl.blendFunc(this.srcBlend, this.dstBlend);
            };
            ShapeRenderer.prototype.setBlendMode = function (srcBlend, dstBlend) {
                var gl = this.context.gl;
                this.srcBlend = srcBlend;
                this.dstBlend = dstBlend;
                if (this.isDrawing) {
                    this.flush();
                    gl.blendFunc(this.srcBlend, this.dstBlend);
                }
            };
            ShapeRenderer.prototype.setColor = function (color) {
                this.color.setFromColor(color);
            };
            ShapeRenderer.prototype.setColorWith = function (r, g, b, a) {
                this.color.set(r, g, b, a);
            };
            ShapeRenderer.prototype.point = function (x, y, color) {
                if (color === void 0) { color = null; }
                this.check(ShapeType.Point, 1);
                if (color === null)
                    color = this.color;
                this.vertex(x, y, color);
            };
            ShapeRenderer.prototype.line = function (x, y, x2, y2, color) {
                if (color === void 0) { color = null; }
                this.check(ShapeType.Line, 2);
                var vertices = this.mesh.getVertices();
                var idx = this.vertexIndex;
                if (color === null)
                    color = this.color;
                this.vertex(x, y, color);
                this.vertex(x2, y2, color);
            };
            ShapeRenderer.prototype.triangle = function (filled, x, y, x2, y2, x3, y3, color, color2, color3) {
                if (color === void 0) { color = null; }
                if (color2 === void 0) { color2 = null; }
                if (color3 === void 0) { color3 = null; }
                this.check(filled ? ShapeType.Filled : ShapeType.Line, 3);
                var vertices = this.mesh.getVertices();
                var idx = this.vertexIndex;
                if (color === null)
                    color = this.color;
                if (color2 === null)
                    color2 = this.color;
                if (color3 === null)
                    color3 = this.color;
                if (filled) {
                    this.vertex(x, y, color);
                    this.vertex(x2, y2, color2);
                    this.vertex(x3, y3, color3);
                }
                else {
                    this.vertex(x, y, color);
                    this.vertex(x2, y2, color2);
                    this.vertex(x2, y2, color);
                    this.vertex(x3, y3, color2);
                    this.vertex(x3, y3, color);
                    this.vertex(x, y, color2);
                }
            };
            ShapeRenderer.prototype.quad = function (filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4) {
                if (color === void 0) { color = null; }
                if (color2 === void 0) { color2 = null; }
                if (color3 === void 0) { color3 = null; }
                if (color4 === void 0) { color4 = null; }
                this.check(filled ? ShapeType.Filled : ShapeType.Line, 3);
                var vertices = this.mesh.getVertices();
                var idx = this.vertexIndex;
                if (color === null)
                    color = this.color;
                if (color2 === null)
                    color2 = this.color;
                if (color3 === null)
                    color3 = this.color;
                if (color4 === null)
                    color4 = this.color;
                if (filled) {
                    this.vertex(x, y, color);
                    this.vertex(x2, y2, color2);
                    this.vertex(x3, y3, color3);
                    this.vertex(x3, y3, color3);
                    this.vertex(x4, y4, color4);
                    this.vertex(x, y, color);
                }
                else {
                    this.vertex(x, y, color);
                    this.vertex(x2, y2, color2);
                    this.vertex(x2, y2, color2);
                    this.vertex(x3, y3, color3);
                    this.vertex(x3, y3, color3);
                    this.vertex(x4, y4, color4);
                    this.vertex(x4, y4, color4);
                    this.vertex(x, y, color);
                }
            };
            ShapeRenderer.prototype.rect = function (filled, x, y, width, height, color) {
                if (color === void 0) { color = null; }
                this.quad(filled, x, y, x + width, y, x + width, y + height, x, y + height, color, color, color, color);
            };
            ShapeRenderer.prototype.rectLine = function (filled, x1, y1, x2, y2, width, color) {
                if (color === void 0) { color = null; }
                this.check(filled ? ShapeType.Filled : ShapeType.Line, 8);
                if (color === null)
                    color = this.color;
                var t = this.tmp.set(y2 - y1, x1 - x2);
                t.normalize();
                width *= 0.5;
                var tx = t.x * width;
                var ty = t.y * width;
                if (!filled) {
                    this.vertex(x1 + tx, y1 + ty, color);
                    this.vertex(x1 - tx, y1 - ty, color);
                    this.vertex(x2 + tx, y2 + ty, color);
                    this.vertex(x2 - tx, y2 - ty, color);
                    this.vertex(x2 + tx, y2 + ty, color);
                    this.vertex(x1 + tx, y1 + ty, color);
                    this.vertex(x2 - tx, y2 - ty, color);
                    this.vertex(x1 - tx, y1 - ty, color);
                }
                else {
                    this.vertex(x1 + tx, y1 + ty, color);
                    this.vertex(x1 - tx, y1 - ty, color);
                    this.vertex(x2 + tx, y2 + ty, color);
                    this.vertex(x2 - tx, y2 - ty, color);
                    this.vertex(x2 + tx, y2 + ty, color);
                    this.vertex(x1 - tx, y1 - ty, color);
                }
            };
            ShapeRenderer.prototype.x = function (x, y, size) {
                this.line(x - size, y - size, x + size, y + size);
                this.line(x - size, y + size, x + size, y - size);
            };
            ShapeRenderer.prototype.polygon = function (polygonVertices, offset, count, color) {
                if (color === void 0) { color = null; }
                if (count < 3)
                    throw new Error("Polygon must contain at least 3 vertices");
                this.check(ShapeType.Line, count * 2);
                if (color === null)
                    color = this.color;
                var vertices = this.mesh.getVertices();
                var idx = this.vertexIndex;
                offset <<= 1;
                count <<= 1;
                var firstX = polygonVertices[offset];
                var firstY = polygonVertices[offset + 1];
                var last = offset + count;
                for (var i = offset, n = offset + count - 2; i < n; i += 2) {
                    var x1 = polygonVertices[i];
                    var y1 = polygonVertices[i + 1];
                    var x2 = 0;
                    var y2 = 0;
                    if (i + 2 >= last) {
                        x2 = firstX;
                        y2 = firstY;
                    }
                    else {
                        x2 = polygonVertices[i + 2];
                        y2 = polygonVertices[i + 3];
                    }
                    this.vertex(x1, y1, color);
                    this.vertex(x2, y2, color);
                }
            };
            ShapeRenderer.prototype.circle = function (filled, x, y, radius, color, segments) {
                if (color === void 0) { color = null; }
                if (segments === void 0) { segments = 0; }
                if (segments === 0)
                    segments = Math.max(1, (6 * spine.MathUtils.cbrt(radius)) | 0);
                if (segments <= 0)
                    throw new Error("segments must be > 0.");
                if (color === null)
                    color = this.color;
                var angle = 2 * spine.MathUtils.PI / segments;
                var cos = Math.cos(angle);
                var sin = Math.sin(angle);
                var cx = radius, cy = 0;
                if (!filled) {
                    this.check(ShapeType.Line, segments * 2 + 2);
                    for (var i = 0; i < segments; i++) {
                        this.vertex(x + cx, y + cy, color);
                        var temp_1 = cx;
                        cx = cos * cx - sin * cy;
                        cy = sin * temp_1 + cos * cy;
                        this.vertex(x + cx, y + cy, color);
                    }
                    this.vertex(x + cx, y + cy, color);
                }
                else {
                    this.check(ShapeType.Filled, segments * 3 + 3);
                    segments--;
                    for (var i = 0; i < segments; i++) {
                        this.vertex(x, y, color);
                        this.vertex(x + cx, y + cy, color);
                        var temp_2 = cx;
                        cx = cos * cx - sin * cy;
                        cy = sin * temp_2 + cos * cy;
                        this.vertex(x + cx, y + cy, color);
                    }
                    this.vertex(x, y, color);
                    this.vertex(x + cx, y + cy, color);
                }
                var temp = cx;
                cx = radius;
                cy = 0;
                this.vertex(x + cx, y + cy, color);
            };
            ShapeRenderer.prototype.curve = function (x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color) {
                if (color === void 0) { color = null; }
                this.check(ShapeType.Line, segments * 2 + 2);
                if (color === null)
                    color = this.color;
                var subdiv_step = 1 / segments;
                var subdiv_step2 = subdiv_step * subdiv_step;
                var subdiv_step3 = subdiv_step * subdiv_step * subdiv_step;
                var pre1 = 3 * subdiv_step;
                var pre2 = 3 * subdiv_step2;
                var pre4 = 6 * subdiv_step2;
                var pre5 = 6 * subdiv_step3;
                var tmp1x = x1 - cx1 * 2 + cx2;
                var tmp1y = y1 - cy1 * 2 + cy2;
                var tmp2x = (cx1 - cx2) * 3 - x1 + x2;
                var tmp2y = (cy1 - cy2) * 3 - y1 + y2;
                var fx = x1;
                var fy = y1;
                var dfx = (cx1 - x1) * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3;
                var dfy = (cy1 - y1) * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3;
                var ddfx = tmp1x * pre4 + tmp2x * pre5;
                var ddfy = tmp1y * pre4 + tmp2y * pre5;
                var dddfx = tmp2x * pre5;
                var dddfy = tmp2y * pre5;
                while (segments-- > 0) {
                    this.vertex(fx, fy, color);
                    fx += dfx;
                    fy += dfy;
                    dfx += ddfx;
                    dfy += ddfy;
                    ddfx += dddfx;
                    ddfy += dddfy;
                    this.vertex(fx, fy, color);
                }
                this.vertex(fx, fy, color);
                this.vertex(x2, y2, color);
            };
            ShapeRenderer.prototype.vertex = function (x, y, color) {
                var idx = this.vertexIndex;
                var vertices = this.mesh.getVertices();
                vertices[idx++] = x;
                vertices[idx++] = y;
                vertices[idx++] = color.r;
                vertices[idx++] = color.g;
                vertices[idx++] = color.b;
                vertices[idx++] = color.a;
                this.vertexIndex = idx;
            };
            ShapeRenderer.prototype.end = function () {
                if (!this.isDrawing)
                    throw new Error("ShapeRenderer.begin() has not been called");
                this.flush();
                this.context.gl.disable(this.context.gl.BLEND);
                this.isDrawing = false;
            };
            ShapeRenderer.prototype.flush = function () {
                if (this.vertexIndex == 0)
                    return;
                this.mesh.setVerticesLength(this.vertexIndex);
                this.mesh.draw(this.shader, this.shapeType);
                this.vertexIndex = 0;
            };
            ShapeRenderer.prototype.check = function (shapeType, numVertices) {
                if (!this.isDrawing)
                    throw new Error("ShapeRenderer.begin() has not been called");
                if (this.shapeType == shapeType) {
                    if (this.mesh.maxVertices() - this.mesh.numVertices() < numVertices)
                        this.flush();
                    else
                        return;
                }
                else {
                    this.flush();
                    this.shapeType = shapeType;
                }
            };
            ShapeRenderer.prototype.dispose = function () {
                this.mesh.dispose();
            };
            return ShapeRenderer;
        }());
        webgl.ShapeRenderer = ShapeRenderer;
        var ShapeType;
        (function (ShapeType) {
            ShapeType[ShapeType["Point"] = 0] = "Point";
            ShapeType[ShapeType["Line"] = 1] = "Line";
            ShapeType[ShapeType["Filled"] = 4] = "Filled";
        })(ShapeType = webgl.ShapeType || (webgl.ShapeType = {}));
    })(webgl = spine.webgl || (spine.webgl = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var webgl;
    (function (webgl) {
        var SkeletonDebugRenderer = (function () {
            function SkeletonDebugRenderer(context) {
                this.boneLineColor = new spine.Color(1, 0, 0, 1);
                this.boneOriginColor = new spine.Color(0, 1, 0, 1);
                this.attachmentLineColor = new spine.Color(0, 0, 1, 0.5);
                this.triangleLineColor = new spine.Color(1, 0.64, 0, 0.5);
                this.pathColor = new spine.Color().setFromString("FF7F00");
                this.clipColor = new spine.Color(0.8, 0, 0, 2);
                this.aabbColor = new spine.Color(0, 1, 0, 0.5);
                this.drawBones = true;
                this.drawRegionAttachments = true;
                this.drawBoundingBoxes = true;
                this.drawMeshHull = true;
                this.drawMeshTriangles = true;
                this.drawPaths = true;
                this.drawSkeletonXY = false;
                this.drawClipping = true;
                this.premultipliedAlpha = false;
                this.scale = 1;
                this.boneWidth = 2;
                this.bounds = new spine.SkeletonBounds();
                this.temp = new Array();
                this.vertices = spine.Utils.newFloatArray(2 * 1024);
                this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context);
            }
            SkeletonDebugRenderer.prototype.draw = function (shapes, skeleton, ignoredBones) {
                if (ignoredBones === void 0) { ignoredBones = null; }
                var skeletonX = skeleton.x;
                var skeletonY = skeleton.y;
                var gl = this.context.gl;
                var srcFunc = this.premultipliedAlpha ? gl.ONE : gl.SRC_ALPHA;
                shapes.setBlendMode(srcFunc, gl.ONE_MINUS_SRC_ALPHA);
                var bones = skeleton.bones;
                if (this.drawBones) {
                    shapes.setColor(this.boneLineColor);
                    for (var i = 0, n = bones.length; i < n; i++) {
                        var bone = bones[i];
                        if (ignoredBones && ignoredBones.indexOf(bone.data.name) > -1)
                            continue;
                        if (bone.parent == null)
                            continue;
                        var x = skeletonX + bone.data.length * bone.a + bone.worldX;
                        var y = skeletonY + bone.data.length * bone.c + bone.worldY;
                        shapes.rectLine(true, skeletonX + bone.worldX, skeletonY + bone.worldY, x, y, this.boneWidth * this.scale);
                    }
                    if (this.drawSkeletonXY)
                        shapes.x(skeletonX, skeletonY, 4 * this.scale);
                }
                if (this.drawRegionAttachments) {
                    shapes.setColor(this.attachmentLineColor);
                    var slots = skeleton.slots;
                    for (var i = 0, n = slots.length; i < n; i++) {
                        var slot = slots[i];
                        var attachment = slot.getAttachment();
                        if (attachment instanceof spine.RegionAttachment) {
                            var regionAttachment = attachment;
                            var vertices = this.vertices;
                            regionAttachment.computeWorldVertices(slot.bone, vertices, 0, 2);
                            shapes.line(vertices[0], vertices[1], vertices[2], vertices[3]);
                            shapes.line(vertices[2], vertices[3], vertices[4], vertices[5]);
                            shapes.line(vertices[4], vertices[5], vertices[6], vertices[7]);
                            shapes.line(vertices[6], vertices[7], vertices[0], vertices[1]);
                        }
                    }
                }
                if (this.drawMeshHull || this.drawMeshTriangles) {
                    var slots = skeleton.slots;
                    for (var i = 0, n = slots.length; i < n; i++) {
                        var slot = slots[i];
                        if (!slot.bone.active)
                            continue;
                        var attachment = slot.getAttachment();
                        if (!(attachment instanceof spine.MeshAttachment))
                            continue;
                        var mesh = attachment;
                        var vertices = this.vertices;
                        mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, 2);
                        var triangles = mesh.triangles;
                        var hullLength = mesh.hullLength;
                        if (this.drawMeshTriangles) {
                            shapes.setColor(this.triangleLineColor);
                            for (var ii = 0, nn = triangles.length; ii < nn; ii += 3) {
                                var v1 = triangles[ii] * 2, v2 = triangles[ii + 1] * 2, v3 = triangles[ii + 2] * 2;
                                shapes.triangle(false, vertices[v1], vertices[v1 + 1], vertices[v2], vertices[v2 + 1], vertices[v3], vertices[v3 + 1]);
                            }
                        }
                        if (this.drawMeshHull && hullLength > 0) {
                            shapes.setColor(this.attachmentLineColor);
                            hullLength = (hullLength >> 1) * 2;
                            var lastX = vertices[hullLength - 2], lastY = vertices[hullLength - 1];
                            for (var ii = 0, nn = hullLength; ii < nn; ii += 2) {
                                var x = vertices[ii], y = vertices[ii + 1];
                                shapes.line(x, y, lastX, lastY);
                                lastX = x;
                                lastY = y;
                            }
                        }
                    }
                }
                if (this.drawBoundingBoxes) {
                    var bounds = this.bounds;
                    bounds.update(skeleton, true);
                    shapes.setColor(this.aabbColor);
                    shapes.rect(false, bounds.minX, bounds.minY, bounds.getWidth(), bounds.getHeight());
                    var polygons = bounds.polygons;
                    var boxes = bounds.boundingBoxes;
                    for (var i = 0, n = polygons.length; i < n; i++) {
                        var polygon = polygons[i];
                        shapes.setColor(boxes[i].color);
                        shapes.polygon(polygon, 0, polygon.length);
                    }
                }
                if (this.drawPaths) {
                    var slots = skeleton.slots;
                    for (var i = 0, n = slots.length; i < n; i++) {
                        var slot = slots[i];
                        if (!slot.bone.active)
                            continue;
                        var attachment = slot.getAttachment();
                        if (!(attachment instanceof spine.PathAttachment))
                            continue;
                        var path = attachment;
                        var nn = path.worldVerticesLength;
                        var world = this.temp = spine.Utils.setArraySize(this.temp, nn, 0);
                        path.computeWorldVertices(slot, 0, nn, world, 0, 2);
                        var color = this.pathColor;
                        var x1 = world[2], y1 = world[3], x2 = 0, y2 = 0;
                        if (path.closed) {
                            shapes.setColor(color);
                            var cx1 = world[0], cy1 = world[1], cx2 = world[nn - 2], cy2 = world[nn - 1];
                            x2 = world[nn - 4];
                            y2 = world[nn - 3];
                            shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, 32);
                            shapes.setColor(SkeletonDebugRenderer.LIGHT_GRAY);
                            shapes.line(x1, y1, cx1, cy1);
                            shapes.line(x2, y2, cx2, cy2);
                        }
                        nn -= 4;
                        for (var ii = 4; ii < nn; ii += 6) {
                            var cx1 = world[ii], cy1 = world[ii + 1], cx2 = world[ii + 2], cy2 = world[ii + 3];
                            x2 = world[ii + 4];
                            y2 = world[ii + 5];
                            shapes.setColor(color);
                            shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, 32);
                            shapes.setColor(SkeletonDebugRenderer.LIGHT_GRAY);
                            shapes.line(x1, y1, cx1, cy1);
                            shapes.line(x2, y2, cx2, cy2);
                            x1 = x2;
                            y1 = y2;
                        }
                    }
                }
                if (this.drawBones) {
                    shapes.setColor(this.boneOriginColor);
                    for (var i = 0, n = bones.length; i < n; i++) {
                        var bone = bones[i];
                        if (ignoredBones && ignoredBones.indexOf(bone.data.name) > -1)
                            continue;
                        shapes.circle(true, skeletonX + bone.worldX, skeletonY + bone.worldY, 3 * this.scale, SkeletonDebugRenderer.GREEN, 8);
                    }
                }
                if (this.drawClipping) {
                    var slots = skeleton.slots;
                    shapes.setColor(this.clipColor);
                    for (var i = 0, n = slots.length; i < n; i++) {
                        var slot = slots[i];
                        if (!slot.bone.active)
                            continue;
                        var attachment = slot.getAttachment();
                        if (!(attachment instanceof spine.ClippingAttachment))
                            continue;
                        var clip = attachment;
                        var nn = clip.worldVerticesLength;
                        var world = this.temp = spine.Utils.setArraySize(this.temp, nn, 0);
                        clip.computeWorldVertices(slot, 0, nn, world, 0, 2);
                        for (var i_17 = 0, n_3 = world.length; i_17 < n_3; i_17 += 2) {
                            var x = world[i_17];
                            var y = world[i_17 + 1];
                            var x2 = world[(i_17 + 2) % world.length];
                            var y2 = world[(i_17 + 3) % world.length];
                            shapes.line(x, y, x2, y2);
                        }
                    }
                }
            };
            SkeletonDebugRenderer.prototype.dispose = function () {
            };
            SkeletonDebugRenderer.LIGHT_GRAY = new spine.Color(192 / 255, 192 / 255, 192 / 255, 1);
            SkeletonDebugRenderer.GREEN = new spine.Color(0, 1, 0, 1);
            return SkeletonDebugRenderer;
        }());
        webgl.SkeletonDebugRenderer = SkeletonDebugRenderer;
    })(webgl = spine.webgl || (spine.webgl = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var webgl;
    (function (webgl) {
        var Renderable = (function () {
            function Renderable(vertices, numVertices, numFloats) {
                this.vertices = vertices;
                this.numVertices = numVertices;
                this.numFloats = numFloats;
            }
            return Renderable;
        }());
        ;
        var SkeletonRenderer = (function () {
            function SkeletonRenderer(context, twoColorTint) {
                if (twoColorTint === void 0) { twoColorTint = true; }
                this.premultipliedAlpha = false;
                this.vertexEffect = null;
                this.tempColor = new spine.Color();
                this.tempColor2 = new spine.Color();
                this.vertexSize = 2 + 2 + 4;
                this.twoColorTint = false;
                this.renderable = new Renderable(null, 0, 0);
                this.clipper = new spine.SkeletonClipping();
                this.temp = new spine.Vector2();
                this.temp2 = new spine.Vector2();
                this.temp3 = new spine.Color();
                this.temp4 = new spine.Color();
                this.twoColorTint = twoColorTint;
                if (twoColorTint)
                    this.vertexSize += 4;
                this.vertices = spine.Utils.newFloatArray(this.vertexSize * 1024);
            }
            SkeletonRenderer.prototype.draw = function (batcher, skeleton, slotRangeStart, slotRangeEnd) {
                if (slotRangeStart === void 0) { slotRangeStart = -1; }
                if (slotRangeEnd === void 0) { slotRangeEnd = -1; }
                var clipper = this.clipper;
                var premultipliedAlpha = this.premultipliedAlpha;
                var twoColorTint = this.twoColorTint;
                var blendMode = null;
                var tempPos = this.temp;
                var tempUv = this.temp2;
                var tempLight = this.temp3;
                var tempDark = this.temp4;
                var renderable = this.renderable;
                var uvs = null;
                var triangles = null;
                var drawOrder = skeleton.drawOrder;
                var attachmentColor = null;
                var skeletonColor = skeleton.color;
                var vertexSize = twoColorTint ? 12 : 8;
                var inRange = false;
                if (slotRangeStart == -1)
                    inRange = true;
                for (var i = 0, n = drawOrder.length; i < n; i++) {
                    var clippedVertexSize = clipper.isClipping() ? 2 : vertexSize;
                    var slot = drawOrder[i];
                    if (!slot.bone.active) {
                        clipper.clipEndWithSlot(slot);
                        continue;
                    }
                    if (slotRangeStart >= 0 && slotRangeStart == slot.data.index) {
                        inRange = true;
                    }
                    if (!inRange) {
                        clipper.clipEndWithSlot(slot);
                        continue;
                    }
                    if (slotRangeEnd >= 0 && slotRangeEnd == slot.data.index) {
                        inRange = false;
                    }
                    var attachment = slot.getAttachment();
                    var texture = null;
                    if (attachment instanceof spine.RegionAttachment) {
                        var region = attachment;
                        renderable.vertices = this.vertices;
                        renderable.numVertices = 4;
                        renderable.numFloats = clippedVertexSize << 2;
                        region.computeWorldVertices(slot.bone, renderable.vertices, 0, clippedVertexSize);
                        triangles = SkeletonRenderer.QUAD_TRIANGLES;
                        uvs = region.uvs;
                        texture = region.region.renderObject.texture;
                        attachmentColor = region.color;
                    }
                    else if (attachment instanceof spine.MeshAttachment) {
                        var mesh = attachment;
                        renderable.vertices = this.vertices;
                        renderable.numVertices = (mesh.worldVerticesLength >> 1);
                        renderable.numFloats = renderable.numVertices * clippedVertexSize;
                        if (renderable.numFloats > renderable.vertices.length) {
                            renderable.vertices = this.vertices = spine.Utils.newFloatArray(renderable.numFloats);
                        }
                        mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, renderable.vertices, 0, clippedVertexSize);
                        triangles = mesh.triangles;
                        texture = mesh.region.renderObject.texture;
                        uvs = mesh.uvs;
                        attachmentColor = mesh.color;
                    }
                    else if (attachment instanceof spine.ClippingAttachment) {
                        var clip = (attachment);
                        clipper.clipStart(slot, clip);
                        continue;
                    }
                    else {
                        clipper.clipEndWithSlot(slot);
                        continue;
                    }
                    if (texture != null) {
                        var slotColor = slot.color;
                        var finalColor = this.tempColor;
                        finalColor.r = skeletonColor.r * slotColor.r * attachmentColor.r;
                        finalColor.g = skeletonColor.g * slotColor.g * attachmentColor.g;
                        finalColor.b = skeletonColor.b * slotColor.b * attachmentColor.b;
                        finalColor.a = skeletonColor.a * slotColor.a * attachmentColor.a;
                        if (premultipliedAlpha) {
                            finalColor.r *= finalColor.a;
                            finalColor.g *= finalColor.a;
                            finalColor.b *= finalColor.a;
                        }
                        var darkColor = this.tempColor2;
                        if (slot.darkColor == null)
                            darkColor.set(0, 0, 0, 1.0);
                        else {
                            if (premultipliedAlpha) {
                                darkColor.r = slot.darkColor.r * finalColor.a;
                                darkColor.g = slot.darkColor.g * finalColor.a;
                                darkColor.b = slot.darkColor.b * finalColor.a;
                            }
                            else {
                                darkColor.setFromColor(slot.darkColor);
                            }
                            darkColor.a = premultipliedAlpha ? 1.0 : 0.0;
                        }
                        var slotBlendMode = slot.data.blendMode;
                        if (slotBlendMode != blendMode) {
                            blendMode = slotBlendMode;
                            batcher.setBlendMode(webgl.WebGLBlendModeConverter.getSourceGLBlendMode(blendMode, premultipliedAlpha), webgl.WebGLBlendModeConverter.getDestGLBlendMode(blendMode));
                        }
                        if (clipper.isClipping()) {
                            clipper.clipTriangles(renderable.vertices, renderable.numFloats, triangles, triangles.length, uvs, finalColor, darkColor, twoColorTint);
                            var clippedVertices = new Float32Array(clipper.clippedVertices);
                            var clippedTriangles = clipper.clippedTriangles;
                            if (this.vertexEffect != null) {
                                var vertexEffect = this.vertexEffect;
                                var verts = clippedVertices;
                                if (!twoColorTint) {
                                    for (var v = 0, n_4 = clippedVertices.length; v < n_4; v += vertexSize) {
                                        tempPos.x = verts[v];
                                        tempPos.y = verts[v + 1];
                                        tempLight.set(verts[v + 2], verts[v + 3], verts[v + 4], verts[v + 5]);
                                        tempUv.x = verts[v + 6];
                                        tempUv.y = verts[v + 7];
                                        tempDark.set(0, 0, 0, 0);
                                        vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
                                        verts[v] = tempPos.x;
                                        verts[v + 1] = tempPos.y;
                                        verts[v + 2] = tempLight.r;
                                        verts[v + 3] = tempLight.g;
                                        verts[v + 4] = tempLight.b;
                                        verts[v + 5] = tempLight.a;
                                        verts[v + 6] = tempUv.x;
                                        verts[v + 7] = tempUv.y;
                                    }
                                }
                                else {
                                    for (var v = 0, n_5 = clippedVertices.length; v < n_5; v += vertexSize) {
                                        tempPos.x = verts[v];
                                        tempPos.y = verts[v + 1];
                                        tempLight.set(verts[v + 2], verts[v + 3], verts[v + 4], verts[v + 5]);
                                        tempUv.x = verts[v + 6];
                                        tempUv.y = verts[v + 7];
                                        tempDark.set(verts[v + 8], verts[v + 9], verts[v + 10], verts[v + 11]);
                                        vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
                                        verts[v] = tempPos.x;
                                        verts[v + 1] = tempPos.y;
                                        verts[v + 2] = tempLight.r;
                                        verts[v + 3] = tempLight.g;
                                        verts[v + 4] = tempLight.b;
                                        verts[v + 5] = tempLight.a;
                                        verts[v + 6] = tempUv.x;
                                        verts[v + 7] = tempUv.y;
                                        verts[v + 8] = tempDark.r;
                                        verts[v + 9] = tempDark.g;
                                        verts[v + 10] = tempDark.b;
                                        verts[v + 11] = tempDark.a;
                                    }
                                }
                            }
                            batcher.draw(texture, clippedVertices, clippedTriangles);
                        }
                        else {
                            var verts = renderable.vertices;
                            if (this.vertexEffect != null) {
                                var vertexEffect = this.vertexEffect;
                                if (!twoColorTint) {
                                    for (var v = 0, u = 0, n_6 = renderable.numFloats; v < n_6; v += vertexSize, u += 2) {
                                        tempPos.x = verts[v];
                                        tempPos.y = verts[v + 1];
                                        tempUv.x = uvs[u];
                                        tempUv.y = uvs[u + 1];
                                        tempLight.setFromColor(finalColor);
                                        tempDark.set(0, 0, 0, 0);
                                        vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
                                        verts[v] = tempPos.x;
                                        verts[v + 1] = tempPos.y;
                                        verts[v + 2] = tempLight.r;
                                        verts[v + 3] = tempLight.g;
                                        verts[v + 4] = tempLight.b;
                                        verts[v + 5] = tempLight.a;
                                        verts[v + 6] = tempUv.x;
                                        verts[v + 7] = tempUv.y;
                                    }
                                }
                                else {
                                    for (var v = 0, u = 0, n_7 = renderable.numFloats; v < n_7; v += vertexSize, u += 2) {
                                        tempPos.x = verts[v];
                                        tempPos.y = verts[v + 1];
                                        tempUv.x = uvs[u];
                                        tempUv.y = uvs[u + 1];
                                        tempLight.setFromColor(finalColor);
                                        tempDark.setFromColor(darkColor);
                                        vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
                                        verts[v] = tempPos.x;
                                        verts[v + 1] = tempPos.y;
                                        verts[v + 2] = tempLight.r;
                                        verts[v + 3] = tempLight.g;
                                        verts[v + 4] = tempLight.b;
                                        verts[v + 5] = tempLight.a;
                                        verts[v + 6] = tempUv.x;
                                        verts[v + 7] = tempUv.y;
                                        verts[v + 8] = tempDark.r;
                                        verts[v + 9] = tempDark.g;
                                        verts[v + 10] = tempDark.b;
                                        verts[v + 11] = tempDark.a;
                                    }
                                }
                            }
                            else {
                                if (!twoColorTint) {
                                    for (var v = 2, u = 0, n_8 = renderable.numFloats; v < n_8; v += vertexSize, u += 2) {
                                        verts[v] = finalColor.r;
                                        verts[v + 1] = finalColor.g;
                                        verts[v + 2] = finalColor.b;
                                        verts[v + 3] = finalColor.a;
                                        verts[v + 4] = uvs[u];
                                        verts[v + 5] = uvs[u + 1];
                                    }
                                }
                                else {
                                    for (var v = 2, u = 0, n_9 = renderable.numFloats; v < n_9; v += vertexSize, u += 2) {
                                        verts[v] = finalColor.r;
                                        verts[v + 1] = finalColor.g;
                                        verts[v + 2] = finalColor.b;
                                        verts[v + 3] = finalColor.a;
                                        verts[v + 4] = uvs[u];
                                        verts[v + 5] = uvs[u + 1];
                                        verts[v + 6] = darkColor.r;
                                        verts[v + 7] = darkColor.g;
                                        verts[v + 8] = darkColor.b;
                                        verts[v + 9] = darkColor.a;
                                    }
                                }
                            }
                            var view = renderable.vertices.subarray(0, renderable.numFloats);
                            batcher.draw(texture, view, triangles);
                        }
                    }
                    clipper.clipEndWithSlot(slot);
                }
                clipper.clipEnd();
            };
            SkeletonRenderer.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
            return SkeletonRenderer;
        }());
        webgl.SkeletonRenderer = SkeletonRenderer;
    })(webgl = spine.webgl || (spine.webgl = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var webgl;
    (function (webgl) {
        var Vector3 = (function () {
            function Vector3(x, y, z) {
                if (x === void 0) { x = 0; }
                if (y === void 0) { y = 0; }
                if (z === void 0) { z = 0; }
                this.x = 0;
                this.y = 0;
                this.z = 0;
                this.x = x;
                this.y = y;
                this.z = z;
            }
            Vector3.prototype.setFrom = function (v) {
                this.x = v.x;
                this.y = v.y;
                this.z = v.z;
                return this;
            };
            Vector3.prototype.set = function (x, y, z) {
                this.x = x;
                this.y = y;
                this.z = z;
                return this;
            };
            Vector3.prototype.add = function (v) {
                this.x += v.x;
                this.y += v.y;
                this.z += v.z;
                return this;
            };
            Vector3.prototype.sub = function (v) {
                this.x -= v.x;
                this.y -= v.y;
                this.z -= v.z;
                return this;
            };
            Vector3.prototype.scale = function (s) {
                this.x *= s;
                this.y *= s;
                this.z *= s;
                return this;
            };
            Vector3.prototype.normalize = function () {
                var len = this.length();
                if (len == 0)
                    return this;
                len = 1 / len;
                this.x *= len;
                this.y *= len;
                this.z *= len;
                return this;
            };
            Vector3.prototype.cross = function (v) {
                return this.set(this.y * v.z - this.z * v.y, this.z * v.x - this.x * v.z, this.x * v.y - this.y * v.x);
            };
            Vector3.prototype.multiply = function (matrix) {
                var l_mat = matrix.values;
                return this.set(this.x * l_mat[webgl.M00] + this.y * l_mat[webgl.M01] + this.z * l_mat[webgl.M02] + l_mat[webgl.M03], this.x * l_mat[webgl.M10] + this.y * l_mat[webgl.M11] + this.z * l_mat[webgl.M12] + l_mat[webgl.M13], this.x * l_mat[webgl.M20] + this.y * l_mat[webgl.M21] + this.z * l_mat[webgl.M22] + l_mat[webgl.M23]);
            };
            Vector3.prototype.project = function (matrix) {
                var l_mat = matrix.values;
                var l_w = 1 / (this.x * l_mat[webgl.M30] + this.y * l_mat[webgl.M31] + this.z * l_mat[webgl.M32] + l_mat[webgl.M33]);
                return this.set((this.x * l_mat[webgl.M00] + this.y * l_mat[webgl.M01] + this.z * l_mat[webgl.M02] + l_mat[webgl.M03]) * l_w, (this.x * l_mat[webgl.M10] + this.y * l_mat[webgl.M11] + this.z * l_mat[webgl.M12] + l_mat[webgl.M13]) * l_w, (this.x * l_mat[webgl.M20] + this.y * l_mat[webgl.M21] + this.z * l_mat[webgl.M22] + l_mat[webgl.M23]) * l_w);
            };
            Vector3.prototype.dot = function (v) {
                return this.x * v.x + this.y * v.y + this.z * v.z;
            };
            Vector3.prototype.length = function () {
                return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
            };
            Vector3.prototype.distance = function (v) {
                var a = v.x - this.x;
                var b = v.y - this.y;
                var c = v.z - this.z;
                return Math.sqrt(a * a + b * b + c * c);
            };
            return Vector3;
        }());
        webgl.Vector3 = Vector3;
    })(webgl = spine.webgl || (spine.webgl = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var webgl;
    (function (webgl) {
        var ManagedWebGLRenderingContext = (function () {
            function ManagedWebGLRenderingContext(canvasOrContext, contextConfig) {
                var _this = this;
                if (contextConfig === void 0) { contextConfig = { alpha: "true" }; }
                this.restorables = new Array();
                if (canvasOrContext instanceof HTMLCanvasElement) {
                    var canvas = canvasOrContext;
                    this.gl = (canvas.getContext("webgl2", contextConfig) || canvas.getContext("webgl", contextConfig));
                    this.canvas = canvas;
                    canvas.addEventListener("webglcontextlost", function (e) {
                        var event = e;
                        if (e) {
                            e.preventDefault();
                        }
                    });
                    canvas.addEventListener("webglcontextrestored", function (e) {
                        for (var i = 0, n = _this.restorables.length; i < n; i++) {
                            _this.restorables[i].restore();
                        }
                    });
                }
                else {
                    this.gl = canvasOrContext;
                    this.canvas = this.gl.canvas;
                }
            }
            ManagedWebGLRenderingContext.prototype.addRestorable = function (restorable) {
                this.restorables.push(restorable);
            };
            ManagedWebGLRenderingContext.prototype.removeRestorable = function (restorable) {
                var index = this.restorables.indexOf(restorable);
                if (index > -1)
                    this.restorables.splice(index, 1);
            };
            return ManagedWebGLRenderingContext;
        }());
        webgl.ManagedWebGLRenderingContext = ManagedWebGLRenderingContext;
        var WebGLBlendModeConverter = (function () {
            function WebGLBlendModeConverter() {
            }
            WebGLBlendModeConverter.getDestGLBlendMode = function (blendMode) {
                switch (blendMode) {
                    case spine.BlendMode.Normal: return WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA;
                    case spine.BlendMode.Additive: return WebGLBlendModeConverter.ONE;
                    case spine.BlendMode.Multiply: return WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA;
                    case spine.BlendMode.Screen: return WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA;
                    default: throw new Error("Unknown blend mode: " + blendMode);
                }
            };
            WebGLBlendModeConverter.getSourceGLBlendMode = function (blendMode, premultipliedAlpha) {
                if (premultipliedAlpha === void 0) { premultipliedAlpha = false; }
                switch (blendMode) {
                    case spine.BlendMode.Normal: return premultipliedAlpha ? WebGLBlendModeConverter.ONE : WebGLBlendModeConverter.SRC_ALPHA;
                    case spine.BlendMode.Additive: return premultipliedAlpha ? WebGLBlendModeConverter.ONE : WebGLBlendModeConverter.SRC_ALPHA;
                    case spine.BlendMode.Multiply: return WebGLBlendModeConverter.DST_COLOR;
                    case spine.BlendMode.Screen: return WebGLBlendModeConverter.ONE;
                    default: throw new Error("Unknown blend mode: " + blendMode);
                }
            };
            WebGLBlendModeConverter.ZERO = 0;
            WebGLBlendModeConverter.ONE = 1;
            WebGLBlendModeConverter.SRC_COLOR = 0x0300;
            WebGLBlendModeConverter.ONE_MINUS_SRC_COLOR = 0x0301;
            WebGLBlendModeConverter.SRC_ALPHA = 0x0302;
            WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA = 0x0303;
            WebGLBlendModeConverter.DST_ALPHA = 0x0304;
            WebGLBlendModeConverter.ONE_MINUS_DST_ALPHA = 0x0305;
            WebGLBlendModeConverter.DST_COLOR = 0x0306;
            return WebGLBlendModeConverter;
        }());
        webgl.WebGLBlendModeConverter = WebGLBlendModeConverter;
    })(webgl = spine.webgl || (spine.webgl = {}));
})(spine || (spine = {}));
//# sourceMappingURL=spine-webgl.js.map