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@esotericsoftware/spine-pixi-v8

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/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ import { AnimationState, AnimationStateData, AtlasAttachmentLoader, ClippingAttachment, Color, MeshAttachment, Physics, Pool, RegionAttachment, Skeleton, SkeletonBinary, SkeletonBounds, SkeletonClipping, SkeletonData, SkeletonJson, Skin, Vector2, } from '@esotericsoftware/spine-core'; import { Assets, Cache, Container, Graphics, Texture, Ticker, ViewContainer, } from 'pixi.js'; ; const vectorAux = new Vector2(); Skeleton.yDown = true; const clipper = new SkeletonClipping(); /** A bounds provider that provides a fixed size given by the user. */ export class AABBRectangleBoundsProvider { x; y; width; height; constructor(x, y, width, height) { this.x = x; this.y = y; this.width = width; this.height = height; } calculateBounds() { return { x: this.x, y: this.y, width: this.width, height: this.height }; } } /** A bounds provider that calculates the bounding box from the setup pose. */ export class SetupPoseBoundsProvider { clipping; /** * @param clipping If true, clipping attachments are used to compute the bounds. False, by default. */ constructor(clipping = false) { this.clipping = clipping; } calculateBounds(gameObject) { if (!gameObject.skeleton) return { x: 0, y: 0, width: 0, height: 0 }; // Make a copy of animation state and skeleton as this might be called while // the skeleton in the GameObject has already been heavily modified. We can not // reconstruct that state. const skeleton = new Skeleton(gameObject.skeleton.data); skeleton.setupPose(); skeleton.updateWorldTransform(Physics.update); const bounds = skeleton.getBoundsRect(this.clipping ? new SkeletonClipping() : undefined); return bounds.width === Number.NEGATIVE_INFINITY ? { x: 0, y: 0, width: 0, height: 0 } : bounds; } } /** A bounds provider that calculates the bounding box by taking the maximumg bounding box for a combination of skins and specific animation. */ export class SkinsAndAnimationBoundsProvider { animation; skins; timeStep; clipping; /** * @param animation The animation to use for calculating the bounds. If null, the setup pose is used. * @param skins The skins to use for calculating the bounds. If empty, the default skin is used. * @param timeStep The time step to use for calculating the bounds. A smaller time step means more precision, but slower calculation. * @param clipping If true, clipping attachments are used to compute the bounds. False, by default. */ constructor(animation, skins = [], timeStep = 0.05, clipping = false) { this.animation = animation; this.skins = skins; this.timeStep = timeStep; this.clipping = clipping; } calculateBounds(gameObject) { if (!gameObject.skeleton || !gameObject.state) return { x: 0, y: 0, width: 0, height: 0 }; // Make a copy of animation state and skeleton as this might be called while // the skeleton in the GameObject has already been heavily modified. We can not // reconstruct that state. const animationState = new AnimationState(gameObject.state.data); const skeleton = new Skeleton(gameObject.skeleton.data); const clipper = this.clipping ? new SkeletonClipping() : undefined; const data = skeleton.data; if (this.skins.length > 0) { const customSkin = new Skin("custom-skin"); for (const skinName of this.skins) { const skin = data.findSkin(skinName); if (skin == null) continue; customSkin.addSkin(skin); } skeleton.setSkin(customSkin); } skeleton.setupPose(); const animation = this.animation != null ? data.findAnimation(this.animation) : null; if (animation == null) { skeleton.updateWorldTransform(Physics.update); const bounds = skeleton.getBoundsRect(clipper); return bounds.width === Number.NEGATIVE_INFINITY ? { x: 0, y: 0, width: 0, height: 0 } : bounds; } else { let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY; animationState.clearTracks(); animationState.setAnimation(0, animation, false); const steps = Math.max(animation.duration / this.timeStep, 1.0); for (let i = 0; i < steps; i++) { const delta = i > 0 ? this.timeStep : 0; animationState.update(delta); animationState.apply(skeleton); skeleton.update(delta); skeleton.updateWorldTransform(Physics.update); const bounds = skeleton.getBoundsRect(clipper); minX = Math.min(minX, bounds.x); minY = Math.min(minY, bounds.y); maxX = Math.max(maxX, bounds.x + bounds.width); maxY = Math.max(maxY, bounds.y + bounds.height); } const bounds = { x: minX, y: minY, width: maxX - minX, height: maxY - minY, }; return bounds.width === Number.NEGATIVE_INFINITY ? { x: 0, y: 0, width: 0, height: 0 } : bounds; } } } ; const maskPool = new Pool(() => new Graphics); /** * The class to instantiate a {@link Spine} game object in Pixi. * Create and customize the default configuration using the static method {@link Spine.createOptions}, * then pass it to the constructor. */ export class Spine extends ViewContainer { // Pixi properties batched = true; buildId = 0; renderPipeId = 'spine'; _didSpineUpdate = false; beforeUpdateWorldTransforms = () => { }; afterUpdateWorldTransforms = () => { }; // Spine properties /** The skeleton for this Spine game object. */ skeleton; /** The animation state for this Spine game object. */ state; skeletonBounds; darkTint = false; _debug = undefined; _slotsObject = Object.create(null); clippingSlotToPixiMasks = Object.create(null); getSlotFromRef(slotRef) { let slot; if (typeof slotRef === 'number') slot = this.skeleton.slots[slotRef]; else if (typeof slotRef === 'string') slot = this.skeleton.findSlot(slotRef); else slot = slotRef; if (!slot) throw new Error(`No slot found with the given slot reference: ${slotRef}`); return slot; } spineAttachmentsDirty = true; spineTexturesDirty = true; _lastAttachments = []; _stateChanged = true; attachmentCacheData = []; get debug() { return this._debug; } /** Pass a {@link SpineDebugRenderer} or create your own {@link ISpineDebugRenderer} to render bones, meshes, ... * @example spineGO.debug = new SpineDebugRenderer(); */ set debug(value) { if (this._debug) { this._debug.unregisterSpine(this); } if (value) { value.registerSpine(this); } this._debug = value; } _autoUpdate = false; _ticker = Ticker.shared; get autoUpdate() { return this._autoUpdate; } /** When `true`, the Spine AnimationState and the Skeleton will be automatically updated using the {@link ticker}. */ set autoUpdate(value) { if (value && !this._autoUpdate) { this._ticker.add(this.internalUpdate, this); } else if (!value && this._autoUpdate) { this._ticker.remove(this.internalUpdate, this); } this._autoUpdate = value; } /** The ticker to use when {@link autoUpdate} is `true`. Defaults to {@link Ticker.shared}. */ get ticker() { return this._ticker; } /** Sets the ticker to use when {@link autoUpdate} is `true`. If `autoUpdate` is already `true`, the update callback will be moved from the old ticker to the new one. */ set ticker(value) { value = value ?? Ticker.shared; if (this._ticker === value) return; if (this._autoUpdate) { this._ticker.remove(this.internalUpdate, this); value.add(this.internalUpdate, this); } this._ticker = value; } _boundsProvider; /** The bounds provider to use. If undefined the bounds will be dynamic, calculated when requested and based on the current frame. */ get boundsProvider() { return this._boundsProvider; } set boundsProvider(value) { this._boundsProvider = value; if (value) { this._boundsDirty = false; } this.updateBounds(); } hasNeverUpdated = true; _physicsPositionInheritanceFactorX = 1; _physicsPositionInheritanceFactorY = 1; _physicsRotationInheritanceFactor = 1; hasLastPhysicsTransform = false; lastPhysicsX = 0; lastPhysicsY = 0; lastPhysicsRotation = 0; currentPhysicsPosition = { x: 0, y: 0 }; lastPhysicsPosition = { x: 0, y: 0 }; /** Scales how much horizontal translation of this Pixi container is inherited by skeleton physics constraints. */ get physicsPositionInheritanceFactorX() { return this._physicsPositionInheritanceFactorX; } /** Scales how much vertical translation of this Pixi container is inherited by skeleton physics constraints. */ get physicsPositionInheritanceFactorY() { return this._physicsPositionInheritanceFactorY; } /** * Sets how much translation of this Pixi container is inherited by skeleton physics constraints. * The default is (1, 1), which applies container translation normally. Use (0, 0) * to prevent container translation from affecting physics constraints. */ setPhysicsPositionInheritanceFactor(x, y) { const wasDisabled = this._physicsPositionInheritanceFactorX === 0 && this._physicsPositionInheritanceFactorY === 0; const isEnabled = x !== 0 || y !== 0; this._physicsPositionInheritanceFactorX = x; this._physicsPositionInheritanceFactorY = y; if (wasDisabled && isEnabled) this.resetPhysicsPosition(); } /** * Scales how much rotation of this Pixi container is inherited by skeleton physics constraints. * The default is `1`, which applies container rotation normally. Use `0` to prevent container * rotation from affecting physics constraints. */ get physicsRotationInheritanceFactor() { return this._physicsRotationInheritanceFactor; } set physicsRotationInheritanceFactor(value) { const wasDisabled = this._physicsRotationInheritanceFactor === 0; this._physicsRotationInheritanceFactor = value; if (wasDisabled && value !== 0) this.resetPhysicsRotation(); } constructor(options) { super({}); if (options instanceof SkeletonData) options = { skeletonData: options }; else if ("skeleton" in options) options = new.target.createOptions(options); this.allowChildren = true; const { autoUpdate, boundsProvider, darkTint, skeletonData, ticker } = options; this.skeleton = new Skeleton(skeletonData); this.state = new AnimationState(new AnimationStateData(skeletonData)); if (ticker) this._ticker = ticker; this.autoUpdate = autoUpdate ?? true; this._boundsProvider = boundsProvider; // dark tint can be enabled by options, otherwise is enable if at least one slot has tint black this.darkTint = darkTint === undefined ? this.skeleton.slots.some(slot => !!slot.data.setupPose.darkColor) : darkTint; const slots = this.skeleton.slots; for (let i = 0; i < slots.length; i++) this.attachmentCacheData[i] = Object.create(null); } /** If {@link Spine.autoUpdate} is `false`, this method allows to update the AnimationState and the Skeleton with the given delta. */ update(dt) { this.internalUpdate(undefined, dt); } internalUpdate(ticker, deltaSeconds) { this._updateAndApplyState(deltaSeconds ?? this._ticker.deltaMS / 1000); } /** Resets the position used for calculating inherited physics translation. */ resetPhysicsPosition() { const transform = this.worldTransform; this.lastPhysicsX = transform.tx; this.lastPhysicsY = transform.ty; if (!this.hasLastPhysicsTransform) this.lastPhysicsRotation = this.getPhysicsRotation(); this.hasLastPhysicsTransform = true; } /** Resets the rotation used for calculating inherited physics rotation. */ resetPhysicsRotation() { const transform = this.worldTransform; this.lastPhysicsRotation = this.getPhysicsRotation(); if (!this.hasLastPhysicsTransform) { this.lastPhysicsX = transform.tx; this.lastPhysicsY = transform.ty; } this.hasLastPhysicsTransform = true; } /** Resets the transform used for calculating inherited physics translation and rotation. */ resetPhysicsTransform() { this.resetPhysicsPosition(); this.resetPhysicsRotation(); } applyTransformMovementToPhysics() { const { tx, ty } = this.worldTransform; const currentRotation = this.getPhysicsRotation(); if (this.hasLastPhysicsTransform) { this.applyPositionMovementToPhysics(tx, ty); this.applyRotationMovementToPhysics(currentRotation); } this.setLastPhysicsTransform(tx, ty, currentRotation); } applyPositionMovementToPhysics(currentX, currentY) { if (this._physicsPositionInheritanceFactorX === 0 && this._physicsPositionInheritanceFactorY === 0) return; const currentPosition = this.currentPhysicsPosition; currentPosition.x = currentX; currentPosition.y = currentY; this.pixiWorldCoordinatesToSkeleton(currentPosition); const lastPosition = this.lastPhysicsPosition; lastPosition.x = this.lastPhysicsX; lastPosition.y = this.lastPhysicsY; this.pixiWorldCoordinatesToSkeleton(lastPosition); this.skeleton.physicsTranslate((currentPosition.x - lastPosition.x) * this._physicsPositionInheritanceFactorX, (currentPosition.y - lastPosition.y) * this._physicsPositionInheritanceFactorY); } applyRotationMovementToPhysics(currentRotation) { const rotationFactor = this._physicsRotationInheritanceFactor; if (rotationFactor === 0) return; this.skeleton.physicsRotate(0, 0, this.getRotationDelta(currentRotation, this.lastPhysicsRotation) * rotationFactor); } setLastPhysicsTransform(x, y, rotation) { this.lastPhysicsX = x; this.lastPhysicsY = y; this.lastPhysicsRotation = rotation; this.hasLastPhysicsTransform = true; } getPhysicsRotation() { const transform = this.worldTransform; return Math.atan2(transform.b, transform.a) * 180 / Math.PI; } getRotationDelta(current, previous) { let delta = current - previous; delta = (delta + 180) % 360 - 180; return delta < -180 ? delta + 360 : delta; } get bounds() { if (this._boundsDirty) { this.updateBounds(); } return this._bounds; } /** * Set the position of the bone given in input through a {@link IPointData}. * @param bone: the bone name or the bone instance to set the position * @param outPos: the new position of the bone. * @throws {Error}: if the given bone is not found in the skeleton, an error is thrown */ setBonePosition(bone, position) { const boneAux = bone; if (typeof bone === 'string') { bone = this.skeleton.findBone(bone); } if (!bone) throw Error(`Cant set bone position, bone ${String(boneAux)} not found`); vectorAux.set(position.x, position.y); const applied = bone.appliedPose; if (bone.parent) { const aux = bone.parent.appliedPose.worldToLocal(vectorAux); applied.x = aux.x; applied.y = -aux.y; } else { applied.x = vectorAux.x; applied.y = vectorAux.y; } } /** * Return the position of the bone given in input into an {@link IPointData}. * @param bone: the bone name or the bone instance to get the position from * @param outPos: an optional {@link IPointData} to use to return the bone position, rathern than instantiating a new object. * @returns {IPointData | undefined}: the position of the bone, or undefined if no matching bone is found in the skeleton */ getBonePosition(bone, outPos) { const boneAux = bone; if (typeof bone === 'string') { bone = this.skeleton.findBone(bone); } if (!bone) { console.error(`Cant set bone position! Bone ${String(boneAux)} not found`); return outPos; } if (!outPos) { outPos = { x: 0, y: 0 }; } outPos.x = bone.appliedPose.worldX; outPos.y = bone.appliedPose.worldY; return outPos; } /** * Advance the state and skeleton by the given time, then update slot objects too. * The container transform is not updated. * * @param time the time at which to set the state */ _updateAndApplyState(time) { this.hasNeverUpdated = false; this.state.update(time); this.skeleton.update(time); const { skeleton } = this; this.state.apply(skeleton); this.applyTransformMovementToPhysics(); this.beforeUpdateWorldTransforms(this); skeleton.updateWorldTransform(Physics.update); this.afterUpdateWorldTransforms(this); this.updateSlotObjects(); this._stateChanged = true; this.onViewUpdate(); } /** * - validates the attachments - to flag if the attachments have changed this state * - transforms the attachments - to update the vertices of the attachments based on the new positions * @internal */ _validateAndTransformAttachments() { if (!this._stateChanged) return; this._stateChanged = false; this.validateAttachments(); this.transformAttachments(); } validateAttachments() { const currentDrawOrder = this.skeleton.drawOrder.appliedPose; const lastAttachments = this._lastAttachments; let index = 0; let spineAttachmentsDirty = false; for (let i = 0; i < currentDrawOrder.length; i++) { const slot = currentDrawOrder[i]; const attachment = slot.appliedPose.attachment; if (attachment) { if (attachment !== lastAttachments[index]) { spineAttachmentsDirty = true; lastAttachments[index] = attachment; } index++; } } if (index !== lastAttachments.length) { spineAttachmentsDirty = true; lastAttachments.length = index; } this.spineAttachmentsDirty ||= spineAttachmentsDirty; } currentClippingSlot; updateAndSetPixiMask(slot, last) { // assign/create the currentClippingSlot const pose = slot.appliedPose; const attachment = pose.attachment; if (attachment && attachment instanceof ClippingAttachment) { const clip = (this.clippingSlotToPixiMasks[slot.data.name] ||= { slot, vertices: [] }); clip.maskComputed = false; this.currentClippingSlot = this.clippingSlotToPixiMasks[slot.data.name]; return; } // assign the currentClippingSlot mask to the slot object const currentClippingSlot = this.currentClippingSlot; const slotObject = this._slotsObject[slot.data.name]; if (currentClippingSlot && slotObject) { const slotClipping = currentClippingSlot.slot; const clippingAttachment = slotClipping.pose.attachment; // create the pixi mask, only the first time and if the clipped slot is the first one clipped by this currentClippingSlot let mask = currentClippingSlot.mask; if (!mask) { mask = maskPool.obtain(); currentClippingSlot.mask = mask; this.addChild(mask); } // compute the pixi mask polygon, if the clipped slot is the first one clipped by this currentClippingSlot if (!currentClippingSlot.maskComputed) { currentClippingSlot.maskComputed = true; const worldVerticesLength = clippingAttachment.worldVerticesLength; const vertices = currentClippingSlot.vertices; clippingAttachment.computeWorldVertices(this.skeleton, slotClipping, 0, worldVerticesLength, vertices, 0, 2); mask.clear().poly(vertices).stroke({ width: 0 }).fill({ alpha: .25 }); } slotObject.container.mask = mask; } else if (slotObject?.container.mask) { // remove the mask, if slot object has a mask, but currentClippingSlot is undefined slotObject.container.mask = null; } // if current slot is the ending one of the currentClippingSlot mask, set currentClippingSlot to undefined if (currentClippingSlot && currentClippingSlot.slot.appliedPose.attachment.endSlot === slot.data) { this.currentClippingSlot = undefined; } // clean up unused masks if (last) { for (const key in this.clippingSlotToPixiMasks) { const clippingSlotToPixiMask = this.clippingSlotToPixiMasks[key]; if ((!(clippingSlotToPixiMask.slot.appliedPose.attachment instanceof ClippingAttachment) || !clippingSlotToPixiMask.maskComputed) && clippingSlotToPixiMask.mask) { this.removeChild(clippingSlotToPixiMask.mask); maskPool.free(clippingSlotToPixiMask.mask); clippingSlotToPixiMask.mask = undefined; } } this.currentClippingSlot = undefined; } } transformAttachments() { const currentDrawOrder = this.skeleton.drawOrder.appliedPose; const skeleton = this.skeleton; for (let i = 0; i < currentDrawOrder.length; i++) { const slot = currentDrawOrder[i]; this.updateAndSetPixiMask(slot, i === currentDrawOrder.length - 1); const pose = slot.appliedPose; const attachment = pose.attachment; if (attachment) { if (attachment instanceof MeshAttachment || attachment instanceof RegionAttachment) { const cacheData = this._getCachedData(slot, attachment); const sequence = attachment.sequence; const sequenceIndex = sequence.resolveIndex(pose); if (attachment instanceof RegionAttachment) { attachment.computeWorldVertices(slot, attachment.getOffsets(pose), cacheData.vertices, 0, 2); } else { attachment.computeWorldVertices(skeleton, slot, 0, attachment.worldVerticesLength, cacheData.vertices, 0, 2); } cacheData.uvs = sequence.getUVs(sequenceIndex); const skeletonColor = skeleton.color; const slotColor = pose.color; const attachmentColor = attachment.color; const alpha = skeletonColor.a * slotColor.a * attachmentColor.a; if (this.alpha === 0 || alpha === 0) { if (!cacheData.skipRender) this.spineAttachmentsDirty = true; cacheData.skipRender = true; } else { if (cacheData.skipRender) this.spineAttachmentsDirty = true; cacheData.skipRender = cacheData.clipped = false; cacheData.color.set(skeletonColor.r * slotColor.r * attachmentColor.r, skeletonColor.g * slotColor.g * attachmentColor.g, skeletonColor.b * slotColor.b * attachmentColor.b, alpha); if (pose.darkColor) { cacheData.darkColor.setFromColor(pose.darkColor); } const texture = sequence.regions[sequenceIndex]?.texture?.texture || Texture.EMPTY; if (cacheData.texture !== texture) { cacheData.texture = texture; this.spineTexturesDirty = true; } if (clipper.isClipping()) { this.updateClippingData(cacheData); } } } else if (attachment instanceof ClippingAttachment) { clipper.clipEnd(slot); clipper.clipStart(skeleton, slot, attachment); continue; } } clipper.clipEnd(slot); } clipper.clipEnd(); } updateClippingData(cacheData) { cacheData.clipped = true; clipper.clipTrianglesUnpacked(cacheData.vertices, 0, cacheData.indices, cacheData.indices.length, cacheData.uvs); const { clippedVerticesTyped, clippedUVsTyped, clippedTrianglesTyped } = clipper; const verticesCount = clipper.clippedVerticesLength / 2; const indicesCount = clipper.clippedTrianglesLength; if (!cacheData.clippedData) { cacheData.clippedData = { vertices: new Float32Array(verticesCount * 2), uvs: new Float32Array(verticesCount * 2), vertexCount: verticesCount, indices: new Uint16Array(indicesCount), indicesCount, }; this.spineAttachmentsDirty = true; } const clippedData = cacheData.clippedData; const sizeChange = clippedData.vertexCount !== verticesCount || indicesCount !== clippedData.indicesCount; cacheData.skipRender = verticesCount === 0; if (sizeChange) { this.spineAttachmentsDirty = true; if (clippedData.vertexCount < verticesCount) { // buffer reuse! clippedData.vertices = new Float32Array(verticesCount * 2); clippedData.uvs = new Float32Array(verticesCount * 2); } if (clippedData.indices.length < indicesCount) { clippedData.indices = new Uint16Array(indicesCount); } } const { vertices, uvs, indices } = clippedData; vertices.set(clippedVerticesTyped); uvs.set(clippedUVsTyped); for (let i = 0; i < indicesCount; i++) { const index = clippedTrianglesTyped[i]; // Pixi's Batcher.updateElement() repacks vertex attributes (positions, UVs, colors), // but it does not repack the index buffer. So we need to check indices differences. if (indices[i] !== index) this.spineAttachmentsDirty = true; indices[i] = index; } clippedData.vertexCount = verticesCount; clippedData.indicesCount = indicesCount; } /** * ensure that attached containers map correctly to their slots * along with their position, rotation, scale, and visibility. */ updateSlotObjects() { for (const i in this._slotsObject) { const slotAttachment = this._slotsObject[i]; if (!slotAttachment) continue; this.updateSlotObject(slotAttachment); } } updateSlotObject(slotAttachment) { const { slot, container } = slotAttachment; const pose = slot.appliedPose; const followAttachmentValue = slotAttachment.followAttachmentTimeline ? Boolean(pose.attachment) : true; const slotAlpha = this.skeleton.color.a * pose.color.a; container.visible = this.skeleton.drawOrder.appliedPose.includes(slot) && followAttachmentValue && this.alpha > 0 && slotAlpha > 0; if (container.visible) { const applied = slot.bone.appliedPose; const matrix = container.localTransform; matrix.a = applied.a; matrix.b = applied.c; matrix.c = -applied.b; matrix.d = -applied.d; matrix.tx = applied.worldX; matrix.ty = applied.worldY; container.setFromMatrix(matrix); container.alpha = slotAlpha; if (slotAttachment.followSlotColor) { container.tint = ((255 * this.skeleton.color.r * pose.color.r) << 16) | ((255 * this.skeleton.color.g * pose.color.g) << 8) | (255 * this.skeleton.color.b * pose.color.b); } } } /** @internal */ _getCachedData(slot, attachment) { return this.attachmentCacheData[slot.data.index][attachment.name] || this.initCachedData(slot, attachment); } initCachedData(slot, attachment) { let vertices; if (attachment instanceof RegionAttachment) { vertices = new Float32Array(8); const sequence = attachment.sequence; this.attachmentCacheData[slot.data.index][attachment.name] = { id: `${slot.data.index}-${attachment.name}`, vertices, clipped: false, indices: [0, 1, 2, 0, 2, 3], uvs: new Float32Array(sequence.getUVs(0).length), color: new Color(1, 1, 1, 1), darkColor: new Color(0, 0, 0, 0), darkTint: this.darkTint, skipRender: false, texture: sequence.regions[0]?.texture?.texture, }; } else { vertices = new Float32Array(attachment.worldVerticesLength); const sequence = attachment.sequence; this.attachmentCacheData[slot.data.index][attachment.name] = { id: `${slot.data.index}-${attachment.name}`, vertices, clipped: false, indices: attachment.triangles, uvs: new Float32Array(sequence.getUVs(0).length), color: new Color(1, 1, 1, 1), darkColor: new Color(0, 0, 0, 0), darkTint: this.darkTint, skipRender: false, texture: sequence.regions[0]?.texture?.texture, }; } return this.attachmentCacheData[slot.data.index][attachment.name]; } onViewUpdate() { // increment from the 12th bit! this._didViewChangeTick++; if (!this._boundsProvider) { this._boundsDirty = true; } if (this.didViewUpdate) return; this.didViewUpdate = true; const renderGroup = this.renderGroup || this.parentRenderGroup; if (renderGroup) { renderGroup.onChildViewUpdate(this); } this.debug?.renderDebug(this); } /** * Attaches a PixiJS container to a specified slot. This will map the world transform of the slots bone * to the attached container. A container can only be attached to one slot at a time. * * @param container - The container to attach to the slot * @param slotRef - The slot id or slot to attach to * @param options - Optional settings for the attachment. * @param options.followAttachmentTimeline - If true, the attachment will follow the slot's attachment timeline. * @param options.followSlotColor - If true, the container tint will follow the skeleton and slot colors. */ addSlotObject(slot, container, options) { slot = this.getSlotFromRef(slot); // need to check in on the container too... for (const i in this._slotsObject) { if (this._slotsObject[i]?.container === container) { this.removeSlotObject(this._slotsObject[i].slot); } } this.removeSlotObject(slot); container.includeInBuild = false; // TODO only add once?? this.addChild(container); const slotObject = { container, slot, followAttachmentTimeline: options?.followAttachmentTimeline || false, followSlotColor: options?.followSlotColor || false, }; this._slotsObject[slot.data.name] = slotObject; this.updateSlotObject(slotObject); } /** * Removes a PixiJS container from the slot it is attached to. * * @param container - The container to detach from the slot * @param slotOrContainer - The container, slot id or slot to detach from */ removeSlotObject(slotOrContainer) { let containerToRemove; if (slotOrContainer instanceof Container) { for (const i in this._slotsObject) { if (this._slotsObject[i]?.container === slotOrContainer) { this._slotsObject[i] = null; containerToRemove = slotOrContainer; break; } } } else { const slot = this.getSlotFromRef(slotOrContainer); containerToRemove = this._slotsObject[slot.data.name]?.container; this._slotsObject[slot.data.name] = null; } if (containerToRemove) { this.removeChild(containerToRemove); containerToRemove.includeInBuild = true; } } /** * Removes all PixiJS containers attached to any slot. */ removeSlotObjects() { Object.entries(this._slotsObject).forEach(([slotName, slotObject]) => { if (slotObject) slotObject.container.removeFromParent(); delete this._slotsObject[slotName]; }); } /** * Returns a container attached to a slot, or undefined if no container is attached. * * @param slotRef - The slot id or slot to get the attachment from * @returns - The container attached to the slot */ getSlotObject(slot) { slot = this.getSlotFromRef(slot); return this._slotsObject[slot.data.name]?.container; } updateBounds() { this._boundsDirty = false; this.skeletonBounds ||= new SkeletonBounds(); const skeletonBounds = this.skeletonBounds; skeletonBounds.update(this.skeleton, true); if (this._boundsProvider) { const boundsSpine = this._boundsProvider.calculateBounds(this); const bounds = this._bounds; bounds.clear(); bounds.x = boundsSpine.x; bounds.y = boundsSpine.y; bounds.width = boundsSpine.width; bounds.height = boundsSpine.height; } else if (skeletonBounds.minX === Infinity) { if (this.hasNeverUpdated) { this._updateAndApplyState(0); this._boundsDirty = false; } this._validateAndTransformAttachments(); const drawOrder = this.skeleton.drawOrder.appliedPose; const bounds = this._bounds; bounds.clear(); for (let i = 0; i < drawOrder.length; i++) { const slot = drawOrder[i]; const attachment = slot.appliedPose.attachment; if (attachment && (attachment instanceof RegionAttachment || attachment instanceof MeshAttachment)) { const cacheData = this._getCachedData(slot, attachment); bounds.addVertexData(cacheData.vertices, 0, cacheData.vertices.length); } } } else { this._bounds.minX = skeletonBounds.minX; this._bounds.minY = skeletonBounds.minY; this._bounds.maxX = skeletonBounds.maxX; this._bounds.maxY = skeletonBounds.maxY; } } /** @internal */ addBounds(bounds) { bounds.addBounds(this.bounds); } /** * Destroys this sprite renderable and optionally its texture. * @param options - Options parameter. A boolean will act as if all options * have been set to that value * @param {boolean} [options.texture=false] - Should it destroy the current texture of the renderable as well * @param {boolean} [options.textureSource=false] - Should it destroy the textureSource of the renderable as well */ destroy(options = false) { super.destroy(options); this._ticker.remove(this.internalUpdate, this); this._ticker = null; this.state.clearListeners(); this.debug = undefined; this.skeleton = null; this.state = null; this._slotsObject = null; this.attachmentCacheData = null; this._lastAttachments.length = 0; } /** Converts a point from the skeleton coordinate system to the Pixi world coordinate system. */ skeletonToPixiWorldCoordinates(point) { this.worldTransform.apply(point, point); } /** Converts a point from the Pixi world coordinate system to the skeleton coordinate system. */ pixiWorldCoordinatesToSkeleton(point) { this.worldTransform.applyInverse(point, point); } /** Converts a point from the Pixi world coordinate system to the bone's local coordinate system. */ pixiWorldCoordinatesToBone(point, bone) { this.pixiWorldCoordinatesToSkeleton(point); if (bone.parent) { bone.parent.appliedPose.worldToLocal(point); } else { bone.appliedPose.worldToLocal(point); } } /** * Get a convenient initialization configuration for your Spine game object. * Before instantiating a Spine game object, the skeleton (`.skel` or `.json`) and the atlas text files must be loaded into the {@link Assets}. For example: * ``` * PIXI.Assets.add("sackData", "/assets/sack-pro.skel"); * PIXI.Assets.add("sackAtlas", "/assets/sack-pma.atlas"); * await PIXI.Assets.load(["sackData", "sackAtlas"]); * ``` * Once a Spine game object is created, its skeleton data is cached into {@link Cache} using the key: * `${skeletonAssetName}-${atlasAssetName}-${options?.scale ?? 1}` * * @param options - Options to configure the Spine game object. See {@link SpineFromOptions} * @returns {SpineOptions} The configuration ready to be passed to the Spine constructor */ static createOptions({ skeleton, atlas, scale = 1, darkTint, autoUpdate = true, boundsProvider, allowMissingRegions = false, ticker }) { const cacheKey = `${skeleton}-${atlas}-${scale}`; if (Cache.has(cacheKey)) { return { skeletonData: Cache.get(cacheKey), darkTint, autoUpdate, boundsProvider, ticker, }; } const atlasAsset = Assets.get(atlas); const attachmentLoader = new AtlasAttachmentLoader(atlasAsset, allowMissingRegions); // biome-ignore lint/suspicious/noExplicitAny: json skeleton data is any const skeletonAsset = Assets.get(skeleton); const parser = skeletonAsset instanceof Uint8Array ? new SkeletonBinary(attachmentLoader) : new SkeletonJson(attachmentLoader); parser.scale = scale; const skeletonData = parser.readSkeletonData(skeletonAsset); Cache.set(cacheKey, skeletonData); return { skeletonData, darkTint, autoUpdate, boundsProvider, ticker, }; } /** * @deprecated Use directly the Spine constructor or {@link createOptions} to make options and customize it to pass to the constructor * Use this method to instantiate a Spine game object. * Before instantiating a Spine game object, the skeleton (`.skel` or `.json`) and the atlas text files must be loaded into the Assets. For example: * ``` * PIXI.Assets.add("sackData", "/assets/sack-pro.skel"); * PIXI.Assets.add("sackAtlas", "/assets/sack-pma.atlas"); * await PIXI.Assets.load(["sackData", "sackAtlas"]); * ``` * Once a Spine game object is created, its skeleton data is cached into {@link Cache} using the key: * `${skeletonAssetName}-${atlasAssetName}-${options?.scale ?? 1}` * * @param options - Options to configure the Spine game object. See {@link SpineFromOptions} * @returns {Spine} The Spine game object instantiated */ static from(options) { return new Spine(Spine.createOptions(options)); } } //# 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