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@esotericsoftware/spine-player

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// spine-core/src/Utils.ts
var IntSet = class {
  array = [];
  add(value) {
    const contains = this.contains(value);
    this.array[value | 0] = value | 0;
    return !contains;
  }
  contains(value) {
    return this.array[value | 0] !== void 0;
  }
  remove(value) {
    this.array[value | 0] = void 0;
  }
  clear() {
    this.array.length = 0;
  }
};
var StringSet = class {
  entries = {};
  size = 0;
  add(value) {
    const contains = this.entries[value];
    this.entries[value] = true;
    if (!contains) {
      this.size++;
      return true;
    }
    return false;
  }
  addAll(values) {
    const oldSize = this.size;
    for (let i = 0, n = values.length; i < n; i++)
      this.add(values[i]);
    return oldSize !== this.size;
  }
  contains(value) {
    return this.entries[value];
  }
  clear() {
    this.entries = {};
    this.size = 0;
  }
};
var Color = class _Color {
  constructor(r = 0, g = 0, b = 0, a = 0) {
    this.r = r;
    this.g = g;
    this.b = b;
    this.a = a;
  }
  static WHITE = new _Color(1, 1, 1, 1);
  static RED = new _Color(1, 0, 0, 1);
  static GREEN = new _Color(0, 1, 0, 1);
  static BLUE = new _Color(0, 0, 1, 1);
  static MAGENTA = new _Color(1, 0, 1, 1);
  set(r, g, b, a) {
    this.r = r;
    this.g = g;
    this.b = b;
    this.a = a;
    return this.clamp();
  }
  setFromColor(c) {
    this.r = c.r;
    this.g = c.g;
    this.b = c.b;
    this.a = c.a;
    return this;
  }
  setFromString(hex) {
    hex = hex.charAt(0) === "#" ? hex.substr(1) : hex;
    this.r = parseInt(hex.substr(0, 2), 16) / 255;
    this.g = parseInt(hex.substr(2, 2), 16) / 255;
    this.b = parseInt(hex.substr(4, 2), 16) / 255;
    this.a = hex.length !== 8 ? 1 : parseInt(hex.substr(6, 2), 16) / 255;
    return this;
  }
  add(r, g, b, a) {
    this.r += r;
    this.g += g;
    this.b += b;
    this.a += a;
    return this.clamp();
  }
  clamp() {
    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;
  }
  static rgba8888ToColor(color, value) {
    color.r = ((value & 4278190080) >>> 24) / 255;
    color.g = ((value & 16711680) >>> 16) / 255;
    color.b = ((value & 65280) >>> 8) / 255;
    color.a = (value & 255) / 255;
  }
  static rgb888ToColor(color, value) {
    color.r = ((value & 16711680) >>> 16) / 255;
    color.g = ((value & 65280) >>> 8) / 255;
    color.b = (value & 255) / 255;
  }
  toRgb888() {
    const hex = (x) => `0${(x * 255).toString(16)}`.slice(-2);
    return Number(`0x${hex(this.r)}${hex(this.g)}${hex(this.b)}`);
  }
  static fromString(hex, color = new _Color()) {
    return color.setFromString(hex);
  }
};
var MathUtils = class _MathUtils {
  static epsilon = 1e-5;
  static epsilon2 = _MathUtils.epsilon * _MathUtils.epsilon;
  // biome-ignore lint/suspicious/noApproximativeNumericConstant: reference runtime
  static PI = 3.1415927;
  static PI2 = _MathUtils.PI * 2;
  static invPI2 = 1 / _MathUtils.PI2;
  static radiansToDegrees = 180 / _MathUtils.PI;
  static radDeg = _MathUtils.radiansToDegrees;
  static degreesToRadians = _MathUtils.PI / 180;
  static degRad = _MathUtils.degreesToRadians;
  static clamp(value, min, max) {
    if (value < min) return min;
    if (value > max) return max;
    return value;
  }
  static cosDeg(degrees) {
    return Math.cos(degrees * _MathUtils.degRad);
  }
  static sinDeg(degrees) {
    return Math.sin(degrees * _MathUtils.degRad);
  }
  static atan2Deg(y, x) {
    return Math.atan2(y, x) * _MathUtils.radDeg;
  }
  static signum(value) {
    return value > 0 ? 1 : value < 0 ? -1 : 0;
  }
  static toInt(x) {
    return x > 0 ? Math.floor(x) : Math.ceil(x);
  }
  static cbrt(x) {
    const y = Math.pow(Math.abs(x), 1 / 3);
    return x < 0 ? -y : y;
  }
  static randomTriangular(min, max) {
    return _MathUtils.randomTriangularWith(min, max, (min + max) * 0.5);
  }
  static randomTriangularWith(min, max, mode) {
    const u = Math.random();
    const 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));
  }
  static isPowerOfTwo(value) {
    return value && (value & value - 1) === 0;
  }
};
var Interpolation = class _Interpolation {
  static linear = new class extends _Interpolation {
    applyInternal(a) {
      return a;
    }
  }();
  /** Aka "smoothstep". */
  static smooth = new class extends _Interpolation {
    applyInternal(a) {
      return a * a * (3 - 2 * a);
    }
  }();
  /** Slow, then fast. */
  static slowFast = new class extends _Interpolation {
    applyInternal(a) {
      return a * a;
    }
  }();
  /** Fast, then slow. */
  static fastSlow = new class extends _Interpolation {
    applyInternal(a) {
      return (a - 1) * (a - 1) * -1 + 1;
    }
  }();
  static circle = new class extends _Interpolation {
    applyInternal(a) {
      if (a <= 0.5) {
        a *= 2;
        return (1 - Math.sqrt(1 - a * a)) / 2;
      }
      a--;
      a *= 2;
      return (Math.sqrt(1 - a * a) + 1) / 2;
    }
  }();
  apply(start, end, a) {
    if (end === void 0 || a === void 0) return this.applyInternal(start);
    return start + (end - start) * this.applyInternal(a);
  }
};
var Pow = class extends Interpolation {
  power = 2;
  constructor(power) {
    super();
    this.power = power;
  }
  applyInternal(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;
  }
};
var PowOut = class extends Pow {
  constructor(power) {
    super(power);
  }
  applyInternal(a) {
    return Math.pow(a - 1, this.power) * (this.power % 2 === 0 ? -1 : 1) + 1;
  }
};
var Utils = class _Utils {
  static SUPPORTS_TYPED_ARRAYS = typeof Float32Array !== "undefined";
  static arrayCopy(source, sourceStart, dest, destStart, numElements) {
    for (let i = sourceStart, j = destStart; i < sourceStart + numElements; i++, j++) {
      dest[j] = source[i];
    }
  }
  static arrayFill(array, fromIndex, toIndex, value) {
    for (let i = fromIndex; i < toIndex; i++)
      array[i] = value;
  }
  // biome-ignore lint/suspicious/noExplicitAny: ok any in this case
  static setArraySize(array, size, value = 0) {
    const oldSize = array.length;
    if (oldSize === size) return array;
    array.length = size;
    if (oldSize < size) {
      for (let i = oldSize; i < size; i++) array[i] = value;
    }
    return array;
  }
  // biome-ignore lint/suspicious/noExplicitAny: ok any in this case
  static ensureArrayCapacity(array, size, value = 0) {
    if (array.length >= size) return array;
    return _Utils.setArraySize(array, size, value);
  }
  static newArray(size, defaultValue) {
    const array = [];
    for (let i = 0; i < size; i++) array[i] = defaultValue;
    return array;
  }
  static newFloatArray(size) {
    if (_Utils.SUPPORTS_TYPED_ARRAYS)
      return new Float32Array(size);
    else {
      const array = [];
      for (let i = 0; i < array.length; i++) array[i] = 0;
      return array;
    }
  }
  static newShortArray(size) {
    if (_Utils.SUPPORTS_TYPED_ARRAYS)
      return new Int16Array(size);
    else {
      const array = [];
      for (let i = 0; i < array.length; i++) array[i] = 0;
      return array;
    }
  }
  static toFloatArray(array) {
    return _Utils.SUPPORTS_TYPED_ARRAYS ? new Float32Array(array) : array;
  }
  static toSinglePrecision(value) {
    return _Utils.SUPPORTS_TYPED_ARRAYS ? Math.fround(value) : value;
  }
  // This function is used to fix WebKit 602 specific issue described at https://esotericsoftware.com/forum/d/10109-ios-10-disappearing-graphics
  static webkit602BugfixHelper(alpha) {
  }
  static contains(array, element, identity = true) {
    for (let i = 0; i < array.length; i++)
      if (array[i] === element) return true;
    return false;
  }
  // biome-ignore lint/suspicious/noExplicitAny: ok any in this case
  static enumValue(type, name) {
    return type[name[0].toUpperCase() + name.slice(1)];
  }
};
var DebugUtils = class {
  static logBones(skeleton) {
    for (let i = 0; i < skeleton.bones.length; i++) {
      const bone = skeleton.bones[i].appliedPose;
      console.log(`${bone.bone.data.name}, ${bone.a}, ${bone.b}, ${bone.c}, ${bone.d}, ${bone.worldX}, ${bone.worldY}`);
    }
  }
};
var Pool = class {
  items = [];
  instantiator;
  constructor(instantiator) {
    this.instantiator = instantiator;
  }
  obtain() {
    return this.items.length > 0 ? this.items.pop() : this.instantiator();
  }
  free(item) {
    item.reset?.();
    this.items.push(item);
  }
  freeAll(items) {
    for (let i = 0; i < items.length; i++)
      this.free(items[i]);
  }
  clear() {
    this.items.length = 0;
  }
};
var Vector2 = class {
  constructor(x = 0, y = 0) {
    this.x = x;
    this.y = y;
  }
  set(x, y) {
    this.x = x;
    this.y = y;
    return this;
  }
  length() {
    const x = this.x;
    const y = this.y;
    return Math.sqrt(x * x + y * y);
  }
  normalize() {
    const len = this.length();
    if (len !== 0) {
      this.x /= len;
      this.y /= len;
    }
    return this;
  }
};
var TimeKeeper = class {
  maxDelta = 0.064;
  framesPerSecond = 0;
  delta = 0;
  totalTime = 0;
  lastTime = Date.now() / 1e3;
  frameCount = 0;
  frameTime = 0;
  update() {
    const now = Date.now() / 1e3;
    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;
    }
  }
};
var WindowedMean = class {
  values;
  addedValues = 0;
  lastValue = 0;
  mean = 0;
  dirty = true;
  constructor(windowSize = 32) {
    this.values = new Array(windowSize);
  }
  hasEnoughData() {
    return this.addedValues >= this.values.length;
  }
  addValue(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;
  }
  getMean() {
    if (this.hasEnoughData()) {
      if (this.dirty) {
        let mean = 0;
        for (let i = 0; i < this.values.length; i++)
          mean += this.values[i];
        this.mean = mean / this.values.length;
        this.dirty = false;
      }
      return this.mean;
    }
    return 0;
  }
};

// spine-core/src/Texture.ts
var Texture = class {
  _image;
  constructor(image) {
    this._image = image;
  }
  getImage() {
    return this._image;
  }
};
var TextureFilter = /* @__PURE__ */ ((TextureFilter2) => {
  TextureFilter2[TextureFilter2["Nearest"] = 9728] = "Nearest";
  TextureFilter2[TextureFilter2["Linear"] = 9729] = "Linear";
  TextureFilter2[TextureFilter2["MipMap"] = 9987] = "MipMap";
  TextureFilter2[TextureFilter2["MipMapNearestNearest"] = 9984] = "MipMapNearestNearest";
  TextureFilter2[TextureFilter2["MipMapLinearNearest"] = 9985] = "MipMapLinearNearest";
  TextureFilter2[TextureFilter2["MipMapNearestLinear"] = 9986] = "MipMapNearestLinear";
  TextureFilter2[TextureFilter2["MipMapLinearLinear"] = 9987] = "MipMapLinearLinear";
  return TextureFilter2;
})(TextureFilter || {});
var TextureWrap = /* @__PURE__ */ ((TextureWrap2) => {
  TextureWrap2[TextureWrap2["MirroredRepeat"] = 33648] = "MirroredRepeat";
  TextureWrap2[TextureWrap2["ClampToEdge"] = 33071] = "ClampToEdge";
  TextureWrap2[TextureWrap2["Repeat"] = 10497] = "Repeat";
  return TextureWrap2;
})(TextureWrap || {});
var TextureRegion = class {
  texture;
  u = 0;
  v = 0;
  u2 = 0;
  v2 = 0;
  width = 0;
  height = 0;
  degrees = 0;
  offsetX = 0;
  offsetY = 0;
  originalWidth = 0;
  originalHeight = 0;
};
var FakeTexture = class extends Texture {
  setFilters(minFilter, magFilter) {
  }
  setWraps(uWrap, vWrap) {
  }
  dispose() {
  }
};

// spine-core/src/TextureAtlas.ts
var TextureAtlas = class {
  pages = [];
  regions = [];
  constructor(atlasText) {
    const reader = new TextureAtlasReader(atlasText);
    const entry = new Array(4);
    const pageFields = {};
    pageFields.size = (page2) => {
      page2.width = parseInt(entry[1]);
      page2.height = parseInt(entry[2]);
    };
    pageFields.format = () => {
    };
    pageFields.filter = (page2) => {
      page2.minFilter = Utils.enumValue(TextureFilter, entry[1]);
      page2.magFilter = Utils.enumValue(TextureFilter, entry[2]);
    };
    pageFields.repeat = (page2) => {
      if (entry[1].indexOf("x") !== -1) page2.uWrap = 10497 /* Repeat */;
      if (entry[1].indexOf("y") !== -1) page2.vWrap = 10497 /* Repeat */;
    };
    pageFields.pma = (page2) => {
      page2.pma = entry[1] === "true";
    };
    var regionFields = {};
    regionFields.xy = (region) => {
      region.x = parseInt(entry[1]);
      region.y = parseInt(entry[2]);
    };
    regionFields.size = (region) => {
      region.width = parseInt(entry[1]);
      region.height = parseInt(entry[2]);
    };
    regionFields.bounds = (region) => {
      region.x = parseInt(entry[1]);
      region.y = parseInt(entry[2]);
      region.width = parseInt(entry[3]);
      region.height = parseInt(entry[4]);
    };
    regionFields.offset = (region) => {
      region.offsetX = parseInt(entry[1]);
      region.offsetY = parseInt(entry[2]);
    };
    regionFields.orig = (region) => {
      region.originalWidth = parseInt(entry[1]);
      region.originalHeight = parseInt(entry[2]);
    };
    regionFields.offsets = (region) => {
      region.offsetX = parseInt(entry[1]);
      region.offsetY = parseInt(entry[2]);
      region.originalWidth = parseInt(entry[3]);
      region.originalHeight = parseInt(entry[4]);
    };
    regionFields.rotate = (region) => {
      const value = entry[1];
      if (value === "true")
        region.degrees = 90;
      else if (value !== "false")
        region.degrees = parseInt(value);
    };
    regionFields.index = (region) => {
      region.index = parseInt(entry[1]);
    };
    let line = reader.readLine();
    while (line && line.trim().length === 0)
      line = reader.readLine();
    while (true) {
      if (!line || line.trim().length === 0) break;
      if (reader.readEntry(entry, line) === 0) break;
      line = reader.readLine();
    }
    let page = null;
    let names = null;
    let values = null;
    while (true) {
      if (line === null) break;
      if (line.trim().length === 0) {
        page = null;
        line = reader.readLine();
      } else if (!page) {
        page = new TextureAtlasPage(line.trim());
        while (true) {
          if (reader.readEntry(entry, line = reader.readLine()) === 0) break;
          const field = pageFields[entry[0]];
          if (field) field(page);
        }
        this.pages.push(page);
      } else {
        const region = new TextureAtlasRegion(page, line);
        while (true) {
          const count = reader.readEntry(entry, line = reader.readLine());
          if (count === 0) break;
          const field = regionFields[entry[0]];
          if (field)
            field(region);
          else {
            if (!names) names = [];
            if (!values) values = [];
            names.push(entry[0]);
            const entryValues = [];
            for (let i = 0; i < count; i++)
              entryValues.push(parseInt(entry[i + 1]));
            values.push(entryValues);
          }
        }
        if (region.originalWidth === 0 && region.originalHeight === 0) {
          region.originalWidth = region.width;
          region.originalHeight = region.height;
        }
        if (names && names.length > 0 && values && values.length > 0) {
          region.names = names;
          region.values = values;
          names = null;
          values = null;
        }
        region.u = region.x / page.width;
        region.v = region.y / page.height;
        if (region.degrees === 90) {
          region.u2 = (region.x + region.height) / page.width;
          region.v2 = (region.y + region.width) / page.height;
        } else {
          region.u2 = (region.x + region.width) / page.width;
          region.v2 = (region.y + region.height) / page.height;
        }
        this.regions.push(region);
      }
    }
  }
  findRegion(name) {
    for (let i = 0; i < this.regions.length; i++) {
      if (this.regions[i].name === name) {
        return this.regions[i];
      }
    }
    return null;
  }
  setTextures(assetManager, pathPrefix = "") {
    for (const page of this.pages)
      page.setTexture(assetManager.get(pathPrefix + page.name));
  }
  dispose() {
    for (let i = 0; i < this.pages.length; i++) {
      this.pages[i].texture?.dispose();
    }
  }
};
var TextureAtlasReader = class {
  lines;
  index = 0;
  constructor(text) {
    this.lines = text.split(/\r\n|\r|\n/);
  }
  readLine() {
    if (this.index >= this.lines.length)
      return null;
    return this.lines[this.index++];
  }
  readEntry(entry, line) {
    if (!line) return 0;
    line = line.trim();
    if (line.length === 0) return 0;
    const colon = line.indexOf(":");
    if (colon === -1) return 0;
    entry[0] = line.substr(0, colon).trim();
    for (let i = 1, lastMatch = colon + 1; ; i++) {
      const comma = line.indexOf(",", lastMatch);
      if (comma === -1) {
        entry[i] = line.substr(lastMatch).trim();
        return i;
      }
      entry[i] = line.substr(lastMatch, comma - lastMatch).trim();
      lastMatch = comma + 1;
      if (i === 4) return 4;
    }
  }
};
var TextureAtlasPage = class {
  name;
  minFilter = 9728 /* Nearest */;
  magFilter = 9728 /* Nearest */;
  uWrap = 33071 /* ClampToEdge */;
  vWrap = 33071 /* ClampToEdge */;
  texture = null;
  width = 0;
  height = 0;
  pma = false;
  regions = [];
  constructor(name) {
    this.name = name;
  }
  setTexture(texture) {
    this.texture = texture;
    texture.setFilters(this.minFilter, this.magFilter);
    texture.setWraps(this.uWrap, this.vWrap);
    for (const region of this.regions)
      region.texture = texture;
  }
};
var TextureAtlasRegion = class extends TextureRegion {
  page;
  name;
  x = 0;
  y = 0;
  offsetX = 0;
  offsetY = 0;
  originalWidth = 0;
  originalHeight = 0;
  index = 0;
  degrees = 0;
  names = null;
  values = null;
  constructor(page, name) {
    super();
    this.page = page;
    this.name = name;
    page.regions.push(this);
  }
};

// spine-core/src/attachments/Attachment.ts
var Attachment = class _Attachment {
  static empty = [];
  name;
  /** Timelines for the timeline attachment are also applied to this attachment.
   * @return May be null if no attachment-specific timelines should be applied. */
  timelineAttachment;
  /** Slots that can have attachments whose {@link timelineAttachment} is this attachment. */
  timelineSlots = _Attachment.empty;
  constructor(name) {
    if (!name) throw new Error("name cannot be null.");
    this.name = name;
    this.timelineAttachment = this;
  }
  /** Returns true if the {@code slotIndex} or any {@link timelineSlots} have an attachment whose {@link timelineAttachment} is
   * this attachment.
   * @param slots The {@link Skeleton.slots}.
   * @param slotIndex The timeline's primary slot index. */
  isTimelineActive(slots, slotIndex, appliedPose) {
    let slot = slots[slotIndex];
    if (slot.bone.isActive()) {
      const other = (appliedPose ? slot.getAppliedPose() : slot.getPose()).getAttachment();
      if (other != null && other.timelineAttachment === this) return true;
    }
    for (let i = 0, n = this.timelineSlots.length; i < n; i++) {
      slot = slots[this.timelineSlots[i]];
      if (!slot.bone.isActive()) continue;
      const other = (appliedPose ? slot.getAppliedPose() : slot.getPose()).getAttachment();
      if (other != null && other.timelineAttachment === this) return true;
    }
    return false;
  }
};
var VertexAttachment = class _VertexAttachment extends Attachment {
  static nextID = 0;
  /** The unique ID for this attachment. */
  id = _VertexAttachment.nextID++;
  /** The bones that affect the {@link vertices}. The entries are, for each vertex, the number of bones affecting the vertex
   * followed by that many bone indices, which is {@link Skeleton.getBones} index. Null if this attachment has no weights. */
  bones = null;
  /** The vertex positions in the bone's coordinate system. For a non-weighted attachment, the values are `x,y`
   * entries for each vertex. For a weighted attachment, the values are `x,y,weight` triplets for each bone affecting
   * each vertex. */
  vertices = [];
  /** The maximum number of world vertex values that can be output by
   * {@link computeWorldVertices} using the `count` parameter. */
  worldVerticesLength = 0;
  constructor(name) {
    super(name);
  }
  /** Transforms the attachment's local {@link vertices} to world coordinates. If {@link SlotPose.getDeform} is not empty, it
   * is used to deform the vertices.
   *
   * See <a href="https://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
   * Runtimes Guide.
   * @param start The index of the first {@link vertices} value to transform. Each vertex has 2 values, x and y.
   * @param count The number of world vertex values to output. Must be <= {@link worldVerticesLength} - `start`.
   * @param worldVertices The output world vertices. Must have a length >= `offset` + `count` *
   *           `stride` / 2.
   * @param offset The `worldVertices` index to begin writing values.
   * @param stride The number of `worldVertices` entries between the value pairs written. */
  computeWorldVertices(skeleton, slot, start, count, worldVertices, offset, stride) {
    count = offset + (count >> 1) * stride;
    const deformArray = slot.appliedPose.deform;
    let vertices = this.vertices;
    const bones = this.bones;
    if (!bones) {
      if (deformArray.length > 0) vertices = deformArray;
      const bone = slot.bone.appliedPose;
      const x = bone.worldX;
      const y = bone.worldY;
      const a = bone.a, b = bone.b, c = bone.c, d = bone.d;
      for (let v2 = start, w = offset; w < count; v2 += 2, w += stride) {
        const vx = vertices[v2], vy = vertices[v2 + 1];
        worldVertices[w] = vx * a + vy * b + x;
        worldVertices[w + 1] = vx * c + vy * d + y;
      }
      return;
    }
    let v = 0, skip = 0;
    for (let i = 0; i < start; i += 2) {
      const n = bones[v];
      v += n + 1;
      skip += n;
    }
    const skeletonBones = skeleton.bones;
    if (deformArray.length === 0) {
      for (let w = offset, b = skip * 3; w < count; w += stride) {
        let wx = 0, wy = 0;
        let n = bones[v++];
        n += v;
        for (; v < n; v++, b += 3) {
          const bone = skeletonBones[bones[v]].appliedPose;
          const 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 {
      const deform = deformArray;
      for (let w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) {
        let wx = 0, wy = 0;
        let n = bones[v++];
        n += v;
        for (; v < n; v++, b += 3, f += 2) {
          const bone = skeletonBones[bones[v]].appliedPose;
          const 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;
      }
    }
  }
  /** Does not copy id (generated) or name (set on construction). **/
  copyTo(attachment) {
    if (this.bones) {
      attachment.bones = [];
      Utils.arrayCopy(this.bones, 0, attachment.bones, 0, this.bones.length);
    } else
      attachment.bones = null;
    if (this.vertices) {
      attachment.vertices = Utils.newFloatArray(this.vertices.length);
      Utils.arrayCopy(this.vertices, 0, attachment.vertices, 0, this.vertices.length);
    }
    attachment.worldVerticesLength = this.worldVerticesLength;
    attachment.timelineAttachment = this.timelineAttachment;
    attachment.timelineSlots = this.timelineSlots;
  }
};

// spine-core/src/attachments/MeshAttachment.ts
var MeshAttachment = class _MeshAttachment extends VertexAttachment {
  sequence;
  /** The UV pair for each vertex, normalized within the texture region. */
  regionUVs = [];
  /** Triplets of vertex indices which describe the mesh's triangulation. */
  triangles = [];
  /** The number of entries at the beginning of {@link vertices} that make up the mesh hull. */
  hullLength = 0;
  /** The name of the texture region for this attachment. */
  path;
  /** The color to tint the mesh. */
  color = new Color(1, 1, 1, 1);
  sourceMesh = null;
  /** Vertex index pairs describing edges for controlling triangulation, or null if nonessential data was not exported. Mesh
   * triangles do not never cross edges. Triangulation is not performed at runtime. */
  edges = [];
  /** The width of the mesh's image. Available only when nonessential data was exported. */
  width = 0;
  /** The height of the mesh's image. Available only when nonessential data was exported. */
  height = 0;
  tempColor = new Color(0, 0, 0, 0);
  constructor(name, sequence) {
    super(name);
    this.sequence = sequence;
  }
  copy() {
    if (this.sourceMesh) return this.newLinkedMesh();
    const copy = new _MeshAttachment(this.name, this.sequence.copy());
    copy.path = this.path;
    copy.color.setFromColor(this.color);
    this.copyTo(copy);
    copy.regionUVs = [];
    Utils.arrayCopy(this.regionUVs, 0, copy.regionUVs, 0, this.regionUVs.length);
    copy.triangles = [];
    Utils.arrayCopy(this.triangles, 0, copy.triangles, 0, this.triangles.length);
    copy.hullLength = this.hullLength;
    if (this.edges) {
      copy.edges = [];
      Utils.arrayCopy(this.edges, 0, copy.edges, 0, this.edges.length);
    }
    copy.width = this.width;
    copy.height = this.height;
    return copy;
  }
  updateSequence() {
    this.sequence.update(this);
  }
  /** The source mesh if this is a linked mesh, else null. A linked mesh shares the {@link bones}, {@link vertices},
   * {@link regionUVs}, {@link triangles}, {@link hullLength}, {@link edges}, {@link width}, and {@link height} with the
   * source mesh, but may have a different {@link name} or {@link path}, and therefore a different texture region. */
  getSourceMesh() {
    return this.sourceMesh;
  }
  setSourceMesh(sourceMesh) {
    this.sourceMesh = sourceMesh;
    if (sourceMesh) {
      this.bones = sourceMesh.bones;
      this.vertices = sourceMesh.vertices;
      this.worldVerticesLength = sourceMesh.worldVerticesLength;
      this.regionUVs = sourceMesh.regionUVs;
      this.triangles = sourceMesh.triangles;
      this.hullLength = sourceMesh.hullLength;
      this.worldVerticesLength = sourceMesh.worldVerticesLength;
      this.edges = sourceMesh.edges;
      this.width = sourceMesh.width;
      this.height = sourceMesh.height;
    }
  }
  /** Returns a new mesh with the {@link sourceMesh} set to this mesh's source mesh, if any, else to this mesh. **/
  newLinkedMesh() {
    const copy = new _MeshAttachment(this.name, this.sequence.copy());
    copy.timelineAttachment = this.timelineAttachment;
    copy.path = this.path;
    copy.color.setFromColor(this.color);
    copy.setSourceMesh(this.sourceMesh ? this.sourceMesh : this);
    copy.updateSequence();
    return copy;
  }
  /** Computes {@link Sequence.getUVs | UVs} for a mesh attachment.
   * @param uvs Output array for the computed UVs, same length as regionUVs. */
  static computeUVs(region, regionUVs, uvs) {
    if (!region) throw new Error("Region not set.");
    const n = uvs.length;
    let u = region.u, v = region.v, width = 0, height = 0;
    if (region instanceof TextureAtlasRegion) {
      const page = region.page;
      const textureWidth = page.width, textureHeight = page.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 (let 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 (let 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 (let i = 0; i < n; i += 2) {
            uvs[i] = u + (1 - regionUVs[i + 1]) * width;
            uvs[i + 1] = v + regionUVs[i] * height;
          }
          return;
        default:
          u -= region.offsetX / textureWidth;
          v -= (region.originalHeight - region.offsetY - region.height) / textureHeight;
          width = region.originalWidth / textureWidth;
          height = region.originalHeight / textureHeight;
      }
    } else if (!region) {
      u = v = 0;
      width = height = 1;
    } else {
      width = region.u2 - u;
      height = region.v2 - v;
    }
    for (let i = 0; i < n; i += 2) {
      uvs[i] = u + regionUVs[i] * width;
      uvs[i + 1] = v + regionUVs[i + 1] * height;
    }
  }
};

// spine-core/src/attachments/RegionAttachment.ts
var RegionAttachment = class _RegionAttachment extends Attachment {
  sequence;
  /** The local x translation. */
  x = 0;
  /** The local y translation. */
  y = 0;
  /** The local scaleX. */
  scaleX = 1;
  /** The local scaleY. */
  scaleY = 1;
  /** The local rotation in degrees, counter clockwise. */
  rotation = 0;
  /** The width of the region attachment in Spine. */
  width = 0;
  /** The height of the region attachment in Spine. */
  height = 0;
  /** The name of the texture region for this attachment. */
  path;
  /** The color to tint the region attachment. */
  color = new Color(1, 1, 1, 1);
  tempColor = new Color(1, 1, 1, 1);
  constructor(name, sequence) {
    super(name);
    this.sequence = sequence;
  }
  copy() {
    const copy = new _RegionAttachment(this.name, this.sequence.copy());
    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;
    copy.color.setFromColor(this.color);
    return copy;
  }
  /** Transforms the attachment's four vertices to world coordinates.
   *
   * See <a href="http://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
   * Runtimes Guide.
   * @param worldVertices The output world vertices. Must have a length >= `offset` + 8.
   * @param offset The `worldVertices` index to begin writing values.
   * @param stride The number of `worldVertices` entries between the value pairs written. */
  computeWorldVertices(slot, vertexOffsets, worldVertices, offset, stride) {
    const bone = slot.bone.appliedPose;
    const x = bone.worldX, y = bone.worldY;
    const a = bone.a, b = bone.b, c = bone.c, d = bone.d;
    let offsetX = vertexOffsets[0];
    let offsetY = vertexOffsets[1];
    worldVertices[offset] = offsetX * a + offsetY * b + x;
    worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
    offset += stride;
    offsetX = vertexOffsets[2];
    offsetY = vertexOffsets[3];
    worldVertices[offset] = offsetX * a + offsetY * b + x;
    worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
    offset += stride;
    offsetX = vertexOffsets[4];
    offsetY = vertexOffsets[5];
    worldVertices[offset] = offsetX * a + offsetY * b + x;
    worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
    offset += stride;
    offsetX = vertexOffsets[6];
    offsetY = vertexOffsets[7];
    worldVertices[offset] = offsetX * a + offsetY * b + x;
    worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
  }
  getOffsets(pose) {
    return this.sequence.offsets[this.sequence.resolveIndex(pose)];
  }
  updateSequence() {
    this.sequence.update(this);
  }
  /** Computes {@link Sequence.getUVs | UVs} and {@link Sequence.getOffsets | offsets} for a region attachment.
   * @param uvs Output array for the computed UVs, length of 8.
   * @param offset Output array for the computed vertex offsets, length of 8. */
  static computeUVs(region, x, y, scaleX, scaleY, rotation, width, height, offset, uvs) {
    if (!region) throw new Error("Region not set.");
    const regionScaleX = width / region.originalWidth * scaleX;
    const regionScaleY = height / region.originalHeight * scaleY;
    const localX = -width / 2 * scaleX + region.offsetX * regionScaleX;
    const localY = -height / 2 * scaleY + region.offsetY * regionScaleY;
    const localX2 = localX + region.width * regionScaleX;
    const localY2 = localY + region.height * regionScaleY;
    const radians = rotation * MathUtils.degRad;
    const cos = Math.cos(radians);
    const sin = Math.sin(radians);
    const localXCos = localX * cos + x;
    const localXSin = localX * sin;
    const localYCos = localY * cos + y;
    const localYSin = localY * sin;
    const localX2Cos = localX2 * cos + x;
    const localX2Sin = localX2 * sin;
    const localY2Cos = localY2 * cos + y;
    const localY2Sin = localY2 * sin;
    offset[0] = localXCos - localYSin;
    offset[1] = localYCos + localXSin;
    offset[2] = localXCos - localY2Sin;
    offset[3] = localY2Cos + localXSin;
    offset[4] = localX2Cos - localY2Sin;
    offset[5] = localY2Cos + localX2Sin;
    offset[6] = localX2Cos - localYSin;
    offset[7] = localYCos + localX2Sin;
    if (region == null) {
      uvs[0] = 0;
      uvs[1] = 0;
      uvs[2] = 0;
      uvs[3] = 1;
      uvs[4] = 1;
      uvs[5] = 1;
      uvs[6] = 1;
      uvs[7] = 0;
    } else {
      uvs[1] = region.v2;
      uvs[2] = region.u;
      uvs[5] = region.v;
      uvs[6] = region.u2;
      if (region.degrees === 90) {
        uvs[0] = region.u2;
        uvs[3] = region.v2;
        uvs[4] = region.u;
        uvs[7] = region.v;
      } else {
        uvs[0] = region.u;
        uvs[3] = region.v;
        uvs[4] = region.u2;
        uvs[7] = region.v2;
      }
    }
  }
  static X1 = 0;
  static Y1 = 1;
  static C1R = 2;
  static C1G = 3;
  static C1B = 4;
  static C1A = 5;
  static U1 = 6;
  static V1 = 7;
  static X2 = 8;
  static Y2 = 9;
  static C2R = 10;
  static C2G = 11;
  static C2B = 12;
  static C2A = 13;
  static U2 = 14;
  static V2 = 15;
  static X3 = 16;
  static Y3 = 17;
  static C3R = 18;
  static C3G = 19;
  static C3B = 20;
  static C3A = 21;
  static U3 = 22;
  static V3 = 23;
  static X4 = 24;
  static Y4 = 25;
  static C4R = 26;
  static C4G = 27;
  static C4B = 28;
  static C4A = 29;
  static U4 = 30;
  static V4 = 31;
};

// spine-core/src/attachments/Sequence.ts
var Sequence = class _Sequence {
  static _nextID = 0;
  id = _Sequence.nextID();
  /** The list of texture regions this sequence will display. */
  regions;
  pathSuffix;
  uvs;
  /** Returns vertex offsets from the center of a {@link RegionAttachment}. Invalid to call for a {@link MeshAttachment}. */
  offsets;
  /** The starting number for the numeric {@link getPath | path} suffix. */
  start = 0;
  /** The minimum number of digits in the numeric {@link getPath | path} suffix, for zero padding. 0 for no zero
   * padding. */
  digits = 0;
  /** The index of the region to show for the setup pose. */
  setupIndex = 0;
  /** @param count The number of texture regions this sequence will display.
   * @param pathSuffix If true, the {@link getPath | path} has a numeric suffix. If false, all regions will use the
   * same path, so `count` should be 1. */
  constructor(count, pathSuffix) {
    this.regions = new Array(count);
    this.pathSuffix = pathSuffix;
  }
  copy() {
    const regionCount = this.regions.length;
    const copy = new _Sequence(regionCount, this.pathSuffix);
    Utils.arrayCopy(this.regions, 0, copy.regions, 0, regionCount);
    copy.start = this.start;
    copy.digits = this.digits;
    copy.setupIndex = this.setupIndex;
    if (this.uvs != null) {
      const length = this.uvs[0].length;
      copy.uvs = [];
      for (let i = 0; i < regionCount; i++) {
        copy.uvs[i] = Utils.newFloatArray(length);
        Utils.arrayCopy(this.uvs[i], 0, copy.uvs[i], 0, length);
      }
    }
    if (this.offsets != null) {
      copy.offsets = [];
      for (let i = 0; i < regionCount; i++) {
        copy.offsets[i] = [];
        Utils.arrayCopy(this.offsets[i], 0, copy.offsets[i], 0, 8);
      }
    }
    return copy;
  }
  /** Computes UVs and offsets for the specified attachment. Must be called if the regions or attachment properties are
    * changed. */
  update(attachment) {
    const regionCount = this.regions.length;
    if (attachment instanceof RegionAttachment) {
      this.uvs = [];
      this.offsets = [];
      for (let i = 0; i < regionCount; i++) {
        this.uvs[i] = Utils.newFloatArray(8);
        this.offsets[i] = [];
        RegionAttachment.computeUVs(
          this.regions[i],
          attachment.x,
          attachment.y,
          attachment.scaleX,
          attachment.scaleY,
          attachment.rotation,
          attachment.width,
          attachment.height,
          this.offsets[i],
          this.uvs[i]
        );
      }
    } else if (attachment instanceof MeshAttachment) {
      const regionUVs = attachment.regionUVs;
      this.uvs = [];
      this.offsets = void 0;
      for (let i = 0; i < regionCount; i++) {
        this.uvs[i] = Utils.newFloatArray(regionUVs.length);
        MeshAttachment.computeUVs(this.regions[i], regionUVs, this.uvs[i]);
      }
    }
  }
  /** Returns the {@link regions} index for the {@link SlotPose.getSequenceIndex}. */
  resolveIndex(pose) {
    let index = pose.sequenceIndex;
    if (index === -1) index = this.setupIndex;
    if (index >= this.regions.length) index = this.regions.length - 1;
    return index;
  }
  /** Returns the UVs for the specified index. {@link regions Regions} must be populated and {@link update} called
    * before calling this method. */
  getUVs(index) {
    return this.uvs[index];
  }
  /** Returns true if the {@link getPath | path} has a numeric suffix. */
  hasPathSuffix() {
    return this.pathSuffix;
  }
  /** Returns the specified base path with an optional numeric suffix for the specified index. */
  getPath(basePath, index) {
    if (!this.pathSuffix) return basePath;
    let result = basePath;
    const frame = (this.start + index).toString();
    for (let i = this.digits - frame.length; i > 0; i--)
      result += "0";
    result += frame;
    return result;
  }
  static nextID() {
    return _Sequence._nextID++;
  }
};
var SequenceMode = /* @__PURE__ */ ((SequenceMode2) => {
  SequenceMode2[SequenceMode2["hold"] = 0] = "hold";
  SequenceMode2[SequenceMode2["once"] = 1] = "once";
  SequenceMode2[SequenceMode2["loop"] = 2] = "loop";
  SequenceMode2[SequenceMode2["pingpong"] = 3] = "pingpong";
  SequenceMode2[SequenceMode2["onceReverse"] = 4] = "onceReverse";
  SequenceMode2[SequenceMode2["loopReverse"] = 5] = "loopReverse";
  SequenceMode2[SequenceMode2["pingpongReverse"] = 6] = "pingpongReverse";
  return SequenceMode2;
})(SequenceMode || {});
var SequenceModeValues = [
  0 /* hold */,
  1 /* once */,
  2 /* loop */,
  3 /* pingpong */,
  4 /* onceReverse */,
  5 /* loopReverse */,
  6 /* pingpongReverse */
];

// spine-core/src/Animation.ts
var Animation = class {
  /** The animation's name, unique across all animations in the skeleton.
   *
   * See {@link SkeletonData.findAnimation}. */
  name;
  /** The duration of the animation in seconds, which is usually the highest time of all frames in the timelines. The duration is
   * used to know when the animation has completed and, for animations that repeat, when it should loop back to the start. */
  timelines = [];
  timelineIds;
  /** {@link Skeleton.getBones} indices that this animation's timelines modify.
   *
   * See {@link BoneTimeline.bones}. */
  bones;
  // Nonessential.
  /** The color of the animation as it was in Spine, or a default color if nonessential data was not exported. */
  color = new Color(1, 1, 1, 1);
  /** The duration of the animation in seconds, which is usually the highest time of all frames in the timeline. The duration is
   * used to know when it has completed and when it should loop back to the start. */
  duration;
  constructor(name, timelines, duration) {
    if (!name) throw new Error("name cannot be null.");
    this.name = name;
    this.duration = duration;
    this.timelineIds = new StringSet();
    this.bones = [];
    this.setTimelines(timelines);
  }
  setTimelines(timelines) {
    if (!timelines) throw new Error("timelines cannot be null.");
    this.timelines = timelines;
    const n = timelines.length;
    this.timelineIds.clear();
    this.bones.length = 0;
    const boneSet = /* @__PURE__ */ new Set();
    const items = timelines;
    for (let i = 0; i < n; i++) {
      const timeline = items[i];
      this.timelineIds.addAll(timeline.propertyIds);
      if (isBoneTimeline(timeline) && boneSet.add(timeline.boneIndex))
        this.bones.push(timeline.boneIndex);
    }
  }
  /** Returns true if this animation contains a timeline with any of the specified property IDs.
   *
   * See {@link Timeline.propertyIds}. */
  hasTimeline(ids) {
    for (let i = 0; i < ids.length; i++)
      if (this.timelineIds.contains(ids[i])) return true;
    return false;
  }
  /** Applies the animation's timelines to the specified skeleton.
   *
   * See {@link Timeline.apply} and
   * <a href='https://esotericsoftware.com/spine-applying-animations#Timeline-API'>Applying Animations</a> in the Spine Runtimes
   * Guide.
   * @param skeleton The skeleton the animation is applied to. This provides access to the bones, slots, and other skeleton
   *           components the timelines may change.
   * @param lastTime The last time in seconds this animation was applied. Some timelines trigger only at discrete times, in which
   *           case all keys are triggered between `lastTime` (exclusive) and `time` (inclusive). Pass -1
   *           the first time an animation is applied to ensure frame 0 is triggered.
   * @param time The time in seconds the skeleton is being posed for. Timelines find the frame before and after this time and
   *           interpolate between the frame values.
   * @param loop True if `time` beyond the {@link duration} repeats the animation, else the last frame is used.
   * @param events If any events are fired, they are added to this list. Pass null to ignore fired events or if no timelines fire
   *           events.
   * @param alpha 0 applies setup or current values (depending on `from`), 1 uses timeline values, and intermediate
   *           values interpolate between them. Adjusting `alpha` over time can mix an animation in or out.
   * @param from Controls how `alpha` and `add` mix from current or setup pose values to timeline values.
   * @param add If true, for timelines that support it, their values are added to the setup or current values (depending on
   *           `from`).
   * @param out True when the animation is mixing out, else it is mixing in. Used by timelines that perform instant transitions.
   * @param appliedPose True to modify {@link Posed.appliedPose}, else {@link Posed.pose} is modified. */
  apply(skeleton, lastTime, time, loop, events, alpha, from, add, out, appliedPose) {
    if (!skeleton) throw new Error("skeleton cannot be null.");
    if (loop && this.duration !== 0) {
      time %= this.duration;
      if (lastTime > 0) lastTime %= this.duration;
    }
    const timelines = this.timelines;
    for (let i = 0, n = timelines.length; i < n; i++)
      timelines[i].apply(skeleton, lastTime, time, events, alpha, from, add, out, appliedPose);
  }
};
var MixFrom = /* @__PURE__ */ ((MixFrom2) => {
  MixFrom2[MixFrom2["current"] = 0] = "current";
  MixFrom2[MixFrom2["setup"] = 1] = "setup";
  MixFrom2[MixFrom2["first"] = 2] = "first";
  return MixFrom2;
})(MixFrom || {});
var Property = /* @__PURE__ */ ((Property2) => {
  Property2[Property2["rotate"] = 0] = "rotate";
  Property2[Property2["x"] = 1] = "x";
  Property2[Property2["y"] = 2] = "y";
  Property2[Property2["scaleX"] = 3] = "scaleX";
  Property2[Property2["scaleY"] = 4] = "scaleY";
  Property2[Property2["shearX"] = 5] = "shearX";
  Property2[Property2["shearY"] = 6] = "shearY";
  Property2[Property2["inherit"] = 7] = "inherit";
  Property2[Property2["rgb"] = 8] = "rgb";
  Property2[Property2["alpha"] = 9] = "alpha";
  Property2[Property2["rgb2"] = 10] = "rgb2";
  Property2[Property2["attachment"] = 11] = "attachment";
  Property2[Property2["deform"] = 12] = "deform";
  Property2[Property2["event"] = 13] = "event";
  Property2[Property2["drawOrder"] = 14] = "drawOrder";
  Property2[Property2["drawOrderFolder"] = 15] = "drawOrderFolder";
  Property2[Property2["ikConstraint"] = 16] = "ikConstraint";
  Property2[Property2["transformConstraint"] = 17] = "transformConstraint";
  Property2[Property2["pathConstraintPosition"] = 18] = "pathConstraintPosition";
  Property2[Property2["pathConstraintSpacing"] = 19] = "pathConstraintSpacing";
  Property2[Property2["pathConstraintMix"] = 20] = "pathConstraintMix";
  Property2[Property2["physicsConstraintInertia"] = 21] = "physicsConstraintInertia";
  Property2[Property2["physicsConstraintStrength"] = 22] = "physicsConstraintStrength";
  Property2[Property2["physicsConstraintDamping"] = 23] = "physicsConstraintDamping";
  Property2[Property2["physicsConstraintMass"] = 24] = "physicsConstraintMass";
  Property2[Property2["physicsConstraintWind"] = 25] = "physicsConstraintWind";
  Property2[Property2["physicsConstraintGravity"] = 26] = "physicsConstraintGravity";
  Property2[Property2["physicsConstraintMix"] = 27] = "physicsConstraintMix";
  Property2[Property2["physicsConstraintReset"] = 28] = "physicsConstraintReset";
  Property2[Property2["sequence"] = 29] = "sequence";
  Property2[Property2["sliderTime"] = 30] = "sliderTime";
  Property2[Property2["sliderMix"] = 31] = "sliderMix";
  return Property2;
})(Property || {});
var Timeline = class {
  propertyIds;
  frames;
  /** True if this timeline supports being applied additively.
   *
   * See the `add` parameter in {@link Timeline.apply}. */
  additive = false;
  /** True if this timeline sets values instantaneously and does not support interpolation between frames. */
  instant = false;
  constructor(frameCount, ...propertyIds) {
    this.propertyIds = propertyIds;
    this.frames = Utils.newFloatArray(frameCount * this.getFrameEntries());
  }
  getPropertyIds() {
    return this.propertyIds;
  }
  /** The number of values stored per frame. */
  getFrameEntries() {
    return 1;
  }
  /** The number of frames in this timeline. */
  getFrameCount() {
    return this.frames.length / this.getFrameEntries();
  }
  /** The duration of the timeline in seconds, which is usually the highest time of all frames in the timeline. */
  getDuration() {
    return this.frames[this.frames.length - this.getFrameEntries()];
  }
  /** Linear search using the specified stride (default 1).
   * @param time Must be >= the first value in `frames`.
   * @return The index of the first value <= `time`. */
  static search(frames, time, step = 1) {
    const n = frames.length;
    for (let i = step; i < n; i += step)
      if (frames[i] > time) return i - step;
    return n - step;
  }
};
function isSlotTimeline(obj) {
  return typeof obj === "object" && obj !== null && typeof obj.slotIndex === "number";
}
var CurveTimeline = class extends Timeline {
  curves;
  // type, x, y, ...
  constructor(frameCount, bezierCount, ...propertyIds) {
    super(frameCount, ...propertyIds);
    this.curves = Utils.newFloatArray(
      frameCount + bezierCount * 18
      /*BEZIER_SIZE*/
    );
    this.curves[frameCount - 1] = 1;
  }
  /** Sets the specified key frame to linear interpolation. */
  setLinear(frame) {
    this.curves[frame] = 0;
  }
  /** Sets the specified key frame to stepped interpolation. */
  setStepped(frame) {
    this.curves[frame] = 1;
  }
  /** Shrinks the storage for Bezier curves, for use when `bezierCount` (specified in the constructor) was larger
   * than the actual number of Bezier curves. */
  shrink(bezierCount) {
    const size = this.getFrameCount() + bezierCount * 18;
    if (this.curves.length > size) {
      const newCurves = Utils.newFloatArray(size);
      Utils.arrayCopy(this.curves, 0, newCurves, 0, size);
      this.curves = newCurves;
    }
  }
  /** Stores the segments for the specified Bezier curve. For timelines that modify multiple values, there may be more than
   * one curve per frame.
   * @param bezier The ordinal of this Bezier curve for this timeline, between 0 and `bezierCount - 1` (specified
   *           in the constructor), inclusive.
   * @param frame Between 0 and `frameCount - 1`, inclusive.
   * @param value The index of the value for this frame that this curve is used for.
   * @param time1 The time for the first key.
   * @param value1 The value for the first key.
   * @param cx1 The time for the first Bezier handle.
   * @param cy1 The value for the first Bezier handle.
   * @param cx2 The time of the second Bezier handle.
   * @param cy2 The value for the second Bezier handle.
   * @param time2 The time for the second key.
   * @param value2 The value for the second key. */
  setBezier(bezier, frame, value, time1, value1, cx1, cy1, cx2, cy2, time2, value2) {
    const curves = this.curves;
    let i = this.getFrameCount() + bezier * 18;
    if (value === 0) curves[frame] = 2 + i;
    const tmpx = (time1 - cx1 * 2 + cx2) * 0.03, tmpy = (value1 - cy1 * 2 + cy2) * 0.03;
    const dddx = ((cx1 - cx2) * 3 - time1 + time2) * 6e-3, dddy = ((cy1 - cy2) * 3 - value1 + value2) * 6e-3;
    let ddx = tmpx * 2 + dddx, ddy = tmpy * 2 + dddy;
    let dx = (cx1 - time1) * 0.3 + tmpx + dddx * 0.16666667, dy = (cy1 - value1) * 0.3 + tmpy + dddy * 0.16666667;
    let x = time1 + dx, y = value1 + dy;
    for (let n = i + 18; i < n; i += 2) {
      curves[i] = x;
      curves[i + 1] = y;
      dx += ddx;
      dy += ddy;
      ddx += dddx;
      ddy += dddy;
      x += dx;
      y += dy;
    }
  }
  /** Returns the Bezier interpolated value for the specified time.
   * @param frameIndex The index into {@link frames} for the values of the frame before `time`.
   * @param valueOffset The offset from `frameIndex` to the value this curve is used for.
   * @param i The index of the Bezier segments. See {@link getCurveType}. */
  getBezierValue(time, frameIndex, valueOffset, i) {
    const curves = this.curves;
    if (curves[i] > time) {
      const x2 = this.frames[frameIndex], y2 = this.frames[frameIndex + valueOffset];
      return y2 + (time - x2) / (curves[i] - x2) * (curves[i + 1] - y2);
    }
    const n = i + 18;
    for (i += 2; i < n; i += 2) {
      if (curves[i] >= time) {
        const x2 = curves[i - 2], y2 = curves[i - 1];
        return y2 + (time - x2) / (curves[i] - x2) * (curves[i + 1] - y2);
      }
    }
    frameIndex += this.getFrameEntries();
    const x = curves[n - 2], y = curves[n - 1];
    return y + (time - x) / (this.frames[frameIndex] - x) * (this.frames[frameIndex + valueOffset] - y);
  }
};
var CurveTimeline1 = class _CurveTimeline1 extends CurveTimeline {
  constructor(frameCount, bezierCount, propertyId) {
    super(frameCount, bezierCount, propertyId);
  }
  getFrameEntries() {
    return 2;
  }
  /** Sets the time and value for the specified frame.
   * @param frame Between 0 and `frameCount`, inclusive.
   * @param time The frame time in seconds. */
  setFrame(frame, time, value) {
    frame <<= 1;
    this.frames[frame] = time;
    this.frames[
      frame + 1
      /*VALUE*/
    ] = value;
  }
  /** Returns the interpolated value for the specified time. */
  getCurveValue(time) {
    const frames = this.frames;
    let i = frames.length - 2;
    for (let ii = 2; ii <= i; ii += 2) {
      if (frames[ii] > time) {
        i = ii - 2;
        break;
      }
    }
    const curveType = this.curves[i >> 1];
    switch (curveType) {
      case 0: {
        const before = frames[i], value = frames[
          i + 1
          /*VALUE*/
        ];
        return value + (time - before) / (frames[
          i + 2
          /*ENTRIES*/
        ] - before) * (frames[
          i + 2 + 1
          /*VALUE*/
        ] - value);
      }
      case 1:
        return frames[
          i + 1
          /*VALUE*/
        ];
    }
    return this.getBezierValue(
      time,
      i,
      1,
      curveType - 2
      /*BEZIER*/
    );
  }
  /** Returns the interpolated value for properties relative to the setup value. The timeline value is added to the setup
   * value, rather than replacing it.
   *
   * See {@link Timeline.apply}.
   * @param current The current value for the property.
   * @param setup The setup value for the property. */
  getRelativeValue(time, alpha, from, add, current, setup) {
    if (time < this.frames[0]) return _CurveTimeline1.beforeFirstKey(from, alpha, current, setup);
    const value = this.getCurveValue(time);
    return from === 1 /* setup */ ? setup + value * alpha : current + (add ? value : value + setup - current) * alpha;
  }
  getAbsoluteValue(time, alpha, from, add, current, setup, value) {
    if (value === void 0)
      return this.getAbsoluteValue1(time, alpha, from, add, current, setup);
    else
      return this.getAbsoluteValue2(time, alpha, from, add, current, setup, value);
  }
  getAbsoluteValue1(time, alpha, from, add, current, setup) {
    if (time < this.frames[0]) return _CurveTimeline1.beforeFirstKey(from, alpha, current, setup);
    const value = this.getCurveValue(time);
    return from === 1 /* setup */ ? setup + (add ? value : value - setup) * alpha : current + (add ? value : value - current) * alpha;
  }
  getAbsoluteValue2(time, alpha, from, add, current, setup, value) {
    if (time < this.frames[0]) return _CurveTimeline1.beforeFirstKey(from, alpha, current, setup);
    return from === 1 /* setup */ ? setup + (add ? value : value - setup) * alpha : current + (add ? value : value - current) * alpha;
  }
  /** Returns the interpolated value for scale properties. The timeline and setup values are multiplied and sign adjusted.
   *
   * See {@link Timeline.apply}.
   * @param current The current value for the property.
   * @param setup The setup value for the property. */
  getScaleValue(time, alpha, from, add, out, current, setup) {
    if (time < this.frames[0]) return _CurveTimeline1.beforeFirstKey(from, alpha, current, setup);
    const value = this.getCurveValue(time) * setup;
    if (alpha === 1 && !add) return value;
    let base = from === 1 /* setup */ ? setup : current;
    if (add) return base + (value - setup) * alpha;
    if (out) return base + (Math.abs(value) * Math.sign(base) - base) * alpha;
    base = Math.abs(base) * Math.sign(value);
    return base + (value - base) * alpha;
  }
  static beforeFirstKey(from, alpha, current, setup) {
    switch (from) {
      case 1 /* setup */:
        return setup;
      case 2 /* first */:
        return current + (setup - current) * alpha;
      case 0 /* current */:
        return current;
    }
  }
};
function isBoneTimeline(obj) {
  return typeof obj === "object" && obj !== null && typeof obj.boneIndex === "number";
}
var BoneTimeline1 = class extends CurveTimeline1 {
  boneIndex;
  constructor(frameCount, bezierCount, boneIndex, property) {
    super(frameCount, bezierCount, `${property}|${boneIndex}`);
    this.boneIndex = boneIndex;
    this.additive = true;
  }
  apply(skeleton, lastTime, time, events, alpha, from, add, out, appliedPose) {
    const bone = skeleton.bones[this.boneIndex];
    if (bone.active)
      this.apply1(appliedPose ? bone.appliedPose : bone.pose, bone.data.setupPose, time, alpha, from, add, out);
  }
};
var BoneTimeline2 = class extends CurveTimeline {
  boneIndex;
  /** @param bezierCount The maximum number of Bezier curves. See {@link shrink}.
   * @param propertyIds Unique identifiers for the properties the timeline modifies. */
  constructor(frameCount, bezierCount, boneIndex, property1, property2) {
    super(frameCount, bezierCount, `${property1}|${boneIndex}`, `${property2}|${boneIndex}`);
    this.boneIndex = boneIndex;
    this.additive = true;
  }
  getFrameEntries() {
    return 3;
  }
  /** Sets the time and values for the specified frame.
   * @param frame Between 0 and `frameCount`, inclusive.
   * @param time The frame time in seconds. */
  setFrame(frame, time, value1, value2) {
    frame *= 3;
    this.frames[frame] = time;
    this.frames[
      frame + 1
      /*VALUE1*/
    ] = value1;
    this.frames[
      frame + 2
      /*VALUE2*/
    ] = value2;
  }
  apply(skeleton, lastTime, time, events, alpha, from, add, out, appliedPose) {
    const bone = skeleton.bones[this.boneIndex];
    if (bone.active)
      this.apply1(appliedPose ? bone.appliedPose : bone.pose, bone.data.setupPose, time, alpha, from, add, out);
  }
};
var RotateTimeline = class extends BoneTimeline1 {
  constructor(frameCount, bezierCount, boneIndex) {
    super(frameCount, bezierCount, boneIndex, 0 /* rotate */);
  }
  apply1(pose, setup, time, alpha, from, add, out) {
    pose.rotation = this.getRelativeValue(time, alpha, from, add, pose.rotation, setup.rotation);
  }
};
var TranslateTimeline = class extends BoneTimeline2 {
  constructor(frameCount, bezierCount, boneIndex) {
    super(frameCount, bezierCount, boneIndex, 1 /* x */, 2 /* y */);
  }
  apply1(pose, setup, time, alpha, from, add, out) {
    const frames = this.frames;
    if (time < frames[0]) {
      switch (from) {
        case 1 /* setup */:
          pose.x = setup.x;
          pose.y = setup.y;
          break;
        case 2 /* first */:
          pose.x += (setup.x - pose.x) * alpha;
          pose.y += (setup.y - pose.y) * alpha;
          break;
      }
      return;
    }
    let x = 0, y = 0;
    const i = Timeline.search(
      frames,
      time,
      3
      /*ENTRIES*/
    );
    const curveType = this.curves[
      i / 3
      /*ENTRIES*/
    ];
    switch (curveType) {
      case 0: {
        const before = frames[i];
        x = frames[
          i + 1
          /*VALUE1*/
        ];
        y = frames[
          i + 2
          /*VALUE2*/
        ];
        const t = (time - before) / (frames[
          i + 3
          /*ENTRIES*/
        ] - before);
        x += (frames[
          i + 3 + 1
          /*VALUE1*/
        ] - x) * t;
        y += (frames[
          i + 3 + 2
          /*VALUE2*/
        ] - y) * t;
        break;
      }
      case 1:
        x = frames[
          i + 1
          /*VALUE1*/
        ];
        y = frames[
          i + 2
          /*VALUE2*/
        ];
        break;
      default:
        x = this.getBezierValue(
          time,
          i,
          1,
          curveType - 2
          /*BEZIER*/
        );
        y = this.getBezierValue(
          time,
          i,
          2,
          curveType + 18 - 2
          /*BEZIER*/
        );
    }
    if (from === 1 /* setup */) {
      pose.x = setup.x + x * alpha;
      pose.y = setup.y + y * alpha;
    } else if (add) {
      pose.x += x * alpha;
      pose.y += y * alpha;
    } else {
      pose.x += (setup.x + x - pose.x) * alpha;
      pose.y += (setup.y + y - pose.y) * alpha;
    }
  }
};
var TranslateXTimeline = class extends BoneTimeline1 {
  constructor(frameCount, bezierCount, boneIndex) {
    super(frameCount, bezierCount, boneIndex, 1 /* x */);
  }
  apply1(pose, setup, time, alpha, from, add, out) {
    pose.x = this.getRelativeValue(time, alpha, from, add, pose.x, setup.x);
  }
};
var TranslateYTimeline = class extends BoneTimeline1 {
  constructor(frameCount, bezierCount, boneIndex) {
    super(frameCount, bezierCount, boneIndex, 2 /* y */);
  }
  apply1(pose, setup, time, alpha, from, add, out) {
    pose.y = this.getRelativeValue(time, alpha, from, add, pose.y, setup.y);
  }
};
var ScaleTimeline = class extends BoneTimeline2 {
  constructor(frameCount, bezierCount, boneIndex) {
    super(frameCount, bezierCount, boneIndex, 3 /* scaleX */, 4 /* scaleY */);
  }
  apply1(pose, setup, time, alpha, from, add, out) {
    const frames = this.frames;
    if (time < frames[0]) {
      switch (from) {
        case 1 /* setup */:
          pose.scaleX = setup.scaleX;
          pose.scaleY = setup.scaleY;
          break;
        case 2 /* first */:
          pose.scaleX += (setup.scaleX - pose.scaleX) * alpha;
          pose.scaleY += (setup.scaleY - pose.scaleY) * alpha;
          break;
      }
      return;
    }
    let x, y;
    const i = Timeline.search(
      frames,
      time,
      3
      /*ENTRIES*/
    );
    const curveType = this.curves[
      i / 3
      /*ENTRIES*/
    ];
    switch (curveType) {
      case 0: {
        const before = frames[i];
        x = frames[
          i + 1
          /*VALUE1*/
        ];
        y = frames[
          i + 2
          /*VALUE2*/
        ];
        const t = (time - before) / (frames[
          i + 3
          /*ENTRIES*/
        ] - before);
        x += (frames[
          i + 3 + 1
          /*VALUE1*/
        ] - x) * t;
        y += (frames[
          i + 3 + 2
          /*VALUE2*/
        ] - y) * t;
        break;
      }
      case 1:
        x = frames[
          i + 1
          /*VALUE1*/
        ];
        y = frames[
          i + 2
          /*VALUE2*/
        ];
        break;
      default:
        x = this.getBezierValue(
          time,
          i,
          1,
          curveType - 2
          /*BEZIER*/
        );
        y = this.getBezierValue(
          time,
          i,
          2,
          curveType + 18 - 2
          /*BEZIER*/
        );
    }
    x *= setup.scaleX;
    y *= setup.scaleY;
    if (alpha === 1 && !add) {
      pose.scaleX = x;
      pose.scaleY = y;
    } else {
      let bx = 0, by = 0;
      if (from === 1 /* setup */) {
        bx = setup.scaleX;
        by = setup.scaleY;
      } else {
        bx = pose.scaleX;
        by = pose.scaleY;
      }
      if (add) {
        pose.scaleX = bx + (x - setup.scaleX) * alpha;
        pose.scaleY = by + (y - setup.scaleY) * alpha;
      } else if (out) {
        pose.scaleX = bx + (Math.abs(x) * Math.sign(bx) - bx) * alpha;
        pose.scaleY = by + (Math.abs(y) * Math.sign(by) - by) * alpha;
      } else {
        bx = Math.abs(bx) * Math.sign(x);
        by = Math.abs(by) * Math.sign(y);
        pose.scaleX = bx + (x - bx) * alpha;
        pose.scaleY = by + (y - by) * alpha;
      }
    }
  }
};
var ScaleXTimeline = class extends BoneTimeline1 {
  constructor(frameCount, bezierCount, boneIndex) {
    super(frameCount, bezierCount, boneIndex, 3 /* scaleX */);
  }
  apply1(pose, setup, time, alpha, from, add, out) {
    pose.scaleX = this.getScaleValue(time, alpha, from, add, out, pose.scaleX, setup.scaleX);
  }
};
var ScaleYTimeline = class extends BoneTimeline1 {
  constructor(frameCount, bezierCount, boneIndex) {
    super(frameCount, bezierCount, boneIndex, 4 /* scaleY */);
  }
  apply1(pose, setup, time, alpha, from, add, out) {
    pose.scaleY = this.getScaleValue(time, alpha, from, add, out, pose.scaleY, setup.scaleY);
  }
};
var ShearTimeline = class extends BoneTimeline2 {
  constructor(frameCount, bezierCount, boneIndex) {
    super(frameCount, bezierCount, boneIndex, 5 /* shearX */, 6 /* shearY */);
  }
  apply1(pose, setup, time, alpha, from, add, out) {
    const frames = this.frames;
    if (time < frames[0]) {
      switch (from) {
        case 1 /* setup */:
          pose.shearX = setup.shearX;
          pose.shearY = setup.shearY;
          break;
        case 2 /* first */:
          pose.shearX += (setup.shearX - pose.shearX) * alpha;
          pose.shearY += (setup.shearY - pose.shearY) * alpha;
          break;
      }
      return;
    }
    let x = 0, y = 0;
    const i = Timeline.search(
      frames,
      time,
      3
      /*ENTRIES*/
    );
    const curveType = this.curves[
      i / 3
      /*ENTRIES*/
    ];
    switch (curveType) {
      case 0: {
        const before = frames[i];
        x = frames[
          i + 1
          /*VALUE1*/
        ];
        y = frames[
          i + 2
          /*VALUE2*/
        ];
        const t = (time - before) / (frames[
          i + 3
          /*ENTRIES*/
        ] - before);
        x += (frames[
          i + 3 + 1
          /*VALUE1*/
        ] - x) * t;
        y += (frames[
          i + 3 + 2
          /*VALUE2*/
        ] - y) * t;
        break;
      }
      case 1:
        x = frames[
          i + 1
          /*VALUE1*/
        ];
        y = frames[
          i + 2
          /*VALUE2*/
        ];
        break;
      default:
        x = this.getBezierValue(
          time,
          i,
          1,
          curveType - 2
          /*BEZIER*/
        );
        y = this.getBezierValue(
          time,
          i,
          2,
          curveType + 18 - 2
          /*BEZIER*/
        );
    }
    if (from === 1 /* setup */) {
      pose.shearX = setup.shearX + x * alpha;
      pose.shearY = setup.shearY + y * alpha;
    } else if (add) {
      pose.shearX += x * alpha;
      pose.shearY += y * alpha;
    } else {
      pose.shearX += (setup.shearX + x - pose.shearX) * alpha;
      pose.shearY += (setup.shearY + y - pose.shearY) * alpha;
    }
  }
};
var ShearXTimeline = class extends BoneTimeline1 {
  constructor(frameCount, bezierCount, boneIndex) {
    super(frameCount, bezierCount, boneIndex, 5 /* shearX */);
  }
  apply1(pose, setup, time, alpha, from, add, out) {
    pose.shearX = this.getRelativeValue(time, alpha, from, add, pose.shearX, setup.shearX);
  }
};
var ShearYTimeline = class extends BoneTimeline1 {
  constructor(frameCount, bezierCount, boneIndex) {
    super(frameCount, bezierCount, boneIndex, 6 /* shearY */);
  }
  apply1(pose, setup, time, alpha, from, add, out) {
    pose.shearY = this.getRelativeValue(time, alpha, from, add, pose.shearY, setup.shearY);
  }
};
var InheritTimeline = class extends Timeline {
  boneIndex;
  constructor(frameCount, boneIndex) {
    super(frameCount, `${7 /* inherit */}|${boneIndex}`);
    this.boneIndex = boneIndex;
    this.instant = true;
  }
  getFrameEntries() {
    return 2;
  }
  /** Sets the inherit transform mode for the specified frame.
   * @param frame Between 0 and `frameCount`, inclusive.
   * @param time The frame time in seconds. */
  setFrame(frame, time, inherit) {
    frame *= 2;
    this.frames[frame] = time;
    this.frames[
      frame + 1
      /*INHERIT*/
    ] = inherit;
  }
  apply(skeleton, lastTime, time, events, alpha, from, add, out, appliedPose) {
    const bone = skeleton.bones[this.boneIndex];
    if (!bone.active) return;
    const pose = appliedPose ? bone.appliedPose : bone.pose;
    if (out) {
      if (from !== 0 /* current */) pose.inherit = bone.data.setupPose.inherit;
    } else {
      const frames = this.frames;
      if (time < frames[0]) {
        if (from !== 0 /* current */) pose.inherit = bone.data.setupPose.inherit;
      } else
        pose.inherit = this.frames[
          Timeline.search(
            frames,
            time,
            2
            /*ENTRIES*/
          ) + 1
          /*INHERIT*/
        ];
    }
  }
};
var SlotCurveTimeline = class extends CurveTimeline {
  slotIndex;
  constructor(frameCount, bezierCount, slotIndex, ...propertyIds) {
    super(frameCount, bezierCount, ...propertyIds);
    this.slotIndex = slotIndex;
  }
  apply(skeleton, lastTime, time, events, alpha, from, add, out, appliedPose) {
    const slot = skeleton.slots[this.slotIndex];
    if (slot.bone.active) this.apply1(slot, appliedPose ? slot.appliedPose : slot.pose, time, alpha, from, add);
  }
};
var RGBATimeline = class extends SlotCurveTimeline {
  constructor(frameCount, bezierCount, slotIndex) {
    super(
      frameCount,
      bezierCount,
      slotIndex,
      //
      `${8 /* rgb */}|${slotIndex}`,
      //
      `${9 /* alpha */}|${slotIndex}`
    );
  }
  getFrameEntries() {
    return 5;
  }
  /** Sets the time in seconds, red, green, blue, and alpha for the specified key frame. */
  setFrame(frame, time, r, g, b, a) {
    frame *= 5;
    this.frames[frame] = time;
    this.frames[
      frame + 1
      /*R*/
    ] = r;
    this.frames[
      frame + 2
      /*G*/
    ] = g;
    this.frames[
      frame + 3
      /*B*/
    ] = b;
    this.frames[
      frame + 4
      /*A*/
    ] = a;
  }
  apply1(slot, pose, time, alpha, from, add) {
    const color = pose.color;
    const frames = this.frames;
    if (time < frames[0]) {
      const setup = slot.data.setupPose.color;
      switch (from) {
        case 1 /* setup */:
          color.setFromColor(setup);
          break;
        case 2 /* first */:
          color.add(
            (setup.r - color.r) * alpha,
            (setup.g - color.g) * alpha,
            (setup.b - color.b) * alpha,
            (setup.a - color.a) * alpha
          );
          break;
      }
      return;
    }
    let r = 0, g = 0, b = 0, a = 0;
    const i = Timeline.search(
      frames,
      time,
      5
      /*ENTRIES*/
    );
    const curveType = this.curves[
      i / 5
      /*ENTRIES*/
    ];
    switch (curveType) {
      case 0: {
        const before = frames[i];
        r = frames[
          i + 1
          /*R*/
        ];
        g = frames[
          i + 2
          /*G*/
        ];
        b = frames[
          i + 3
          /*B*/
        ];
        a = frames[
          i + 4
          /*A*/
        ];
        const t = (time - before) / (frames[
          i + 5
          /*ENTRIES*/
        ] - before);
        r += (frames[
          i + 5 + 1
          /*R*/
        ] - r) * t;
        g += (frames[
          i + 5 + 2
          /*G*/
        ] - g) * t;
        b += (frames[
          i + 5 + 3
          /*B*/
        ] - b) * t;
        a += (frames[
          i + 5 + 4
          /*A*/
        ] - a) * t;
        break;
      }
      case 1:
        r = frames[
          i + 1
          /*R*/
        ];
        g = frames[
          i + 2
          /*G*/
        ];
        b = frames[
          i + 3
          /*B*/
        ];
        a = frames[
          i + 4
          /*A*/
        ];
        break;
      default:
        r = this.getBezierValue(
          time,
          i,
          1,
          curveType - 2
          /*BEZIER*/
        );
        g = this.getBezierValue(
          time,
          i,
          2,
          curveType + 18 - 2
          /*BEZIER*/
        );
        b = this.getBezierValue(
          time,
          i,
          3,
          curveType + 18 * 2 - 2
          /*BEZIER*/
        );
        a = this.getBezierValue(
          time,
          i,
          4,
          curveType + 18 * 3 - 2
          /*BEZIER*/
        );
    }
    if (alpha === 1)
      color.set(r, g, b, a);
    else {
      if (from === 1 /* setup */) {
        const setup = slot.data.setupPose.color;
        color.set(
          setup.r + (r - setup.r) * alpha,
          setup.g + (g - setup.g) * alpha,
          setup.b + (b - setup.b) * alpha,
          setup.a + (a - setup.a) * alpha
        );
      } else
        color.add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha);
    }
  }
};
var RGBTimeline = class extends SlotCurveTimeline {
  constructor(frameCount, bezierCount, slotIndex) {
    super(frameCount, bezierCount, slotIndex, `${8 /* rgb */}|${slotIndex}`);
  }
  getFrameEntries() {
    return 4;
  }
  /** Sets the time in seconds, red, green, blue, and alpha for the specified key frame. */
  setFrame(frame, time, r, g, b) {
    frame <<= 2;
    this.frames[frame] = time;
    this.frames[
      frame + 1
      /*R*/
    ] = r;
    this.frames[
      frame + 2
      /*G*/
    ] = g;
    this.frames[
      frame + 3
      /*B*/
    ] = b;
  }
  apply1(slot, pose, time, alpha, from, add) {
    const color = pose.color;
    let r = 0, g = 0, b = 0;
    const frames = this.frames;
    if (time < frames[0]) {
      const setup = slot.data.setupPose.color;
      switch (from) {
        case 1 /* setup */: {
          color.r = setup.r;
          color.g = setup.g;
          color.b = setup.b;
          break;
        }
        case 2 /* first */: {
          color.r += (setup.r - color.r) * alpha;
          color.g += (setup.g - color.g) * alpha;
          color.b += (setup.b - color.b) * alpha;
          break;
        }
      }
      return;
    }
    const i = Timeline.search(
      frames,
      time,
      4
      /*ENTRIES*/
    );
    const curveType = this.curves[i >> 2];
    switch (curveType) {
      case 0: {
        const before = frames[i];
        r = frames[
          i + 1
          /*R*/
        ];
        g = frames[
          i + 2
          /*G*/
        ];
        b = frames[
          i + 3
          /*B*/
        ];
        const t = (time - before) / (frames[
          i + 4
          /*ENTRIES*/
        ] - before);
        r += (frames[
          i + 4 + 1
          /*R*/
        ] - r) * t;
        g += (frames[
          i + 4 + 2
          /*G*/
        ] - g) * t;
        b += (frames[
          i + 4 + 3
          /*B*/
        ] - b) * t;
        break;
      }
      case 1:
        r = frames[
          i + 1
          /*R*/
        ];
        g = frames[
          i + 2
          /*G*/
        ];
        b = frames[
          i + 3
          /*B*/
        ];
        break;
      default:
        r = this.getBezierValue(
          time,
          i,
          1,
          curveType - 2
          /*BEZIER*/
        );
        g = this.getBezierValue(
          time,
          i,
          2,
          curveType + 18 - 2
          /*BEZIER*/
        );
        b = this.getBezierValue(
          time,
          i,
          3,
          curveType + 18 * 2 - 2
          /*BEZIER*/
        );
    }
    if (alpha !== 1) {
      if (from === 1 /* setup */) {
        const setup = slot.data.setupPose.color;
        r = setup.r + (r - setup.r) * alpha;
        g = setup.g + (g - setup.g) * alpha;
        b = setup.b + (b - setup.b) * alpha;
      } else {
        r = color.r + (r - color.r) * alpha;
        g = color.g + (g - color.g) * alpha;
        b = color.b + (b - color.b) * alpha;
      }
    }
    color.r = r < 0 ? 0 : r > 1 ? 1 : r;
    color.g = g < 0 ? 0 : g > 1 ? 1 : g;
    color.b = b < 0 ? 0 : b > 1 ? 1 : b;
  }
};
var AlphaTimeline = class extends CurveTimeline1 {
  slotIndex = 0;
  constructor(frameCount, bezierCount, slotIndex) {
    super(frameCount, bezierCount, `${9 /* alpha */}|${slotIndex}`);
    this.slotIndex = slotIndex;
  }
  apply(skeleton, lastTime, time, events, alpha, from, add, out, appliedPose) {
    const slot = skeleton.slots[this.slotIndex];
    if (!slot.bone.active) return;
    const color = (appliedPose ? slot.appliedPose : slot.pose).color;
    let a = 0;
    const frames = this.frames;
    if (time < frames[0]) {
      const setup = slot.data.setupPose.color.a;
      switch (from) {
        case 1 /* setup */:
          color.a = setup;
          break;
        case 2 /* first */:
          color.a += (setup - color.a) * alpha;
          break;
      }
      return;
    }
    a = this.getCurveValue(time);
    if (alpha !== 1) {
      if (from === 1 /* setup */) {
        const setup = slot.data.setupPose.color;
        a = setup.a + (a - setup.a) * alpha;
      } else
        a = color.a + (a - color.a) * alpha;
    }
    color.a = a < 0 ? 0 : a > 1 ? 1 : a;
  }
};
var RGBA2Timeline = class extends SlotCurveTimeline {
  constructor(frameCount, bezierCount, slotIndex) {
    super(
      frameCount,
      bezierCount,
      slotIndex,
      //
      `${8 /* rgb */}|${slotIndex}`,
      //
      `${9 /* alpha */}|${slotIndex}`,
      //
      `${10 /* rgb2 */}|${slotIndex}`
    );
  }
  getFrameEntries() {
    return 8;
  }
  /** Sets the time in seconds, light, and dark colors for the specified key frame. */
  setFrame(frame, time, r, g, b, a, r2, g2, b2) {
    frame <<= 3;
    this.frames[frame] = time;
    this.frames[
      frame + 1
      /*R*/
    ] = r;
    this.frames[
      frame + 2
      /*G*/
    ] = g;
    this.frames[
      frame + 3
      /*B*/
    ] = b;
    this.frames[
      frame + 4
      /*A*/
    ] = a;
    this.frames[
      frame + 5
      /*R2*/
    ] = r2;
    this.frames[
      frame + 6
      /*G2*/
    ] = g2;
    this.frames[
      frame + 7
      /*B2*/
    ] = b2;
  }
  apply1(slot, pose, time, alpha, from, add) {
    const light = pose.color, dark = pose.darkColor;
    let r2 = 0, g2 = 0, b2 = 0;
    const frames = this.frames;
    if (time < frames[0]) {
      const setup = slot.data.setupPose;
      const setupLight = setup.color, setupDark = setup.darkColor;
      switch (from) {
        case 1 /* setup */: {
          light.setFromColor(setupLight);
          dark.r = setupDark.r;
          dark.g = setupDark.g;
          dark.b = setupDark.b;
          break;
        }
        case 2 /* first */: {
          light.add(
            (setupLight.r - light.r) * alpha,
            (setupLight.g - light.g) * alpha,
            (setupLight.b - light.b) * alpha,
            (setupLight.a - light.a) * alpha
          );
          dark.r += (setupDark.r - dark.r) * alpha;
          dark.g += (setupDark.g - dark.g) * alpha;
          dark.b += (setupDark.b - dark.b) * alpha;
          break;
        }
      }
      return;
    }
    let r = 0, g = 0, b = 0, a = 0;
    const i = Timeline.search(
      frames,
      time,
      8
      /*ENTRIES*/
    );
    const curveType = this.curves[i >> 3];
    switch (curveType) {
      case 0: {
        const before = frames[i];
        r = frames[
          i + 1
          /*R*/
        ];
        g = frames[
          i + 2
          /*G*/
        ];
        b = frames[
          i + 3
          /*B*/
        ];
        a = frames[
          i + 4
          /*A*/
        ];
        r2 = frames[
          i + 5
          /*R2*/
        ];
        g2 = frames[
          i + 6
          /*G2*/
        ];
        b2 = frames[
          i + 7
          /*B2*/
        ];
        const t = (time - before) / (frames[
          i + 8
          /*ENTRIES*/
        ] - before);
        r += (frames[
          i + 8 + 1
          /*R*/
        ] - r) * t;
        g += (frames[
          i + 8 + 2
          /*G*/
        ] - g) * t;
        b += (frames[
          i + 8 + 3
          /*B*/
        ] - b) * t;
        a += (frames[
          i + 8 + 4
          /*A*/
        ] - a) * t;
        r2 += (frames[
          i + 8 + 5
          /*R2*/
        ] - r2) * t;
        g2 += (frames[
          i + 8 + 6
          /*G2*/
        ] - g2) * t;
        b2 += (frames[
          i + 8 + 7
          /*B2*/
        ] - b2) * t;
        break;
      }
      case 1:
        r = frames[
          i + 1
          /*R*/
        ];
        g = frames[
          i + 2
          /*G*/
        ];
        b = frames[
          i + 3
          /*B*/
        ];
        a = frames[
          i + 4
          /*A*/
        ];
        r2 = frames[
          i + 5
          /*R2*/
        ];
        g2 = frames[
          i + 6
          /*G2*/
        ];
        b2 = frames[
          i + 7
          /*B2*/
        ];
        break;
      default:
        r = this.getBezierValue(
          time,
          i,
          1,
          curveType - 2
          /*BEZIER*/
        );
        g = this.getBezierValue(
          time,
          i,
          2,
          curveType + 18 - 2
          /*BEZIER*/
        );
        b = this.getBezierValue(
          time,
          i,
          3,
          curveType + 18 * 2 - 2
          /*BEZIER*/
        );
        a = this.getBezierValue(
          time,
          i,
          4,
          curveType + 18 * 3 - 2
          /*BEZIER*/
        );
        r2 = this.getBezierValue(
          time,
          i,
          5,
          curveType + 18 * 4 - 2
          /*BEZIER*/
        );
        g2 = this.getBezierValue(
          time,
          i,
          6,
          curveType + 18 * 5 - 2
          /*BEZIER*/
        );
        b2 = this.getBezierValue(
          time,
          i,
          7,
          curveType + 18 * 6 - 2
          /*BEZIER*/
        );
    }
    if (alpha === 1)
      light.set(r, g, b, a);
    else if (from === 1 /* setup */) {
      const setupPose = slot.data.setupPose;
      let setup = setupPose.color;
      light.set(
        setup.r + (r - setup.r) * alpha,
        setup.g + (g - setup.g) * alpha,
        setup.b + (b - setup.b) * alpha,
        setup.a + (a - setup.a) * alpha
      );
      setup = setupPose.darkColor;
      r2 = setup.r + (r2 - setup.r) * alpha;
      g2 = setup.g + (g2 - setup.g) * alpha;
      b2 = setup.b + (b2 - setup.b) * alpha;
    } else {
      light.add((r - light.r) * alpha, (g - light.g) * alpha, (b - light.b) * alpha, (a - light.a) * alpha);
      r2 = dark.r + (r2 - dark.r) * alpha;
      g2 = dark.g + (g2 - dark.g) * alpha;
      b2 = dark.b + (b2 - dark.b) * alpha;
    }
    dark.r = r2 < 0 ? 0 : r2 > 1 ? 1 : r2;
    dark.g = g2 < 0 ? 0 : g2 > 1 ? 1 : g2;
    dark.b = b2 < 0 ? 0 : b2 > 1 ? 1 : b2;
  }
};
var RGB2Timeline = class extends SlotCurveTimeline {
  constructor(frameCount, bezierCount, slotIndex) {
    super(
      frameCount,
      bezierCount,
      slotIndex,
      //
      `${8 /* rgb */}|${slotIndex}`,
      //
      `${10 /* rgb2 */}|${slotIndex}`
    );
  }
  getFrameEntries() {
    return 7;
  }
  /** Sets the time in seconds, light, and dark colors for the specified key frame. */
  setFrame(frame, time, r, g, b, r2, g2, b2) {
    frame *= 7;
    this.frames[frame] = time;
    this.frames[
      frame + 1
      /*R*/
    ] = r;
    this.frames[
      frame + 2
      /*G*/
    ] = g;
    this.frames[
      frame + 3
      /*B*/
    ] = b;
    this.frames[
      frame + 4
      /*R2*/
    ] = r2;
    this.frames[
      frame + 5
      /*G2*/
    ] = g2;
    this.frames[
      frame + 6
      /*B2*/
    ] = b2;
  }
  apply1(slot, pose, time, alpha, from, add) {
    const light = pose.color, dark = pose.darkColor;
    let r = 0, g = 0, b = 0, r2 = 0, g2 = 0, b2 = 0;
    const frames = this.frames;
    if (time < frames[0]) {
      const setup = slot.data.setupPose;
      const setupLight = setup.color, setupDark = setup.darkColor;
      switch (from) {
        case 1 /* setup */:
          light.r = setupLight.r;
          light.g = setupLight.g;
          light.b = setupLight.b;
          dark.r = setupDark.r;
          dark.g = setupDark.g;
          dark.b = setupDark.b;
          break;
        case 2 /* first */:
          light.r += (setupLight.r - light.r) * alpha;
          light.g += (setupLight.g - light.g) * alpha;
          light.b += (setupLight.b - light.b) * alpha;
          dark.r += (setupDark.r - dark.r) * alpha;
          dark.g += (setupDark.g - dark.g) * alpha;
          dark.b += (setupDark.b - dark.b) * alpha;
          break;
      }
      return;
    }
    const i = Timeline.search(
      frames,
      time,
      7
      /*ENTRIES*/
    );
    const curveType = this.curves[
      i / 7
      /*ENTRIES*/
    ];
    switch (curveType) {
      case 0: {
        const before = frames[i];
        r = frames[
          i + 1
          /*R*/
        ];
        g = frames[
          i + 2
          /*G*/
        ];
        b = frames[
          i + 3
          /*B*/
        ];
        r2 = frames[
          i + 4
          /*R2*/
        ];
        g2 = frames[
          i + 5
          /*G2*/
        ];
        b2 = frames[
          i + 6
          /*B2*/
        ];
        const t = (time - before) / (frames[
          i + 7
          /*ENTRIES*/
        ] - before);
        r += (frames[
          i + 7 + 1
          /*R*/
        ] - r) * t;
        g += (frames[
          i + 7 + 2
          /*G*/
        ] - g) * t;
        b += (frames[
          i + 7 + 3
          /*B*/
        ] - b) * t;
        r2 += (frames[
          i + 7 + 4
          /*R2*/
        ] - r2) * t;
        g2 += (frames[
          i + 7 + 5
          /*G2*/
        ] - g2) * t;
        b2 += (frames[
          i + 7 + 6
          /*B2*/
        ] - b2) * t;
        break;
      }
      case 1:
        r = frames[
          i + 1
          /*R*/
        ];
        g = frames[
          i + 2
          /*G*/
        ];
        b = frames[
          i + 3
          /*B*/
        ];
        r2 = frames[
          i + 4
          /*R2*/
        ];
        g2 = frames[
          i + 5
          /*G2*/
        ];
        b2 = frames[
          i + 6
          /*B2*/
        ];
        break;
      default:
        r = this.getBezierValue(
          time,
          i,
          1,
          curveType - 2
          /*BEZIER*/
        );
        g = this.getBezierValue(
          time,
          i,
          2,
          curveType + 18 - 2
          /*BEZIER*/
        );
        b = this.getBezierValue(
          time,
          i,
          3,
          curveType + 18 * 2 - 2
          /*BEZIER*/
        );
        r2 = this.getBezierValue(
          time,
          i,
          4,
          curveType + 18 * 3 - 2
          /*BEZIER*/
        );
        g2 = this.getBezierValue(
          time,
          i,
          5,
          curveType + 18 * 4 - 2
          /*BEZIER*/
        );
        b2 = this.getBezierValue(
          time,
          i,
          6,
          curveType + 18 * 5 - 2
          /*BEZIER*/
        );
    }
    if (alpha !== 1) {
      if (from === 1 /* setup */) {
        const setupPose = slot.data.setupPose;
        let setup = setupPose.color;
        r = setup.r + (r - setup.r) * alpha;
        g = setup.g + (g - setup.g) * alpha;
        b = setup.b + (b - setup.b) * alpha;
        setup = setupPose.darkColor;
        r2 = setup.r + (r2 - setup.r) * alpha;
        g2 = setup.g + (g2 - setup.g) * alpha;
        b2 = setup.b + (b2 - setup.b) * alpha;
      } else {
        r = light.r + (r - light.r) * alpha;
        g = light.g + (g - light.g) * alpha;
        b = light.b + (b - light.b) * alpha;
        r2 = dark.r + (r2 - dark.r) * alpha;
        g2 = dark.g + (g2 - dark.g) * alpha;
        b2 = dark.b + (b2 - dark.b) * alpha;
      }
    }
    light.r = r < 0 ? 0 : r > 1 ? 1 : r;
    light.g = g < 0 ? 0 : g > 1 ? 1 : g;
    light.b = b < 0 ? 0 : b > 1 ? 1 : b;
    dark.r = r2 < 0 ? 0 : r2 > 1 ? 1 : r2;
    dark.g = g2 < 0 ? 0 : g2 > 1 ? 1 : g2;
    dark.b = b2 < 0 ? 0 : b2 > 1 ? 1 : b2;
  }
};
var AttachmentTimeline = class extends Timeline {
  slotIndex = 0;
  /** The attachment name for each key frame. May contain null values to clear the attachment. */
  attachmentNames;
  constructor(frameCount, slotIndex) {
    super(frameCount, `${11 /* attachment */}|${slotIndex}`);
    this.slotIndex = slotIndex;
    this.attachmentNames = new Array(frameCount);
    this.instant = true;
  }
  getFrameCount() {
    return this.frames.length;
  }
  /** Sets the time in seconds and the attachment name for the specified key frame. */
  setFrame(frame, time, attachmentName) {
    this.frames[frame] = time;
    this.attachmentNames[frame] = attachmentName;
  }
  apply(skeleton, lastTime, time, events, alpha, from, add, out, appliedPose) {
    const slot = skeleton.slots[this.slotIndex];
    if (!slot.bone.active) return;
    const pose = appliedPose ? slot.appliedPose : slot.pose;
    if (out || time < this.frames[0]) {
      if (from !== 0 /* current */) this.setAttachment(skeleton, pose, slot.data.attachmentName);
    } else
      this.setAttachment(skeleton, pose, this.attachmentNames[Timeline.search(this.frames, time)]);
  }
  setAttachment(skeleton, pose, attachmentName) {
    pose.setAttachment(!attachmentName ? null : skeleton.getAttachment(this.slotIndex, attachmentName));
  }
};
var DeformTimeline = class extends CurveTimeline {
  slotIndex;
  /** The attachment that will be deformed.
   *
   * See {@link VertexAttachment.getTimelineAttachment}. */
  attachment;
  /** The vertices for each key frame. */
  vertices;
  constructor(frameCount, bezierCount, slotIndex, attachment) {
    super(frameCount, bezierCount, `${12 /* deform */}|${slotIndex}|${attachment.id}`);
    this.slotIndex = slotIndex;
    this.attachment = attachment;
    this.vertices = new Array(frameCount);
    this.additive = true;
  }
  getFrameCount() {
    return this.frames.length;
  }
  /** Sets the time and vertices for the specified frame.
   * @param frame Between 0 and `frameCount`, inclusive.
   * @param time The frame time in seconds.
   * @param vertices Vertex positions for an unweighted VertexAttachment, or deform offsets if it has weights. */
  setFrame(frame, time, vertices) {
    this.frames[frame] = time;
    this.vertices[frame] = vertices;
  }
  /** @param value1 Ignored (0 is used for a deform timeline).
   * @param value2 Ignored (1 is used for a deform timeline). */
  setBezier(bezier, frame, value, time1, value1, cx1, cy1, cx2, cy2, time2, value2) {
    const curves = this.curves;
    let i = this.getFrameCount() + bezier * 18;
    if (value === 0) curves[frame] = 2 + i;
    const tmpx = (time1 - cx1 * 2 + cx2) * 0.03, tmpy = cy2 * 0.03 - cy1 * 0.06;
    const dddx = ((cx1 - cx2) * 3 - time1 + time2) * 6e-3, dddy = (cy1 - cy2 + 0.33333333) * 0.018;
    let ddx = tmpx * 2 + dddx, ddy = tmpy * 2 + dddy;
    let dx = (cx1 - time1) * 0.3 + tmpx + dddx * 0.16666667, dy = cy1 * 0.3 + tmpy + dddy * 0.16666667;
    let x = time1 + dx, y = dy;
    for (let n = i + 18; i < n; i += 2) {
      curves[i] = x;
      curves[i + 1] = y;
      dx += ddx;
      dy += ddy;
      ddx += dddx;
      ddy += dddy;
      x += dx;
      y += dy;
    }
  }
  getCurvePercent(time, frame) {
    const curves = this.curves;
    let i = curves[frame];
    switch (i) {
      case 0: {
        const x2 = this.frames[frame];
        return (time - x2) / (this.frames[frame + this.getFrameEntries()] - x2);
      }
      case 1:
        return 0;
    }
    i -= 2;
    if (curves[i] > time) {
      const x2 = this.frames[frame];
      return curves[i + 1] * (time - x2) / (curves[i] - x2);
    }
    const n = i + 18;
    for (i += 2; i < n; i += 2) {
      if (curves[i] >= time) {
        const x2 = curves[i - 2], y2 = curves[i - 1];
        return y2 + (time - x2) / (curves[i] - x2) * (curves[i + 1] - y2);
      }
    }
    const x = curves[n - 2], y = curves[n - 1];
    return y + (1 - y) * (time - x) / (this.frames[frame + this.getFrameEntries()] - x);
  }
  apply(skeleton, lastTime, time, events, alpha, from, add, out, appliedPose) {
    const slots = skeleton.slots;
    if (!this.attachment.isTimelineActive(slots, this.slotIndex, appliedPose)) return;
    const timelineSlots = this.attachment.timelineSlots;
    const frames = this.frames;
    if (time < frames[0]) {
      this.applyBeforeFirst(slots[this.slotIndex], appliedPose, alpha, from);
      for (const slotIndex of timelineSlots)
        this.applyBeforeFirst(slots[slotIndex], appliedPose, alpha, from);
      return;
    }
    let v1, v2;
    let percent;
    if (time >= frames[frames.length - 1]) {
      percent = 0;
      v1 = this.vertices[frames.length - 1];
      v2 = null;
    } else {
      const frame = Timeline.search(frames, time);
      percent = this.getCurvePercent(time, frame);
      v1 = this.vertices[frame];
      v2 = this.vertices[frame + 1];
    }
    const vertexCount = this.vertices[0].length;
    this.applyToSlot(slots[this.slotIndex], appliedPose, v1, v2, percent, vertexCount, alpha, from, add);
    for (const slotIndex of timelineSlots)
      this.applyToSlot(slots[slotIndex], appliedPose, v1, v2, percent, vertexCount, alpha, from, add);
  }
  applyBeforeFirst(slot, appliedPose, alpha, from) {
    if (!slot.bone.active) return;
    const pose = appliedPose ? slot.appliedPose : slot.pose;
    if (pose.attachment == null || pose.attachment.timelineAttachment !== this.attachment) return;
    const deformArray = pose.deform;
    if (deformArray.length === 0) from = 1 /* setup */;
    switch (from) {
      case 1 /* setup */:
        deformArray.length = 0;
        break;
      case 2 /* first */: {
        if (alpha === 1) {
          deformArray.length = 0;
          return;
        }
        const vertexCount = this.vertices[0].length;
        deformArray.length = vertexCount;
        const deform = deformArray;
        const vertexAttachment = pose.attachment;
        if (vertexAttachment.bones === null) {
          const setupVertices = vertexAttachment.vertices;
          for (let i = 0; i < vertexCount; i++)
            deform[i] += (setupVertices[i] - deform[i]) * alpha;
        } else {
          alpha = 1 - alpha;
          for (let i = 0; i < vertexCount; i++)
            deform[i] *= alpha;
        }
      }
    }
  }
  applyToSlot(slot, appliedPose, v1, v2, percent, vertexCount, alpha, from, add) {
    if (!slot.bone.active) return;
    const pose = appliedPose ? slot.appliedPose : slot.pose;
    if (pose.attachment === null || pose.attachment.timelineAttachment !== this.attachment) return;
    const vertexAttachment = pose.attachment;
    const deform = pose.deform;
    if (deform.length === 0) from = 1 /* setup */;
    const fromSetup = from === 1 /* setup */;
    deform.length = vertexCount;
    if (v2 === null) {
      if (alpha === 1) {
        if (add && !fromSetup) {
          if (!vertexAttachment.bones) {
            const setupVertices = vertexAttachment.vertices;
            for (let i = 0; i < vertexCount; i++)
              deform[i] += v1[i] - setupVertices[i];
          } else {
            for (let i = 0; i < vertexCount; i++)
              deform[i] += v1[i];
          }
        } else
          Utils.arrayCopy(v1, 0, deform, 0, vertexCount);
      } else if (fromSetup) {
        if (!vertexAttachment.bones) {
          const setupVertices = vertexAttachment.vertices;
          for (let i = 0; i < vertexCount; i++) {
            const setup = setupVertices[i];
            deform[i] = setup + (v1[i] - setup) * alpha;
          }
        } else {
          for (let i = 0; i < vertexCount; i++)
            deform[i] = v1[i] * alpha;
        }
      } else if (add) {
        if (!vertexAttachment.bones) {
          const setupVertices = vertexAttachment.vertices;
          for (let i = 0; i < vertexCount; i++)
            deform[i] += (v1[i] - setupVertices[i]) * alpha;
        } else {
          for (let i = 0; i < vertexCount; i++)
            deform[i] += v1[i] * alpha;
        }
      } else {
        for (let i = 0; i < vertexCount; i++)
          deform[i] += (v1[i] - deform[i]) * alpha;
      }
    } else {
      if (alpha === 1) {
        if (add && !fromSetup) {
          if (!vertexAttachment.bones) {
            const setupVertices = vertexAttachment.vertices;
            for (let i = 0; i < vertexCount; i++) {
              const prev = v1[i];
              deform[i] += prev + (v2[i] - prev) * percent - setupVertices[i];
            }
          } else {
            for (let i = 0; i < vertexCount; i++) {
              const prev = v1[i];
              deform[i] += prev + (v2[i] - prev) * percent;
            }
          }
        } else if (percent === 0)
          Utils.arrayCopy(v1, 0, deform, 0, vertexCount);
        else {
          for (let i = 0; i < vertexCount; i++) {
            const prev = v1[i];
            deform[i] = prev + (v2[i] - prev) * percent;
          }
        }
      } else if (fromSetup) {
        if (!vertexAttachment.bones) {
          const setupVertices = vertexAttachment.vertices;
          for (let i = 0; i < vertexCount; i++) {
            const prev = v1[i], setup = setupVertices[i];
            deform[i] = setup + (prev + (v2[i] - prev) * percent - setup) * alpha;
          }
        } else {
          for (let i = 0; i < vertexCount; i++) {
            const prev = v1[i];
            deform[i] = (prev + (v2[i] - prev) * percent) * alpha;
          }
        }
      } else if (add) {
        if (!vertexAttachment.bones) {
          const setupVertices = vertexAttachment.vertices;
          for (let i = 0; i < vertexCount; i++) {
            const prev = v1[i];
            deform[i] += (prev + (v2[i] - prev) * percent - setupVertices[i]) * alpha;
          }
        } else {
          for (let i = 0; i < vertexCount; i++) {
            const prev = v1[i];
            deform[i] += (prev + (v2[i] - prev) * percent) * alpha;
          }
        }
      } else {
        for (let i = 0; i < vertexCount; i++) {
          const prev = v1[i];
          deform[i] += (prev + (v2[i] - prev) * percent - deform[i]) * alpha;
        }
      }
    }
  }
};
var SequenceTimeline = class _SequenceTimeline extends Timeline {
  static ENTRIES = 3;
  static MODE = 1;
  static DELAY = 2;
  slotIndex;
  attachment;
  constructor(frameCount, slotIndex, attachment) {
    super(frameCount, `${29 /* sequence */}|${slotIndex}|${attachment.sequence.id}`);
    this.slotIndex = slotIndex;
    this.attachment = attachment;
    this.instant = true;
  }
  getFrameEntries() {
    return _SequenceTimeline.ENTRIES;
  }
  getSlotIndex() {
    return this.slotIndex;
  }
  /** The attachment for which the {@link SlotPose.sequenceIndex} will be set.
   *
   * See {@link VertexAttachment.timelineAttachment}. */
  getAttachment() {
    return this.attachment;
  }
  /** Sets the time, mode, index, and frame time for the specified frame.
   * @param frame Between 0 and `frameCount`, inclusive.
   * @param time Seconds between frames. */
  setFrame(frame, time, mode, index, delay) {
    const frames = this.frames;
    frame *= _SequenceTimeline.ENTRIES;
    frames[frame] = time;
    frames[frame + _SequenceTimeline.MODE] = mode | index << 4;
    frames[frame + _SequenceTimeline.DELAY] = delay;
  }
  apply(skeleton, lastTime, time, events, alpha, from, add, out, appliedPose) {
    const slots = skeleton.slots;
    if (!this.attachment.isTimelineActive(slots, this.slotIndex, appliedPose)) return;
    const timelineSlots = this.attachment.timelineSlots;
    const frames = this.frames;
    if (out || time < frames[0]) {
      if (from !== 0 /* current */) {
        this.setupPose(slots[this.slotIndex], appliedPose);
        for (const slotIndex of timelineSlots)
          this.setupPose(slots[slotIndex], appliedPose);
      }
      return;
    }
    const i = Timeline.search(frames, time, _SequenceTimeline.ENTRIES);
    const before = frames[i];
    const modeAndIndex = frames[i + _SequenceTimeline.MODE];
    const delay = frames[i + _SequenceTimeline.DELAY];
    this.applyToSlot(slots[this.slotIndex], appliedPose, time, before, modeAndIndex, delay);
    for (const slotIndex of timelineSlots)
      this.applyToSlot(slots[slotIndex], appliedPose, time, before, modeAndIndex, delay);
  }
  setupPose(slot, appliedPose) {
    if (!slot.bone.active) return;
    const pose = appliedPose ? slot.appliedPose : slot.pose;
    if (pose.attachment === null || pose.attachment.timelineAttachment !== this.attachment) return;
    pose.sequenceIndex = -1;
  }
  applyToSlot(slot, appliedPose, time, before, modeAndIndex, delay) {
    if (!slot.bone.active) return;
    const pose = appliedPose ? slot.appliedPose : slot.pose;
    if (pose.attachment === null || pose.attachment.timelineAttachment !== this.attachment) return;
    let index = modeAndIndex >> 4, count = pose.attachment.sequence.regions.length;
    const mode = SequenceModeValues[modeAndIndex & 15];
    if (mode !== 0 /* hold */) {
      index += (time - before) / delay + 1e-5 | 0;
      switch (mode) {
        case 1 /* once */:
          index = Math.min(count - 1, index);
          break;
        case 2 /* loop */:
          index %= count;
          break;
        case 3 /* pingpong */: {
          const n = (count << 1) - 2;
          index = n === 0 ? 0 : index % n;
          if (index >= count) index = n - index;
          break;
        }
        case 4 /* onceReverse */:
          index = Math.max(count - 1 - index, 0);
          break;
        case 5 /* loopReverse */:
          index = count - 1 - index % count;
          break;
        case 6 /* pingpongReverse */: {
          const n = (count << 1) - 2;
          index = n === 0 ? 0 : (index + count - 1) % n;
          if (index >= count) index = n - index;
        }
      }
    }
    pose.sequenceIndex = index;
  }
};
var EventTimeline = class _EventTimeline extends Timeline {
  static propertyIds = [`${13 /* event */}`];
  /** The event for each key frame. */
  events;
  constructor(frameCount) {
    super(frameCount, ..._EventTimeline.propertyIds);
    this.events = new Array(frameCount);
    this.instant = true;
  }
  getFrameCount() {
    return this.frames.length;
  }
  /** Sets the time in seconds and the event for the specified key frame. */
  setFrame(frame, event) {
    this.frames[frame] = event.time;
    this.events[frame] = event;
  }
  /** Fires events for frames > `lastTime` and <= `time`. */
  apply(skeleton, lastTime, time, firedEvents, alpha, from, add, out, appliedPose) {
    if (!firedEvents) return;
    const frames = this.frames;
    const frameCount = this.frames.length;
    if (lastTime > time) {
      this.apply(null, lastTime, Number.MAX_VALUE, firedEvents, 0, from, false, false, false);
      lastTime = -1;
    } else if (lastTime >= frames[frameCount - 1])
      return;
    if (time < frames[0]) return;
    let i = 0;
    if (lastTime < frames[0])
      i = 0;
    else {
      i = Timeline.search(frames, lastTime) + 1;
      const frameTime = frames[i];
      while (i > 0) {
        if (frames[i - 1] !== frameTime) break;
        i--;
      }
    }
    for (; i < frameCount && time >= frames[i]; i++)
      firedEvents.push(this.events[i]);
  }
};
var DrawOrderTimeline = class _DrawOrderTimeline extends Timeline {
  static propertyID = `${14 /* drawOrder */}`;
  static propertyIds = [_DrawOrderTimeline.propertyID];
  /** The draw order for each key frame. See {@link setFrame}. */
  drawOrders;
  constructor(frameCount) {
    super(frameCount, ..._DrawOrderTimeline.propertyIds);
    this.drawOrders = new Array(frameCount);
    this.instant = true;
  }
  getFrameCount() {
    return this.frames.length;
  }
  /** Sets the time in seconds and the draw order for the specified key frame.
   * @param drawOrder Ordered {@link Skeleton.slots} indices, or null to use setup pose
   *           draw order. */
  setFrame(frame, time, drawOrder) {
    this.frames[frame] = time;
    this.drawOrders[frame] = drawOrder;
  }
  apply(skeleton, lastTime, time, firedEvents, alpha, from, add, out, appliedPose) {
    const pose = appliedPose ? skeleton.drawOrder.appliedPose : skeleton.drawOrder.pose;
    const setup = skeleton.slots;
    if (out || time < this.frames[0]) {
      if (from !== 0 /* current */) Utils.arrayCopy(setup, 0, pose, 0, skeleton.slots.length);
      return;
    }
    const order = this.drawOrders[Timeline.search(this.frames, time)];
    if (!order)
      Utils.arrayCopy(setup, 0, pose, 0, skeleton.slots.length);
    else {
      for (let i = 0, n = order.length; i < n; i++)
        pose[i] = setup[order[i]];
    }
  }
};
var DrawOrderFolderTimeline = class _DrawOrderFolderTimeline extends Timeline {
  static propertyID = `${15 /* drawOrderFolder */}`;
  slots;
  inFolder;
  drawOrders;
  /** @param slots {@link Skeleton.slots} indices controlled by this timeline, in setup order.
   * @param slotCount The maximum number of slots in the skeleton. */
  constructor(frameCount, slots, slotCount) {
    super(frameCount, ..._DrawOrderFolderTimeline.propertyIds(slots));
    this.slots = slots;
    this.drawOrders = new Array(frameCount);
    this.inFolder = new Array(slotCount);
    for (const i of slots)
      this.inFolder[i] = true;
    this.instant = true;
  }
  static propertyIds(slots) {
    const n = slots.length;
    const ids = new Array(n);
    for (let i = 0; i < n; i++)
      ids[i] = `${_DrawOrderFolderTimeline.propertyID}|${slots[i]}`;
    return ids;
  }
  getFrameCount() {
    return this.frames.length;
  }
  /** The {@link Skeleton.getSlots} indices that this timeline affects, in setup order. */
  getSlots() {
    return this.slots;
  }
  /** The draw order for each frame. See {@link setFrame}. */
  getDrawOrders() {
    return this.drawOrders;
  }
  /** Sets the time and draw order for the specified frame.
   * @param frame Between 0 and `frameCount`, inclusive.
   * @param time The frame time in seconds.
   * @param drawOrder Ordered {@link getSlots} indices, or null to use setup pose order. */
  setFrame(frame, time, drawOrder) {
    this.frames[frame] = time;
    this.drawOrders[frame] = drawOrder;
  }
  apply(skeleton, lastTime, time, events, alpha, from, add, out, appliedPose) {
    const pose = appliedPose ? skeleton.drawOrder.appliedPose : skeleton.drawOrder.pose;
    const setup = skeleton.slots;
    if (out || time < this.frames[0]) {
      if (from !== 0 /* current */) this.setup(pose, setup);
    } else {
      const order = this.drawOrders[Timeline.search(this.frames, time)];
      if (!order)
        this.setup(pose, setup);
      else {
        const inFolder = this.inFolder;
        const slots = this.slots;
        for (let i = 0, found = 0, done = slots.length; ; i++) {
          if (inFolder[pose[i].data.index]) {
            pose[i] = setup[slots[order[found]]];
            if (++found === done) break;
          }
        }
      }
    }
  }
  setup(pose, setup) {
    const { inFolder, slots } = this;
    for (let i = 0, found = 0, done = slots.length; ; i++) {
      if (inFolder[pose[i].data.index]) {
        pose[i] = setup[slots[found]];
        if (++found === done) break;
      }
    }
  }
};
function isConstraintTimeline(obj) {
  return typeof obj === "object" && obj !== null && typeof obj.constraintIndex === "number";
}
var IkConstraintTimeline = class extends CurveTimeline {
  constraintIndex = 0;
  constructor(frameCount, bezierCount, constraintIndex) {
    super(frameCount, bezierCount, `${16 /* ikConstraint */}|${constraintIndex}`);
    this.constraintIndex = constraintIndex;
  }
  getFrameEntries() {
    return 6;
  }
  /** Sets the time, mix, softness, bend direction, compress, and stretch for the specified frame.
   * @param frame Between 0 and `frameCount`, inclusive.
   * @param time The frame time in seconds.
   * @param bendDirection 1 or -1. */
  setFrame(frame, time, mix, softness, bendDirection, compress, stretch) {
    frame *= 6;
    this.frames[frame] = time;
    this.frames[
      frame + 1
      /*MIX*/
    ] = mix;
    this.frames[
      frame + 2
      /*SOFTNESS*/
    ] = softness;
    this.frames[
      frame + 3
      /*BEND_DIRECTION*/
    ] = bendDirection;
    this.frames[
      frame + 4
      /*COMPRESS*/
    ] = compress ? 1 : 0;
    this.frames[
      frame + 5
      /*STRETCH*/
    ] = stretch ? 1 : 0;
  }
  apply(skeleton, lastTime, time, firedEvents, alpha, from, add, out, appliedPose) {
    const constraint = skeleton.constraints[this.constraintIndex];
    if (!constraint.active) return;
    const pose = appliedPose ? constraint.appliedPose : constraint.pose;
    const frames = this.frames;
    if (time < frames[0]) {
      const setup = constraint.data.setupPose;
      switch (from) {
        case 1 /* setup */: {
          pose.mix = setup.mix;
          pose.softness = setup.softness;
          pose.bendDirection = setup.bendDirection;
          pose.compress = setup.compress;
          pose.stretch = setup.stretch;
          break;
        }
        case 2 /* first */: {
          pose.mix += (setup.mix - pose.mix) * alpha;
          pose.softness += (setup.softness - pose.softness) * alpha;
          pose.bendDirection = setup.bendDirection;
          pose.compress = setup.compress;
          pose.stretch = setup.stretch;
          break;
        }
      }
      return;
    }
    let mix = 0, softness = 0;
    const i = Timeline.search(
      frames,
      time,
      6
      /*ENTRIES*/
    );
    const curveType = this.curves[
      i / 6
      /*ENTRIES*/
    ];
    switch (curveType) {
      case 0: {
        const before = frames[i];
        mix = frames[
          i + 1
          /*MIX*/
        ];
        softness = frames[
          i + 2
          /*SOFTNESS*/
        ];
        const t = (time - before) / (frames[
          i + 6
          /*ENTRIES*/
        ] - before);
        mix += (frames[
          i + 6 + 1
          /*MIX*/
        ] - mix) * t;
        softness += (frames[
          i + 6 + 2
          /*SOFTNESS*/
        ] - softness) * t;
        break;
      }
      case 1:
        mix = frames[
          i + 1
          /*MIX*/
        ];
        softness = frames[
          i + 2
          /*SOFTNESS*/
        ];
        break;
      default:
        mix = this.getBezierValue(
          time,
          i,
          1,
          curveType - 2
          /*BEZIER*/
        );
        softness = this.getBezierValue(
          time,
          i,
          2,
          curveType + 18 - 2
          /*BEZIER*/
        );
    }
    const base = from === 1 /* setup */ ? constraint.data.setupPose : pose;
    pose.mix = base.mix + (mix - base.mix) * alpha;
    pose.softness = base.softness + (softness - base.softness) * alpha;
    if (out) {
      if (from === 1 /* setup */) {
        pose.bendDirection = base.bendDirection;
        pose.compress = base.compress;
        pose.stretch = base.stretch;
      }
    } else {
      pose.bendDirection = frames[
        i + 3
        /*BEND_DIRECTION*/
      ];
      pose.compress = frames[
        i + 4
        /*COMPRESS*/
      ] !== 0;
      pose.stretch = frames[
        i + 5
        /*STRETCH*/
      ] !== 0;
    }
  }
};
var TransformConstraintTimeline = class extends CurveTimeline {
  /** The index of the transform constraint slot in {@link Skeleton.transformConstraints} that will be changed. */
  constraintIndex = 0;
  constructor(frameCount, bezierCount, constraintIndex) {
    super(frameCount, bezierCount, `${17 /* transformConstraint */}|${constraintIndex}`);
    this.constraintIndex = constraintIndex;
    this.additive = true;
  }
  getFrameEntries() {
    return 7;
  }
  /** Sets the time, rotate mix, translate mix, scale mix, and shear mix for the specified frame.
   * @param frame Between 0 and `frameCount`, inclusive.
   * @param time The frame time in seconds. */
  setFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY) {
    const frames = this.frames;
    frame *= 7;
    frames[frame] = time;
    frames[
      frame + 1
      /*ROTATE*/
    ] = mixRotate;
    frames[
      frame + 2
      /*X*/
    ] = mixX;
    frames[
      frame + 3
      /*Y*/
    ] = mixY;
    frames[
      frame + 4
      /*SCALEX*/
    ] = mixScaleX;
    frames[
      frame + 5
      /*SCALEY*/
    ] = mixScaleY;
    frames[
      frame + 6
      /*SHEARY*/
    ] = mixShearY;
  }
  apply(skeleton, lastTime, time, firedEvents, alpha, from, add, out, appliedPose) {
    const constraint = skeleton.constraints[this.constraintIndex];
    if (!constraint.active) return;
    const pose = appliedPose ? constraint.appliedPose : constraint.pose;
    const frames = this.frames;
    if (time < frames[0]) {
      const setup = constraint.data.setupPose;
      switch (from) {
        case 1 /* setup */: {
          pose.mixRotate = setup.mixRotate;
          pose.mixX = setup.mixX;
          pose.mixY = setup.mixY;
          pose.mixScaleX = setup.mixScaleX;
          pose.mixScaleY = setup.mixScaleY;
          pose.mixShearY = setup.mixShearY;
          break;
        }
        case 2 /* first */: {
          pose.mixRotate += (setup.mixRotate - pose.mixRotate) * alpha;
          pose.mixX += (setup.mixX - pose.mixX) * alpha;
          pose.mixY += (setup.mixY - pose.mixY) * alpha;
          pose.mixScaleX += (setup.mixScaleX - pose.mixScaleX) * alpha;
          pose.mixScaleY += (setup.mixScaleY - pose.mixScaleY) * alpha;
          pose.mixShearY += (setup.mixShearY - pose.mixShearY) * alpha;
          break;
        }
      }
      return;
    }
    let rotate, x, y, scaleX, scaleY, shearY;
    const i = Timeline.search(
      frames,
      time,
      7
      /*ENTRIES*/
    );
    const curveType = this.curves[
      i / 7
      /*ENTRIES*/
    ];
    switch (curveType) {
      case 0: {
        const before = frames[i];
        rotate = frames[
          i + 1
          /*ROTATE*/
        ];
        x = frames[
          i + 2
          /*X*/
        ];
        y = frames[
          i + 3
          /*Y*/
        ];
        scaleX = frames[
          i + 4
          /*SCALEX*/
        ];
        scaleY = frames[
          i + 5
          /*SCALEY*/
        ];
        shearY = frames[
          i + 6
          /*SHEARY*/
        ];
        const t = (time - before) / (frames[
          i + 7
          /*ENTRIES*/
        ] - before);
        rotate += (frames[
          i + 7 + 1
          /*ROTATE*/
        ] - rotate) * t;
        x += (frames[
          i + 7 + 2
          /*X*/
        ] - x) * t;
        y += (frames[
          i + 7 + 3
          /*Y*/
        ] - y) * t;
        scaleX += (frames[
          i + 7 + 4
          /*SCALEX*/
        ] - scaleX) * t;
        scaleY += (frames[
          i + 7 + 5
          /*SCALEY*/
        ] - scaleY) * t;
        shearY += (frames[
          i + 7 + 6
          /*SHEARY*/
        ] - shearY) * t;
        break;
      }
      case 1:
        rotate = frames[
          i + 1
          /*ROTATE*/
        ];
        x = frames[
          i + 2
          /*X*/
        ];
        y = frames[
          i + 3
          /*Y*/
        ];
        scaleX = frames[
          i + 4
          /*SCALEX*/
        ];
        scaleY = frames[
          i + 5
          /*SCALEY*/
        ];
        shearY = frames[
          i + 6
          /*SHEARY*/
        ];
        break;
      default:
        rotate = this.getBezierValue(
          time,
          i,
          1,
          curveType - 2
          /*BEZIER*/
        );
        x = this.getBezierValue(
          time,
          i,
          2,
          curveType + 18 - 2
          /*BEZIER*/
        );
        y = this.getBezierValue(
          time,
          i,
          3,
          curveType + 18 * 2 - 2
          /*BEZIER*/
        );
        scaleX = this.getBezierValue(
          time,
          i,
          4,
          curveType + 18 * 3 - 2
          /*BEZIER*/
        );
        scaleY = this.getBezierValue(
          time,
          i,
          5,
          curveType + 18 * 4 - 2
          /*BEZIER*/
        );
        shearY = this.getBezierValue(
          time,
          i,
          6,
          curveType + 18 * 5 - 2
          /*BEZIER*/
        );
    }
    const base = from === 1 /* setup */ ? constraint.data.setupPose : pose;
    if (add) {
      pose.mixRotate = base.mixRotate + rotate * alpha;
      pose.mixX = base.mixX + x * alpha;
      pose.mixY = base.mixY + y * alpha;
      pose.mixScaleX = base.mixScaleX + scaleX * alpha;
      pose.mixScaleY = base.mixScaleY + scaleY * alpha;
      pose.mixShearY = base.mixShearY + shearY * alpha;
    } else {
      pose.mixRotate = base.mixRotate + (rotate - base.mixRotate) * alpha;
      pose.mixX = base.mixX + (x - base.mixX) * alpha;
      pose.mixY = base.mixY + (y - base.mixY) * alpha;
      pose.mixScaleX = base.mixScaleX + (scaleX - base.mixScaleX) * alpha;
      pose.mixScaleY = base.mixScaleY + (scaleY - base.mixScaleY) * alpha;
      pose.mixShearY = base.mixShearY + (shearY - base.mixShearY) * alpha;
    }
  }
};
var ConstraintTimeline1 = class extends CurveTimeline1 {
  constraintIndex;
  constructor(frameCount, bezierCount, constraintIndex, property) {
    super(frameCount, bezierCount, `${property}|${constraintIndex}`);
    this.constraintIndex = constraintIndex;
  }
};
var PathConstraintPositionTimeline = class extends ConstraintTimeline1 {
  constructor(frameCount, bezierCount, constraintIndex) {
    super(frameCount, bezierCount, constraintIndex, 18 /* pathConstraintPosition */);
    this.additive = true;
  }
  apply(skeleton, lastTime, time, firedEvents, alpha, from, add, out, appliedPose) {
    const constraint = skeleton.constraints[this.constraintIndex];
    if (constraint.active) {
      const pose = appliedPose ? constraint.appliedPose : constraint.pose;
      pose.position = this.getAbsoluteValue(time, alpha, from, add, pose.position, constraint.data.setupPose.position);
    }
  }
};
var PathConstraintSpacingTimeline = class extends ConstraintTimeline1 {
  constructor(frameCount, bezierCount, constraintIndex) {
    super(frameCount, bezierCount, constraintIndex, 19 /* pathConstraintSpacing */);
  }
  apply(skeleton, lastTime, time, firedEvents, alpha, from, add, out, appliedPose) {
    const constraint = skeleton.constraints[this.constraintIndex];
    if (constraint.active) {
      const pose = appliedPose ? constraint.appliedPose : constraint.pose;
      pose.spacing = this.getAbsoluteValue(
        time,
        alpha,
        from,
        false,
        pose.spacing,
        constraint.data.setupPose.spacing
      );
    }
  }
};
var PathConstraintMixTimeline = class extends CurveTimeline {
  constraintIndex;
  constructor(frameCount, bezierCount, constraintIndex) {
    super(frameCount, bezierCount, `${20 /* pathConstraintMix */}|${constraintIndex}`);
    this.constraintIndex = constraintIndex;
  }
  getFrameEntries() {
    return 4;
  }
  /** Sets the time and color for the specified frame.
   * @param frame Between 0 and `frameCount`, inclusive.
   * @param time The frame time in seconds. */
  setFrame(frame, time, mixRotate, mixX, mixY) {
    const frames = this.frames;
    frame <<= 2;
    frames[frame] = time;
    frames[
      frame + 1
      /*ROTATE*/
    ] = mixRotate;
    frames[
      frame + 2
      /*X*/
    ] = mixX;
    frames[
      frame + 3
      /*Y*/
    ] = mixY;
  }
  apply(skeleton, lastTime, time, firedEvents, alpha, from, add, out, appliedPose) {
    const constraint = skeleton.constraints[this.constraintIndex];
    if (!constraint.active) return;
    const pose = appliedPose ? constraint.appliedPose : constraint.pose;
    const frames = this.frames;
    if (time < frames[0]) {
      const setup = constraint.data.setupPose;
      switch (from) {
        case 1 /* setup */: {
          pose.mixRotate = setup.mixRotate;
          pose.mixX = setup.mixX;
          pose.mixY = setup.mixY;
          break;
        }
        case 2 /* first */: {
          pose.mixRotate += (setup.mixRotate - pose.mixRotate) * alpha;
          pose.mixX += (setup.mixX - pose.mixX) * alpha;
          pose.mixY += (setup.mixY - pose.mixY) * alpha;
          break;
        }
      }
      return;
    }
    let rotate, x, y;
    const i = Timeline.search(
      frames,
      time,
      4
      /*ENTRIES*/
    );
    const curveType = this.curves[i >> 2];
    switch (curveType) {
      case 0: {
        const before = frames[i];
        rotate = frames[
          i + 1
          /*ROTATE*/
        ];
        x = frames[
          i + 2
          /*X*/
        ];
        y = frames[
          i + 3
          /*Y*/
        ];
        const t = (time - before) / (frames[
          i + 4
          /*ENTRIES*/
        ] - before);
        rotate += (frames[
          i + 4 + 1
          /*ROTATE*/
        ] - rotate) * t;
        x += (frames[
          i + 4 + 2
          /*X*/
        ] - x) * t;
        y += (frames[
          i + 4 + 3
          /*Y*/
        ] - y) * t;
        break;
      }
      case 1:
        rotate = frames[
          i + 1
          /*ROTATE*/
        ];
        x = frames[
          i + 2
          /*X*/
        ];
        y = frames[
          i + 3
          /*Y*/
        ];
        break;
      default:
        rotate = this.getBezierValue(
          time,
          i,
          1,
          curveType - 2
          /*BEZIER*/
        );
        x = this.getBezierValue(
          time,
          i,
          2,
          curveType + 18 - 2
          /*BEZIER*/
        );
        y = this.getBezierValue(
          time,
          i,
          3,
          curveType + 18 * 2 - 2
          /*BEZIER*/
        );
    }
    const base = from === 1 /* setup */ ? constraint.data.setupPose : pose;
    if (add) {
      pose.mixRotate = base.mixRotate + rotate * alpha;
      pose.mixX = base.mixX + x * alpha;
      pose.mixY = base.mixY + y * alpha;
    } else {
      pose.mixRotate = base.mixRotate + (rotate - base.mixRotate) * alpha;
      pose.mixX = base.mixX + (x - base.mixX) * alpha;
      pose.mixY = base.mixY + (y - base.mixY) * alpha;
    }
  }
};
var PhysicsConstraintTimeline = class extends ConstraintTimeline1 {
  /** @param constraintIndex -1 for all physics constraints in the skeleton. */
  constructor(frameCount, bezierCount, constraintIndex, property) {
    super(frameCount, bezierCount, constraintIndex, property);
  }
  apply(skeleton, lastTime, time, firedEvents, alpha, from, add, out, appliedPose) {
    if (add && !this.additive) add = false;
    if (this.constraintIndex === -1) {
      const value = time >= this.frames[0] ? this.getCurveValue(time) : 0;
      const constraints = skeleton.physics;
      for (const constraint of constraints) {
        if (constraint.active && this.global(constraint.data)) {
          const pose = appliedPose ? constraint.appliedPose : constraint.pose;
          this.set(pose, this.getAbsoluteValue(time, alpha, from, add, this.get(pose), this.get(constraint.data.setupPose), value));
        }
      }
    } else {
      const constraint = skeleton.constraints[this.constraintIndex];
      if (constraint.active) {
        const pose = appliedPose ? constraint.appliedPose : constraint.pose;
        this.set(pose, this.getAbsoluteValue(time, alpha, from, add, this.get(pose), this.get(constraint.data.setupPose)));
      }
    }
  }
};
var PhysicsConstraintInertiaTimeline = class extends PhysicsConstraintTimeline {
  constructor(frameCount, bezierCount, constraintIndex) {
    super(frameCount, bezierCount, constraintIndex, 21 /* physicsConstraintInertia */);
  }
  get(pose) {
    return pose.inertia;
  }
  set(pose, value) {
    pose.inertia = value;
  }
  global(constraint) {
    return constraint.inertiaGlobal;
  }
};
var PhysicsConstraintStrengthTimeline = class extends PhysicsConstraintTimeline {
  constructor(frameCount, bezierCount, constraintIndex) {
    super(frameCount, bezierCount, constraintIndex, 22 /* physicsConstraintStrength */);
  }
  get(pose) {
    return pose.strength;
  }
  set(pose, value) {
    pose.strength = value;
  }
  global(constraint) {
    return constraint.strengthGlobal;
  }
};
var PhysicsConstraintDampingTimeline = class extends PhysicsConstraintTimeline {
  constructor(frameCount, bezierCount, constraintIndex) {
    super(frameCount, bezierCount, constraintIndex, 23 /* physicsConstraintDamping */);
  }
  get(pose) {
    return pose.damping;
  }
  set(pose, value) {
    pose.damping = value;
  }
  global(constraint) {
    return constraint.dampingGlobal;
  }
};
var PhysicsConstraintMassTimeline = class extends PhysicsConstraintTimeline {
  constructor(frameCount, bezierCount, constraintIndex) {
    super(frameCount, bezierCount, constraintIndex, 24 /* physicsConstraintMass */);
  }
  get(pose) {
    return 1 / pose.massInverse;
  }
  set(pose, value) {
    pose.massInverse = 1 / value;
  }
  global(constraint) {
    return constraint.massGlobal;
  }
};
var PhysicsConstraintWindTimeline = class extends PhysicsConstraintTimeline {
  constructor(frameCount, bezierCount, constraintIndex) {
    super(frameCount, bezierCount, constraintIndex, 25 /* physicsConstraintWind */);
    this.additive = true;
  }
  get(pose) {
    return pose.wind;
  }
  set(pose, value) {
    pose.wind = value;
  }
  global(constraint) {
    return constraint.windGlobal;
  }
};
var PhysicsConstraintGravityTimeline = class extends PhysicsConstraintTimeline {
  constructor(frameCount, bezierCount, constraintIndex) {
    super(frameCount, bezierCount, constraintIndex, 26 /* physicsConstraintGravity */);
    this.additive = true;
  }
  get(pose) {
    return pose.gravity;
  }
  set(pose, value) {
    pose.gravity = value;
  }
  global(constraint) {
    return constraint.gravityGlobal;
  }
};
var PhysicsConstraintMixTimeline = class extends PhysicsConstraintTimeline {
  constructor(frameCount, bezierCount, constraintIndex) {
    super(frameCount, bezierCount, constraintIndex, 27 /* physicsConstraintMix */);
  }
  get(pose) {
    return pose.mix;
  }
  set(pose, value) {
    pose.mix = value;
  }
  global(constraint) {
    return constraint.mixGlobal;
  }
};
var PhysicsConstraintResetTimeline = class _PhysicsConstraintResetTimeline extends Timeline {
  static propertyIds = [28 /* physicsConstraintReset */.toString()];
  /** The index of the physics constraint in {@link Skeleton.contraints} that will be reset when this timeline is
  * applied, or -1 if all physics constraints in the skeleton will be reset. */
  constraintIndex;
  /** @param constraintIndex -1 for all physics constraints in the skeleton. */
  constructor(frameCount, constraintIndex) {
    super(frameCount, ..._PhysicsConstraintResetTimeline.propertyIds);
    this.constraintIndex = constraintIndex;
    this.instant = true;
  }
  getFrameCount() {
    return this.frames.length;
  }
  /** Sets the time for the specified frame.
   * @param frame Between 0 and `frameCount`, inclusive. */
  setFrame(frame, time) {
    this.frames[frame] = time;
  }
  /** Resets the physics constraint when frames > `lastTime` and <= `time`. */
  apply(skeleton, lastTime, time, firedEvents, alpha, from, add, out, appliedPose) {
    let constraint;
    if (this.constraintIndex !== -1) {
      constraint = skeleton.constraints[this.constraintIndex];
      if (!constraint.active) return;
    }
    const frames = this.frames;
    if (lastTime > time) {
      this.apply(skeleton, lastTime, Number.MAX_VALUE, [], alpha, from, false, false, false);
      lastTime = -1;
    } else if (lastTime >= frames[frames.length - 1])
      return;
    if (time < frames[0]) return;
    if (lastTime < frames[0] || time >= frames[Timeline.search(frames, lastTime) + 1]) {
      if (constraint != null)
        constraint.reset(skeleton);
      else {
        for (const constraint2 of skeleton.physics) {
          if (constraint2.active) constraint2.reset(skeleton);
        }
      }
    }
  }
};
var SliderTimeline = class extends ConstraintTimeline1 {
  constructor(frameCount, bezierCount, constraintIndex) {
    super(frameCount, bezierCount, constraintIndex, 30 /* sliderTime */);
  }
  apply(skeleton, lastTime, time, firedEvents, alpha, from, add, out, appliedPose) {
    const constraint = skeleton.constraints[this.constraintIndex];
    if (constraint.active) {
      const pose = appliedPose ? constraint.appliedPose : constraint.pose;
      pose.time = this.getAbsoluteValue(time, alpha, from, add, pose.time, constraint.data.setupPose.time);
    }
  }
};
var SliderMixTimeline = class extends ConstraintTimeline1 {
  constructor(frameCount, bezierCount, constraintIndex) {
    super(frameCount, bezierCount, constraintIndex, 31 /* sliderMix */);
    this.additive = true;
  }
  apply(skeleton, lastTime, time, firedEvents, alpha, from, add, out, appliedPose) {
    const constraint = skeleton.constraints[this.constraintIndex];
    if (constraint.active) {
      const pose = appliedPose ? constraint.appliedPose : constraint.pose;
      pose.mix = this.getAbsoluteValue(time, alpha, from, add, pose.mix, constraint.data.setupPose.mix);
    }
  }
};

// spine-core/src/AnimationState.ts
var AnimationState = class _AnimationState {
  static emptyAnimation = new Animation("<empty>", [], 0);
  /** The AnimationStateData to look up mix durations. */
  data;
  /** The list of tracks that have had animations. May contain null entries for tracks that currently have no animation. */
  tracks = [];
  /** Multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower
   * or faster. Defaults to 1.
   *
   * See {@link TrackEntry.timeScale} to affect a single animation. */
  timeScale = 1;
  unkeyedState = 0;
  events = [];
  listeners = [];
  queue = new EventQueue(this);
  propertyIds = /* @__PURE__ */ new Map();
  animationsChanged = false;
  trackEntryPool = new Pool(() => new TrackEntry());
  constructor(data) {
    this.data = data;
  }
  /** Increments each track entry {@link TrackEntry.trackTime}, setting queued animations as current if needed. */
  update(delta) {
    delta *= this.timeScale;
    const tracks = this.tracks;
    for (let i = 0, n = tracks.length; i < n; i++) {
      const current = tracks[i];
      if (!current) continue;
      current.animationLast = current.nextAnimationLast;
      current.trackLast = current.nextTrackLast;
      let currentDelta = delta * current.timeScale;
      if (current.delay > 0) {
        current.delay -= currentDelta;
        if (current.delay > 0) continue;
        currentDelta = -current.delay;
        current.delay = 0;
      }
      let next = current.next;
      if (next) {
        const 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.setTrack(i, next, true);
          while (next.mixingFrom) {
            next.mixTime += delta;
            next = next.mixingFrom;
          }
          continue;
        }
      } else if (current.trackLast >= current.trackEnd && !current.mixingFrom) {
        tracks[i] = null;
        this.queue.end(current);
        this.clearNext(current);
        continue;
      }
      if (current.mixingFrom && this.updateMixingFrom(current, delta)) {
        let from = current.mixingFrom;
        current.mixingFrom = null;
        if (from) from.mixingTo = null;
        while (from) {
          this.queue.end(from);
          from = from.mixingFrom;
        }
      }
      current.trackTime += currentDelta;
    }
    this.queue.drain();
  }
  /** Returns true when all mixing from entries are complete. */
  updateMixingFrom(to, delta) {
    const from = to.mixingFrom;
    if (!from) return true;
    const finished = this.updateMixingFrom(from, delta);
    from.animationLast = from.nextAnimationLast;
    from.trackLast = from.nextTrackLast;
    if (to.nextTrackLast !== -1 && to.mixTime >= to.mixDuration) {
      if (from.totalAlpha === 0 || to.mixDuration === 0) {
        to.mixingFrom = from.mixingFrom;
        if (from.mixingFrom != null) from.mixingFrom.mixingTo = to;
        if (from.totalAlpha === 0) {
          for (let next = to; next.mixingTo != null; next = next.mixingTo)
            next.keepHold = true;
        }
        this.queue.end(from);
      }
      return finished;
    }
    from.trackTime += delta * from.timeScale;
    to.mixTime += delta;
    return false;
  }
  /** Poses the skeleton using the track entry animations. The animation state is not changed, so can be applied to multiple
   * skeletons to pose them identically.
   * @returns True if any animations were applied. */
  apply(skeleton) {
    if (!skeleton) throw new Error("skeleton cannot be null.");
    if (this.animationsChanged) this._animationsChanged();
    const events = this.events;
    const tracks = this.tracks;
    let applied = false;
    for (let i = 0, n = tracks.length; i < n; i++) {
      const current = tracks[i];
      if (!current || current.delay > 0) continue;
      applied = true;
      let alpha = current.alpha;
      if (current.mixingFrom)
        alpha *= this.applyMixingFrom(current, skeleton);
      else if (current.trackTime >= current.trackEnd && !current.next)
        alpha = 0;
      let animationLast = current.animationLast, animationTime = current.getAnimationTime(), applyTime = animationTime;
      let applyEvents = events;
      if (current.reverse) {
        applyTime = current.animation.duration - applyTime;
        applyEvents = null;
      }
      const timelines = current.animation.timelines;
      const timelineCount = timelines.length;
      if (i === 0 && alpha === 1) {
        for (let ii = 0; ii < timelineCount; ii++) {
          Utils.webkit602BugfixHelper(alpha);
          const timeline = timelines[ii];
          if (timeline instanceof AttachmentTimeline)
            this.applyAttachmentTimeline(timeline, skeleton, applyTime, 1 /* setup */, true);
          else
            timeline.apply(skeleton, animationLast, applyTime, applyEvents, alpha, 1 /* setup */, false, false, false);
        }
      } else {
        const timelineMode = current.timelineMode;
        const retainAttachments = alpha >= current.alphaAttachmentThreshold;
        const add = current.additive, shortestRotation = add || current.shortestRotation;
        const firstFrame = !shortestRotation && current.timelinesRotation.length !== timelineCount << 1;
        if (firstFrame) current.timelinesRotation.length = timelineCount << 1;
        for (let ii = 0; ii < timelineCount; ii++) {
          const timeline = timelines[ii];
          const from = timelineMode[ii] & MODE;
          if (!shortestRotation && timeline instanceof RotateTimeline) {
            this.applyRotateTimeline(timeline, skeleton, applyTime, alpha, from, current.timelinesRotation, ii << 1, firstFrame);
          } else if (timeline instanceof AttachmentTimeline) {
            this.applyAttachmentTimeline(timeline, skeleton, applyTime, from, retainAttachments);
          } else {
            Utils.webkit602BugfixHelper(alpha);
            timeline.apply(skeleton, animationLast, applyTime, applyEvents, alpha, from, add, false, false);
          }
        }
      }
      if (current.reverse) this.eventsReverse(current, animationLast, animationTime);
      this.queueEvents(current, animationTime);
      events.length = 0;
      current.nextAnimationLast = animationTime;
      current.nextTrackLast = current.trackTime;
    }
    const setupState = this.unkeyedState + ATTACH_SETUP;
    const slots = skeleton.slots;
    for (let i = 0, n = skeleton.slots.length; i < n; i++) {
      const slot = slots[i];
      if (slot.attachmentState === setupState) {
        const attachmentName = slot.data.attachmentName;
        slot.pose.setAttachment(!attachmentName ? null : skeleton.getAttachment(slot.data.index, attachmentName));
      }
    }
    this.unkeyedState += 2;
    this.queue.drain();
    return applied;
  }
  applyMixingFrom(to, skeleton) {
    const from = to.mixingFrom;
    const fromMix = from.mixingFrom !== null ? this.applyMixingFrom(from, skeleton) : 1;
    const mix = to.mix();
    const a = from.alpha * fromMix, keep = 1 - mix * to.alpha;
    const alphaMix = a * (1 - mix), alphaHold = keep > 0 ? alphaMix / keep : a;
    const timelines = from.animation.timelines;
    const timelineCount = timelines.length;
    const timelineMode = from.timelineMode;
    const timelineHoldMix = from.timelineHoldMix;
    const retainAttachments = mix < from.mixAttachmentThreshold, drawOrder = mix < from.mixDrawOrderThreshold;
    const add = from.additive, shortestRotation = add || from.shortestRotation;
    const firstFrame = !shortestRotation && from.timelinesRotation.length !== timelineCount << 1;
    if (firstFrame) from.timelinesRotation.length = timelineCount << 1;
    const timelinesRotation = from.timelinesRotation;
    let animationLast = from.animationLast, animationTime = from.getAnimationTime(), applyTime = animationTime;
    let events = null;
    if (from.reverse)
      applyTime = from.animation.duration - applyTime;
    else if (mix < from.eventThreshold)
      events = this.events;
    from.totalAlpha = 0;
    for (let i = 0; i < timelineCount; i++) {
      const timeline = timelines[i];
      const mode = timelineMode[i];
      const mixFrom = mode & MODE;
      let alpha = 0;
      if ((mode & HOLD) !== 0) {
        const holdMix = timelineHoldMix[i];
        alpha = holdMix == null ? alphaHold : alphaHold * (1 - holdMix.mix());
      } else {
        if (!drawOrder && timeline instanceof DrawOrderTimeline && mixFrom === 0 /* current */) continue;
        alpha = alphaMix;
      }
      from.totalAlpha += alpha;
      if (!shortestRotation && timeline instanceof RotateTimeline) {
        this.applyRotateTimeline(timeline, skeleton, applyTime, alpha, mixFrom, timelinesRotation, i << 1, firstFrame);
      } else if (timeline instanceof AttachmentTimeline)
        this.applyAttachmentTimeline(
          timeline,
          skeleton,
          applyTime,
          mixFrom,
          retainAttachments && alpha >= from.alphaAttachmentThreshold
        );
      else {
        const out = !drawOrder || !(timeline instanceof DrawOrderTimeline) || mixFrom === 0 /* current */;
        timeline.apply(skeleton, animationLast, applyTime, events, alpha, mixFrom, add, out, false);
      }
    }
    if (from.reverse && mix < from.eventThreshold) this.eventsReverse(from, animationLast, animationTime);
    if (to.mixDuration > 0) this.queueEvents(from, animationTime);
    this.events.length = 0;
    from.nextAnimationLast = animationTime;
    from.nextTrackLast = from.trackTime;
    return mix;
  }
  /** Applies the attachment timeline and sets {@link Slot.attachmentState}.
   * @param retain True if the attachment remains after apply, false if temporary for deform timelines. */
  applyAttachmentTimeline(timeline, skeleton, time, from, retain) {
    const slot = skeleton.slots[timeline.slotIndex];
    if (!slot.bone.active) return;
    if (!retain && slot.attachmentState === this.unkeyedState + ATTACH_RETAIN) return;
    let setup = time < timeline.frames[0];
    let name = null;
    if (!setup) {
      name = timeline.attachmentNames[Timeline.search(timeline.frames, time)];
      setup = !retain && name == null;
    }
    if (setup) {
      if (from === 0 /* current */) return;
      name = slot.data.attachmentName;
    }
    slot.pose.setAttachment(name == null ? null : skeleton.getAttachment(slot.data.index, name));
    if (retain)
      slot.attachmentState = this.unkeyedState + ATTACH_RETAIN;
    else if (!setup)
      slot.attachmentState = this.unkeyedState + ATTACH_SETUP;
  }
  /** Applies the rotate timeline, mixing with the current pose while keeping the same rotation direction chosen as the shortest
   * the first time the mixing was applied. */
  applyRotateTimeline(timeline, skeleton, time, alpha, from, timelinesRotation, i, firstFrame) {
    if (firstFrame) timelinesRotation[i] = 0;
    if (alpha === 1) {
      timeline.apply(skeleton, 0, time, null, 1, from, false, false, false);
      return;
    }
    const bone = skeleton.bones[timeline.boneIndex];
    if (!bone.active) return;
    const pose = bone.pose, setup = bone.data.setupPose;
    const frames = timeline.frames;
    let r1, r2;
    if (time < frames[0]) {
      switch (from) {
        case 1 /* setup */: {
          pose.rotation = setup.rotation;
          return;
        }
        case 0 /* current */: {
          return;
        }
      }
      r1 = pose.rotation;
      r2 = setup.rotation;
    } else {
      r1 = from === 1 /* setup */ ? setup.rotation : pose.rotation;
      r2 = setup.rotation + timeline.getCurveValue(time);
    }
    let total = 0, diff = r2 - r1;
    diff -= Math.ceil(diff / 360 - 0.5) * 360;
    if (diff === 0) {
      total = timelinesRotation[i];
    } else {
      let lastTotal = 0, lastDiff = 0;
      if (firstFrame) {
        lastTotal = 0;
        lastDiff = diff;
      } else {
        lastTotal = timelinesRotation[i];
        lastDiff = timelinesRotation[i + 1];
      }
      const loops = lastTotal - lastTotal % 360;
      total = diff + loops;
      let current = diff >= 0, dir = lastTotal >= 0;
      if (Math.abs(lastDiff) <= 90 && MathUtils.signum(lastDiff) !== MathUtils.signum(diff)) {
        if (Math.abs(lastTotal - loops) > 180) {
          total += 360 * MathUtils.signum(lastTotal);
          dir = current;
        } else if (loops !== 0)
          total -= 360 * MathUtils.signum(lastTotal);
        else
          dir = current;
      }
      if (dir !== current) total += 360 * MathUtils.signum(lastTotal);
      timelinesRotation[i] = total;
    }
    timelinesRotation[i + 1] = diff;
    pose.rotation = r1 + total * alpha;
  }
  queueEvents(entry, animationTime) {
    const animationStart = entry.animationStart, animationEnd = entry.animationEnd, duration = animationEnd - animationStart;
    const reverse = entry.reverse;
    let split = entry.trackLast % duration;
    if (reverse) split = duration - split;
    const events = this.events;
    let i = 0, n = events.length;
    for (; i < n; i++) {
      const event = events[i];
      if (event.time < split !== reverse) break;
      if (event.time >= animationStart && event.time <= animationEnd) this.queue.event(entry, event);
    }
    let complete = false;
    if (entry.loop) {
      if (duration === 0)
        complete = true;
      else {
        const cycles = Math.floor(entry.trackTime / duration);
        complete = cycles > 0 && cycles > Math.floor(entry.trackLast / duration);
      }
    } else
      complete = animationTime >= animationEnd && entry.animationLast < animationEnd;
    if (complete) this.queue.complete(entry);
    for (; i < n; i++) {
      const event = events[i];
      if (event.time >= animationStart && event.time <= animationEnd) this.queue.event(entry, event);
    }
  }
  eventsReverse(entry, animationLast, animationTime) {
    const duration = entry.animation.duration, from = duration - animationLast, to = duration - animationTime;
    const timelines = entry.animation.timelines;
    for (let i = 0, n = entry.animation.timelines.length; i < n; i++) {
      const eventTimeline = timelines[i];
      if (!(eventTimeline instanceof EventTimeline)) continue;
      const timelineEvents = eventTimeline.events;
      const frames = eventTimeline.frames;
      const frameCount = frames.length;
      if (from >= to) {
        for (let ii = 0; ii < frameCount; ii++) {
          if (frames[ii] < to) continue;
          if (frames[ii] >= from) break;
          this.events.push(timelineEvents[ii]);
        }
      } else {
        for (let ii2 = 0; ii2 < frameCount; ii2++) {
          if (frames[ii2] >= from) break;
          this.events.push(timelineEvents[ii2]);
        }
        let ii = 0;
        for (; ii < frameCount; ii++)
          if (frames[ii] >= to) break;
        for (; ii < frameCount; ii++)
          this.events.push(timelineEvents[ii]);
      }
    }
  }
  /** Removes all animations from all tracks, leaving skeletons in their current pose.
   *
   * Usually you want to use {@link setEmptyAnimations} to mix the skeletons back to the setup pose, rather than leaving
   * them in their current pose. */
  clearTracks() {
    const oldDrainDisabled = this.queue.drainDisabled;
    this.queue.drainDisabled = true;
    for (let i = 0, n = this.tracks.length; i < n; i++)
      this.clearTrack(i);
    this.tracks.length = 0;
    this.queue.drainDisabled = oldDrainDisabled;
    this.queue.drain();
  }
  /** Removes all animations from the track, leaving skeletons in their current pose.
   *
   * Usually you want to use {@link setEmptyAnimation} to mix the skeletons back to the setup pose, rather than
   * leaving them in their current pose. */
  clearTrack(trackIndex) {
    if (trackIndex < 0) throw new Error("trackIndex must be >= 0.");
    if (trackIndex >= this.tracks.length) return;
    const current = this.tracks[trackIndex];
    if (!current) return;
    this.queue.end(current);
    this.clearNext(current);
    let entry = current;
    while (true) {
      const from = entry.mixingFrom;
      if (!from) break;
      this.queue.end(from);
      entry.mixingFrom = null;
      entry.mixingTo = null;
      entry = from;
    }
    this.tracks[current.trackIndex] = null;
    this.queue.drain();
  }
  setTrack(index, current, interrupt) {
    const from = this.expandToIndex(index);
    this.tracks[index] = current;
    current.previous = null;
    if (from) {
      from.next = null;
      if (interrupt) this.queue.interrupt(from);
      current.mixingFrom = from;
      from.mixingTo = current;
      current.mixTime = 0;
      from.timelinesRotation.length = 0;
    }
    this.queue.start(current);
  }
  setAnimation(trackIndex, animationNameOrAnimation, loop = false) {
    if (typeof animationNameOrAnimation === "string")
      return this.setAnimation1(trackIndex, animationNameOrAnimation, loop);
    return this.setAnimation2(trackIndex, animationNameOrAnimation, loop);
  }
  setAnimation1(trackIndex, animationName, loop = false) {
    const animation = this.data.skeletonData.findAnimation(animationName);
    if (!animation) throw new Error(`Animation not found: ${animationName}`);
    return this.setAnimation2(trackIndex, animation, loop);
  }
  /** Sets the current animation for a track, discarding any queued animations.
   *
   * If the formerly current track entry is for the same animation and was never applied to a skeleton, it is replaced (not mixed
   * from).
   * @param loop If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its
   *           duration. In either case {@link TrackEntry.getTrackEnd} determines when the track is cleared.
   * @return A track entry to allow further customization of animation playback. References to the track entry must not be kept
   *         after the {@link AnimationStateListener.dispose} event occurs. */
  setAnimation2(trackIndex, animation, loop = false) {
    if (trackIndex < 0) throw new Error("trackIndex must be >= 0.");
    if (!animation) throw new Error("animation cannot be null.");
    let interrupt = true;
    let current = this.expandToIndex(trackIndex);
    if (current) {
      if (current.nextTrackLast === -1 && current.animation === animation) {
        this.tracks[trackIndex] = current.mixingFrom;
        this.queue.interrupt(current);
        this.queue.end(current);
        this.clearNext(current);
        current = current.mixingFrom;
        interrupt = false;
      } else
        this.clearNext(current);
    }
    const entry = this.trackEntry(trackIndex, animation, loop, current);
    this.setTrack(trackIndex, entry, interrupt);
    this.queue.drain();
    return entry;
  }
  addAnimation(trackIndex, animationNameOrAnimation, loop = false, delay = 0) {
    if (typeof animationNameOrAnimation === "string")
      return this.addAnimation1(trackIndex, animationNameOrAnimation, loop, delay);
    return this.addAnimation2(trackIndex, animationNameOrAnimation, loop, delay);
  }
  addAnimation1(trackIndex, animationName, loop = false, delay = 0) {
    const animation = this.data.skeletonData.findAnimation(animationName);
    if (!animation) throw new Error(`Animation not found: ${animationName}`);
    return this.addAnimation2(trackIndex, animation, loop, delay);
  }
  addAnimation2(trackIndex, animation, loop = false, delay = 0) {
    if (trackIndex < 0) throw new Error("trackIndex must be >= 0.");
    if (!animation) throw new Error("animation cannot be null.");
    let last = this.expandToIndex(trackIndex);
    if (last) {
      while (last.next)
        last = last.next;
    }
    const entry = this.trackEntry(trackIndex, animation, loop, last);
    if (!last) {
      this.setTrack(trackIndex, entry, true);
      this.queue.drain();
      if (delay < 0) delay = 0;
    } else {
      last.next = entry;
      entry.previous = last;
      if (delay <= 0) delay = Math.max(delay + last.getTrackComplete() - entry.mixDuration, 0);
    }
    entry.delay = delay;
    return entry;
  }
  /** Sets an empty animation for a track, discarding any queued animations, and sets the track entry's
   * {@link TrackEntry.mixduration}. An empty animation has no timelines and serves as a placeholder for mixing in or out.
   *
   * Mixing out is done by setting an empty animation with a mix duration using either {@link setEmptyAnimation},
   * {@link setEmptyAnimations}, or {@link addEmptyAnimation}. Mixing to an empty animation causes
   * the previous animation to be applied less and less over the mix duration. Properties keyed in the previous animation
   * transition to the value from lower tracks or to the setup pose value if no lower tracks key the property. A mix duration of
   * 0 still needs to be applied one more time to mix out, so the properties it was animating are reverted.
   *
   * Mixing in is done by first setting an empty animation, then adding an animation using
   * {@link addAnimation} with the desired delay (an empty animation has a duration of 0) and on
   * the returned track entry, set the {@link TrackEntry.setMixDuration}. Mixing from an empty animation causes the new
   * animation to be applied more and more over the mix duration. Properties keyed in the new animation transition from the value
   * from lower tracks or from the setup pose value if no lower tracks key the property to the value keyed in the new animation.
   *
   * See <a href='https://esotericsoftware.com/spine-applying-animations#Empty-animations'>Empty animations</a> in the Spine
   * Runtimes Guide. */
  setEmptyAnimation(trackIndex, mixDuration = 0) {
    const entry = this.setAnimation(trackIndex, _AnimationState.emptyAnimation, false);
    entry.mixDuration = mixDuration;
    entry.trackEnd = mixDuration;
    return entry;
  }
  /** Adds an empty animation to be played after the current or last queued animation for a track, and sets the track entry's
   * {@link TrackEntry.mixDuration}. If the track has no entries, it is equivalent to calling
   * {@link setEmptyAnimation}.
   *
   * See {@link setEmptyAnimation} and
   * <a href='https://esotericsoftware.com/spine-applying-animations#Empty-animations'>Empty animations</a> in the Spine Runtimes
   * Guide.
   * @param delay If > 0, sets {@link TrackEntry.delay}. If <= 0, the delay set is the duration of the previous track entry minus
   *           any mix duration plus the specified `delay` (ie the mix ends at (when `delay` = 0) or before
   *           (when `delay` < 0) the previous track entry duration). If the previous entry is looping, its next loop
   *           completion is used instead of its duration.
   * @return A track entry to allow further customization of animation playback. References to the track entry must not be kept
   *         after the {@link AnimationStateListener.dispose} event occurs. */
  addEmptyAnimation(trackIndex, mixDuration = 0, delay = 0) {
    const entry = this.addAnimation(trackIndex, _AnimationState.emptyAnimation, false, delay);
    if (delay <= 0) entry.delay = Math.max(entry.delay + entry.mixDuration - mixDuration, 0);
    entry.mixDuration = mixDuration;
    entry.trackEnd = mixDuration;
    return entry;
  }
  /** Sets an empty animation for every track, discarding any queued animations, and mixes to it over the specified mix duration.
   *
   * See <a href='https://esotericsoftware.com/spine-applying-animations#Empty-animations'>Empty animations</a> in the Spine
   * Runtimes Guide. */
  setEmptyAnimations(mixDuration = 0) {
    const oldDrainDisabled = this.queue.drainDisabled;
    this.queue.drainDisabled = true;
    for (let i = 0, n = this.tracks.length; i < n; i++) {
      const current = this.tracks[i];
      if (current) this.setEmptyAnimation(current.trackIndex, mixDuration);
    }
    this.queue.drainDisabled = oldDrainDisabled;
    this.queue.drain();
  }
  expandToIndex(index) {
    if (index < this.tracks.length) return this.tracks[index];
    Utils.ensureArrayCapacity(this.tracks, index + 1, null);
    this.tracks.length = index + 1;
    return null;
  }
  /** @param last May be null. */
  trackEntry(trackIndex, animation, loop, last) {
    const entry = this.trackEntryPool.obtain();
    entry.reset();
    entry.trackIndex = trackIndex;
    entry.animation = animation;
    entry.loop = loop;
    entry.additive = false;
    entry.reverse = false;
    entry.shortestRotation = false;
    entry.eventThreshold = 0;
    entry.alphaAttachmentThreshold = 0;
    entry.mixAttachmentThreshold = 0;
    entry.mixDrawOrderThreshold = 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.mixTime = 0;
    entry.mixDuration = !last ? 0 : this.data.getMix(last.animation, animation);
    entry.totalAlpha = 0;
    entry.keepHold = false;
    return entry;
  }
  /** Removes {@link TrackEntry.next} and all entries after it for the specified entry. */
  clearNext(entry) {
    let next = entry.next;
    while (next) {
      this.queue.dispose(next);
      next = next.next;
    }
    entry.next = null;
  }
  _animationsChanged() {
    this.animationsChanged = false;
    const tracks = this.tracks;
    for (let i = 0, n = tracks.length; i < n; i++) {
      const track = tracks[i];
      if (!track) continue;
      let entry = track;
      while (entry.mixingFrom)
        entry = entry.mixingFrom;
      do {
        this.computeHold(entry, track);
        entry = entry.mixingTo;
      } while (entry);
    }
    this.propertyIds.clear();
  }
  computeHold(entry, track) {
    const timelines = entry.animation.timelines;
    const timelinesCount = entry.animation.timelines.length;
    const timelineMode = entry.timelineMode;
    timelineMode.length = timelinesCount;
    const timelineHoldMix = entry.timelineHoldMix;
    timelineHoldMix.length = 0;
    const add = entry.additive, keepHold = entry.keepHold;
    const to = entry.mixingTo;
    for (let i = 0; i < timelinesCount; i++) {
      const timeline = timelines[i];
      const ids = timeline.propertyIds;
      const from = this.from(track, timeline, ids);
      if (add && timeline.additive) {
        timelineMode[i] = from;
        continue;
      }
      let mode;
      if (to === null || timeline.instant || to.additive && timeline.additive || !to.animation?.hasTimeline(ids))
        mode = from;
      else {
        mode = from | HOLD;
        for (let next = to.mixingTo; next != null; next = next.mixingTo) {
          if (next.additive && timeline.additive || !next.animation?.hasTimeline(ids)) {
            if (next.mixDuration > 0) timelineHoldMix[i] = next;
            break;
          }
        }
      }
      if (keepHold) mode = mode & ~HOLD | timelineMode[i] & HOLD;
      timelineMode[i] = mode;
    }
  }
  from(track, timeline, ids) {
    const propertyIds = this.propertyIds;
    let from = SETUP;
    for (let i = 0, n = ids.length; i < n; i++) {
      const owner = propertyIds.get(ids[i]);
      if (owner === void 0) {
        propertyIds.set(ids[i], track);
      } else {
        if (owner !== track) {
          while (++i < n)
            if (!propertyIds.has(ids[i])) propertyIds.set(ids[i], track);
          return CURRENT;
        }
        from = FIRST;
      }
    }
    if (timeline instanceof DrawOrderFolderTimeline) {
      const first = propertyIds.get(DrawOrderTimeline.propertyID);
      if (first != null) return first !== track ? CURRENT : FIRST;
    }
    return from;
  }
  /** Returns the track entry for the animation currently playing on the track, or null if no animation is currently playing. */
  getTrack(trackIndex) {
    if (trackIndex < 0) throw new Error("trackIndex must be >= 0.");
    if (trackIndex >= this.tracks.length) return null;
    return this.tracks[trackIndex];
  }
  /** Adds a listener to receive events for all track entries. */
  addListener(listener) {
    if (!listener) throw new Error("listener cannot be null.");
    this.listeners.push(listener);
  }
  /** Removes the listener added with {@link addListener}. */
  removeListener(listener) {
    const index = this.listeners.indexOf(listener);
    if (index >= 0) this.listeners.splice(index, 1);
  }
  /** Removes all listeners added with {@link addListener}. */
  clearListeners() {
    this.listeners.length = 0;
  }
  /** Discards all listener notifications that have not yet been delivered. This can be useful to call from an
   * {@link AnimationStateListener} when it is known that further notifications that may have been already queued for delivery
   * are not wanted because new animations are being set. */
  clearListenerNotifications() {
    this.queue.clear();
  }
};
var TrackEntry = class {
  /** The animation to apply for this track entry. */
  animation = null;
  previous = null;
  /** The animation queued to start after this animation, or null. `next` makes up a linked list. */
  next = null;
  /** The track entry for the previous animation when mixing to this animation, or null if no mixing is currently occurring.
   * When mixing from multiple animations, `mixingFrom` makes up a doubly linked list. */
  mixingFrom = null;
  /** The track entry for the next animation when mixing from this animation, or null if no mixing is currently occurring.
   * When mixing to multiple animations, `mixingTo` makes up a doubly linked list. */
  mixingTo = null;
  /** The listener for events generated by this track entry, or null.
   *
   * A track entry returned from {@link AnimationState.setAnimation} is already the current animation
   * for the track, so the callback for listener {@link AnimationStateListener.start} will not be called. */
  listener = null;
  /** The index of the track where this track entry is either current or queued.
   *
   * See {@link AnimationState.getTrack}. */
  trackIndex = 0;
  /** If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its
   * duration. */
  loop = false;
  /** When true, timelines in this animation that support additive have their values added to the setup or current pose values
   * instead of replacing them. Additive can be set for a new track entry only before {@link AnimationState.apply}
   * is next called. */
  additive = false;
  /** If true, the animation will be applied in reverse. */
  reverse = false;
  /** If true, mixing rotation between tracks always uses the shortest rotation direction. If the rotation is animated, the
   * shortest rotation direction may change during the mix.
   *
   * If false, the shortest rotation direction is remembered when the mix starts and the same direction is used for the rest
   * of the mix. Defaults to false.
   *
   * See {@link resetRotationDirections}. */
  shortestRotation = false;
  keepHold = false;
  /** When the interpolated mix percentage is less than the `eventThreshold` , event timelines are applied while
   * this animation is being mixed out. Defaults to 0, so event timelines are not applied while this animation is being mixed
   * out. */
  eventThreshold = 0;
  /** When the interpolated mix percentage is less than the `mixAttachmentThreshold`, attachment timelines are
   * applied while this animation is being mixed out. Defaults to 0, so attachment timelines are not applied while this
   * animation is being mixed out. */
  mixAttachmentThreshold = 0;
  /** When the computed alpha is greater than `alphaAttachmentThreshold`, attachment timelines are applied. The
   * computed alpha includes {@link alpha} and the interpolated mix percentage. Defaults to 0, so attachment timelines are
   * always applied. */
  alphaAttachmentThreshold = 0;
  /** When the interpolated mix percentage is less than the `mixAttachmentThreshold`, attachment timelines are
   * applied while this animation is being mixed out. Defaults to 0, so attachment timelines are not applied while this
   * animation is being mixed out. */
  mixDrawOrderThreshold = 0;
  /** The time in seconds for the first frame of this animation, both initially and after looping. Defaults to 0.
   *
   * When setting `animationStart` time, {@link animationLast} can be set to the same value to avoid firing events
   * from the start of the animation. */
  animationStart = 0;
  /** The time in seconds for the last frame of this animation. Past this time, non-looping animations hold the pose at this
   * time while looping animations will loop back to {@link animationStart}. Defaults to the {@link Animation.duration}. */
  animationEnd = 0;
  /** The time in seconds this animation was last applied. Some timelines use this for one-time triggers. For example, when
   * this animation is applied, event timelines will fire all events between the `animationLast` time (exclusive)
   * and `animationTime` (inclusive). Defaults to -1 to ensure triggers on frame 0 happen the first time this
   * animation is applied. */
  animationLast = 0;
  nextAnimationLast = 0;
  /** Seconds to postpone playing the animation. Must be >= 0. When this track entry is the current track entry,
   * `delay` postpones incrementing the {@link trackTime}. When this track entry is queued, `delay` is
   * the time from the start of the previous animation to when this track entry will become the current track entry (ie when
   * the previous track entry {@link trackTime} >= this track entry's `delay`).
   *
   * {@link timeScale} affects the delay.
   *
   * When passing `delay` <= 0 to {@link AnimationState.addAnimation} this
   * `delay` is set using a mix duration from {@link AnimationStateData}. To change the {@link mixDuration}
   * afterward, use {@link setMixDuration} so this `delay` is adjusted. */
  delay = 0;
  /** The time in seconds this track entry has been the current track entry, starting at 0 and increasing forever. Compare to
   * {@link getAnimationTime}, which is always between {@link animationStart} and {@link animationEnd}.
   *
   * The track time can be set to start the animation at a time other than 0, without affecting looping. When doing so,
   * {@link animationLast} can be set to the same value to avoid firing events from the start of the animation.
   *
   * To set the time an animation starts and loops, use {@link animationStart} and {@link animationEnd}. */
  trackTime = 0;
  trackLast = 0;
  nextTrackLast = 0;
  /** The track time in seconds when this animation will be removed from the track. Defaults to the highest possible float
   * value, meaning the animation will be applied until a new animation is set or the track is cleared. If the track end time
   * is reached, no other animations are queued for playback, and mixing from any previous animations is complete, then the
   * properties keyed by the animation are set to the setup pose and the track is cleared.
   *
   * Usually you want to use {@link AnimationState.addEmptyAnimation} rather than have the animation
   * abruptly cease being applied, leaving the current pose. */
  trackEnd = 0;
  /** Multiplier for the delta time when this track entry is updated, causing time for this animation to pass slower or
   * faster. Defaults to 1.
   *
   * Values < 0 are not supported. To play an animation in reverse, use {@link reverse}.
   *
   * {@link mixTime} is not affected by track entry time scale, so {@link mixDuration} may need to be adjusted to match the
   * animation speed.
   *
   * When using {@link AnimationState.addAnimation} with a `delay` <= 0, the
   * {@link delay} is set using the mix duration from {@link AnimationState.data}, assuming time scale to be 1. If the time
   * scale is not 1, the delay may need to be adjusted.
   *
   * See {@link AnimationState.timeScale} to affect all animations. */
  timeScale = 0;
  /** Values < 1 mix this animation with the skeleton's current pose (either the setup pose or the pose from lower tracks).
   * Defaults to 1, which overwrites the skeleton's current pose with this animation.
   *
   * Alpha should be 1 on track 0.
   *
   * See {@link getAlphaAttachmentThreshold}. */
  alpha = 0;
  /** Seconds elapsed from 0 to the {@link mixDuration} when mixing from the previous animation to this animation. May
   * be slightly more than `mixDuration` when the mix is complete. */
  mixTime = 0;
  /** Seconds for mixing from the previous animation to this animation. Defaults to the value provided by
   * {@link AnimationStateData.getMix} based on the animation before this animation (if any).
   *
   * A mix duration of 0 still needs to be applied one more time to mix out, so the the properties it was animating are
   * reverted. A mix duration of 0 can be set at any time to end the mix on the next
   * {@link AnimationState.update | update}.
   *
   * The `mixDuration` can be set manually rather than use the value from
   * {@link AnimationStateData.getMix}. In that case, the `mixDuration` can be set for a new
   * track entry only before {@link AnimationState.update} is next called.
   *
   * When using {@link AnimationState.addAnimation} with a `delay` <= 0, the
   * {@link getDelay} is set using the mix duration from {@link AnimationState.data}. If `mixDuration` is set
   * afterward, the delay needs to be adjusted:
   *
   * <pre>
   * entry.mixDuration = 0.25;<br>
   * entry.delay = entry.previous.getTrackComplete() - entry.mixDuration + 0;
   * </pre>
   *
   * Alternatively, use {@link setMixDuration} to set both the mix duration and recompute the delay:<br>
   *
   * <pre>
    entry.setMixDuration(0.25f, 0); // mixDuration, delay
   * </pre>
   */
  mixDuration = 0;
  totalAlpha = 0;
  mixInterpolation = Interpolation.linear;
  /** Sets both {@link getMixDuration} and {@link getDelay}.
   * @param delay If > 0, sets {@link getDelay}. If <= 0, the delay set is the duration of the previous track entry minus
   *           the specified mix duration plus the specified `delay` (ie the mix ends at (when `delay` =
   *           0) or before (when `delay` < 0) the previous track entry duration). If the previous entry is
   *           looping, its next loop completion is used instead of its duration. */
  setMixDuration(mixDuration, delay) {
    this.mixDuration = mixDuration;
    if (delay !== void 0) {
      if (delay <= 0) delay = this.previous == null ? 0 : Math.max(delay + this.previous.getTrackComplete() - mixDuration, 0);
      this.delay = delay;
    }
  }
  /** The interpolation to apply to the mix percentage ({@link mixTime} / {@link mixDuration}) when mixing from the previous
   * animation to this animation. Defaults to linear. */
  setMixInterpolation(mixInterpolation) {
    if (!mixInterpolation) throw new Error("mixInterpolation cannot be null.");
    this.mixInterpolation = mixInterpolation;
  }
  mix() {
    if (this.mixDuration === 0) return 1;
    let mix = this.mixTime / this.mixDuration;
    if (mix >= 1) return 1;
    if (this.mixInterpolation === Interpolation.linear) return mix;
    mix = this.mixInterpolation.apply(mix);
    if (mix < 0) return 0;
    if (mix > 1) return 1;
    return mix;
  }
  /** For each timeline:
   * - Bits 0-1: MixFrom.
   * - Bit 2, HOLD: 0 = mix out using alphaMix, 1 = apply full alpha to prevent dipping. Timeline is first on its track to
   * set the property and the next entry (mixingTo) also sets it. When held, timelineHoldMix's mix controls how the hold fades
   * out (for 3+ entry chains where the chain eventually stops setting the property). */
  timelineMode = [];
  timelineHoldMix = [];
  timelinesRotation = [];
  reset() {
    this.next = null;
    this.previous = null;
    this.mixingFrom = null;
    this.mixingTo = null;
    this.mixInterpolation = Interpolation.linear;
    this.animation = null;
    this.listener = null;
    this.timelineMode.length = 0;
    this.timelineHoldMix.length = 0;
    this.timelinesRotation.length = 0;
  }
  /** Uses {@link trackTime} to compute the `animationTime`, which is always between {@link animationStart} and
   * {@link animationEnd}. When `trackTime` is 0, `animationTime` is equal to the
   * `animationStart` time. */
  getAnimationTime() {
    if (!this.loop) return Math.min(this.trackTime + this.animationStart, this.animationEnd);
    const duration = this.animationEnd - this.animationStart;
    if (duration === 0) return this.animationStart;
    return this.trackTime % duration + this.animationStart;
  }
  setAnimationLast(animationLast) {
    this.animationLast = animationLast;
    this.nextAnimationLast = animationLast;
  }
  /** Returns true if at least one loop has been completed.
   *
   * See {@link AnimationStateListener.complete}. */
  isComplete() {
    return this.trackTime >= this.animationEnd - this.animationStart;
  }
  /** When {@link shortestRotation} is false, this clears the directions for mixing this entry's rotation. This can be useful
   * to avoid bones rotating the long way around when using {@link getAlpha} and starting animations on other tracks.
   *
   * Mixing involves finding a rotation between two others. There are two possible solutions: the short or the long way
   * around. When the two rotations change over time, which direction is the short or long way can also change. If the short
   * way was always chosen, bones flip to the other side when that direction became the long way. TrackEntry chooses the short
   * way the first time it is applied and remembers that direction. Resetting that direction makes it choose a new short way
   * on the next apply. */
  resetRotationDirections() {
    this.timelinesRotation.length = 0;
  }
  /** If this track entry is non-looping, this is the track time in seconds when {@link animationEnd} is reached, or the
   * current {@link trackTime} if it has already been reached.
   *
   * If this track entry is looping, this is the track time when this animation will reach its next {@link animationEnd} (the
   * next loop completion). */
  getTrackComplete() {
    const duration = this.animationEnd - this.animationStart;
    if (duration !== 0) {
      if (this.loop) return duration * (1 + (this.trackTime / duration | 0));
      if (this.trackTime < duration) return duration;
    }
    return this.trackTime;
  }
  /** Returns true if this track entry has been applied at least once.
   *
   * See {@link AnimationState.apply}. */
  wasApplied() {
    return this.nextTrackLast !== -1;
  }
  /** Returns true if there is a {@link next} track entry and it will become the current track entry during the next
   * {@link AnimationState.update}. */
  isNextReady() {
    return this.next != null && this.nextTrackLast - this.next.delay >= 0;
  }
};
var EventQueue = class {
  objects = [];
  drainDisabled = false;
  animState;
  constructor(animState) {
    this.animState = animState;
  }
  start(entry) {
    this.objects.push(0 /* start */);
    this.objects.push(entry);
    this.animState.animationsChanged = true;
  }
  interrupt(entry) {
    this.objects.push(1 /* interrupt */);
    this.objects.push(entry);
  }
  end(entry) {
    this.objects.push(2 /* end */);
    this.objects.push(entry);
    this.animState.animationsChanged = true;
  }
  dispose(entry) {
    this.objects.push(3 /* dispose */);
    this.objects.push(entry);
  }
  complete(entry) {
    this.objects.push(4 /* complete */);
    this.objects.push(entry);
  }
  event(entry, event) {
    this.objects.push(5 /* event */);
    this.objects.push(entry);
    this.objects.push(event);
  }
  drain() {
    if (this.drainDisabled) return;
    this.drainDisabled = true;
    for (let i = 0; i < this.objects.length; i += 2) {
      const objects = this.objects;
      const type = objects[i];
      const entry = objects[i + 1];
      const listeners = this.animState.listeners.slice();
      switch (type) {
        case 0 /* start */:
          if (entry.listener?.start) entry.listener.start(entry);
          for (let ii = 0; ii < listeners.length; ii++) {
            const listener = listeners[ii];
            if (listener.start) listener.start(entry);
          }
          break;
        case 1 /* interrupt */:
          if (entry.listener?.interrupt) entry.listener.interrupt(entry);
          for (let ii = 0; ii < listeners.length; ii++) {
            const listener = listeners[ii];
            if (listener.interrupt) listener.interrupt(entry);
          }
          break;
        // biome-ignore lint/suspicious/noFallthroughSwitchClause: reference runtime does fall through
        case 2 /* end */:
          if (entry.listener?.end) entry.listener.end(entry);
          for (let ii = 0; ii < listeners.length; ii++) {
            const listener = listeners[ii];
            if (listener.end) listener.end(entry);
          }
        // Fall through.
        case 3 /* dispose */:
          if (entry.listener?.dispose) entry.listener.dispose(entry);
          for (let ii = 0; ii < listeners.length; ii++) {
            const listener = listeners[ii];
            if (listener.dispose) listener.dispose(entry);
          }
          this.animState.trackEntryPool.free(entry);
          break;
        case 4 /* complete */:
          if (entry.listener?.complete) entry.listener.complete(entry);
          for (let ii = 0; ii < listeners.length; ii++) {
            const listener = listeners[ii];
            if (listener.complete) listener.complete(entry);
          }
          break;
        case 5 /* event */: {
          const event = objects[i++ + 2];
          if (entry.listener?.event) entry.listener.event(entry, event);
          for (let ii = 0; ii < listeners.length; ii++) {
            const listener = listeners[ii];
            if (listener.event) listener.event(entry, event);
          }
          break;
        }
      }
    }
    this.clear();
    this.drainDisabled = false;
  }
  clear() {
    this.objects.length = 0;
  }
};
var EventType = /* @__PURE__ */ ((EventType2) => {
  EventType2[EventType2["start"] = 0] = "start";
  EventType2[EventType2["interrupt"] = 1] = "interrupt";
  EventType2[EventType2["end"] = 2] = "end";
  EventType2[EventType2["dispose"] = 3] = "dispose";
  EventType2[EventType2["complete"] = 4] = "complete";
  EventType2[EventType2["event"] = 5] = "event";
  return EventType2;
})(EventType || {});
var AnimationStateAdapter = class {
  start(entry) {
  }
  interrupt(entry) {
  }
  end(entry) {
  }
  dispose(entry) {
  }
  complete(entry) {
  }
  event(entry, event) {
  }
};
var CURRENT = 0;
var SETUP = 1;
var FIRST = 2;
var MODE = 3;
var HOLD = 4;
var ATTACH_SETUP = 1;
var ATTACH_RETAIN = 2;

// spine-core/src/AnimationStateData.ts
var AnimationStateData = class {
  /** The SkeletonData to look up animations when they are specified by name. */
  skeletonData;
  animationToMixTime = {};
  /** The mix duration to use when no mix duration has been defined between two animations. */
  defaultMix = 0;
  constructor(skeletonData) {
    if (!skeletonData) throw new Error("skeletonData cannot be null.");
    this.skeletonData = skeletonData;
  }
  setMix(from, to, duration) {
    if (typeof from === "string")
      return this.setMix1(from, to, duration);
    return this.setMix2(from, to, duration);
  }
  setMix1(fromName, toName, duration) {
    const from = this.skeletonData.findAnimation(fromName);
    if (!from) throw new Error(`Animation not found: ${fromName}`);
    const to = this.skeletonData.findAnimation(toName);
    if (!to) throw new Error(`Animation not found: ${toName}`);
    this.setMix2(from, to, duration);
  }
  setMix2(from, to, duration) {
    if (!from) throw new Error("from cannot be null.");
    if (!to) throw new Error("to cannot be null.");
    const key = `${from.name}.${to.name}`;
    this.animationToMixTime[key] = duration;
  }
  /** Returns the mix duration to use when changing from the specified animation to the other on the same track, or the
   * {@link defaultMix} if no mix duration has been set. */
  getMix(from, to) {
    const key = `${from.name}.${to.name}`;
    const value = this.animationToMixTime[key];
    return value === void 0 ? this.defaultMix : value;
  }
};

// spine-core/src/AssetManagerBase.ts
var AssetManagerBase = class {
  constructor(textureLoader, pathPrefix = "", downloader = new Downloader(), cache = new AssetCache()) {
    this.textureLoader = textureLoader;
    this.pathPrefix = pathPrefix;
    this.downloader = downloader;
    this.cache = cache;
  }
  errors = {};
  toLoad = 0;
  loaded = 0;
  texturePmaInfo = {};
  start(path) {
    this.toLoad++;
    return this.pathPrefix + path;
  }
  success(callback, path, asset) {
    this.toLoad--;
    this.loaded++;
    this.cache.assets[path] = asset;
    this.cache.assetsRefCount[path] = (this.cache.assetsRefCount[path] || 0) + 1;
    if (callback) callback(path, asset);
  }
  error(callback, path, message) {
    this.toLoad--;
    this.loaded++;
    this.errors[path] = message;
    if (callback) callback(path, message);
  }
  loadAll() {
    const promise = new Promise((resolve, reject) => {
      const check = () => {
        if (this.isLoadingComplete()) {
          if (this.hasErrors()) reject(this.errors);
          else resolve(this);
          return;
        }
        requestAnimationFrame(check);
      };
      requestAnimationFrame(check);
    });
    return promise;
  }
  setRawDataURI(path, data) {
    this.downloader.rawDataUris[this.pathPrefix + path] = data;
  }
  loadBinary(path, success = () => {
  }, error = () => {
  }) {
    path = this.start(path);
    if (this.reuseAssets(path, success, error)) return;
    this.cache.assetsLoaded[path] = new Promise((resolve, reject) => {
      this.downloader.downloadBinary(path, (data) => {
        this.success(success, path, data);
        resolve(data);
      }, (status, responseText) => {
        const errorMsg = `Couldn't load binary ${path}: status ${status}, ${responseText}`;
        this.error(error, path, errorMsg);
        reject(errorMsg);
      });
    });
  }
  loadText(path, success = () => {
  }, error = () => {
  }) {
    path = this.start(path);
    this.downloader.downloadText(path, (data) => {
      this.success(success, path, data);
    }, (status, responseText) => {
      this.error(error, path, `Couldn't load text ${path}: status ${status}, ${responseText}`);
    });
  }
  loadJson(path, success = () => {
  }, error = () => {
  }) {
    path = this.start(path);
    if (this.reuseAssets(path, success, error)) return;
    this.cache.assetsLoaded[path] = new Promise((resolve, reject) => {
      this.downloader.downloadJson(path, (data) => {
        this.success(success, path, data);
        resolve(data);
      }, (status, responseText) => {
        const errorMsg = `Couldn't load JSON ${path}: status ${status}, ${responseText}`;
        this.error(error, path, errorMsg);
        reject(errorMsg);
      });
    });
  }
  reuseAssets(path, success = () => {
  }, error = () => {
  }) {
    const loadedStatus = this.cache.getAsset(path);
    const alreadyExistsOrLoading = loadedStatus !== void 0;
    if (alreadyExistsOrLoading) {
      this.cache.assetsLoaded[path] = loadedStatus.then((data) => {
        data = data instanceof Image || data instanceof ImageBitmap ? this.textureLoader(data) : data;
        this.success(success, path, data);
        return data;
      }).catch((errorMsg) => {
        this.error(error, path, errorMsg);
        return void 0;
      });
    }
    return alreadyExistsOrLoading;
  }
  loadTexture(path, success = () => {
  }, error = () => {
  }) {
    path = this.start(path);
    if (this.reuseAssets(path, success, error)) return;
    const pma = this.texturePmaInfo[path];
    this.cache.assetsLoaded[path] = new Promise((resolve, reject) => {
      const isBrowser = !!(typeof window !== "undefined" && typeof navigator !== "undefined" && window.document);
      const isWebWorker = !isBrowser;
      if (isWebWorker) {
        fetch(path, { mode: "cors" }).then((response) => {
          if (response.ok) return response.blob();
          const errorMsg = `Couldn't load image: ${path}`;
          this.error(error, path, `Couldn't load image: ${path}`);
          reject(errorMsg);
        }).then((blob) => {
          return blob ? createImageBitmap(blob, { premultiplyAlpha: "none", colorSpaceConversion: "none" }) : null;
        }).then((bitmap) => {
          if (bitmap) {
            const texture = this.createTexture(path, pma, bitmap);
            this.success(success, path, texture);
            resolve(texture);
          }
          ;
        });
      } else {
        const image = new Image();
        image.crossOrigin = "anonymous";
        image.onload = () => {
          const texture = this.createTexture(path, pma, image);
          this.success(success, path, texture);
          resolve(texture);
        };
        image.onerror = () => {
          const errorMsg = `Couldn't load image: ${path}`;
          this.error(error, path, errorMsg);
          reject(errorMsg);
        };
        if (this.downloader.rawDataUris[path]) path = this.downloader.rawDataUris[path];
        image.src = path;
      }
    });
  }
  loadTextureAtlas(path, success = () => {
  }, error = () => {
  }, fileAlias) {
    const index = path.lastIndexOf("/");
    const parent = index >= 0 ? path.substring(0, index + 1) : "";
    path = this.start(path);
    if (this.reuseAssets(path, success, error)) return;
    this.cache.assetsLoaded[path] = new Promise((resolve, reject) => {
      this.downloader.downloadText(path, (atlasText) => {
        try {
          const atlas = this.createTextureAtlas(atlasText, parent, path, fileAlias);
          let toLoad = atlas.pages.length, abort = false;
          if (toLoad === 0) {
            this.success(success, path, atlas);
            resolve(atlas);
            return;
          }
          for (const page of atlas.pages) {
            this.loadTexture(
              this.texturePath(parent, page.name, fileAlias),
              (imagePath, texture) => {
                if (!abort) {
                  page.setTexture(texture);
                  if (--toLoad === 0) {
                    this.success(success, path, atlas);
                    resolve(atlas);
                  }
                }
              },
              (imagePath, message) => {
                if (!abort) {
                  const errorMsg = `Couldn't load texture ${path} page image: ${imagePath}`;
                  this.error(error, path, errorMsg);
                  reject(errorMsg);
                }
                abort = true;
              }
            );
          }
        } catch (e) {
          const errorMsg = `Couldn't parse texture atlas ${path}: ${e.message}`;
          this.error(error, path, errorMsg);
          reject(errorMsg);
        }
      }, (status, responseText) => {
        const errorMsg = `Couldn't load texture atlas ${path}: status ${status}, ${responseText}`;
        this.error(error, path, errorMsg);
        reject(errorMsg);
      });
    });
  }
  loadTextureAtlasButNoTextures(path, success = () => {
  }, error = () => {
  }) {
    const index = path.lastIndexOf("/");
    const parent = index >= 0 ? path.substring(0, index + 1) : "";
    path = this.start(path);
    if (this.reuseAssets(path, success, error)) return;
    this.cache.assetsLoaded[path] = new Promise((resolve, reject) => {
      this.downloader.downloadText(path, (atlasText) => {
        try {
          const atlas = this.createTextureAtlas(atlasText, parent, path);
          this.success(success, path, atlas);
          resolve(atlas);
        } catch (e) {
          const errorMsg = `Couldn't parse texture atlas ${path}: ${e.message}`;
          this.error(error, path, errorMsg);
          reject(errorMsg);
        }
      }, (status, responseText) => {
        const errorMsg = `Couldn't load texture atlas ${path}: status ${status}, ${responseText}`;
        this.error(error, path, errorMsg);
        reject(errorMsg);
      });
    });
  }
  async loadBinaryAsync(path) {
    return new Promise((resolve, reject) => {
      this.loadBinary(
        path,
        (_, binary) => resolve(binary),
        (_, message) => reject(message)
      );
    });
  }
  async loadJsonAsync(path) {
    return new Promise((resolve, reject) => {
      this.loadJson(
        path,
        (_, object) => resolve(object),
        (_, message) => reject(message)
      );
    });
  }
  async loadTextureAsync(path) {
    return new Promise((resolve, reject) => {
      this.loadTexture(
        path,
        (_, texture) => resolve(texture),
        (_, message) => reject(message)
      );
    });
  }
  async loadTextureAtlasAsync(path) {
    return new Promise((resolve, reject) => {
      this.loadTextureAtlas(
        path,
        (_, atlas) => resolve(atlas),
        (_, message) => reject(message)
      );
    });
  }
  async loadTextureAtlasButNoTexturesAsync(path) {
    return new Promise((resolve, reject) => {
      this.loadTextureAtlasButNoTextures(
        path,
        (_, atlas) => resolve(atlas),
        (_, message) => reject(message)
      );
    });
  }
  setCache(cache) {
    this.cache = cache;
  }
  get(path) {
    return this.cache.assets[this.pathPrefix + path];
  }
  require(path) {
    path = this.pathPrefix + path;
    const asset = this.cache.assets[path];
    if (asset) return asset;
    const error = this.errors[path];
    throw Error(`Asset not found: ${path}${error ? `
${error}` : ""}`);
  }
  remove(path) {
    path = this.pathPrefix + path;
    const asset = this.cache.assets[path];
    if (asset.dispose) asset.dispose();
    delete this.cache.assets[path];
    delete this.cache.assetsRefCount[path];
    delete this.cache.assetsLoaded[path];
    return asset;
  }
  removeAll() {
    for (const path in this.cache.assets) {
      const asset = this.cache.assets[path];
      if (asset.dispose) asset.dispose();
    }
    this.cache.assets = {};
    this.cache.assetsLoaded = {};
    this.cache.assetsRefCount = {};
  }
  isLoadingComplete() {
    return this.toLoad === 0;
  }
  getToLoad() {
    return this.toLoad;
  }
  getLoaded() {
    return this.loaded;
  }
  dispose() {
    this.removeAll();
  }
  // dispose asset only if it's not used by others
  disposeAsset(path) {
    const asset = this.cache.assets[path];
    if (asset instanceof TextureAtlas) {
      asset.dispose();
      return;
    }
    this.disposeAssetInternal(path);
  }
  hasErrors() {
    return Object.keys(this.errors).length > 0;
  }
  getErrors() {
    return this.errors;
  }
  disposeAssetInternal(path) {
    if (this.cache.assetsRefCount[path] > 0 && --this.cache.assetsRefCount[path] === 0) {
      return this.remove(path);
    }
  }
  createTextureAtlas(atlasText, parentPath, path, fileAlias) {
    const atlas = new TextureAtlas(atlasText);
    atlas.dispose = () => {
      if (this.cache.assetsRefCount[path] <= 0) return;
      this.disposeAssetInternal(path);
      for (const page of atlas.pages) {
        page.texture?.dispose();
      }
    };
    for (const page of atlas.pages) {
      const texturePath = this.texturePath(parentPath, page.name, fileAlias);
      this.texturePmaInfo[this.pathPrefix + texturePath] = page.pma;
    }
    return atlas;
  }
  createTexture(path, pma, image) {
    const texture = this.textureLoader(image, pma);
    const textureDispose = texture.dispose.bind(texture);
    texture.dispose = () => {
      if (this.disposeAssetInternal(path)) textureDispose();
    };
    return texture;
  }
  texturePath(parentPath, pageName, fileAlias) {
    if (!fileAlias) return parentPath + pageName;
    return fileAlias[pageName];
  }
};
var AssetCache = class _AssetCache {
  assets = {};
  assetsRefCount = {};
  assetsLoaded = {};
  static AVAILABLE_CACHES = /* @__PURE__ */ new Map();
  static getCache(id) {
    const cache = _AssetCache.AVAILABLE_CACHES.get(id);
    if (cache) return cache;
    const newCache = new _AssetCache();
    _AssetCache.AVAILABLE_CACHES.set(id, newCache);
    return newCache;
  }
  async addAsset(path, asset) {
    this.assetsLoaded[path] = Promise.resolve(asset);
    this.assets[path] = asset;
    return asset;
  }
  getAsset(path) {
    return this.assetsLoaded[path];
  }
};
var Downloader = class {
  callbacks = {};
  rawDataUris = {};
  dataUriToString(dataUri) {
    if (!dataUri.startsWith("data:")) {
      throw new Error("Not a data URI.");
    }
    let base64Idx = dataUri.indexOf("base64,");
    if (base64Idx !== -1) {
      base64Idx += "base64,".length;
      return atob(dataUri.substr(base64Idx));
    } else {
      return dataUri.substr(dataUri.indexOf(",") + 1);
    }
  }
  base64ToUint8Array(base64) {
    var binary_string = window.atob(base64);
    var len = binary_string.length;
    var bytes = new Uint8Array(len);
    for (let i = 0; i < len; i++) {
      bytes[i] = binary_string.charCodeAt(i);
    }
    return bytes;
  }
  dataUriToUint8Array(dataUri) {
    if (!dataUri.startsWith("data:")) {
      throw new Error("Not a data URI.");
    }
    let base64Idx = dataUri.indexOf("base64,");
    if (base64Idx === -1) throw new Error("Not a binary data URI.");
    base64Idx += "base64,".length;
    return this.base64ToUint8Array(dataUri.substr(base64Idx));
  }
  downloadText(url, success, error) {
    if (this.start(url, success, error)) return;
    const rawDataUri = this.rawDataUris[url];
    if (rawDataUri && !rawDataUri.includes(".")) {
      try {
        this.finish(url, 200, this.dataUriToString(rawDataUri));
      } catch (e) {
        this.finish(url, 400, JSON.stringify(e));
      }
      return;
    }
    const request = new XMLHttpRequest();
    request.overrideMimeType("text/html");
    request.open("GET", rawDataUri ? rawDataUri : url, true);
    const done = () => {
      this.finish(url, request.status, request.responseText);
    };
    request.onload = done;
    request.onerror = done;
    request.send();
  }
  downloadJson(url, success, error) {
    this.downloadText(url, (data) => {
      success(JSON.parse(data));
    }, error);
  }
  downloadBinary(url, success, error) {
    if (this.start(url, success, error)) return;
    const rawDataUri = this.rawDataUris[url];
    if (rawDataUri && !rawDataUri.includes(".")) {
      try {
        this.finish(url, 200, this.dataUriToUint8Array(rawDataUri));
      } catch (e) {
        this.finish(url, 400, JSON.stringify(e));
      }
      return;
    }
    const request = new XMLHttpRequest();
    request.open("GET", rawDataUri ? rawDataUri : url, true);
    request.responseType = "arraybuffer";
    const onerror = () => {
      this.finish(url, request.status, request.response);
    };
    request.onload = () => {
      if (request.status === 200 || request.status === 0)
        this.finish(url, 200, new Uint8Array(request.response));
      else
        onerror();
    };
    request.onerror = onerror;
    request.send();
  }
  start(url, success, error) {
    let callbacks = this.callbacks[url];
    try {
      if (callbacks) return true;
      this.callbacks[url] = callbacks = [];
    } finally {
      callbacks.push(success, error);
    }
  }
  finish(url, status, data) {
    const callbacks = this.callbacks[url];
    delete this.callbacks[url];
    if (status === 200 || status === 0) {
      for (let i = 0, n = callbacks.length; i < n; i += 2)
        callbacks[i](data);
    } else {
      for (let i = 1, n = callbacks.length; i < n; i += 2)
        callbacks[i](status, data);
    }
  }
};

// spine-core/src/attachments/BoundingBoxAttachment.ts
var BoundingBoxAttachment = class _BoundingBoxAttachment extends VertexAttachment {
  color = new Color(1, 1, 1, 1);
  constructor(name) {
    super(name);
  }
  copy() {
    const copy = new _BoundingBoxAttachment(this.name);
    this.copyTo(copy);
    copy.color.setFromColor(this.color);
    return copy;
  }
};

// spine-core/src/attachments/ClippingAttachment.ts
var ClippingAttachment = class _ClippingAttachment extends VertexAttachment {
  /** Clipping is performed between the clipping attachment's slot and the end slot. If null, clipping is done until the end of
   * the skeleton's rendering. */
  endSlot = null;
  /** When true the clipping polygon is treated as convex for more efficient clipping. If the polygon deforms to concave then the
   * convex hull is used. When false the clipping polygon can be concave and if so has an additional CPU cost. Inverse clipping
   * always uses convex. */
  convex = false;
  /** When false, everything inside the clipping polygon is visible. When true, everything outside the clipping polygon is
    * visible and clipping is convex. */
  inverse = false;
  // Nonessential.
  /** The color of the clipping polygon as it was in Spine. Available only when nonessential data was exported. Clipping polygons
   * are not usually rendered at runtime. */
  color = new Color(0.2275, 0.2275, 0.8078, 1);
  // ce3a3aff
  constructor(name) {
    super(name);
  }
  copy() {
    const copy = new _ClippingAttachment(this.name);
    this.copyTo(copy);
    copy.endSlot = this.endSlot;
    copy.convex = this.convex;
    copy.inverse = this.inverse;
    copy.color.setFromColor(this.color);
    return copy;
  }
};

// spine-core/src/attachments/PathAttachment.ts
var PathAttachment = class _PathAttachment extends VertexAttachment {
  /** The lengths along the path in the setup pose from the start of the path to the end of each Bezier curve. */
  lengths = [];
  /** If true, the start and end knots are connected. */
  closed = false;
  /** If true, additional calculations are performed to make computing positions along the path more accurate so movement along
   * the path has a constant speed. */
  constantSpeed = false;
  /** The color of the path as it was in Spine. Available only when nonessential data was exported. Paths are not usually
   * rendered at runtime. */
  color = new Color(1, 1, 1, 1);
  constructor(name) {
    super(name);
  }
  copy() {
    const copy = new _PathAttachment(this.name);
    this.copyTo(copy);
    copy.lengths = [];
    Utils.arrayCopy(this.lengths, 0, copy.lengths, 0, this.lengths.length);
    copy.closed = this.closed;
    copy.constantSpeed = this.constantSpeed;
    copy.color.setFromColor(this.color);
    return copy;
  }
};

// spine-core/src/attachments/PointAttachment.ts
var PointAttachment = class _PointAttachment extends VertexAttachment {
  /** The local x position. */
  x = 0;
  /** The local y position. */
  y = 0;
  /** The local rotation in degrees, counter clockwise. */
  rotation = 0;
  /** The color of the point attachment as it was in Spine. Available only when nonessential data was exported. Point attachments
   * are not usually rendered at runtime. */
  color = new Color(0.38, 0.94, 0, 1);
  constructor(name) {
    super(name);
  }
  /** Computes the world position from the local position. */
  computeWorldPosition(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;
  }
  /** Computes the world rotation from the local rotation. */
  computeWorldRotation(bone) {
    const r = this.rotation * MathUtils.degRad, cos = Math.cos(r), sin = Math.sin(r);
    const x = cos * bone.a + sin * bone.b;
    const y = cos * bone.c + sin * bone.d;
    return MathUtils.atan2Deg(y, x);
  }
  copy() {
    const copy = new _PointAttachment(this.name);
    copy.x = this.x;
    copy.y = this.y;
    copy.rotation = this.rotation;
    copy.color.setFromColor(this.color);
    return copy;
  }
};

// spine-core/src/AtlasAttachmentLoader.ts
var AtlasAttachmentLoader = class {
  atlas;
  allowMissingRegions;
  constructor(atlas, allowMissingRegions = false) {
    this.atlas = atlas;
    this.allowMissingRegions = allowMissingRegions;
  }
  /** Sets each {@link Sequence.regions} by calling {@link findRegion} for each texture region using
   * {@link Sequence.getPath}. */
  findRegions(name, basePath, sequence) {
    const regions = sequence.regions;
    for (let i = 0, n = regions.length; i < n; i++)
      regions[i] = this.findRegion(name, sequence.getPath(basePath, i));
  }
  /** Looks for the region with the specified path. If not found and {@link allowMissingRegions} is false, an error is
   * raised. */
  findRegion(name, path) {
    const region = this.atlas.findRegion(path);
    if (!region && !this.allowMissingRegions)
      throw new Error(`Region not found in atlas: ${path} (attachment: ${name})`);
    return region;
  }
  newRegionAttachment(skin, placeholder, name, path, sequence) {
    this.findRegions(name, path, sequence);
    return new RegionAttachment(name, sequence);
  }
  newMeshAttachment(skin, placeholder, name, path, sequence) {
    this.findRegions(name, path, sequence);
    return new MeshAttachment(name, sequence);
  }
  newBoundingBoxAttachment(skin, placeholder, name) {
    return new BoundingBoxAttachment(name);
  }
  newPathAttachment(skin, placeholder, name) {
    return new PathAttachment(name);
  }
  newPointAttachment(skin, placeholder, name) {
    return new PointAttachment(name);
  }
  newClippingAttachment(skin, placeholder, name) {
    return new ClippingAttachment(name);
  }
};

// spine-core/src/PosedData.ts
var PosedData = class {
  name;
  setupPose;
  /** When true, {@link Skeleton.updateWorldTransform} only updates this constraint if the {@link Skeleton.skin}
   * contains this constraint.
   *
   * See {@link Skin.constraints}. */
  skinRequired = false;
  constructor(name, setupPose) {
    if (name == null) throw new Error("name cannot be null.");
    this.name = name;
    this.setupPose = setupPose;
  }
};

// spine-core/src/BoneData.ts
var BoneData = class _BoneData extends PosedData {
  /** The index of the bone in {@link Skeleton.bones}. */
  index = 0;
  /** The parent bone, or null if this bone is the root. */
  parent = null;
  /** The bone's length. */
  length = 0;
  // Nonessential.
  /** The color of the bone as it was in Spine. Available only when nonessential data was exported. Bones are not usually
   * rendered at runtime. */
  color = new Color();
  /** The bone icon name as it was in Spine, or null if nonessential data was not exported. */
  icon;
  /** The bone icon's display size scale, or 1 if nonessential data was not exported. */
  iconSize = 1;
  /** The bone icon's display rotation in degrees, or 0 if nonessential data was not exported. */
  iconRotation = 0;
  /** False if the bone was hidden in Spine and nonessential data was exported. Does not affect runtime rendering. */
  visible = false;
  constructor(index, name, parent) {
    super(name, new BonePose());
    if (index < 0) throw new Error("index must be >= 0.");
    if (!name) throw new Error("name cannot be null.");
    this.index = index;
    this.parent = parent;
  }
  copy(parent) {
    const copy = new _BoneData(this.index, this.name, parent);
    copy.length = this.length;
    copy.setupPose.set(this.setupPose);
    return copy;
  }
};
var Inherit = /* @__PURE__ */ ((Inherit2) => {
  Inherit2[Inherit2["Normal"] = 0] = "Normal";
  Inherit2[Inherit2["OnlyTranslation"] = 1] = "OnlyTranslation";
  Inherit2[Inherit2["NoRotationOrReflection"] = 2] = "NoRotationOrReflection";
  Inherit2[Inherit2["NoScale"] = 3] = "NoScale";
  Inherit2[Inherit2["NoScaleOrReflection"] = 4] = "NoScaleOrReflection";
  return Inherit2;
})(Inherit || {});

// spine-core/src/BonePose.ts
var BonePose = class {
  bone;
  /** The local x translation. */
  x = 0;
  /** The local y translation. */
  y = 0;
  /** The local rotation in degrees, counter clockwise. */
  rotation = 0;
  /** The local scaleX. */
  scaleX = 0;
  /** The local scaleY. */
  scaleY = 0;
  /** The local shearX. */
  shearX = 0;
  /** The local shearY. */
  shearY = 0;
  inherit = 0 /* Normal */;
  /** The world transform `[a b][c d]` x-axis x component. */
  a = 0;
  /** The world transform `[a b][c d]` y-axis x component. */
  b = 0;
  /** The world transform `[a b][c d]` x-axis y component. */
  c = 0;
  /** The world transform `[a b][c d]` y-axis y component. */
  d = 0;
  /** The world X position. If changed, {@link updateLocalTransform} should be called. */
  worldY = 0;
  /** The world Y position. If changed, {@link updateLocalTransform} should be called. */
  worldX = 0;
  world = 0;
  local = 0;
  set(pose) {
    if (pose == null) throw new Error("pose cannot be null.");
    this.x = pose.x;
    this.y = pose.y;
    this.rotation = pose.rotation;
    this.scaleX = pose.scaleX;
    this.scaleY = pose.scaleY;
    this.shearX = pose.shearX;
    this.shearY = pose.shearY;
    this.inherit = pose.inherit;
  }
  setPosition(x, y) {
    this.x = x;
    this.y = y;
  }
  setScale(scaleOrX, scaleY) {
    this.scaleX = scaleOrX;
    this.scaleY = scaleY === void 0 ? scaleOrX : scaleY;
  }
  /** Determines how parent world transforms affect this bone. */
  getInherit() {
    return this.inherit;
  }
  setInherit(inherit) {
    if (inherit == null) throw new Error("inherit cannot be null.");
    this.inherit = inherit;
  }
  /** Called by {@link Skeleton.updateCache} to compute the world transform, if needed. */
  update(skeleton, physics) {
    if (this.world !== skeleton._update) this.updateWorldTransform(skeleton);
  }
  /** Computes the world transform using the parent bone's world transform and this applied local pose. Child bones are not
   * updated.
   *
   * See <a href="https://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
   * Runtimes Guide. */
  updateWorldTransform(skeleton) {
    if (this.local === skeleton._update)
      this.updateLocalTransform(skeleton);
    else
      this.world = skeleton._update;
    const rotation = this.rotation;
    const scaleX = this.scaleX;
    const scaleY = this.scaleY;
    const shearX = this.shearX;
    const shearY = this.shearY;
    if (!this.bone.parent) {
      const sx = skeleton.scaleX, sy = skeleton.scaleY;
      const rx = (rotation + shearX) * MathUtils.degRad;
      const ry = (rotation + 90 + shearY) * MathUtils.degRad;
      this.a = Math.cos(rx) * scaleX * sx;
      this.b = Math.cos(ry) * scaleY * sx;
      this.c = Math.sin(rx) * scaleX * sy;
      this.d = Math.sin(ry) * scaleY * sy;
      this.worldX = this.x * sx + skeleton.x;
      this.worldY = this.y * sy + skeleton.y;
      return;
    }
    const parent = this.bone.parent.appliedPose;
    let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
    this.worldX = pa * this.x + pb * this.y + parent.worldX;
    this.worldY = pc * this.x + pd * this.y + parent.worldY;
    switch (this.inherit) {
      case 0 /* Normal */: {
        const rx = (rotation + shearX) * MathUtils.degRad;
        const ry = (rotation + 90 + shearY) * MathUtils.degRad;
        const la = Math.cos(rx) * scaleX;
        const lb = Math.cos(ry) * scaleY;
        const lc = Math.sin(rx) * scaleX;
        const ld = Math.sin(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;
        return;
      }
      case 1 /* OnlyTranslation */: {
        const sx = skeleton.scaleX, sy = skeleton.scaleY;
        const rx = (rotation + shearX) * MathUtils.degRad;
        const ry = (rotation + 90 + shearY) * MathUtils.degRad;
        this.a = Math.cos(rx) * scaleX * sx;
        this.b = Math.cos(ry) * scaleY * sx;
        this.c = Math.sin(rx) * scaleX * sy;
        this.d = Math.sin(ry) * scaleY * sy;
        break;
      }
      case 2 /* NoRotationOrReflection */: {
        const sx = skeleton.scaleX, sy = skeleton.scaleY, sxi = 1 / sx, syi = 1 / sy;
        pa *= sxi;
        pc *= syi;
        let s = pa * pa + pc * pc;
        let r = 0;
        if (s > MathUtils.epsilon2) {
          s = Math.abs(pa * pd * syi - pb * sxi * pc) / s;
          pb = pc * s;
          pd = pa * s;
          r = rotation - MathUtils.atan2Deg(pc, pa);
        } else {
          pa = 0;
          pc = 0;
          r = rotation - 90 + MathUtils.atan2Deg(pd, pb);
        }
        const rx = (r + shearX) * MathUtils.degRad;
        const ry = (r + shearY + 90) * MathUtils.degRad;
        const la = Math.cos(rx) * scaleX;
        const lb = Math.cos(ry) * scaleY;
        const lc = Math.sin(rx) * scaleX;
        const ld = Math.sin(ry) * scaleY;
        this.a = (pa * la - pb * lc) * sx;
        this.b = (pa * lb - pb * ld) * sx;
        this.c = (pc * la + pd * lc) * sy;
        this.d = (pc * lb + pd * ld) * sy;
        break;
      }
      case 3 /* NoScale */:
      case 4 /* NoScaleOrReflection */: {
        const sx = skeleton.scaleX, sy = skeleton.scaleY, sxi = 1 / sx, syi = 1 / sy;
        const r = rotation * MathUtils.degRad, cos = Math.cos(r), sin = Math.sin(r);
        let za = (pa * cos + pb * sin) * sxi;
        let zc = (pc * cos + pd * sin) * syi;
        const s = 1 / Math.sqrt(za * za + zc * zc);
        za *= s;
        zc *= s;
        let zb = -zc, zd = za;
        if (this.inherit === 3 /* NoScale */ && pa * pd - pb * pc < 0 !== (sx < 0 !== sy < 0)) {
          zb = -zb;
          zd = -zd;
        }
        const rx = shearX * MathUtils.degRad;
        const ry = (90 + shearY) * MathUtils.degRad;
        const la = Math.cos(rx) * scaleX;
        const lb = Math.cos(ry) * scaleY;
        const lc = Math.sin(rx) * scaleX;
        const ld = Math.sin(ry) * scaleY;
        this.a = (za * la + zb * lc) * sx;
        this.b = (za * lb + zb * ld) * sx;
        this.c = (zc * la + zd * lc) * sy;
        this.d = (zc * lb + zd * ld) * sy;
        break;
      }
    }
  }
  /** Computes the local transform values from the world transform.
   *
   * If the world transform is modified (by a constraint, {@link rotateWorld}, etc) then this method should be called so
   * the local transform matches the world transform. The local transform may be needed by other code (eg to apply another
   * constraint).
   *
   * Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. The local transform after
   * calling this method is equivalent to the local transform used to compute the world transform, but may not be identical. */
  updateLocalTransform(skeleton) {
    this.local = 0;
    this.world = skeleton._update;
    const sx = skeleton.scaleX, sy = skeleton.scaleY;
    if (!this.bone.parent) {
      const sxi = 1 / sx, syi = 1 / sy;
      this.x = (this.worldX - skeleton.x) * sxi;
      this.y = (this.worldY - skeleton.y) * syi;
      this.set5(this.a * sxi, this.b * sxi, this.c * syi, this.d * syi, 0);
      return;
    }
    const parent = this.bone.parent.appliedPose;
    let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
    const pad = pa * pd - pb * pc, pid = 1 / (pa * pd - pb * pc);
    const ia = pd * pid, ib = pb * pid, ic = pc * pid, id = pa * pid;
    const dx = this.worldX - parent.worldX, dy = this.worldY - parent.worldY;
    this.x = dx * ia - dy * ib;
    this.y = dy * id - dx * ic;
    switch (this.inherit) {
      case 0 /* Normal */:
        this.set5(ia * this.a - ib * this.c, ia * this.b - ib * this.d, id * this.c - ic * this.a, id * this.d - ic * this.b, 0);
        break;
      case 1 /* OnlyTranslation */: {
        const sxi = 1 / sx, syi = 1 / sy;
        this.set5(this.a * sxi, this.b * sxi, this.c * syi, this.d * syi, 0);
        break;
      }
      case 2 /* NoRotationOrReflection */: {
        const sxi = 1 / sx, syi = 1 / sy;
        pa *= sxi;
        pc *= syi;
        const wa = this.a * sxi, wb = this.b * sxi, wc = this.c * syi, wd = this.d * syi;
        const s = 1 / (pa * pa + pc * pc), det = 1 / Math.abs(pad * sxi * syi);
        this.set5(
          (pa * wa + pc * wc) * s,
          (pa * wb + pc * wd) * s,
          (pa * wc - pc * wa) * det,
          (pa * wd - pc * wb) * det,
          MathUtils.atan2Deg(pc, pa)
        );
        break;
      }
      case 3 /* NoScale */:
      case 4 /* NoScaleOrReflection */: {
        const sxi = 1 / sx, syi = 1 / sy;
        const wa = this.a * sxi, wb = this.b * sxi, wc = this.c * syi, wd = this.d * syi;
        let tx = pd * this.a - pb * this.c, ty = pa * this.c - pc * this.a;
        if (pad < 0) {
          tx = -tx;
          ty = -ty;
        }
        let r = MathUtils.atan2Deg(ty, tx);
        this.rotation = r;
        r *= MathUtils.degRad;
        const cos = Math.cos(r), sin = Math.sin(r);
        let za = (pa * cos + pb * sin) * sxi;
        let zc = (pc * cos + pd * sin) * syi;
        const s = 1 / Math.sqrt(za * za + zc * zc);
        za *= s;
        zc *= s;
        const si = this.inherit === 3 /* NoScale */ && pad < 0 !== (sx < 0 !== sy < 0) ? -1 : 1;
        this.set4(za * wa + zc * wc, za * wb + zc * wd, (za * wc - zc * wa) * si, (za * wd - zc * wb) * si);
      }
    }
  }
  set4(ra, rb, rc, rd) {
    const x = ra * ra + rc * rc, y = rb * rb + rd * rd;
    if (x > MathUtils.epsilon2) {
      this.shearX = MathUtils.atan2Deg(rc, ra);
      this.scaleX = Math.sqrt(x);
    } else {
      this.shearX = 0;
      this.scaleX = 0;
    }
    this.scaleY = Math.sqrt(y);
    if (y > MathUtils.epsilon2) {
      this.shearY = MathUtils.atan2Deg(rd, rb);
      if (ra * rd - rb * rc < 0) {
        this.scaleY = -this.scaleY;
        this.shearY += 90;
      } else
        this.shearY -= 90;
      if (this.shearY > 180)
        this.shearY -= 360;
      else if (this.shearY <= -180)
        this.shearY += 360;
    } else
      this.shearY = 0;
  }
  set5(ra, rb, rc, rd, ro) {
    this.shearX = 0;
    const x = ra * ra + rc * rc, y = rb * rb + rd * rd;
    if (x > MathUtils.epsilon2) {
      const r = MathUtils.atan2Deg(rc, ra);
      this.rotation = r + ro;
      this.scaleX = Math.sqrt(x);
      this.scaleY = Math.sqrt(y);
      if (y > MathUtils.epsilon2) {
        this.shearY = MathUtils.atan2Deg(rd, rb);
        if (ra * rd - rb * rc < 0) {
          this.scaleY = -this.scaleY;
          this.shearY += 90 - r;
        } else
          this.shearY -= 90 + r;
        if (this.shearY > 180)
          this.shearY -= 360;
        else if (this.shearY <= -180)
          this.shearY += 360;
      } else
        this.shearY = 0;
    } else {
      this.scaleX = 0;
      this.scaleY = Math.sqrt(y);
      this.shearY = 0;
      this.rotation = y > MathUtils.epsilon2 ? MathUtils.atan2Deg(rd, rb) - 90 + ro : ro;
    }
  }
  /** If the world transform has been modified by constraints and the local transform no longer matches,
   * {@link updateLocalTransform} is called. Call this after {@link Skeleton.updateWorldTransform} before
   * using the applied local transform. */
  validateLocalTransform(skeleton) {
    if (this.local === skeleton._update) this.updateLocalTransform(skeleton);
  }
  modifyLocal(skeleton) {
    if (this.local === skeleton._update) this.updateLocalTransform(skeleton);
    this.world = 0;
    this.resetWorld(skeleton, skeleton._update);
  }
  modifyWorld(skeleton) {
    const update = skeleton._update;
    this.local = update;
    this.world = update;
    this.resetWorld(skeleton, update);
  }
  resetWorld(skeleton, update) {
    const children = this.bone.children;
    for (let i = 0, n = children.length; i < n; i++) {
      const child = children[i].appliedPose;
      if (child.world === update) {
        if (child.local === update) child.updateLocalTransform(skeleton);
        child.world = 0;
        child.resetWorld(skeleton, update);
      }
    }
  }
  /** The world rotation for the X axis, calculated using {@link a} and {@link c}. This is the direction the bone is
   * pointing. */
  getWorldRotationX() {
    return MathUtils.atan2Deg(this.c, this.a);
  }
  /** The world rotation for the Y axis, calculated using {@link b} and {@link d}. */
  getWorldRotationY() {
    return MathUtils.atan2Deg(this.d, this.b);
  }
  /** The magnitude (always positive) of the world scale X, calculated using {@link a} and {@link c}. */
  getWorldScaleX() {
    return Math.sqrt(this.a * this.a + this.c * this.c);
  }
  /** The magnitude (always positive) of the world scale Y, calculated using {@link b} and {@link d}. */
  getWorldScaleY() {
    return Math.sqrt(this.b * this.b + this.d * this.d);
  }
  // public Matrix3 getWorldTransform (Matrix3 worldTransform) {
  // 	if (worldTransform == null) throw new IllegalArgumentException("worldTransform cannot be null.");
  // 	float[] val = worldTransform.val;
  // 	val[M00] = a;
  // 	val[M01] = b;
  // 	val[M10] = c;
  // 	val[M11] = d;
  // 	val[M02] = worldX;
  // 	val[M12] = worldY;
  // 	val[M20] = 0;
  // 	val[M21] = 0;
  // 	val[M22] = 1;
  // 	return worldTransform;
  // }
  /** Transforms a point from world coordinates to the bone's local coordinates. */
  worldToLocal(world) {
    if (world == null) throw new Error("world cannot be null.");
    const det = this.a * this.d - this.b * this.c;
    const x = world.x - this.worldX, y = world.y - this.worldY;
    world.x = (x * this.d - y * this.b) / det;
    world.y = (y * this.a - x * this.c) / det;
    return world;
  }
  /** Transforms a point from the bone's local coordinates to world coordinates. */
  localToWorld(local) {
    if (local == null) throw new Error("local cannot be null.");
    const 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;
  }
  /** Transforms a point from world coordinates to the parent bone's local coordinates. */
  worldToParent(world) {
    if (world == null) throw new Error("world cannot be null.");
    return this.bone.parent == null ? world : this.bone.parent.appliedPose.worldToLocal(world);
  }
  /** Transforms a point from the parent bone's coordinates to world coordinates. */
  parentToWorld(world) {
    if (world == null) throw new Error("world cannot be null.");
    return this.bone.parent == null ? world : this.bone.parent.appliedPose.localToWorld(world);
  }
  /** Transforms a world rotation to a local rotation. */
  worldToLocalRotation(worldRotation) {
    worldRotation *= MathUtils.degRad;
    const sin = Math.sin(worldRotation), cos = Math.cos(worldRotation);
    return MathUtils.atan2Deg(this.a * sin - this.c * cos, this.d * cos - this.b * sin) + this.rotation - this.shearX;
  }
  /** Transforms a local rotation to a world rotation. */
  localToWorldRotation(localRotation) {
    localRotation = (localRotation - this.rotation - this.shearX) * MathUtils.degRad;
    const sin = Math.sin(localRotation), cos = Math.cos(localRotation);
    return MathUtils.atan2Deg(cos * this.c + sin * this.d, cos * this.a + sin * this.b);
  }
  /** Rotates the world transform the specified amount. */
  rotateWorld(degrees) {
    degrees *= MathUtils.degRad;
    const sin = Math.sin(degrees), cos = Math.cos(degrees);
    const ra = this.a, rb = this.b;
    this.a = cos * ra - sin * this.c;
    this.b = cos * rb - sin * this.d;
    this.c = sin * ra + cos * this.c;
    this.d = sin * rb + cos * this.d;
  }
};

// spine-core/src/Posed.ts
var Posed = class {
  /** The constraint's setup pose data. */
  data;
  pose;
  constrainedPose;
  appliedPose;
  constructor(data, pose, constrainedPose) {
    if (data == null) throw new Error("data cannot be null.");
    this.data = data;
    this.pose = pose;
    this.constrainedPose = constrainedPose;
    this.appliedPose = pose;
  }
  /** Sets the unconstrained pose to the setup pose. */
  setupPose() {
    this.pose.set(this.data.setupPose);
  }
  /** The setup pose data. May be shared with multiple instances. */
  getData() {
    return this.data;
  }
  /** The unconstrained pose for this object, set by animations and application code. */
  getPose() {
    return this.pose;
  }
  /** The pose to use for rendering. If no constraints modify this pose, this is the same as {@link pose}. Otherwise it is a
   * copy of {@link pose} modified by constraints. */
  getAppliedPose() {
    return this.appliedPose;
  }
  /** Sets the applied pose to the unconstrained pose, for when no constraints will modify the pose. */
  unconstrained() {
    this.appliedPose = this.pose;
  }
  /** Sets the applied pose to the constrained pose, in anticipation of the applied pose being modified by constraints. */
  constrained() {
    this.appliedPose = this.constrainedPose;
  }
  /** Sets the constrained pose to the unconstrained pose, as a starting point for constraints to be applied. */
  resetConstrained() {
    this.constrainedPose.set(this.pose);
  }
};

// spine-core/src/PosedActive.ts
var PosedActive = class extends Posed {
  active = false;
  constructor(data, pose, constrained) {
    super(data, pose, constrained);
    this.setupPose();
  }
  /** Returns false when this constraint won't be updated by
   * {@link Skeleton.updateWorldTransform} because a skin is required and the
   * {@link Skeleton.skin active skin} does not contain this item. See {@link Skin.bones}, {@link Skin.constraints},
   * {@link PosedData.skinRequired}, and {@link Skeleton.updateCache}. */
  isActive() {
    return this.active;
  }
};

// spine-core/src/Bone.ts
var Bone = class _Bone extends PosedActive {
  /** The parent bone, or null if this is the root bone. */
  parent = null;
  /** The immediate children of this bone. */
  children = [];
  sorted = false;
  constructor(data, parent) {
    super(data, new BonePose(), new BonePose());
    this.parent = parent;
    this.appliedPose.bone = this;
    this.constrainedPose.bone = this;
  }
  /** Copy constructor. Does not copy the {@link children} bones. */
  copy(parent) {
    const copy = new _Bone(this.data, parent);
    copy.pose.set(this.pose);
    return copy;
  }
};

// spine-core/src/Constraint.ts
var Constraint = class extends PosedActive {
  constructor(data, pose, constrained) {
    super(data, pose, constrained);
  }
  isSourceActive() {
    return true;
  }
};

// spine-core/src/DrawOrder.ts
var DrawOrder = class {
  _setupPose;
  /** The unconstrained draw order, set by animations and application code. */
  pose;
  constrainedPose;
  /** The constrained draw order for rendering. If no constraints modify the draw order, this is the same as {@link pose}.
   * Otherwise it is a copy of {@link pose} modified by constraints. */
  appliedPose;
  constructor(setupPose) {
    this._setupPose = setupPose;
    this.pose = [...setupPose];
    this.constrainedPose = [];
    this.appliedPose = this.pose;
  }
  /** Sets the unconstrained draw order to the setup pose order. */
  setupPose() {
    this.pose.length = this._setupPose.length;
    Utils.arrayCopy(this._setupPose, 0, this.pose, 0, this._setupPose.length);
  }
  /** Sets the applied pose to the unconstrained pose, for when no constraints will modify the draw order. */
  unconstrained() {
    this.appliedPose = this.pose;
  }
  /** Sets the applied pose to the constrained pose, in anticipation of the applied pose being modified by constraints. */
  constrained() {
    this.appliedPose = this.constrainedPose;
  }
  /** Copies the unconstrained pose to the constrained pose, as a starting point for constraints to be applied. */
  resetConstrained() {
    this.constrainedPose.length = this.pose.length;
    Utils.arrayCopy(this.pose, 0, this.constrainedPose, 0, this.pose.length);
  }
};

// spine-core/src/ConstraintData.ts
var ConstraintData = class extends PosedData {
  constructor(name, setup) {
    super(name, setup);
  }
};
var ScaleYMode = /* @__PURE__ */ ((ScaleYMode2) => {
  ScaleYMode2[ScaleYMode2["None"] = 0] = "None";
  ScaleYMode2[ScaleYMode2["Uniform"] = 1] = "Uniform";
  ScaleYMode2[ScaleYMode2["Volume"] = 2] = "Volume";
  return ScaleYMode2;
})(ScaleYMode || {});

// spine-core/src/Event.ts
var Event = class {
  /** The animation time this event was keyed, or -1 for the setup pose. */
  time = 0;
  data;
  /** The integer payload for this event. */
  intValue = 0;
  /** The float payload for this event. */
  floatValue = 0;
  stringValue = null;
  /** If an audio path is set, the volume for the audio. */
  volume = 0;
  /** If an audio path is set, the left/right balance for the audio. */
  balance = 0;
  constructor(time, data) {
    if (!data) throw new Error("data cannot be null.");
    this.time = time;
    this.data = data;
  }
};

// spine-core/src/EventData.ts
var EventData = class {
  /** The name of the event, unique across all events in the skeleton.
   *
   * See {@link SkeletonData.findEvent}. */
  name;
  _audioPath = null;
  /** Path to an audio file relative to the audio folder as defined in Spine. */
  get audioPath() {
    return this._audioPath;
  }
  set audioPath(audioPath) {
    if (audioPath == null) throw new Error("audioPath cannot be null.");
    this._audioPath = audioPath;
  }
  /** The setup values that are shared by all events with this data. */
  setupPose = new Event(-1, this);
  constructor(name) {
    this.name = name;
  }
};

// spine-core/src/IkConstraintPose.ts
var IkConstraintPose = class {
  /** For two bone IK, controls the bend direction of the IK bones, either 1 or -1. */
  bendDirection = 0;
  /** For one bone IK, when true and the target is too close, the bone is scaled to reach it. */
  compress = false;
  /** When true and the target is out of range, the parent bone is scaled to reach it.
   *
   * For two bone IK: 1) the child bone's local Y translation is set to 0, 2) stretch is not applied if {@link softness} is > 0,
   * and 3) if the parent bone has local nonuniform scale, stretch is not applied. */
  stretch = false;
  /** A percentage (0-1) that controls the mix between the constrained and unconstrained rotation.
   *
   * For two bone IK: if the parent bone has local nonuniform scale, the child bone's local Y translation is set to 0. */
  mix = 0;
  /** For two bone IK, the target bone's distance from the maximum reach of the bones where rotation begins to slow. The bones
   * will not straighten completely until the target is this far out of range. */
  softness = 0;
  set(pose) {
    this.mix = pose.mix;
    this.softness = pose.softness;
    this.bendDirection = pose.bendDirection;
    this.compress = pose.compress;
    this.stretch = pose.stretch;
  }
};

// spine-core/src/IkConstraint.ts
var IkConstraint = class _IkConstraint extends Constraint {
  /** The 1 or 2 bones that will be modified by this IK constraint. */
  bones;
  /** The bone that is the IK target. */
  target;
  constructor(data, skeleton) {
    super(data, new IkConstraintPose(), new IkConstraintPose());
    if (!skeleton) throw new Error("skeleton cannot be null.");
    this.bones = [];
    for (const boneData of data.bones)
      this.bones.push(skeleton.bones[boneData.index].constrainedPose);
    this.target = skeleton.bones[data.target.index];
  }
  copy(skeleton) {
    var copy = new _IkConstraint(this.data, skeleton);
    copy.pose.set(this.pose);
    return copy;
  }
  update(skeleton, physics) {
    const p = this.appliedPose;
    if (p.mix === 0) return;
    const target = this.target.appliedPose;
    const bones = this.bones;
    switch (bones.length) {
      case 1:
        _IkConstraint.apply(skeleton, bones[0], target.worldX, target.worldY, p.compress, p.stretch, this.data.scaleYMode, p.mix);
        break;
      case 2:
        _IkConstraint.apply(
          skeleton,
          bones[0],
          bones[1],
          target.worldX,
          target.worldY,
          p.bendDirection,
          p.stretch,
          this.data.scaleYMode,
          p.softness,
          p.mix
        );
        break;
    }
  }
  sort(skeleton) {
    skeleton.sortBone(this.target);
    const parent = this.bones[0].bone;
    skeleton.sortBone(parent);
    skeleton._updateCache.push(this);
    parent.sorted = false;
    skeleton.sortReset(parent.children);
    skeleton.constrained(parent);
    if (this.bones.length > 1) skeleton.constrained(this.bones[1].bone);
  }
  isSourceActive() {
    return this.target.active;
  }
  static apply(skeleton, boneOrParent, targetXorChild, targetYOrTargetX, compressOrTargetY, stretchOrBendDir, scaleYModeOrStretch, mixOrScaleYMode, softness, mix) {
    if (typeof targetXorChild === "number")
      _IkConstraint.apply1(skeleton, boneOrParent, targetXorChild, targetYOrTargetX, compressOrTargetY, stretchOrBendDir, scaleYModeOrStretch, mixOrScaleYMode);
    else
      _IkConstraint.apply2(
        skeleton,
        boneOrParent,
        targetXorChild,
        targetYOrTargetX,
        compressOrTargetY,
        stretchOrBendDir,
        scaleYModeOrStretch,
        mixOrScaleYMode,
        softness,
        mix
      );
  }
  static apply1(skeleton, bone, targetX, targetY, compress, stretch, scaleYMode, mix) {
    bone.modifyLocal(skeleton);
    const p = bone.bone.parent.appliedPose;
    let pa = p.a, pb = p.b, pc = p.c, pd = p.d;
    let rotationIK = -bone.shearX - bone.rotation, tx = 0, ty = 0;
    switch (bone.inherit) {
      case 1 /* OnlyTranslation */:
        tx = (targetX - bone.worldX) * MathUtils.signum(skeleton.scaleX);
        ty = (targetY - bone.worldY) * MathUtils.signum(skeleton.scaleY);
        break;
      // biome-ignore lint/suspicious/noFallthroughSwitchClause: reference runtime
      case 2 /* NoRotationOrReflection */: {
        const s = Math.abs(pa * pd - pb * pc) / Math.max(MathUtils.epsilon, pa * pa + pc * pc);
        const sa = pa / skeleton.scaleX;
        const sc = pc / skeleton.scaleY;
        pb = -sc * s * skeleton.scaleX;
        pd = sa * s * skeleton.scaleY;
        rotationIK += MathUtils.atan2Deg(sc, sa);
      }
      // Fall through
      default: {
        const x = targetX - p.worldX, y = targetY - p.worldY;
        const d = pa * pd - pb * pc;
        if (Math.abs(d) <= MathUtils.epsilon) {
          tx = 0;
          ty = 0;
        } else {
          tx = (x * pd - y * pb) / d - bone.x;
          ty = (y * pa - x * pc) / d - bone.y;
        }
      }
    }
    rotationIK += MathUtils.atan2Deg(ty, tx);
    if (bone.scaleX < 0) rotationIK += 180;
    if (rotationIK > 180)
      rotationIK -= 360;
    else if (rotationIK <= -180)
      rotationIK += 360;
    bone.rotation += rotationIK * mix;
    if (compress || stretch) {
      switch (bone.inherit) {
        case 3 /* NoScale */:
        case 4 /* NoScaleOrReflection */:
          tx = targetX - bone.worldX;
          ty = targetY - bone.worldY;
      }
      const b = bone.bone.data.length * bone.scaleX;
      if (b > MathUtils.epsilon) {
        const dd = tx * tx + ty * ty;
        if (compress && dd < b * b || stretch && dd > b * b) {
          const s = (Math.sqrt(dd) / b - 1) * mix + 1;
          bone.scaleX *= s;
          switch (scaleYMode) {
            case 1 /* Uniform */:
              bone.scaleY *= s;
              break;
            case 2 /* Volume */:
              bone.scaleY /= s < 0.7 ? 0.25 + 0.642857 * s : s;
          }
        }
      }
    }
  }
  /** Applies 2 bone IK. The target is specified in the world coordinate system.
   * @param child A direct descendant of the parent bone. */
  static apply2(skeleton, parent, child, targetX, targetY, bendDir, stretch, scaleYMode, softness, mix) {
    if (parent.inherit !== 0 /* Normal */ || child.inherit !== 0 /* Normal */) return;
    parent.modifyLocal(skeleton);
    child.modifyLocal(skeleton);
    let px = parent.x, py = parent.y, psx = parent.scaleX, psy = parent.scaleY, csx = child.scaleX;
    let 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;
    let cwx = 0, cwy = 0, a = parent.a, b = parent.b, c = parent.c, d = parent.d;
    const u = Math.abs(psx - psy) <= MathUtils.epsilon;
    if (!u || stretch) {
      child.y = 0;
      cwx = a * child.x + parent.worldX;
      cwy = c * child.x + parent.worldY;
    } else {
      cwx = a * child.x + b * child.y + parent.worldX;
      cwy = c * child.x + d * child.y + parent.worldY;
    }
    const pp = parent.bone.parent.appliedPose;
    a = pp.a;
    b = pp.b;
    c = pp.c;
    d = pp.d;
    let id = a * d - b * c, x = cwx - pp.worldX, y = cwy - pp.worldY;
    id = Math.abs(id) <= MathUtils.epsilon ? 0 : 1 / id;
    const dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py;
    let l1 = Math.sqrt(dx * dx + dy * dy), l2 = child.bone.data.length * csx, a1, a2;
    if (l1 < MathUtils.epsilon) {
      _IkConstraint.apply(skeleton, parent, targetX, targetY, false, stretch, 0 /* None */, mix);
      child.rotation = 0;
      return;
    }
    x = targetX - pp.worldX;
    y = targetY - pp.worldY;
    let tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py;
    let dd = tx * tx + ty * ty;
    if (softness !== 0) {
      softness *= psx * (csx + 1) * 0.5;
      const td = Math.sqrt(dd), sd = td - l1 - l2 * psx + softness;
      if (sd > 0) {
        let 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;
        let cos = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2);
        if (cos < -1) {
          cos = -1;
          a2 = Math.PI * bendDir;
        } else if (cos > 1) {
          cos = 1;
          a2 = 0;
          if (stretch) {
            a = (Math.sqrt(dd) / (l1 + l2) - 1) * mix + 1;
            parent.scaleX *= a;
            switch (scaleYMode) {
              case 1 /* Uniform */:
                parent.scaleY *= a;
                break;
              case 2 /* Volume */:
                parent.scaleY /= a < 0.7 ? 0.25 + 0.642857 * a : a;
            }
          }
        } else
          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;
        const aa = a * a, bb = b * b, ta = Math.atan2(ty, tx);
        c = bb * l1 * l1 + aa * dd - aa * bb;
        const c1 = -2 * bb * l1, c2 = bb - aa;
        d = c1 * c1 - 4 * c2 * c;
        if (d >= 0) {
          let q = Math.sqrt(d);
          if (c1 < 0) q = -q;
          q = -(c1 + q) * 0.5;
          let r0 = q / c2, r1 = c / q;
          const r = Math.abs(r0) < Math.abs(r1) ? r0 : r1;
          r0 = dd - r * r;
          if (r0 >= 0) {
            y = Math.sqrt(r0) * bendDir;
            a1 = ta - Math.atan2(y, r);
            a2 = Math.atan2(y / psy, (r - l1) / psx);
            break outer;
          }
        }
        let minAngle = MathUtils.PI, minX = l1 - a, minDist = minX * minX, minY = 0;
        let 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) * 0.5) {
          a1 = ta - Math.atan2(minY * bendDir, minX);
          a2 = minAngle * bendDir;
        } else {
          a1 = ta - Math.atan2(maxY * bendDir, maxX);
          a2 = maxAngle * bendDir;
        }
      }
    const os = Math.atan2(child.y, child.x) * s2;
    a1 = (a1 - os) * MathUtils.radDeg + os1 - parent.rotation;
    if (a1 > 180)
      a1 -= 360;
    else if (a1 <= -180)
      a1 += 360;
    parent.rotation += a1 * mix;
    a2 = ((a2 + os) * MathUtils.radDeg - child.shearX) * s2 + os2 - child.rotation;
    if (a2 > 180)
      a2 -= 360;
    else if (a2 <= -180)
      a2 += 360;
    child.rotation += a2 * mix;
  }
};

// spine-core/src/IkConstraintData.ts
var IkConstraintData = class extends ConstraintData {
  /** The bones that are constrained by this IK constraint. */
  bones = [];
  _target = null;
  /** The bone that is the IK target. */
  set target(boneData) {
    this._target = boneData;
  }
  get target() {
    if (!this._target) throw new Error("target cannot be null.");
    return this._target;
  }
  /** Determines how the {@link BonePose.scaleY} changes when {@link IkConstraintPose.compress} or
    * {@link IkConstraintPose.stretch} set {@link BonePose.scaleX}. */
  _scaleYMode = 0 /* None */;
  set scaleYMode(scaleYMode) {
    this._scaleYMode = scaleYMode;
  }
  get scaleYMode() {
    if (this._scaleYMode == null) throw new Error("scaleYMode cannot be null.");
    return this._scaleYMode;
  }
  constructor(name) {
    super(name, new IkConstraintPose());
  }
  create(skeleton) {
    return new IkConstraint(this, skeleton);
  }
};

// spine-core/src/PathConstraintPose.ts
var PathConstraintPose = class {
  /** The position along the path. */
  position = 0;
  /** The spacing between bones. */
  spacing = 0;
  /** A percentage (0-1) that controls the mix between the constrained and unconstrained rotation. */
  mixRotate = 0;
  /** A percentage (0-1) that controls the mix between the constrained and unconstrained translation X. */
  mixX = 0;
  /** A percentage (0-1) that controls the mix between the constrained and unconstrained translation Y. */
  mixY = 0;
  set(pose) {
    this.position = pose.position;
    this.spacing = pose.spacing;
    this.mixRotate = pose.mixRotate;
    this.mixX = pose.mixX;
    this.mixY = pose.mixY;
  }
};

// spine-core/src/PathConstraintData.ts
var PathConstraintData = class extends ConstraintData {
  /** The bones that will be modified by this path constraint. */
  bones = [];
  /** The slot whose path attachment will be used to constrained the bones. */
  set slot(slotData) {
    this._slot = slotData;
  }
  get slot() {
    if (!this._slot) throw new Error("SlotData not set.");
    else return this._slot;
  }
  _slot = null;
  /** The mode for positioning the first bone on the path. */
  positionMode = 0 /* Fixed */;
  /** The mode for positioning the bones after the first bone on the path. */
  spacingMode = 1 /* Fixed */;
  /** The mode for adjusting the rotation of the bones. */
  rotateMode = 1 /* Chain */;
  /** An offset added to the constrained bone rotation. */
  offsetRotation = 0;
  constructor(name) {
    super(name, new PathConstraintPose());
  }
  create(skeleton) {
    return new PathConstraint(this, skeleton);
  }
};
var PositionMode = /* @__PURE__ */ ((PositionMode2) => {
  PositionMode2[PositionMode2["Fixed"] = 0] = "Fixed";
  PositionMode2[PositionMode2["Percent"] = 1] = "Percent";
  return PositionMode2;
})(PositionMode || {});
var SpacingMode = /* @__PURE__ */ ((SpacingMode2) => {
  SpacingMode2[SpacingMode2["Length"] = 0] = "Length";
  SpacingMode2[SpacingMode2["Fixed"] = 1] = "Fixed";
  SpacingMode2[SpacingMode2["Percent"] = 2] = "Percent";
  SpacingMode2[SpacingMode2["Proportional"] = 3] = "Proportional";
  return SpacingMode2;
})(SpacingMode || {});
var RotateMode = /* @__PURE__ */ ((RotateMode2) => {
  RotateMode2[RotateMode2["Tangent"] = 0] = "Tangent";
  RotateMode2[RotateMode2["Chain"] = 1] = "Chain";
  RotateMode2[RotateMode2["ChainScale"] = 2] = "ChainScale";
  return RotateMode2;
})(RotateMode || {});

// spine-core/src/PathConstraint.ts
var PathConstraint = class _PathConstraint extends Constraint {
  static NONE = -1;
  static BEFORE = -2;
  static AFTER = -3;
  /** The path constraint's setup pose data. */
  data;
  /** The bones that will be modified by this path constraint. */
  bones;
  /** The slot whose path attachment will be used to constrained the bones. */
  slot;
  spaces = [];
  positions = [];
  world = [];
  curves = [];
  lengths = [];
  segments = [];
  constructor(data, skeleton) {
    super(data, new PathConstraintPose(), new PathConstraintPose());
    if (!skeleton) throw new Error("skeleton cannot be null.");
    this.data = data;
    this.bones = [];
    for (const boneData of this.data.bones)
      this.bones.push(skeleton.bones[boneData.index].constrainedPose);
    this.slot = skeleton.slots[data.slot.index];
  }
  copy(skeleton) {
    var copy = new _PathConstraint(this.data, skeleton);
    copy.pose.set(this.pose);
    return copy;
  }
  update(skeleton, physics) {
    const attachment = this.slot.appliedPose.attachment;
    if (!(attachment instanceof PathAttachment)) return;
    const p = this.appliedPose;
    const mixRotate = p.mixRotate, mixX = p.mixX, mixY = p.mixY;
    if (mixRotate === 0 && mixX === 0 && mixY === 0) return;
    const data = this.data;
    const tangents = data.rotateMode === 0 /* Tangent */, scale = data.rotateMode === 2 /* ChainScale */;
    const bones = this.bones;
    const boneCount = bones.length, spacesCount = tangents ? boneCount : boneCount + 1;
    const spaces = Utils.setArraySize(this.spaces, spacesCount), lengths = scale ? this.lengths = Utils.setArraySize(this.lengths, boneCount) : [];
    const spacing = p.spacing;
    switch (data.spacingMode) {
      case 2 /* Percent */:
        if (scale) {
          for (let i = 0, n = spacesCount - 1; i < n; i++) {
            const bone = bones[i];
            const setupLength = bone.bone.data.length;
            const x = setupLength * bone.a, y = setupLength * bone.c;
            lengths[i] = Math.sqrt(x * x + y * y);
          }
        }
        Utils.arrayFill(spaces, 1, spacesCount, spacing);
        break;
      case 3 /* Proportional */: {
        let sum = 0;
        for (let i = 0, n = spacesCount - 1; i < n; ) {
          const bone = bones[i];
          const setupLength = bone.bone.data.length;
          if (setupLength < MathUtils.epsilon) {
            if (scale) lengths[i] = 0;
            spaces[++i] = spacing;
          } else {
            const x = setupLength * bone.a, y = setupLength * bone.c;
            const length = Math.sqrt(x * x + y * y);
            if (scale) lengths[i] = length;
            spaces[++i] = length;
            sum += length;
          }
        }
        if (sum > 0) {
          sum = spacesCount / sum * spacing;
          for (let i = 1; i < spacesCount; i++)
            spaces[i] *= sum;
        }
        break;
      }
      default: {
        const lengthSpacing = data.spacingMode === 0 /* Length */;
        for (let i = 0, n = spacesCount - 1; i < n; ) {
          const bone = bones[i];
          const setupLength = bone.bone.data.length;
          if (setupLength < MathUtils.epsilon) {
            if (scale) lengths[i] = 0;
            spaces[++i] = spacing;
          } else {
            const x = setupLength * bone.a, y = setupLength * bone.c;
            const length = Math.sqrt(x * x + y * y);
            if (scale) lengths[i] = length;
            spaces[++i] = (lengthSpacing ? Math.max(0, setupLength + spacing) : spacing) * length / setupLength;
          }
        }
      }
    }
    const positions = this.computeWorldPositions(skeleton, attachment, spacesCount, tangents);
    let boneX = positions[0], boneY = positions[1], offsetRotation = data.offsetRotation;
    let tip = false;
    if (offsetRotation === 0)
      tip = data.rotateMode === 1 /* Chain */;
    else {
      tip = false;
      const bone = this.slot.bone.appliedPose;
      offsetRotation *= bone.a * bone.d - bone.b * bone.c > 0 ? MathUtils.degRad : -MathUtils.degRad;
    }
    for (let i = 0, ip = 3; i < boneCount; i++, ip += 3) {
      const bone = bones[i];
      bone.modifyWorld(skeleton);
      bone.worldX += (boneX - bone.worldX) * mixX;
      bone.worldY += (boneY - bone.worldY) * mixY;
      const x = positions[ip], y = positions[ip + 1], dx = x - boneX, dy = y - boneY;
      if (scale) {
        const length = lengths[i];
        if (length !== 0) {
          const s = (Math.sqrt(dx * dx + dy * dy) / length - 1) * mixRotate + 1;
          bone.a *= s;
          bone.c *= s;
        }
      }
      boneX = x;
      boneY = y;
      if (mixRotate > 0) {
        let a = bone.a, b = bone.b, c = bone.c, d = bone.d, r = 0, cos = 0, sin = 0;
        if (tangents)
          r = positions[ip - 1];
        else if (spaces[i + 1] === 0)
          r = positions[ip + 2];
        else
          r = Math.atan2(dy, dx);
        r -= Math.atan2(c, a);
        if (tip) {
          cos = Math.cos(r);
          sin = Math.sin(r);
          const length = bone.bone.data.length;
          boneX += (length * (cos * a - sin * c) - dx) * mixRotate;
          boneY += (length * (sin * a + cos * c) - dy) * mixRotate;
        } else {
          r += offsetRotation;
        }
        if (r > MathUtils.PI)
          r -= MathUtils.PI2;
        else if (r < -MathUtils.PI)
          r += MathUtils.PI2;
        r *= mixRotate;
        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;
      }
    }
  }
  computeWorldPositions(skeleton, path, spacesCount, tangents) {
    const slot = this.slot;
    let position = this.appliedPose.position;
    let spaces = this.spaces, out = Utils.setArraySize(this.positions, spacesCount * 3 + 2), world = this.world;
    const closed = path.closed;
    let verticesLength = path.worldVerticesLength, curveCount = verticesLength / 6, prevCurve = _PathConstraint.NONE;
    if (!path.constantSpeed) {
      const lengths = path.lengths;
      curveCount -= closed ? 1 : 2;
      const pathLength2 = lengths[curveCount];
      if (this.data.positionMode === 1 /* Percent */) position *= pathLength2;
      let multiplier2;
      switch (this.data.spacingMode) {
        case 2 /* Percent */:
          multiplier2 = pathLength2;
          break;
        case 3 /* Proportional */:
          multiplier2 = pathLength2 / spacesCount;
          break;
        default:
          multiplier2 = 1;
      }
      world = Utils.setArraySize(this.world, 8);
      for (let i = 0, o = 0, curve = 0; i < spacesCount; i++, o += 3) {
        const space = spaces[i] * multiplier2;
        position += space;
        let p = position;
        if (closed) {
          p %= pathLength2;
          if (p < 0) p += pathLength2;
          curve = 0;
        } else if (p < 0) {
          if (prevCurve !== _PathConstraint.BEFORE) {
            prevCurve = _PathConstraint.BEFORE;
            path.computeWorldVertices(skeleton, slot, 2, 4, world, 0, 2);
          }
          this.addBeforePosition(p, world, 0, out, o);
          continue;
        } else if (p > pathLength2) {
          if (prevCurve !== _PathConstraint.AFTER) {
            prevCurve = _PathConstraint.AFTER;
            path.computeWorldVertices(skeleton, slot, verticesLength - 6, 4, world, 0, 2);
          }
          this.addAfterPosition(p - pathLength2, world, 0, out, o);
          continue;
        }
        for (; ; curve++) {
          const length = lengths[curve];
          if (p > length) continue;
          if (curve === 0)
            p /= length;
          else {
            const prev = lengths[curve - 1];
            p = (p - prev) / (length - prev);
          }
          break;
        }
        if (curve !== prevCurve) {
          prevCurve = curve;
          if (closed && curve === curveCount) {
            path.computeWorldVertices(skeleton, slot, verticesLength - 4, 4, world, 0, 2);
            path.computeWorldVertices(skeleton, slot, 0, 4, world, 4, 2);
          } else
            path.computeWorldVertices(skeleton, slot, 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 = Utils.setArraySize(this.world, verticesLength);
      path.computeWorldVertices(skeleton, slot, 2, verticesLength - 4, world, 0, 2);
      path.computeWorldVertices(skeleton, slot, 0, 2, world, verticesLength - 4, 2);
      world[verticesLength - 2] = world[0];
      world[verticesLength - 1] = world[1];
    } else {
      curveCount--;
      verticesLength -= 4;
      world = Utils.setArraySize(this.world, verticesLength);
      path.computeWorldVertices(skeleton, slot, 2, verticesLength, world, 0, 2);
    }
    const curves = Utils.setArraySize(this.curves, curveCount);
    let pathLength = 0;
    let x1 = world[0], y1 = world[1], cx1 = 0, cy1 = 0, cx2 = 0, cy2 = 0, x2 = 0, y2 = 0;
    let tmpx = 0, tmpy = 0, dddfx = 0, dddfy = 0, ddfx = 0, ddfy = 0, dfx = 0, dfy = 0;
    for (let 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 (this.data.positionMode === 1 /* Percent */) position *= pathLength;
    let multiplier;
    switch (this.data.spacingMode) {
      case 2 /* Percent */:
        multiplier = pathLength;
        break;
      case 3 /* Proportional */:
        multiplier = pathLength / spacesCount;
        break;
      default:
        multiplier = 1;
    }
    const segments = this.segments;
    let curveLength = 0;
    for (let i = 0, o = 0, curve = 0, segment = 0; i < spacesCount; i++, o += 3) {
      const space = spaces[i] * multiplier;
      position += space;
      let p = position;
      if (closed) {
        p %= pathLength;
        if (p < 0) p += pathLength;
        curve = 0;
        segment = 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++) {
        const length = curves[curve];
        if (p > length) continue;
        if (curve === 0)
          p /= length;
        else {
          const prev = curves[curve - 1];
          p = (p - prev) / (length - prev);
        }
        break;
      }
      if (curve !== prevCurve) {
        prevCurve = curve;
        let 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) * 6e-3;
        dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 6e-3;
        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++) {
        const length = segments[segment];
        if (p > length) continue;
        if (segment === 0)
          p /= length;
        else {
          const prev = segments[segment - 1];
          p = segment + (p - prev) / (length - prev);
        }
        break;
      }
      this.addCurvePosition(p * 0.1, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents || i > 0 && space === 0);
    }
    return out;
  }
  addBeforePosition(p, temp, i, out, o) {
    const 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;
  }
  addAfterPosition(p, temp, i, out, o) {
    const 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;
  }
  addCurvePosition(p, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents) {
    if (p === 0 || Number.isNaN(p)) {
      out[o] = x1;
      out[o + 1] = y1;
      out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1);
      return;
    }
    const tt = p * p, ttt = tt * p, u = 1 - p, uu = u * u, uuu = uu * u;
    const ut = u * p, ut3 = ut * 3, uut3 = u * ut3, utt3 = ut3 * p;
    const 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 < 1e-3)
        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));
    }
  }
  sort(skeleton) {
    const slotIndex = this.slot.data.index;
    const slotBone = this.slot.bone;
    if (skeleton.skin != null) this.sortPathSlot(skeleton, skeleton.skin, slotIndex, slotBone);
    if (skeleton.data.defaultSkin != null && skeleton.data.defaultSkin !== skeleton.skin)
      this.sortPathSlot(skeleton, skeleton.data.defaultSkin, slotIndex, slotBone);
    this.sortPath(skeleton, this.slot.pose.attachment, slotBone);
    const bones = this.bones;
    const boneCount = this.bones.length;
    for (let i = 0; i < boneCount; i++) {
      const bone = bones[i].bone;
      skeleton.sortBone(bone);
      skeleton.constrained(bone);
    }
    skeleton._updateCache.push(this);
    for (let i = 0; i < boneCount; i++)
      skeleton.sortReset(bones[i].bone.children);
    for (let i = 0; i < boneCount; i++)
      bones[i].bone.sorted = true;
  }
  sortPathSlot(skeleton, skin, slotIndex, slotBone) {
    const entries = skin.getAttachments();
    for (let i = 0, n = entries.length; i < n; i++) {
      const entry = entries[i];
      if (entry.slotIndex === slotIndex) this.sortPath(skeleton, entry.attachment, slotBone);
    }
  }
  sortPath(skeleton, attachment, slotBone) {
    if (!(attachment instanceof PathAttachment)) return;
    const pathBones = attachment.bones;
    if (pathBones == null)
      skeleton.sortBone(slotBone);
    else {
      const bones = skeleton.bones;
      for (let i = 0, n = pathBones.length; i < n; ) {
        let nn = pathBones[i++];
        nn += i;
        while (i < nn)
          skeleton.sortBone(bones[pathBones[i++]]);
      }
    }
  }
  isSourceActive() {
    return this.slot.bone.active;
  }
};

// spine-core/src/Physics.ts
var Physics = /* @__PURE__ */ ((Physics2) => {
  Physics2[Physics2["none"] = 0] = "none";
  Physics2[Physics2["reset"] = 1] = "reset";
  Physics2[Physics2["update"] = 2] = "update";
  Physics2[Physics2["pose"] = 3] = "pose";
  return Physics2;
})(Physics || {});

// spine-core/src/PhysicsConstraintPose.ts
var PhysicsConstraintPose = class {
  /** Controls how much bone movement is converted into physics movement. */
  inertia = 0;
  /** The amount of force used to return properties to the unconstrained value. */
  strength = 0;
  /** Reduces the speed of physics movements, with more of a reduction at higher speeds. */
  damping = 0;
  /** Determines susceptibility to acceleration. */
  massInverse = 0;
  /** Applies a constant force along the {@link Skeleton.windX}, {@link Skeleton.windY} vector. */
  wind = 0;
  /** Applies a constant force along the {@link Skeleton.gravityX}, {@link Skeleton.gravityY} vector. */
  gravity = 0;
  /** A percentage (0+) that controls the mix between the constrained and unconstrained poses. */
  mix = 0;
  set(pose) {
    this.inertia = pose.inertia;
    this.strength = pose.strength;
    this.damping = pose.damping;
    this.massInverse = pose.massInverse;
    this.wind = pose.wind;
    this.gravity = pose.gravity;
    this.mix = pose.mix;
  }
};

// spine-core/src/SlotPose.ts
var SlotPose = class {
  /** The color used to tint the slot's attachment. If {@link darkColor} is set, this is used as the light color for two color
   * tinting. */
  color = new Color(1, 1, 1, 1);
  /** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark
   * color's alpha is not used. */
  darkColor = null;
  /** The current attachment for the slot, or null if the slot has no attachment. */
  attachment = null;
  // Not used in setup pose.
  /** The index of the texture region to display when the slot's attachment has a {@link Sequence}. -1 represents the
   * {@link Sequence.getSetupIndex}. */
  sequenceIndex = 0;
  /** Values to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a
   * weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions.
   *
   * See {@link VertexAttachment.computeWorldVertices} and
   * {@link DeformTimeline}. */
  deform = [];
  SlotPose() {
  }
  set(pose) {
    if (pose == null) throw new Error("pose cannot be null.");
    this.color.setFromColor(pose.color);
    if (this.darkColor != null && pose.darkColor != null) this.darkColor.setFromColor(pose.darkColor);
    this.attachment = pose.attachment;
    this.sequenceIndex = pose.sequenceIndex;
    this.deform.length = 0;
    this.deform.push(...pose.deform);
  }
  /** The current attachment for the slot, or null if the slot has no attachment. */
  getAttachment() {
    return this.attachment;
  }
  /** Sets the slot's attachment and, if the attachment changed, resets {@link sequenceIndex} and clears the {@link deform}.
   * The deform is not cleared if the old attachment has the same {@link VertexAttachment.getTimelineAttachment} as the
   * specified attachment. */
  setAttachment(attachment) {
    if (this.attachment === attachment) return;
    if (!(attachment instanceof VertexAttachment) || !(this.attachment instanceof VertexAttachment) || attachment.timelineAttachment !== this.attachment.timelineAttachment) {
      this.deform.length = 0;
    }
    this.attachment = attachment;
    this.sequenceIndex = -1;
  }
};

// spine-core/src/Slot.ts
var Slot = class _Slot extends Posed {
  skeleton;
  /** The bone this slot belongs to. */
  bone;
  attachmentState = 0;
  constructor(data, skeleton) {
    super(data, new SlotPose(), new SlotPose());
    if (!skeleton) throw new Error("skeleton cannot be null.");
    this.skeleton = skeleton;
    this.bone = skeleton.bones[data.boneData.index];
    if (data.setupPose.darkColor != null) {
      this.pose.darkColor = new Color();
      this.constrainedPose.darkColor = new Color();
    }
    this.setupPose();
  }
  /** Copy constructor. */
  copy(slot, bone, skeleton) {
    const copy = new _Slot(slot.data, this.skeleton);
    if (this.data.setupPose.darkColor != null) {
      copy.pose.darkColor = new Color();
      copy.constrainedPose.darkColor = new Color();
    }
    copy.pose.set(slot.pose);
    return copy;
  }
  setupPose() {
    this.pose.color.setFromColor(this.data.setupPose.color);
    if (this.pose.darkColor) this.pose.darkColor.setFromColor(this.data.setupPose.darkColor);
    this.pose.sequenceIndex = this.data.setupPose.sequenceIndex;
    if (!this.data.attachmentName)
      this.pose.setAttachment(null);
    else {
      this.pose.attachment = null;
      this.pose.setAttachment(this.skeleton.getAttachment(this.data.index, this.data.attachmentName));
    }
  }
};

// spine-core/src/Skeleton.ts
var Skeleton = class _Skeleton {
  static quadTriangles = [0, 1, 2, 2, 3, 0];
  static yDown = false;
  static get yDir() {
    return _Skeleton.yDown ? -1 : 1;
  }
  /** The skeleton's setup pose data. */
  data;
  /** The skeleton's bones, sorted parent first. The root bone is always the first bone. */
  bones;
  /** The skeleton's slots. To add a slot, also add it to {@link DrawOrder.pose}. */
  slots;
  /** The skeleton's draw order. Use {@link DrawOrder.appliedPose} for rendering and {@link DrawOrder.pose} for changing the draw
   * order. */
  drawOrder;
  /** The skeleton's constraints. */
  // biome-ignore lint/suspicious/noExplicitAny: reference runtime does not restrict to specific types
  constraints;
  /** The skeleton's physics constraints. */
  physics;
  /** The list of bones and constraints, sorted in the order they should be updated, as computed by {@link updateCache}. */
  // biome-ignore lint/suspicious/noExplicitAny: reference runtime does not restrict to specific types
  _updateCache = [];
  // biome-ignore lint/suspicious/noExplicitAny: reference runtime does not restrict to specific types
  resetCache = [];
  /** The skeleton's current skin. May be null. */
  skin = null;
  /** The color to tint all the skeleton's attachments. */
  color;
  /** Scales the entire skeleton on the X axis.
   *
   * Bones that do not inherit scale are still affected by this property. */
  scaleX = 1;
  _scaleY = 1;
  /** Scales the entire skeleton on the Y axis.
   *
   * Bones that do not inherit scale are still affected by this property. */
  get scaleY() {
    return this._scaleY * _Skeleton.yDir;
  }
  set scaleY(scaleY) {
    this._scaleY = scaleY;
  }
  /** Sets the skeleton X position, which is added to the root bone worldX position.
   *
   * Bones that do not inherit translation are still affected by this property. */
  x = 0;
  /** Sets the skeleton Y position, which is added to the root bone worldY position.
   *
   * Bones that do not inherit translation are still affected by this property. */
  y = 0;
  /** Returns the skeleton's time, is used for time-based manipulations, such as {@link PhysicsConstraint}.
   *
   * See {@link _update}. */
  time = 0;
  /** The x component of a vector that defines the direction {@link PhysicsConstraintPose.wind} is applied. */
  windX = 1;
  /** The y component of a vector that defines the direction {@link PhysicsConstraintPose.wind} is applied. */
  windY = 0;
  /** The x component of a vector that defines the direction {@link PhysicsConstraintPose.gravity} is applied. */
  gravityX = 0;
  /** The y component of a vector that defines the direction {@link PhysicsConstraintPose.gravity} is applied. */
  gravityY = 1;
  _update = 0;
  constructor(data) {
    if (!data) throw new Error("data cannot be null.");
    this.data = data;
    this.bones = [];
    for (let i = 0; i < data.bones.length; i++) {
      const boneData = data.bones[i];
      let bone;
      if (!boneData.parent)
        bone = new Bone(boneData, null);
      else {
        const parent = this.bones[boneData.parent.index];
        bone = new Bone(boneData, parent);
        parent.children.push(bone);
      }
      this.bones.push(bone);
    }
    this.slots = [];
    for (const slotData of this.data.slots)
      this.slots.push(new Slot(slotData, this));
    this.drawOrder = new DrawOrder(this.slots);
    this.physics = [];
    this.constraints = [];
    for (const constraintData of this.data.constraints) {
      const constraint = constraintData.create(this);
      if (constraint instanceof PhysicsConstraint) this.physics.push(constraint);
      this.constraints.push(constraint);
    }
    this.color = new Color(1, 1, 1, 1);
    this.updateCache();
  }
  /** Caches information about bones and constraints. Must be called if the {@link skin} is modified or if bones, constraints,
   * or weighted path attachments are added or removed. */
  updateCache() {
    this._updateCache.length = 0;
    this.resetCache.length = 0;
    this.drawOrder.unconstrained();
    const slots = this.slots;
    for (let i = 0, n2 = slots.length; i < n2; i++)
      slots[i].unconstrained();
    const bones = this.bones;
    const boneCount = bones.length;
    for (let i = 0, n2 = boneCount; i < n2; i++) {
      const bone = bones[i];
      bone.sorted = bone.data.skinRequired;
      bone.active = !bone.sorted;
      bone.unconstrained();
    }
    if (this.skin) {
      const skinBones = this.skin.bones;
      for (let i = 0, n2 = this.skin.bones.length; i < n2; i++) {
        let bone = this.bones[skinBones[i].index];
        do {
          bone.sorted = false;
          bone.active = true;
          bone = bone.parent;
        } while (bone);
      }
    }
    const constraints = this.constraints;
    let n = this.constraints.length;
    for (let i = 0; i < n; i++)
      constraints[i].unconstrained();
    for (let i = 0; i < n; i++) {
      const constraint = constraints[i];
      constraint.active = constraint.isSourceActive() && (!constraint.data.skinRequired || this.skin != null && this.skin.constraints.includes(constraint.data));
      if (constraint.active) constraint.sort(this);
    }
    for (let i = 0; i < boneCount; i++)
      this.sortBone(bones[i]);
    n = this._updateCache.length;
    for (let i = 0; i < n; i++) {
      const updateable = this._updateCache[i];
      if (updateable instanceof Bone) this._updateCache[i] = updateable.appliedPose;
    }
  }
  // biome-ignore lint/suspicious/noExplicitAny: reference runtime does not restrict to specific types
  constrained(object) {
    if (object.pose === object.appliedPose) {
      object.constrained();
      this.resetCache.push(object);
    }
  }
  sortBone(bone) {
    if (bone.sorted || !bone.active) return;
    const parent = bone.parent;
    if (parent) this.sortBone(parent);
    bone.sorted = true;
    this._updateCache.push(bone);
  }
  sortReset(bones) {
    for (let i = 0, n = bones.length; i < n; i++) {
      const bone = bones[i];
      if (bone.active) {
        if (bone.sorted) this.sortReset(bone.children);
        bone.sorted = false;
      }
    }
  }
  /** Updates the world transform for each bone and applies all constraints.
   *
   * See <a href="https://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
   * Runtimes Guide. */
  updateWorldTransform(physics) {
    this._update++;
    if (this.drawOrder.appliedPose === this.drawOrder.constrainedPose) this.drawOrder.resetConstrained();
    const resetCache = this.resetCache;
    for (let i = 0, n = this.resetCache.length; i < n; i++)
      resetCache[i].resetConstrained();
    const updateCache = this._updateCache;
    for (let i = 0, n = this._updateCache.length; i < n; i++)
      updateCache[i].update(this, physics);
  }
  /** Sets the bones, constraints, and slots to their setup pose values. */
  setupPose() {
    this.setupPoseBones();
    this.setupPoseSlots();
  }
  /** Sets the bones and constraints to their setup pose values. */
  setupPoseBones() {
    const bones = this.bones;
    for (let i = 0, n = bones.length; i < n; i++)
      bones[i].setupPose();
    const constraints = this.constraints;
    for (let i = 0, n = constraints.length; i < n; i++)
      constraints[i].setupPose();
  }
  /** Sets the slots and draw order to their setup pose values. */
  setupPoseSlots() {
    this.drawOrder.setupPose();
    const slots = this.slots;
    for (let i = 0, n = slots.length; i < n; i++)
      slots[i].setupPose();
  }
  /** Returns the root bone, or null if the skeleton has no bones. */
  getRootBone() {
    if (this.bones.length === 0) return null;
    return this.bones[0];
  }
  /** Finds a bone by comparing each bone's name. It is more efficient to cache the results of this method than to call it
   * repeatedly. */
  findBone(boneName) {
    if (!boneName) throw new Error("boneName cannot be null.");
    const bones = this.bones;
    for (let i = 0, n = bones.length; i < n; i++)
      if (bones[i].data.name === boneName) return bones[i];
    return null;
  }
  /** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it
   * repeatedly. */
  findSlot(slotName) {
    if (!slotName) throw new Error("slotName cannot be null.");
    const slots = this.slots;
    for (let i = 0, n = slots.length; i < n; i++)
      if (slots[i].data.name === slotName) return slots[i];
    return null;
  }
  setSkin(newSkin) {
    if (typeof newSkin === "string")
      this.setSkinByName(newSkin);
    else
      this.setSkinBySkin(newSkin);
  }
  setSkinByName(skinName) {
    const skin = this.data.findSkin(skinName);
    if (!skin) throw new Error(`Skin not found: ${skinName}`);
    this.setSkin(skin);
  }
  setSkinBySkin(newSkin) {
    if (newSkin === this.skin) return;
    if (newSkin) {
      if (this.skin)
        newSkin.attachAll(this, this.skin);
      else {
        const slots = this.slots;
        for (let i = 0, n = slots.length; i < n; i++) {
          const slot = slots[i];
          const name = slot.data.attachmentName;
          if (name) {
            const attachment = newSkin.getAttachment(i, name);
            if (attachment) slot.pose.setAttachment(attachment);
          }
        }
      }
    }
    this.skin = newSkin;
    this.updateCache();
  }
  getAttachment(slotNameOrIndex, placeholder) {
    if (typeof slotNameOrIndex === "string")
      return this.getAttachmentByName(slotNameOrIndex, placeholder);
    return this.getAttachmentByIndex(slotNameOrIndex, placeholder);
  }
  /** Finds an attachment by looking in the {@link skin} and {@link SkeletonData.defaultSkin} using the slot name and attachment
   * name.
   *
   * See {@link getAttachment}.
   * @returns May be null. */
  getAttachmentByName(slotName, placeholder) {
    const slot = this.data.findSlot(slotName);
    if (!slot) throw new Error(`Can't find slot with name ${slotName}`);
    return this.getAttachment(slot.index, placeholder);
  }
  /** Finds an attachment by looking in the {@link skin} and {@link SkeletonData.defaultSkin} using the slot index and
   * attachment name. First the skin is checked and if the attachment was not found, the default skin is checked.
   *
   * See [Runtime skins](http://esotericsoftware.com/spine-runtime-skins) in the Spine Runtimes Guide.
   * @returns May be null. */
  getAttachmentByIndex(slotIndex, placeholder) {
    if (!placeholder) throw new Error("placeholder cannot be null.");
    if (this.skin) {
      const attachment = this.skin.getAttachment(slotIndex, placeholder);
      if (attachment) return attachment;
    }
    if (this.data.defaultSkin) return this.data.defaultSkin.getAttachment(slotIndex, placeholder);
    return null;
  }
  /** A convenience method to set an attachment by finding the slot with {@link findSlot}, finding the attachment with
   * {@link getAttachment}, then setting the slot's {@link Slot.attachment}.
   * @param placeholder May be null to clear the slot's attachment. */
  setAttachment(slotName, placeholder) {
    if (!slotName) throw new Error("slotName cannot be null.");
    const slot = this.findSlot(slotName);
    if (!slot) throw new Error(`Slot not found: ${slotName}`);
    let attachment = null;
    if (placeholder) {
      attachment = this.getAttachment(slot.data.index, placeholder);
      if (!attachment)
        throw new Error(`Attachment not found: ${placeholder}, for slot: ${slotName}`);
    }
    slot.pose.setAttachment(attachment);
  }
  /** Finds a constraint of the specified type by comparing each constraints's name. It is more efficient to cache the results of
   * this method than to call it multiple times. */
  // biome-ignore lint/suspicious/noExplicitAny: reference runtime does not restrict to specific types
  findConstraint(constraintName, type) {
    if (constraintName == null) throw new Error("constraintName cannot be null.");
    if (type == null) throw new Error("type cannot be null.");
    const constraints = this.constraints;
    for (let i = 0, n = constraints.length; i < n; i++) {
      const constraint = constraints[i];
      if (constraint instanceof type && constraint.data.name === constraintName) return constraint;
    }
    return null;
  }
  /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the applied pose.
   * @param offset An output value, the distance from the skeleton origin to the bottom left corner of the AABB.
   * @param size An output value, the width and height of the AABB.
   * @param temp Working memory to temporarily store attachments' computed world vertices. */
  getBoundsRect(clipper) {
    const offset = new Vector2();
    const size = new Vector2();
    this.getBounds(offset, size, void 0, clipper);
    return { x: offset.x, y: offset.y, width: size.x, height: size.y };
  }
  /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the applied pose. Optionally applies
   * clipping.
   * @param offset An output value, the distance from the skeleton origin to the bottom left corner of the AABB.
   * @param size An output value, the width and height of the AABB.
   * @param temp Working memory to temporarily store attachments' computed world vertices.
   * @param clipper {@link SkeletonClipping} to use. If `null`, no clipping is applied. */
  getBounds(offset, size, temp = new Array(2), clipper = null) {
    if (!offset) throw new Error("offset cannot be null.");
    if (!size) throw new Error("size cannot be null.");
    const drawOrder = this.drawOrder.appliedPose;
    const slots = drawOrder;
    let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
    for (let i = 0, n = drawOrder.length; i < n; i++) {
      const slot = slots[i];
      if (!slot.bone.active) continue;
      let verticesLength = 0;
      let vertices = null;
      let triangles = null;
      const attachment = slot.appliedPose.attachment;
      if (attachment) {
        if (attachment instanceof RegionAttachment) {
          verticesLength = 8;
          vertices = Utils.setArraySize(temp, verticesLength, 0);
          attachment.computeWorldVertices(slot, attachment.getOffsets(slot.appliedPose), vertices, 0, 2);
          triangles = _Skeleton.quadTriangles;
        } else if (attachment instanceof MeshAttachment) {
          verticesLength = attachment.worldVerticesLength;
          vertices = Utils.setArraySize(temp, verticesLength, 0);
          attachment.computeWorldVertices(this, slot, 0, verticesLength, vertices, 0, 2);
          triangles = attachment.triangles;
        } else if (attachment instanceof ClippingAttachment && clipper) {
          clipper.clipEnd(slot);
          clipper.clipStart(this, slot, attachment);
          continue;
        }
        if (vertices && triangles) {
          if (clipper?.isClipping() && clipper.clipTriangles(vertices, triangles, triangles.length)) {
            vertices = clipper.clippedVertices;
            verticesLength = clipper.clippedVertices.length;
          }
          for (let ii = 0, nn = vertices.length; ii < nn; ii += 2) {
            const 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);
          }
        }
      }
      if (clipper) clipper.clipEnd(slot);
    }
    if (clipper) clipper.clipEnd();
    offset.set(minX, minY);
    size.set(maxX - minX, maxY - minY);
  }
  /** Scales the entire skeleton on the X and Y axes.
   *
   * Bones that do not inherit scale are still affected by this property. */
  setScale(scaleX, scaleY) {
    this.scaleX = scaleX;
    this.scaleY = scaleY;
  }
  /** Sets the skeleton X and Y position, which is added to the root bone worldX and worldY position.
   *
   * Bones that do not inherit translation are still affected by this property. */
  setPosition(x, y) {
    this.x = x;
    this.y = y;
  }
  /** Increments the skeleton's {@link time}. */
  update(delta) {
    this.time += delta;
  }
  /** Calls {@link PhysicsConstraint.translate} for each physics constraint. */
  physicsTranslate(x, y) {
    const constraints = this.physics;
    for (let i = 0, n = constraints.length; i < n; i++)
      constraints[i].translate(x, y);
  }
  /** Calls {@link PhysicsConstraint.rotate} for each physics constraint. */
  physicsRotate(x, y, degrees) {
    const constraints = this.physics;
    for (let i = 0, n = constraints.length; i < n; i++)
      constraints[i].rotate(x, y, degrees);
  }
};

// spine-core/src/PhysicsConstraint.ts
var PhysicsConstraint = class _PhysicsConstraint extends Constraint {
  bone;
  _reset = true;
  ux = 0;
  uy = 0;
  cx = 0;
  cy = 0;
  tx = 0;
  ty = 0;
  xOffset = 0;
  xLag = 0;
  xVelocity = 0;
  yOffset = 0;
  yLag = 0;
  yVelocity = 0;
  rotateOffset = 0;
  rotateLag = 0;
  rotateVelocity = 0;
  scaleOffset = 0;
  scaleLag = 0;
  scaleVelocity = 0;
  remaining = 0;
  lastTime = 0;
  constructor(data, skeleton) {
    super(data, new PhysicsConstraintPose(), new PhysicsConstraintPose());
    if (skeleton == null) throw new Error("skeleton cannot be null.");
    this.bone = skeleton.bones[data.bone.index].constrainedPose;
  }
  copy(skeleton) {
    var copy = new _PhysicsConstraint(this.data, skeleton);
    copy.pose.set(this.pose);
    return copy;
  }
  /** Resets all physics state that was the result of previous movement. Use this after moving a bone to prevent physics from
   * reacting to the movement. */
  reset(skeleton) {
    this.remaining = 0;
    this.lastTime = skeleton.time;
    this._reset = true;
    this.xOffset = 0;
    this.xLag = 0;
    this.xVelocity = 0;
    this.yOffset = 0;
    this.yLag = 0;
    this.yVelocity = 0;
    this.rotateOffset = 0;
    this.rotateLag = 0;
    this.rotateVelocity = 0;
    this.scaleOffset = 0;
    this.scaleLag = 0;
    this.scaleVelocity = 0;
  }
  /** Translates the physics constraint so the next {@link update} forces are applied as if the bone moved an
   * additional amount in world space. */
  translate(x, y) {
    this.ux -= x;
    this.uy -= y;
    this.cx -= x;
    this.cy -= y;
  }
  /** Rotates the physics constraint so the next {@link update} forces are applied as if the bone rotated
   * around the specified point in world space. */
  rotate(x, y, degrees) {
    const r = degrees * MathUtils.degRad, cos = Math.cos(r), sin = Math.sin(r);
    const dx = this.cx - x, dy = this.cy - y;
    this.translate(dx * cos - dy * sin - dx, dx * sin + dy * cos - dy);
  }
  /** Applies the constraint to the constrained bones. */
  update(skeleton, physics) {
    const p = this.appliedPose;
    const mix = p.mix;
    if (mix === 0) return;
    const x = this.data.x > 0, y = this.data.y > 0, rotateOrShearX = this.data.rotate > 0 || this.data.shearX > 0, scaleX = this.data.scaleX > 0;
    const bone = this.bone;
    let l = bone.bone.data.length, t = this.data.step, z = 0;
    if (physics === 0 /* none */) return;
    bone.modifyWorld(skeleton);
    switch (physics) {
      // biome-ignore lint/suspicious/noFallthroughSwitchClause: fall through expected
      case 1 /* reset */:
        this.reset(skeleton);
      // Fall through.
      case 2 /* update */: {
        const delta = Math.max(skeleton.time - this.lastTime, 0), aa = this.remaining;
        this.remaining += delta;
        this.lastTime = skeleton.time;
        const bx = bone.worldX, by = bone.worldY;
        if (this._reset) {
          this._reset = false;
          this.ux = bx;
          this.uy = by;
        } else {
          let a = this.remaining, i = p.inertia, f = skeleton.data.referenceScale, d = -1, m = 0, e = 0, qx = this.data.limit * delta, qy = qx * Math.abs(skeleton.scaleY);
          qx *= Math.abs(skeleton.scaleX);
          if (x || y) {
            if (x) {
              const u = (this.ux - bx) * i;
              this.xOffset += u > qx ? qx : u < -qx ? -qx : u;
              this.ux = bx;
            }
            if (y) {
              const u = (this.uy - by) * i;
              this.yOffset += u > qy ? qy : u < -qy ? -qy : u;
              this.uy = by;
            }
            if (a >= t) {
              const xs = this.xOffset, ys = this.yOffset;
              d = p.damping ** (60 * t);
              m = t * p.massInverse;
              e = p.strength;
              const w = f * p.wind, g = f * p.gravity;
              const ax = (w * skeleton.windX + g * skeleton.gravityX) * skeleton.scaleX;
              const ay = (w * skeleton.windY + g * skeleton.gravityY) * skeleton.scaleY;
              do {
                if (x) {
                  this.xVelocity += (ax - this.xOffset * e) * m;
                  this.xOffset += this.xVelocity * t;
                  this.xVelocity *= d;
                }
                if (y) {
                  this.yVelocity -= (ay + this.yOffset * e) * m;
                  this.yOffset += this.yVelocity * t;
                  this.yVelocity *= d;
                }
                a -= t;
              } while (a >= t);
              this.xLag = this.xOffset - xs;
              this.yLag = this.yOffset - ys;
            }
            z = Math.max(0, 1 - a / t);
            if (x) bone.worldX += (this.xOffset - this.xLag * z) * mix * this.data.x;
            if (y) bone.worldY += (this.yOffset - this.yLag * z) * mix * this.data.y;
          }
          if (rotateOrShearX || scaleX) {
            let ca = Math.atan2(bone.c, bone.a), c = 0, s = 0, mr = 0, dx = this.cx - bone.worldX, dy = this.cy - bone.worldY;
            if (dx > qx)
              dx = qx;
            else if (dx < -qx)
              dx = -qx;
            if (dy > qy)
              dy = qy;
            else if (dy < -qy)
              dy = -qy;
            a = this.remaining;
            if (rotateOrShearX) {
              mr = (this.data.rotate + this.data.shearX) * mix;
              z = this.rotateLag * Math.max(0, 1 - aa / t);
              let r = Math.atan2(dy + this.ty, dx + this.tx) - ca - (this.rotateOffset - z) * mr;
              this.rotateOffset += (r - Math.ceil(r * MathUtils.invPI2 - 0.5) * MathUtils.PI2) * i;
              r = (this.rotateOffset - z) * mr + ca;
              c = Math.cos(r);
              s = Math.sin(r);
              if (scaleX) {
                r = l * bone.getWorldScaleX();
                if (r > 0) this.scaleOffset += (dx * c + dy * s) * i / r;
              }
            } else {
              c = Math.cos(ca);
              s = Math.sin(ca);
              const r = l * bone.getWorldScaleX() - this.scaleLag * Math.max(0, 1 - aa / t);
              if (r > 0) this.scaleOffset += (dx * c + dy * s) * i / r;
            }
            if (a >= t) {
              if (d === -1) {
                d = p.damping ** (60 * t);
                m = t * p.massInverse;
                e = p.strength;
              }
              const ax = p.wind * skeleton.windX + p.gravity * skeleton.gravityX;
              const ay = (p.wind * skeleton.windY + p.gravity * skeleton.gravityY) * Skeleton.yDir;
              const rs = this.rotateOffset, ss = this.scaleOffset, h = l / f;
              while (true) {
                a -= t;
                if (scaleX) {
                  this.scaleVelocity += (ax * c - ay * s - this.scaleOffset * e) * m;
                  this.scaleOffset += this.scaleVelocity * t;
                  this.scaleVelocity *= d;
                }
                if (rotateOrShearX) {
                  this.rotateVelocity -= ((ax * s + ay * c) * h + this.rotateOffset * e) * m;
                  this.rotateOffset += this.rotateVelocity * t;
                  this.rotateVelocity *= d;
                  if (a < t) break;
                  const r = this.rotateOffset * mr + ca;
                  c = Math.cos(r);
                  s = Math.sin(r);
                } else if (a < t)
                  break;
              }
              this.rotateLag = this.rotateOffset - rs;
              this.scaleLag = this.scaleOffset - ss;
            }
            z = Math.max(0, 1 - a / t);
          }
          this.remaining = a;
        }
        this.cx = bone.worldX;
        this.cy = bone.worldY;
        break;
      }
      case 3 /* pose */:
        z = Math.max(0, 1 - this.remaining / t);
        if (x) bone.worldX += (this.xOffset - this.xLag * z) * mix * this.data.x;
        if (y) bone.worldY += (this.yOffset - this.yLag * z) * mix * this.data.y;
    }
    if (rotateOrShearX) {
      let o = (this.rotateOffset - this.rotateLag * z) * mix, s = 0, c = 0, a = 0;
      if (this.data.shearX > 0) {
        let r = 0;
        if (this.data.rotate > 0) {
          r = o * this.data.rotate;
          s = Math.sin(r);
          c = Math.cos(r);
          a = bone.b;
          bone.b = c * a - s * bone.d;
          bone.d = s * a + c * bone.d;
        }
        r += o * this.data.shearX;
        s = Math.sin(r);
        c = Math.cos(r);
        a = bone.a;
        bone.a = c * a - s * bone.c;
        bone.c = s * a + c * bone.c;
      } else {
        o *= this.data.rotate;
        s = Math.sin(o);
        c = Math.cos(o);
        a = bone.a;
        bone.a = c * a - s * bone.c;
        bone.c = s * a + c * bone.c;
        a = bone.b;
        bone.b = c * a - s * bone.d;
        bone.d = s * a + c * bone.d;
      }
    }
    if (scaleX) {
      let s = 1 + (this.scaleOffset - this.scaleLag * z) * mix * this.data.scaleX;
      bone.a *= s;
      bone.c *= s;
      switch (this.data.scaleYMode) {
        case 1 /* Uniform */:
          bone.b *= s;
          bone.d *= s;
          break;
        case 2 /* Volume */:
          s = Math.abs(s);
          s = s >= 0.7 ? 1 / s : 4 - 3.67347 * s;
          bone.b *= s;
          bone.d *= s;
      }
    }
    if (physics !== 3 /* pose */) {
      this.tx = l * bone.a;
      this.ty = l * bone.c;
    }
  }
  sort(skeleton) {
    const bone = this.bone.bone;
    skeleton.sortBone(bone);
    skeleton._updateCache.push(this);
    skeleton.sortReset(bone.children);
    skeleton.constrained(bone);
  }
  isSourceActive() {
    return this.bone.bone.active;
  }
};

// spine-core/src/PhysicsConstraintData.ts
var PhysicsConstraintData = class extends ConstraintData {
  /** The bone constrained by this physics constraint. */
  set bone(boneData) {
    this._bone = boneData;
  }
  get bone() {
    if (!this._bone) throw new Error("BoneData not set.");
    else return this._bone;
  }
  _bone = null;
  /** Physics influence on x translation, 0-1. */
  x = 0;
  /** Physics influence on y translation, 0-1. */
  y = 0;
  /** Physics influence on rotation, 0-1. */
  rotate = 0;
  /** Physics influence on scaleX, 0-1. */
  scaleX = 0;
  /** Physics influence on shearX, 0-1. */
  shearX = 0;
  /** Movement greater than the limit will not have a greater affect on physics. */
  limit = 0;
  /** The time in milliseconds required to advanced the physics simulation one step. */
  step = 0;
  /** True when this constraint's inertia is controlled by global slider timelines. */
  inertiaGlobal = false;
  /** True when this constraint's strength is controlled by global slider timelines. */
  strengthGlobal = false;
  /** True when this constraint's damping is controlled by global slider timelines. */
  dampingGlobal = false;
  /** True when this constraint's mass is controlled by global slider timelines. */
  massGlobal = false;
  /** True when this constraint's wind is controlled by global slider timelines. */
  windGlobal = false;
  /** True when this constraint's gravity is controlled by global slider timelines. */
  gravityGlobal = false;
  /** True when this constraint's mix is controlled by global slider timelines. */
  mixGlobal = false;
  /** Determines how the {@link BonePose.scaleY} changes when {@link BonePose.scaleX} sets
   * {@link BonePose.scaleX}. */
  _scaleYMode = 0 /* None */;
  get scaleYMode() {
    return this._scaleYMode;
  }
  set scaleYMode(scaleYMode) {
    if (scaleYMode == null) throw new Error("scaleYMode cannot be null.");
    this._scaleYMode = scaleYMode;
  }
  constructor(name) {
    super(name, new PhysicsConstraintPose());
  }
  create(skeleton) {
    return new PhysicsConstraint(this, skeleton);
  }
};

// spine-core/src/polyfills.ts
(() => {
  if (typeof Math.fround === "undefined") {
    Math.fround = /* @__PURE__ */ ((array) => (x) => {
      array[0] = x;
      return array[0];
    })(new Float32Array(1));
  }
})();

// spine-core/src/SliderPose.ts
var SliderPose = class {
  /** The time in the {@link SliderData.animation} to apply the animation. */
  time = 0;
  /** A percentage (unbounded) that controls the mix between the constrained and unconstrained poses. */
  mix = 0;
  set(pose) {
    this.time = pose.time;
    this.mix = pose.mix;
  }
};

// spine-core/src/Slider.ts
var Slider = class _Slider extends Constraint {
  static offsets = [0, 0, 0, 0, 0, 0];
  /** When set, the bone's transform property is used to set the slider's {@link SliderPose.time}. */
  bone = null;
  constructor(data, skeleton) {
    super(data, new SliderPose(), new SliderPose());
    if (!skeleton) throw new Error("skeleton cannot be null.");
    if (data.bone != null) this.bone = skeleton.bones[data.bone.index];
  }
  copy(skeleton) {
    var copy = new _Slider(this.data, skeleton);
    copy.pose.set(this.pose);
    return copy;
  }
  update(skeleton, physics) {
    const p = this.appliedPose;
    if (p.mix === 0) return;
    const data = this.data, animation = data.animation, bone = this.bone;
    if (bone !== null) {
      if (!bone.active) return;
      if (data.local) bone.appliedPose.validateLocalTransform(skeleton);
      p.time = data.offset + (data.property.value(skeleton, bone.appliedPose, data.local, _Slider.offsets) - data.property.offset) * data.scale;
      if (data.loop)
        p.time = animation.duration + p.time % animation.duration;
      else
        p.time = Math.max(0, p.time);
    }
    const bones = skeleton.bones;
    const indices = animation.bones;
    for (let i = 0, n = animation.bones.length; i < n; i++)
      bones[indices[i]].appliedPose.modifyLocal(skeleton);
    animation.apply(skeleton, p.time, p.time, data.loop, null, p.mix, 0 /* current */, data.additive, false, true);
  }
  sort(skeleton) {
    const bone = this.bone;
    const data = this.data;
    if (bone && !data.local) skeleton.sortBone(bone);
    skeleton._updateCache.push(this);
    const bones = skeleton.bones;
    const indices = data.animation.bones;
    for (let i = 0, n = data.animation.bones.length; i < n; i++) {
      const bone2 = bones[indices[i]];
      bone2.sorted = false;
      skeleton.sortReset(bone2.children);
      skeleton.constrained(bone2);
    }
    const timelines = data.animation.timelines;
    const slots = skeleton.slots;
    const constraints = skeleton.constraints;
    const physics = skeleton.physics;
    const physicsCount = skeleton.physics.length;
    for (let i = 0, n = data.animation.timelines.length; i < n; i++) {
      const t = timelines[i];
      if (isSlotTimeline(t))
        skeleton.constrained(slots[t.slotIndex]);
      else if (t instanceof DrawOrderTimeline || t instanceof DrawOrderFolderTimeline)
        skeleton.drawOrder.constrained();
      else if (t instanceof PhysicsConstraintTimeline) {
        if (t.constraintIndex === -1) {
          for (let ii = 0; ii < physicsCount; ii++)
            skeleton.constrained(physics[ii]);
        } else
          skeleton.constrained(constraints[t.constraintIndex]);
      } else if (isConstraintTimeline(t)) {
        const constraintIndex = t.constraintIndex;
        if (constraintIndex !== -1) skeleton.constrained(constraints[constraintIndex]);
      }
    }
  }
};

// spine-core/src/SliderData.ts
var SliderData = class extends ConstraintData {
  /** The animation the slider will apply. */
  animation;
  /** When true, the animation is applied by adding it to the current pose rather than overwriting it. */
  additive = false;
  /** When true, the animation repeats after its duration, otherwise the last frame is used. */
  loop = false;
  /** When set, the bone's transform property is used to set the slider's {@link SliderPose.time}. */
  bone = null;
  /** When a bone is set, the specified transform property is used to set the slider's {@link SliderPose.time}. */
  property;
  /** When a bone is set, this is the scale of the {@link property} value in relation to the slider time. */
  scale = 0;
  /** When a bone is set, the offset is added to the property. */
  offset = 0;
  /** When true and a bone is set, the bone's local transform property is read instead of its world transform. */
  local = false;
  // Nonessential.
  /** When a bone is set, the maximum slider time for the bone property range, or 0 if nonessential data was not exported. */
  max = 0;
  constructor(name) {
    super(name, new SliderPose());
  }
  create(skeleton) {
    return new Slider(this, skeleton);
  }
};

// spine-core/src/SkeletonData.ts
var SkeletonData = class {
  /** The skeleton's name, which by default is the name of the skeleton data file, if possible. May be null. */
  name = null;
  /** The skeleton's bones, sorted parent first. The root bone is always the first bone. */
  bones = [];
  // Ordered parents first.
  /** The skeleton's slots in the setup pose draw order. */
  slots = [];
  // Setup pose draw order.
  skins = [];
  /** The skeleton's default skin. By default this skin contains all attachments that were not in a skin in Spine.
   *
   * See {@link Skeleton.getAttachmentByName}.
   * May be null. */
  defaultSkin = null;
  /** The skeleton's events. */
  events = [];
  /** The skeleton's animations. */
  animations = [];
  /** The skeleton's IK constraints. */
  // biome-ignore lint/suspicious/noExplicitAny: reference runtime does not restrict to specific types
  constraints = [];
  /** The X coordinate of the skeleton's axis aligned bounding box in the setup pose. */
  x = 0;
  /** The Y coordinate of the skeleton's axis aligned bounding box in the setup pose. */
  y = 0;
  /** The width of the skeleton's axis aligned bounding box in the setup pose. */
  width = 0;
  /** The height of the skeleton's axis aligned bounding box in the setup pose. */
  height = 0;
  /** Baseline scale factor for applying distance-dependent effects on non-scalable properties, such as angle or scale. Default
   * is 100. */
  referenceScale = 100;
  /** The Spine version used to export the skeleton data, or null. */
  version = null;
  /** The skeleton data hash. This value will change if any of the skeleton data has changed. May be null. */
  hash = null;
  // Nonessential
  /** The dopesheet FPS in Spine. Available only when nonessential data was exported. */
  fps = 30;
  /** The path to the images folder as defined in Spine. Available only when nonessential data was exported. May be null. */
  imagesPath = null;
  /** The path to the audio folder as defined in Spine. Available only when nonessential data was exported. May be null. */
  audioPath = null;
  /** Finds a bone by comparing each bone's name. It is more efficient to cache the results of this method than to call it
   * multiple times.
   * @returns May be null. */
  findBone(boneName) {
    if (!boneName) throw new Error("boneName cannot be null.");
    const bones = this.bones;
    for (let i = 0, n = bones.length; i < n; i++)
      if (bones[i].name === boneName) return bones[i];
    return null;
  }
  /** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it
   * multiple times.
   * @returns May be null. */
  findSlot(slotName) {
    if (!slotName) throw new Error("slotName cannot be null.");
    const slots = this.slots;
    for (let i = 0, n = slots.length; i < n; i++)
      if (slots[i].name === slotName) return slots[i];
    return null;
  }
  /** Finds a skin by comparing each skin's name. It is more efficient to cache the results of this method than to call it
   * multiple times.
   * @returns May be null. */
  findSkin(skinName) {
    if (!skinName) throw new Error("skinName cannot be null.");
    const skins = this.skins;
    for (let i = 0, n = skins.length; i < n; i++)
      if (skins[i].name === skinName) return skins[i];
    return null;
  }
  /** Finds an event by comparing each events's name. It is more efficient to cache the results of this method than to call it
   * multiple times.
   * @returns May be null. */
  findEvent(eventDataName) {
    if (!eventDataName) throw new Error("eventDataName cannot be null.");
    const events = this.events;
    for (let i = 0, n = events.length; i < n; i++)
      if (events[i].name === eventDataName) return events[i];
    return null;
  }
  /** Collects animations used by {@link SliderData slider constraints}.
   *
   * Slider animations are designed to be applied by slider constraints rather than on their own. Applications that have a user
   * choose an animation may want to exclude them. */
  findSliderAnimations(animations) {
    const constraints = this.constraints;
    for (let i = 0, n = this.constraints.length; i < n; i++) {
      const data = constraints[i];
      if (data instanceof SliderData && data.animation != null) animations.push(data.animation);
    }
    return animations;
  }
  /** Finds an animation by comparing each animation's name. It is more efficient to cache the results of this method than to
   * call it multiple times.
   * @returns May be null. */
  findAnimation(animationName) {
    if (!animationName) throw new Error("animationName cannot be null.");
    const animations = this.animations;
    for (let i = 0, n = animations.length; i < n; i++)
      if (animations[i].name === animationName) return animations[i];
    return null;
  }
  // --- Constraints.
  /** Finds a constraint of the specified type by comparing each constraints's name. It is more efficient to cache the results of
    * this method than to call it multiple times. */
  // biome-ignore lint/suspicious/noExplicitAny: reference runtime does not restrict to specific types
  findConstraint(constraintName, type) {
    if (!constraintName) throw new Error("constraintName cannot be null.");
    if (type == null) throw new Error("type cannot be null.");
    const constraints = this.constraints;
    for (let i = 0, n = this.constraints.length; i < n; i++) {
      const constraint = constraints[i];
      if (constraint instanceof type && constraint.name === constraintName) return constraint;
    }
    return null;
  }
};

// spine-core/src/Skin.ts
var SkinEntry = class {
  /** The {@link Skeleton.slots} index. */
  slotIndex = 0;
  placeholder;
  /** The attachment for this skin entry. */
  attachment;
  constructor(slotIndex = 0, placeholder, attachment) {
    this.slotIndex = slotIndex;
    this.placeholder = placeholder;
    this.attachment = attachment;
  }
};
var Skin = class {
  /** The skin's name, unique across all skins in the skeleton.
   *
   * See {@link SkeletonData.findSkin}. */
  name;
  attachments = [];
  bones = [];
  // biome-ignore lint/suspicious/noExplicitAny: reference runtime does not restrict to specific types
  constraints = [];
  /** The color of the skin as it was in Spine, or a default color if nonessential data was not exported. */
  color = new Color(0.99607843, 0.61960787, 0.30980393, 1);
  // fe9e4fff
  constructor(name) {
    if (!name) throw new Error("name cannot be null.");
    this.name = name;
  }
  /** Adds an attachment to the skin for the specified slot index and name. */
  setAttachment(slotIndex, placeholder, attachment) {
    if (!attachment) throw new Error("attachment cannot be null.");
    const attachments = this.attachments;
    if (slotIndex >= attachments.length) attachments.length = slotIndex + 1;
    if (!attachments[slotIndex]) attachments[slotIndex] = {};
    attachments[slotIndex][placeholder] = attachment;
  }
  /** Adds all attachments, bones, and constraints from the specified skin to this skin. */
  addSkin(skin) {
    for (let i = 0; i < skin.bones.length; i++) {
      const bone = skin.bones[i];
      let contained = false;
      for (let ii = 0; ii < this.bones.length; ii++) {
        if (this.bones[ii] === bone) {
          contained = true;
          break;
        }
      }
      if (!contained) this.bones.push(bone);
    }
    for (let i = 0; i < skin.constraints.length; i++) {
      const constraint = skin.constraints[i];
      let contained = false;
      for (let ii = 0; ii < this.constraints.length; ii++) {
        if (this.constraints[ii] === constraint) {
          contained = true;
          break;
        }
      }
      if (!contained) this.constraints.push(constraint);
    }
    const attachments = skin.getAttachments();
    for (let i = 0; i < attachments.length; i++) {
      const attachment = attachments[i];
      this.setAttachment(attachment.slotIndex, attachment.placeholder, attachment.attachment);
    }
  }
  /** Adds all bones and constraints and copies of all attachments from the specified skin to this skin. Mesh attachments are not
   * copied, instead a new linked mesh is created. The attachment copies can be modified without affecting the originals. */
  copySkin(skin) {
    for (let i = 0; i < skin.bones.length; i++) {
      const bone = skin.bones[i];
      let contained = false;
      for (let ii = 0; ii < this.bones.length; ii++) {
        if (this.bones[ii] === bone) {
          contained = true;
          break;
        }
      }
      if (!contained) this.bones.push(bone);
    }
    for (let i = 0; i < skin.constraints.length; i++) {
      const constraint = skin.constraints[i];
      let contained = false;
      for (let ii = 0; ii < this.constraints.length; ii++) {
        if (this.constraints[ii] === constraint) {
          contained = true;
          break;
        }
      }
      if (!contained) this.constraints.push(constraint);
    }
    const attachments = skin.getAttachments();
    for (let i = 0; i < attachments.length; i++) {
      const attachment = attachments[i];
      if (!attachment.attachment) continue;
      if (attachment.attachment instanceof MeshAttachment) {
        attachment.attachment = attachment.attachment.newLinkedMesh();
        this.setAttachment(attachment.slotIndex, attachment.placeholder, attachment.attachment);
      } else {
        attachment.attachment = attachment.attachment.copy();
        this.setAttachment(attachment.slotIndex, attachment.placeholder, attachment.attachment);
      }
    }
  }
  /** Returns the attachment for the specified slot index and placeholder, or null. */
  getAttachment(slotIndex, placeholder) {
    const dictionary = this.attachments[slotIndex];
    return dictionary ? dictionary[placeholder] : null;
  }
  /** Removes the attachment in the skin for the specified slot index and placeholder, if any. */
  removeAttachment(slotIndex, placeholder) {
    const dictionary = this.attachments[slotIndex];
    if (dictionary) delete dictionary[placeholder];
  }
  /** Returns all attachments in this skin. */
  getAttachments() {
    const entries = [];
    for (let i = 0; i < this.attachments.length; i++) {
      const slotAttachments = this.attachments[i];
      if (slotAttachments) {
        for (const name in slotAttachments) {
          const attachment = slotAttachments[name];
          if (attachment) entries.push(new SkinEntry(i, name, attachment));
        }
      }
    }
    return entries;
  }
  /** Returns all attachments in this skin for the specified slot index. */
  getAttachmentsForSlot(slotIndex, attachments) {
    const slotAttachments = this.attachments[slotIndex];
    if (slotAttachments) {
      for (const name in slotAttachments) {
        const attachment = slotAttachments[name];
        if (attachment) attachments.push(new SkinEntry(slotIndex, name, attachment));
      }
    }
  }
  /** Clears all attachments, bones, and constraints. */
  clear() {
    this.attachments.length = 0;
    this.bones.length = 0;
    this.constraints.length = 0;
  }
  /** Attach each attachment in this skin if the corresponding attachment in the old skin is currently attached. */
  attachAll(skeleton, oldSkin) {
    let slotIndex = 0;
    for (let i = 0; i < skeleton.slots.length; i++) {
      const slot = skeleton.slots[i];
      const slotAttachment = slot.pose.getAttachment();
      if (slotAttachment && slotIndex < oldSkin.attachments.length) {
        const dictionary = oldSkin.attachments[slotIndex];
        for (const placeholder in dictionary) {
          const skinAttachment = dictionary[placeholder];
          if (slotAttachment === skinAttachment) {
            const attachment = this.getAttachment(slotIndex, placeholder);
            if (attachment) slot.pose.setAttachment(attachment);
            break;
          }
        }
      }
      slotIndex++;
    }
  }
};

// spine-core/src/SlotData.ts
var SlotData = class extends PosedData {
  /** The index of the slot in {@link Skeleton.slots}. */
  index = 0;
  /** The bone this slot belongs to. */
  boneData;
  /** The name of the attachment that is visible for this slot in the setup pose, or null if no attachment is visible. */
  attachmentName = null;
  /** The blend mode for drawing the slot's attachment. */
  blendMode = 0 /* Normal */;
  // Nonessential.
  /** False if the slot was hidden in Spine and nonessential data was exported. Does not affect runtime rendering. */
  visible = true;
  constructor(index, name, boneData) {
    super(name, new SlotPose());
    if (index < 0) throw new Error("index must be >= 0.");
    if (!boneData) throw new Error("boneData cannot be null.");
    this.index = index;
    this.boneData = boneData;
  }
};
var BlendMode = /* @__PURE__ */ ((BlendMode2) => {
  BlendMode2[BlendMode2["Normal"] = 0] = "Normal";
  BlendMode2[BlendMode2["Additive"] = 1] = "Additive";
  BlendMode2[BlendMode2["Multiply"] = 2] = "Multiply";
  BlendMode2[BlendMode2["Screen"] = 3] = "Screen";
  return BlendMode2;
})(BlendMode || {});

// spine-core/src/TransformConstraintPose.ts
var TransformConstraintPose = class {
  /** A percentage (unbounded) that controls the mix between the constrained and unconstrained rotation. */
  mixRotate = 0;
  /** A percentage (unbounded) that controls the mix between the constrained and unconstrained translation X. */
  mixX = 0;
  /** A percentage (unbounded) that controls the mix between the constrained and unconstrained translation Y. */
  mixY = 0;
  /** A percentage (unbounded) that controls the mix between the constrained and unconstrained scale X. */
  mixScaleX = 0;
  /** A percentage (unbounded) that controls the mix between the constrained and unconstrained scale Y. */
  mixScaleY = 0;
  /** A percentage (unbounded) that controls the mix between the constrained and unconstrained shear Y. */
  mixShearY = 0;
  set(pose) {
    this.mixRotate = pose.mixRotate;
    this.mixX = pose.mixX;
    this.mixY = pose.mixY;
    this.mixScaleX = pose.mixScaleX;
    this.mixScaleY = pose.mixScaleY;
    this.mixShearY = pose.mixShearY;
  }
};

// spine-core/src/TransformConstraint.ts
var TransformConstraint = class _TransformConstraint extends Constraint {
  /** The bones that will be modified by this transform constraint. */
  bones;
  /** The bone whose world transform will be copied to the constrained bones. */
  source;
  constructor(data, skeleton) {
    super(data, new TransformConstraintPose(), new TransformConstraintPose());
    if (!skeleton) throw new Error("skeleton cannot be null.");
    this.bones = [];
    for (const boneData of data.bones)
      this.bones.push(skeleton.bones[boneData.index].constrainedPose);
    const source = skeleton.bones[data.source.index];
    if (source == null) throw new Error("source cannot be null.");
    this.source = source;
  }
  copy(skeleton) {
    var copy = new _TransformConstraint(this.data, skeleton);
    copy.pose.set(this.pose);
    return copy;
  }
  update(skeleton, physics) {
    const p = this.appliedPose;
    if (p.mixRotate === 0 && p.mixX === 0 && p.mixY === 0 && p.mixScaleX === 0 && p.mixScaleY === 0 && p.mixShearY === 0) return;
    const data = this.data;
    const localSource = data.localSource, localTarget = data.localTarget, additive = data.additive, clamp = data.clamp;
    const offsets = data.offsets;
    const source = this.source.appliedPose;
    if (localSource) source.validateLocalTransform(skeleton);
    const fromItems = data.properties;
    const fn = data.properties.length;
    const bones = this.bones;
    for (let i = 0, n = this.bones.length; i < n; i++) {
      const bone = bones[i];
      if (localTarget)
        bone.modifyLocal(skeleton);
      else
        bone.modifyWorld(skeleton);
      for (let f = 0; f < fn; f++) {
        const from = fromItems[f];
        const value = from.value(skeleton, source, localSource, offsets) - from.offset;
        const toItems = from.to;
        for (let t = 0, tn = from.to.length; t < tn; t++) {
          const to = toItems[t];
          if (to.mix(p) !== 0) {
            let clamped = to.offset + value * to.scale;
            if (clamp) {
              if (to.offset < to.max)
                clamped = MathUtils.clamp(clamped, to.offset, to.max);
              else
                clamped = MathUtils.clamp(clamped, to.max, to.offset);
            }
            to.apply(skeleton, p, bone, clamped, localTarget, additive);
          }
        }
      }
    }
  }
  sort(skeleton) {
    if (!this.data.localSource) skeleton.sortBone(this.source);
    const bones = this.bones;
    const boneCount = this.bones.length;
    const worldTarget = !this.data.localTarget;
    if (worldTarget) {
      for (let i = 0; i < boneCount; i++)
        skeleton.sortBone(bones[i].bone);
    }
    skeleton._updateCache.push(this);
    for (let i = 0; i < boneCount; i++) {
      const bone = bones[i].bone;
      skeleton.sortReset(bone.children);
      skeleton.constrained(bone);
    }
    for (let i = 0; i < boneCount; i++)
      bones[i].bone.sorted = worldTarget;
  }
  isSourceActive() {
    return this.source.active;
  }
};

// spine-core/src/TransformConstraintData.ts
var TransformConstraintData = class _TransformConstraintData extends ConstraintData {
  static ROTATION = 0;
  static X = 1;
  static Y = 2;
  static SCALEX = 3;
  static SCALEY = 4;
  static SHEARY = 5;
  /** The bones that will be modified by this transform constraint. */
  bones = [];
  /** The bone whose world transform will be copied to the constrained bones. */
  set source(source) {
    this._source = source;
  }
  get source() {
    if (!this._source) throw new Error("BoneData not set.");
    else return this._source;
  }
  _source = null;
  offsets = [0, 0, 0, 0, 0, 0];
  /** An offset added to the constrained bone X translation. */
  offsetX = 0;
  /** An offset added to the constrained bone Y translation. */
  offsetY = 0;
  /** Reads the source bone's local transform instead of its world transform. */
  localSource = false;
  /** Sets the constrained bones' local transforms instead of their world transforms. */
  localTarget = false;
  /** Adds the source bone transform to the constrained bones instead of setting it absolutely. */
  additive = false;
  /** Prevents constrained bones from exceeding the ranged defined by {@link ToProperty.offset} and {@link ToProperty.max}. */
  clamp = false;
  /** The mapping of transform properties to other transform properties. */
  properties = [];
  constructor(name) {
    super(name, new TransformConstraintPose());
  }
  create(skeleton) {
    return new TransformConstraint(this, skeleton);
  }
  /** An offset added to the constrained bone rotation. */
  getOffsetRotation() {
    return this.offsets[_TransformConstraintData.ROTATION];
  }
  setOffsetRotation(offsetRotation) {
    this.offsets[_TransformConstraintData.ROTATION] = offsetRotation;
  }
  /** An offset added to the constrained bone X translation. */
  getOffsetX() {
    return this.offsets[_TransformConstraintData.X];
  }
  setOffsetX(offsetX) {
    this.offsets[_TransformConstraintData.X] = offsetX;
  }
  /** An offset added to the constrained bone Y translation. */
  getOffsetY() {
    return this.offsets[_TransformConstraintData.Y];
  }
  setOffsetY(offsetY) {
    this.offsets[_TransformConstraintData.Y] = offsetY;
  }
  /** An offset added to the constrained bone scaleX. */
  getOffsetScaleX() {
    return this.offsets[_TransformConstraintData.SCALEX];
  }
  setOffsetScaleX(offsetScaleX) {
    this.offsets[_TransformConstraintData.SCALEX] = offsetScaleX;
  }
  /** An offset added to the constrained bone scaleY. */
  getOffsetScaleY() {
    return this.offsets[_TransformConstraintData.SCALEY];
  }
  setOffsetScaleY(offsetScaleY) {
    this.offsets[_TransformConstraintData.SCALEY] = offsetScaleY;
  }
  /** An offset added to the constrained bone shearY. */
  getOffsetShearY() {
    return this.offsets[_TransformConstraintData.SHEARY];
  }
  setOffsetShearY(offsetShearY) {
    this.offsets[_TransformConstraintData.SHEARY] = offsetShearY;
  }
};
var FromProperty = class {
  /** The value of this property that corresponds to {@link ToProperty.offset}. */
  offset = 0;
  /** Constrained properties. */
  to = [];
};
var ToProperty = class {
  /** The value of this property that corresponds to {@link FromProperty.offset}. */
  offset = 0;
  /** The maximum value of this property when {@link TransformConstraintData.clamp clamped}. */
  max = 0;
  /** The scale of the {@link FromProperty} value in relation to this property. */
  scale = 0;
};
var FromRotate = class extends FromProperty {
  value(skeleton, source, local, offsets) {
    if (local) return source.rotation + offsets[TransformConstraintData.ROTATION];
    const sx = skeleton.scaleX, sy = skeleton.scaleY;
    let value = Math.atan2(source.c / sy, source.a / sx) * MathUtils.radDeg + ((source.a * source.d - source.b * source.c) * sx * sy > 0 ? offsets[TransformConstraintData.ROTATION] : -offsets[TransformConstraintData.ROTATION]);
    if (value < 0) value += 360;
    return value;
  }
};
var ToRotate = class extends ToProperty {
  mix(pose) {
    return pose.mixRotate;
  }
  apply(skeleton, pose, bone, value, local, additive) {
    if (local)
      bone.rotation += (additive ? value : value - bone.rotation) * pose.mixRotate;
    else {
      const sx = skeleton.scaleX, sy = skeleton.scaleY, ix = 1 / sx, iy = 1 / sy;
      const a = bone.a * ix, b = bone.b * ix, c = bone.c * iy, d = bone.d * iy;
      value *= MathUtils.degRad;
      if (!additive) value -= Math.atan2(c, a);
      if (value > MathUtils.PI)
        value -= MathUtils.PI2;
      else if (value < -MathUtils.PI)
        value += MathUtils.PI2;
      value *= pose.mixRotate;
      const cos = Math.cos(value), sin = Math.sin(value);
      bone.a = (cos * a - sin * c) * sx;
      bone.b = (cos * b - sin * d) * sx;
      bone.c = (sin * a + cos * c) * sy;
      bone.d = (sin * b + cos * d) * sy;
    }
  }
};
var FromX = class extends FromProperty {
  value(skeleton, source, local, offsets) {
    return local ? source.x + offsets[TransformConstraintData.X] : (offsets[TransformConstraintData.X] * source.a + offsets[TransformConstraintData.Y] * source.b + source.worldX) / skeleton.scaleX;
  }
};
var ToX = class extends ToProperty {
  mix(pose) {
    return pose.mixX;
  }
  apply(skeleton, pose, bone, value, local, additive) {
    if (local)
      bone.x += (additive ? value : value - bone.x) * pose.mixX;
    else {
      if (!additive) value -= bone.worldX / skeleton.scaleX;
      bone.worldX += value * pose.mixX * skeleton.scaleX;
    }
  }
};
var FromY = class extends FromProperty {
  value(skeleton, source, local, offsets) {
    return local ? source.y + offsets[TransformConstraintData.Y] : (offsets[TransformConstraintData.X] * source.c + offsets[TransformConstraintData.Y] * source.d + source.worldY) / skeleton.scaleY;
  }
};
var ToY = class extends ToProperty {
  mix(pose) {
    return pose.mixY;
  }
  apply(skeleton, pose, bone, value, local, additive) {
    if (local)
      bone.y += (additive ? value : value - bone.y) * pose.mixY;
    else {
      if (!additive) value -= bone.worldY / skeleton.scaleY;
      bone.worldY += value * pose.mixY * skeleton.scaleY;
    }
  }
};
var FromScaleX = class extends FromProperty {
  value(skeleton, source, local, offsets) {
    if (local) return source.scaleX + offsets[TransformConstraintData.SCALEX];
    const a = source.a / skeleton.scaleX, c = source.c / skeleton.scaleY;
    return Math.sqrt(a * a + c * c) + offsets[TransformConstraintData.SCALEX];
  }
};
var ToScaleX = class extends ToProperty {
  mix(pose) {
    return pose.mixScaleX;
  }
  apply(skeleton, pose, bone, value, local, additive) {
    if (local) {
      if (additive)
        bone.scaleX *= 1 + (value - 1) * pose.mixScaleX;
      else if (bone.scaleX !== 0)
        bone.scaleX += (value - bone.scaleX) * pose.mixScaleX;
    } else if (additive) {
      const s = 1 + (value - 1) * pose.mixScaleX;
      bone.a *= s;
      bone.c *= s;
    } else {
      let a = bone.a / skeleton.scaleX, c = bone.c / skeleton.scaleY, s = Math.sqrt(a * a + c * c);
      if (s !== 0) {
        s = 1 + (value - s) * pose.mixScaleX / s;
        bone.a *= s;
        bone.c *= s;
      }
    }
  }
};
var FromScaleY = class extends FromProperty {
  value(skeleton, source, local, offsets) {
    if (local) return source.scaleY + offsets[TransformConstraintData.SCALEY];
    const b = source.b / skeleton.scaleX, d = source.d / skeleton.scaleY;
    return Math.sqrt(b * b + d * d) + offsets[TransformConstraintData.SCALEY];
  }
};
var ToScaleY = class extends ToProperty {
  mix(pose) {
    return pose.mixScaleY;
  }
  apply(skeleton, pose, bone, value, local, additive) {
    if (local) {
      if (additive)
        bone.scaleY *= 1 + (value - 1) * pose.mixScaleY;
      else if (bone.scaleY !== 0)
        bone.scaleY += (value - bone.scaleY) * pose.mixScaleY;
    } else if (additive) {
      const s = 1 + (value - 1) * pose.mixScaleY;
      bone.b *= s;
      bone.d *= s;
    } else {
      let b = bone.b / skeleton.scaleX, d = bone.d / skeleton.scaleY, s = Math.sqrt(b * b + d * d);
      if (s !== 0) {
        s = 1 + (value - s) * pose.mixScaleY / s;
        bone.b *= s;
        bone.d *= s;
      }
    }
  }
};
var FromShearY = class extends FromProperty {
  value(skeleton, source, local, offsets) {
    if (local) return source.shearY + offsets[TransformConstraintData.SHEARY];
    const ix = 1 / skeleton.scaleX, iy = 1 / skeleton.scaleY;
    return (Math.atan2(source.d * iy, source.b * ix) - Math.atan2(source.c * iy, source.a * ix)) * MathUtils.radDeg - 90 + offsets[TransformConstraintData.SHEARY];
  }
};
var ToShearY = class extends ToProperty {
  mix(pose) {
    return pose.mixShearY;
  }
  apply(skeleton, pose, bone, value, local, additive) {
    if (local) {
      if (!additive) value -= bone.shearY;
      bone.shearY += value * pose.mixShearY;
    } else {
      const sx = skeleton.scaleX, sy = skeleton.scaleY, b = bone.b / sx, d = bone.d / sy, by = Math.atan2(d, b);
      value = (value + 90) * MathUtils.degRad;
      if (additive)
        value -= MathUtils.PI / 2;
      else {
        value -= by - Math.atan2(bone.c / sy, bone.a / sx);
        if (value > MathUtils.PI)
          value -= MathUtils.PI2;
        else if (value < -MathUtils.PI)
          value += MathUtils.PI2;
      }
      value = by + value * pose.mixShearY;
      const s = Math.sqrt(b * b + d * d);
      bone.b = Math.cos(value) * s * sx;
      bone.d = Math.sin(value) * s * sy;
    }
  }
};

// spine-core/src/SkeletonBinary.ts
var SkeletonBinary = class {
  /** Scales bone positions, image sizes, and translations as they are loaded. This allows different size images to be used at
   * runtime than were used in Spine.
   *
   * See [Scaling](http://esotericsoftware.com/spine-loading-skeleton-data#Scaling) in the Spine Runtimes Guide. */
  scale = 1;
  attachmentLoader;
  linkedMeshes = [];
  constructor(attachmentLoader) {
    this.attachmentLoader = attachmentLoader;
  }
  readSkeletonData(binary) {
    const scale = this.scale;
    const skeletonData = new SkeletonData();
    skeletonData.name = "";
    const input = new BinaryInput(binary);
    const lowHash = input.readInt32();
    const highHash = input.readInt32();
    skeletonData.hash = highHash === 0 && lowHash === 0 ? null : highHash.toString(16) + lowHash.toString(16);
    skeletonData.version = input.readString();
    skeletonData.x = input.readFloat();
    skeletonData.y = input.readFloat();
    skeletonData.width = input.readFloat();
    skeletonData.height = input.readFloat();
    skeletonData.referenceScale = input.readFloat() * scale;
    const nonessential = input.readBoolean();
    if (nonessential) {
      skeletonData.fps = input.readFloat();
      skeletonData.imagesPath = input.readString();
      skeletonData.audioPath = input.readString();
    }
    let n = 0;
    n = input.readInt(true);
    for (let i = 0; i < n; i++) {
      const str = input.readString();
      if (!str) throw new Error("String in string table must not be null.");
      input.strings.push(str);
    }
    const bones = skeletonData.bones;
    n = input.readInt(true);
    for (let i = 0; i < n; i++) {
      const name = input.readString();
      if (!name) throw new Error("Bone name must not be null.");
      const parent = i === 0 ? null : bones[input.readInt(true)];
      const data = new BoneData(i, name, parent);
      const setup = data.setupPose;
      setup.rotation = input.readFloat();
      setup.x = input.readFloat() * scale;
      setup.y = input.readFloat() * scale;
      setup.scaleX = input.readFloat();
      setup.scaleY = input.readFloat();
      setup.shearX = input.readFloat();
      setup.shearY = input.readFloat();
      setup.inherit = input.readByte();
      data.length = input.readFloat() * scale;
      data.skinRequired = input.readBoolean();
      if (nonessential) {
        Color.rgba8888ToColor(data.color, input.readInt32());
        data.icon = input.readString() ?? void 0;
        data.iconSize = input.readFloat();
        data.iconRotation = input.readFloat();
        data.visible = input.readBoolean();
      }
      bones.push(data);
    }
    n = input.readInt(true);
    for (let i = 0; i < n; i++) {
      const slotName = input.readString();
      if (!slotName) throw new Error("Slot name must not be null.");
      const boneData = bones[input.readInt(true)];
      const data = new SlotData(i, slotName, boneData);
      Color.rgba8888ToColor(data.setupPose.color, input.readInt32());
      const darkColor = input.readInt32();
      if (darkColor !== -1) Color.rgb888ToColor(data.setupPose.darkColor = new Color(), darkColor);
      data.attachmentName = input.readStringRef();
      data.blendMode = input.readInt(true);
      if (nonessential) data.visible = input.readBoolean();
      skeletonData.slots.push(data);
    }
    const constraints = skeletonData.constraints;
    const constraintCount = input.readInt(true);
    for (let i = 0; i < constraintCount; i++) {
      const name = input.readString();
      if (!name) throw new Error("Constraint data name must not be null.");
      let nn;
      switch (input.readByte()) {
        case CONSTRAINT_IK: {
          const data = new IkConstraintData(name);
          nn = input.readInt(true);
          for (let ii = 0; ii < nn; ii++)
            data.bones.push(bones[input.readInt(true)]);
          data.target = bones[input.readInt(true)];
          const flags = input.readByte();
          data.skinRequired = (flags & 1) !== 0;
          if ((flags & 2) !== 0) data.scaleYMode = input.readUnsignedByte();
          const setup = data.setupPose;
          setup.bendDirection = (flags & 4) !== 0 ? -1 : 1;
          setup.compress = (flags & 8) !== 0;
          setup.stretch = (flags & 16) !== 0;
          if ((flags & 32) !== 0) setup.mix = (flags & 64) !== 0 ? input.readFloat() : 1;
          if ((flags & 128) !== 0) setup.softness = input.readFloat() * scale;
          constraints.push(data);
          break;
        }
        case CONSTRAINT_TRANSFORM: {
          const data = new TransformConstraintData(name);
          nn = input.readInt(true);
          for (let ii = 0; ii < nn; ii++)
            data.bones.push(bones[input.readInt(true)]);
          data.source = bones[input.readInt(true)];
          let flags = input.readUnsignedByte();
          data.skinRequired = (flags & 1) !== 0;
          data.localSource = (flags & 2) !== 0;
          data.localTarget = (flags & 4) !== 0;
          data.additive = (flags & 8) !== 0;
          data.clamp = (flags & 16) !== 0;
          nn = flags >> 5;
          for (let ii = 0, tn; ii < nn; ii++) {
            let fromScale = 1;
            let from;
            switch (input.readByte()) {
              case 0:
                from = new FromRotate();
                break;
              case 1: {
                fromScale = scale;
                from = new FromX();
                break;
              }
              case 2: {
                fromScale = scale;
                from = new FromY();
                break;
              }
              case 3:
                from = new FromScaleX();
                break;
              case 4:
                from = new FromScaleY();
                break;
              case 5:
                from = new FromShearY();
                break;
              default:
                from = null;
            }
            if (!from) continue;
            from.offset = input.readFloat() * fromScale;
            tn = input.readByte();
            for (let t = 0; t < tn; t++) {
              let toScale = 1;
              let to;
              switch (input.readByte()) {
                case 0:
                  to = new ToRotate();
                  break;
                case 1: {
                  toScale = scale;
                  to = new ToX();
                  break;
                }
                case 2: {
                  toScale = scale;
                  to = new ToY();
                  break;
                }
                case 3:
                  to = new ToScaleX();
                  break;
                case 4:
                  to = new ToScaleY();
                  break;
                case 5:
                  to = new ToShearY();
                  break;
                default:
                  to = null;
              }
              if (!to) continue;
              to.offset = input.readFloat() * toScale;
              to.max = input.readFloat() * toScale;
              to.scale = input.readFloat() * toScale / fromScale;
              from.to[t] = to;
            }
            data.properties[ii] = from;
          }
          flags = input.readByte();
          if ((flags & 1) !== 0) data.offsets[TransformConstraintData.ROTATION] = input.readFloat();
          if ((flags & 2) !== 0) data.offsets[TransformConstraintData.X] = input.readFloat() * scale;
          if ((flags & 4) !== 0) data.offsets[TransformConstraintData.Y] = input.readFloat() * scale;
          if ((flags & 8) !== 0) data.offsets[TransformConstraintData.SCALEX] = input.readFloat();
          if ((flags & 16) !== 0) data.offsets[TransformConstraintData.SCALEY] = input.readFloat();
          if ((flags & 32) !== 0) data.offsets[TransformConstraintData.SHEARY] = input.readFloat();
          flags = input.readByte();
          const setup = data.setupPose;
          if ((flags & 1) !== 0) setup.mixRotate = input.readFloat();
          if ((flags & 2) !== 0) setup.mixX = input.readFloat();
          if ((flags & 4) !== 0) setup.mixY = input.readFloat();
          if ((flags & 8) !== 0) setup.mixScaleX = input.readFloat();
          if ((flags & 16) !== 0) setup.mixScaleY = input.readFloat();
          if ((flags & 32) !== 0) setup.mixShearY = input.readFloat();
          constraints.push(data);
          break;
        }
        case CONSTRAINT_PATH: {
          const data = new PathConstraintData(name);
          nn = input.readInt(true);
          for (let ii = 0; ii < nn; ii++)
            data.bones.push(bones[input.readInt(true)]);
          data.slot = skeletonData.slots[input.readInt(true)];
          const flags = input.readByte();
          data.skinRequired = (flags & 1) !== 0;
          data.positionMode = flags >> 1 & 1;
          data.spacingMode = flags >> 2 & 3;
          data.rotateMode = flags >> 4 & 3;
          if ((flags & 128) !== 0) data.offsetRotation = input.readFloat();
          const setup = data.setupPose;
          setup.position = input.readFloat();
          if (data.positionMode === 0 /* Fixed */) setup.position *= scale;
          setup.spacing = input.readFloat();
          if (data.spacingMode === 0 /* Length */ || data.spacingMode === 1 /* Fixed */) setup.spacing *= scale;
          setup.mixRotate = input.readFloat();
          setup.mixX = input.readFloat();
          setup.mixY = input.readFloat();
          constraints.push(data);
          break;
        }
        case CONSTRAINT_PHYSICS: {
          const data = new PhysicsConstraintData(name);
          data.bone = bones[input.readInt(true)];
          let flags = input.readByte();
          data.skinRequired = (flags & 1) !== 0;
          if ((flags & 2) !== 0) data.x = input.readFloat();
          if ((flags & 4) !== 0) data.y = input.readFloat();
          if ((flags & 8) !== 0) data.rotate = input.readFloat();
          if ((flags & 16) !== 0) {
            let scaleX = input.readFloat();
            if (scaleX < -2) {
              data.scaleYMode = 2 /* Volume */;
              scaleX = -2 - scaleX;
            } else if (scaleX < 0) {
              data.scaleYMode = 1 /* Uniform */;
              scaleX = -1 - scaleX;
            }
            data.scaleX = scaleX;
          }
          if ((flags & 32) !== 0) data.shearX = input.readFloat();
          data.limit = ((flags & 64) !== 0 ? input.readFloat() : 5e3) * scale;
          data.step = 1 / input.readUnsignedByte();
          const setup = data.setupPose;
          setup.inertia = input.readFloat();
          setup.strength = input.readFloat();
          setup.damping = input.readFloat();
          setup.massInverse = (flags & 128) !== 0 ? input.readFloat() : 1;
          setup.wind = input.readFloat();
          setup.gravity = input.readFloat();
          flags = input.readByte();
          if ((flags & 1) !== 0) data.inertiaGlobal = true;
          if ((flags & 2) !== 0) data.strengthGlobal = true;
          if ((flags & 4) !== 0) data.dampingGlobal = true;
          if ((flags & 8) !== 0) data.massGlobal = true;
          if ((flags & 16) !== 0) data.windGlobal = true;
          if ((flags & 32) !== 0) data.gravityGlobal = true;
          if ((flags & 64) !== 0) data.mixGlobal = true;
          setup.mix = (flags & 128) !== 0 ? input.readFloat() : 1;
          constraints.push(data);
          break;
        }
        case CONSTRAINT_SLIDER: {
          const data = new SliderData(name);
          const flags = input.readByte();
          data.skinRequired = (flags & 1) !== 0;
          data.loop = (flags & 2) !== 0;
          data.additive = (flags & 4) !== 0;
          if ((flags & 8) !== 0) {
            const value = input.readFloat();
            if (nonessential && (flags & 64) !== 0)
              data.max = value;
            else
              data.setupPose.time = value;
          }
          if ((flags & 16) !== 0) data.setupPose.mix = (flags & 32) !== 0 ? input.readFloat() : 1;
          if ((flags & 64) !== 0) {
            data.local = (flags & 128) !== 0;
            data.bone = bones[input.readInt(true)];
            const offset = input.readFloat();
            let propertyScale = 1;
            switch (input.readByte()) {
              case 0:
                data.property = new FromRotate();
                break;
              case 1: {
                propertyScale = scale;
                data.property = new FromX();
                break;
              }
              case 2: {
                propertyScale = scale;
                data.property = new FromY();
                break;
              }
              case 3:
                data.property = new FromScaleX();
                break;
              case 4:
                data.property = new FromScaleY();
                break;
              case 5:
                data.property = new FromShearY();
                break;
              default:
                continue;
            }
            ;
            data.property.offset = offset * propertyScale;
            data.offset = input.readFloat();
            data.scale = input.readFloat() / propertyScale;
          }
          constraints.push(data);
          break;
        }
      }
    }
    const defaultSkin = this.readSkin(input, skeletonData, true, nonessential);
    if (defaultSkin) {
      skeletonData.defaultSkin = defaultSkin;
      skeletonData.skins.push(defaultSkin);
    }
    {
      let i = skeletonData.skins.length;
      Utils.setArraySize(skeletonData.skins, n = i + input.readInt(true));
      for (; i < n; i++) {
        const skin = this.readSkin(input, skeletonData, false, nonessential);
        if (!skin) throw new Error("readSkin() should not have returned null.");
        skeletonData.skins[i] = skin;
      }
    }
    n = this.linkedMeshes.length;
    for (let i = 0; i < n; i++) {
      const linkedMesh = this.linkedMeshes[i];
      const skin = skeletonData.skins[linkedMesh.skinIndex];
      if (!linkedMesh.source) throw new Error("Linked mesh parent must not be null");
      const source = skin.getAttachment(linkedMesh.sourceIndex, linkedMesh.source);
      if (!source) throw new Error(`Source mesh not found: ${linkedMesh.source}`);
      linkedMesh.mesh.timelineAttachment = linkedMesh.inheritTimelines ? source : linkedMesh.mesh;
      linkedMesh.mesh.setSourceMesh(source);
      linkedMesh.mesh.updateSequence();
    }
    this.linkedMeshes.length = 0;
    n = input.readInt(true);
    for (let i = 0; i < n; i++) {
      const eventName = input.readString();
      if (!eventName) throw new Error("Event data name must not be null");
      const data = new EventData(eventName);
      const setup = data.setupPose;
      setup.intValue = input.readInt(false);
      setup.floatValue = input.readFloat();
      setup.stringValue = input.readString();
      data._audioPath = input.readString();
      if (data.audioPath) {
        setup.volume = input.readFloat();
        setup.balance = input.readFloat();
      }
      skeletonData.events.push(data);
    }
    const animations = skeletonData.animations;
    n = input.readInt(true);
    for (let i = 0; i < n; i++) {
      const animationName = input.readString();
      if (!animationName) throw new Error("Animation name must not be null.");
      animations.push(this.readAnimation(input, animationName, skeletonData, nonessential));
    }
    for (let i = 0; i < constraintCount; i++) {
      const constraint = constraints[i];
      if (constraint instanceof SliderData) constraint.animation = animations[input.readInt(true)];
    }
    return skeletonData;
  }
  readSkin(input, skeletonData, defaultSkin, nonessential) {
    let skin = null;
    let slotCount = 0;
    if (defaultSkin) {
      slotCount = input.readInt(true);
      if (slotCount === 0) return null;
      skin = new Skin("default");
    } else {
      const skinName = input.readString();
      if (!skinName) throw new Error("Skin name must not be null.");
      skin = new Skin(skinName);
      if (nonessential) Color.rgba8888ToColor(skin.color, input.readInt32());
      let n = input.readInt(true);
      let from = skeletonData.bones, to = skin.bones;
      for (let i = 0; i < n; i++)
        to[i] = from[input.readInt(true)];
      n = input.readInt(true);
      from = skeletonData.constraints;
      to = skin.constraints;
      for (let i = 0; i < n; i++)
        to[i] = from[input.readInt(true)];
      slotCount = input.readInt(true);
    }
    for (let i = 0; i < slotCount; i++) {
      const slotIndex = input.readInt(true);
      for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
        const placeholder = input.readStringRef();
        if (!placeholder)
          throw new Error("Attachment name must not be null");
        const attachment = this.readAttachment(input, skeletonData, skin, slotIndex, placeholder, nonessential);
        if (attachment) skin.setAttachment(slotIndex, placeholder, attachment);
      }
    }
    return skin;
  }
  readAttachment(input, skeletonData, skin, slotIndex, placeholder, nonessential) {
    const scale = this.scale;
    const flags = input.readByte();
    const name = (flags & 8) !== 0 ? input.readStringRef() : placeholder;
    if (!name) throw new Error("Attachment name must not be null");
    switch (flags & 7) {
      // BUG?
      case 0 /* Region */: {
        let path = (flags & 16) !== 0 ? input.readStringRef() : null;
        const color = (flags & 32) !== 0 ? input.readInt32() : 4294967295;
        const sequence = this.readSequence(input, (flags & 64) !== 0);
        const rotation = (flags & 128) !== 0 ? input.readFloat() : 0;
        const x = input.readFloat();
        const y = input.readFloat();
        const scaleX = input.readFloat();
        const scaleY = input.readFloat();
        const width = input.readFloat();
        const height = input.readFloat();
        if (!path) path = name;
        const region = this.attachmentLoader.newRegionAttachment(skin, placeholder, name, path, sequence);
        if (!region) 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;
        Color.rgba8888ToColor(region.color, color);
        region.updateSequence();
        return region;
      }
      case 1 /* BoundingBox */: {
        const vertices = this.readVertices(input, (flags & 16) !== 0);
        const color = nonessential ? input.readInt32() : 0;
        const box = this.attachmentLoader.newBoundingBoxAttachment(skin, placeholder, name);
        if (!box) return null;
        box.worldVerticesLength = vertices.length;
        box.vertices = vertices.vertices;
        box.bones = vertices.bones;
        if (nonessential) Color.rgba8888ToColor(box.color, color);
        return box;
      }
      case 2 /* Mesh */: {
        let path = (flags & 16) !== 0 ? input.readStringRef() : name;
        const color = (flags & 32) !== 0 ? input.readInt32() : 4294967295;
        const sequence = this.readSequence(input, (flags & 64) !== 0);
        const hullLength = input.readInt(true);
        const vertices = this.readVertices(input, (flags & 128) !== 0);
        const uvs = this.readFloatArray(input, vertices.length, 1);
        const triangles = this.readShortArray(input, (vertices.length - hullLength - 2) * 3);
        const slotCount = input.readInt(true);
        let timelineSlots = null;
        if (slotCount > 0) {
          timelineSlots = [];
          for (let i = 0; i < slotCount; i++)
            timelineSlots[i] = input.readInt(true);
        }
        let edges = [];
        let width = 0, height = 0;
        if (nonessential) {
          edges = this.readShortArray(input, input.readInt(true));
          width = input.readFloat();
          height = input.readFloat();
        }
        if (!path) path = name;
        const mesh = this.attachmentLoader.newMeshAttachment(skin, placeholder, name, path, sequence);
        if (!mesh) return null;
        mesh.path = path;
        Color.rgba8888ToColor(mesh.color, color);
        mesh.hullLength = hullLength << 1;
        mesh.bones = vertices.bones;
        mesh.vertices = vertices.vertices;
        mesh.worldVerticesLength = vertices.length;
        mesh.regionUVs = uvs;
        mesh.triangles = triangles;
        if (timelineSlots) mesh.timelineSlots = timelineSlots;
        if (nonessential) {
          mesh.edges = edges;
          mesh.width = width * scale;
          mesh.height = height * scale;
        }
        mesh.updateSequence();
        return mesh;
      }
      case 3 /* LinkedMesh */: {
        const path = (flags & 16) !== 0 ? input.readStringRef() : name;
        if (path == null) throw new Error("Path of linked mesh must not be null");
        const color = (flags & 32) !== 0 ? input.readInt32() : 4294967295;
        const sequence = this.readSequence(input, (flags & 64) !== 0);
        const inheritTimelines = (flags & 128) !== 0;
        const sourceIndex = input.readInt(true);
        const skinIndex = input.readInt(true);
        const source = input.readStringRef();
        let width = 0, height = 0;
        if (nonessential) {
          width = input.readFloat();
          height = input.readFloat();
        }
        const mesh = this.attachmentLoader.newMeshAttachment(skin, placeholder, name, path, sequence);
        if (!mesh) return null;
        mesh.path = path;
        Color.rgba8888ToColor(mesh.color, color);
        if (nonessential) {
          mesh.width = width * scale;
          mesh.height = height * scale;
        }
        this.linkedMeshes.push(new LinkedMesh(mesh, skinIndex, slotIndex, sourceIndex, source, inheritTimelines));
        return mesh;
      }
      case 4 /* Path */: {
        const closed = (flags & 16) !== 0;
        const constantSpeed = (flags & 32) !== 0;
        const vertices = this.readVertices(input, (flags & 64) !== 0);
        const lengths = this.readFloatArray(input, vertices.length / 6, scale);
        const color = nonessential ? input.readInt32() : 0;
        const path = this.attachmentLoader.newPathAttachment(skin, placeholder, name);
        if (!path) return null;
        path.closed = closed;
        path.constantSpeed = constantSpeed;
        path.worldVerticesLength = vertices.length;
        path.vertices = vertices.vertices;
        path.bones = vertices.bones;
        path.lengths = lengths;
        if (nonessential) Color.rgba8888ToColor(path.color, color);
        return path;
      }
      case 5 /* Point */: {
        const rotation = input.readFloat();
        const x = input.readFloat();
        const y = input.readFloat();
        const color = nonessential ? input.readInt32() : 0;
        const point = this.attachmentLoader.newPointAttachment(skin, placeholder, name);
        if (!point) return null;
        point.x = x * scale;
        point.y = y * scale;
        point.rotation = rotation;
        if (nonessential) Color.rgba8888ToColor(point.color, color);
        return point;
      }
      case 6 /* Clipping */: {
        const endSlotIndex = input.readInt(true);
        const vertices = this.readVertices(input, (flags & 16) !== 0);
        const color = nonessential ? input.readInt32() : 0;
        const clip = this.attachmentLoader.newClippingAttachment(skin, placeholder, name);
        if (!clip) return null;
        clip.endSlot = skeletonData.slots[endSlotIndex];
        clip.convex = (flags & 32) !== 0;
        clip.inverse = (flags & 64) !== 0;
        clip.worldVerticesLength = vertices.length;
        clip.vertices = vertices.vertices;
        clip.bones = vertices.bones;
        if (nonessential) Color.rgba8888ToColor(clip.color, color);
        return clip;
      }
    }
  }
  readSequence(input, hasPathSuffix) {
    if (!hasPathSuffix) return new Sequence(1, false);
    const sequence = new Sequence(input.readInt(true), true);
    sequence.start = input.readInt(true);
    sequence.digits = input.readInt(true);
    sequence.setupIndex = input.readInt(true);
    return sequence;
  }
  readVertices(input, weighted) {
    const scale = this.scale;
    const vertexCount = input.readInt(true);
    const length = vertexCount << 1;
    if (!weighted)
      return new Vertices(null, this.readFloatArray(input, length, scale), length);
    const n = input.readInt(true);
    const bones = [];
    const weights = [];
    for (let b = 0, w = 0; b < n; ) {
      const boneCount = input.readInt(true);
      bones[b++] = boneCount;
      for (let ii = 0; ii < boneCount; ii++, w += 3) {
        bones[b++] = input.readInt(true);
        weights[w] = input.readFloat() * scale;
        weights[w + 1] = input.readFloat() * scale;
        weights[w + 2] = input.readFloat();
      }
    }
    return new Vertices(bones, Utils.toFloatArray(weights), length);
  }
  readFloatArray(input, n, scale) {
    const array = [];
    if (scale === 1) {
      for (let i = 0; i < n; i++)
        array[i] = input.readFloat();
    } else {
      for (let i = 0; i < n; i++)
        array[i] = input.readFloat() * scale;
    }
    return array;
  }
  readShortArray(input, n) {
    const array = [];
    for (let i = 0; i < n; i++)
      array[i] = input.readInt(true);
    return array;
  }
  readAnimation(input, name, skeletonData, nonessential) {
    input.readInt(true);
    const timelines = [];
    const scale = this.scale;
    for (let i = 0, n = input.readInt(true); i < n; i++) {
      const slotIndex = input.readInt(true);
      for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
        const timelineType = input.readByte();
        const frameCount = input.readInt(true);
        const frameLast = frameCount - 1;
        switch (timelineType) {
          case SLOT_ATTACHMENT: {
            const timeline = new AttachmentTimeline(frameCount, slotIndex);
            for (let frame = 0; frame < frameCount; frame++)
              timeline.setFrame(frame, input.readFloat(), input.readStringRef());
            timelines.push(timeline);
            break;
          }
          case SLOT_RGBA: {
            const bezierCount = input.readInt(true);
            const timeline = new RGBATimeline(frameCount, bezierCount, slotIndex);
            let time = input.readFloat();
            let r = input.readUnsignedByte() / 255;
            let g = input.readUnsignedByte() / 255;
            let b = input.readUnsignedByte() / 255;
            let a = input.readUnsignedByte() / 255;
            for (let frame = 0, bezier = 0; ; frame++) {
              timeline.setFrame(frame, time, r, g, b, a);
              if (frame === frameLast) break;
              const time2 = input.readFloat();
              const r2 = input.readUnsignedByte() / 255;
              const g2 = input.readUnsignedByte() / 255;
              const b2 = input.readUnsignedByte() / 255;
              const a2 = input.readUnsignedByte() / 255;
              switch (input.readByte()) {
                case CURVE_STEPPED:
                  timeline.setStepped(frame);
                  break;
                case CURVE_BEZIER:
                  setBezier(input, timeline, bezier++, frame, 0, time, time2, r, r2, 1);
                  setBezier(input, timeline, bezier++, frame, 1, time, time2, g, g2, 1);
                  setBezier(input, timeline, bezier++, frame, 2, time, time2, b, b2, 1);
                  setBezier(input, timeline, bezier++, frame, 3, time, time2, a, a2, 1);
              }
              time = time2;
              r = r2;
              g = g2;
              b = b2;
              a = a2;
            }
            timelines.push(timeline);
            break;
          }
          case SLOT_RGB: {
            const bezierCount = input.readInt(true);
            const timeline = new RGBTimeline(frameCount, bezierCount, slotIndex);
            let time = input.readFloat();
            let r = input.readUnsignedByte() / 255;
            let g = input.readUnsignedByte() / 255;
            let b = input.readUnsignedByte() / 255;
            for (let frame = 0, bezier = 0; ; frame++) {
              timeline.setFrame(frame, time, r, g, b);
              if (frame === frameLast) break;
              const time2 = input.readFloat();
              const r2 = input.readUnsignedByte() / 255;
              const g2 = input.readUnsignedByte() / 255;
              const b2 = input.readUnsignedByte() / 255;
              switch (input.readByte()) {
                case CURVE_STEPPED:
                  timeline.setStepped(frame);
                  break;
                case CURVE_BEZIER:
                  setBezier(input, timeline, bezier++, frame, 0, time, time2, r, r2, 1);
                  setBezier(input, timeline, bezier++, frame, 1, time, time2, g, g2, 1);
                  setBezier(input, timeline, bezier++, frame, 2, time, time2, b, b2, 1);
              }
              time = time2;
              r = r2;
              g = g2;
              b = b2;
            }
            timelines.push(timeline);
            break;
          }
          case SLOT_RGBA2: {
            const bezierCount = input.readInt(true);
            const timeline = new RGBA2Timeline(frameCount, bezierCount, slotIndex);
            let time = input.readFloat();
            let r = input.readUnsignedByte() / 255;
            let g = input.readUnsignedByte() / 255;
            let b = input.readUnsignedByte() / 255;
            let a = input.readUnsignedByte() / 255;
            let r2 = input.readUnsignedByte() / 255;
            let g2 = input.readUnsignedByte() / 255;
            let b2 = input.readUnsignedByte() / 255;
            for (let frame = 0, bezier = 0; ; frame++) {
              timeline.setFrame(frame, time, r, g, b, a, r2, g2, b2);
              if (frame === frameLast) break;
              const time2 = input.readFloat();
              const nr = input.readUnsignedByte() / 255;
              const ng = input.readUnsignedByte() / 255;
              const nb = input.readUnsignedByte() / 255;
              const na = input.readUnsignedByte() / 255;
              const nr2 = input.readUnsignedByte() / 255;
              const ng2 = input.readUnsignedByte() / 255;
              const nb2 = input.readUnsignedByte() / 255;
              switch (input.readByte()) {
                case CURVE_STEPPED:
                  timeline.setStepped(frame);
                  break;
                case CURVE_BEZIER:
                  setBezier(input, timeline, bezier++, frame, 0, time, time2, r, nr, 1);
                  setBezier(input, timeline, bezier++, frame, 1, time, time2, g, ng, 1);
                  setBezier(input, timeline, bezier++, frame, 2, time, time2, b, nb, 1);
                  setBezier(input, timeline, bezier++, frame, 3, time, time2, a, na, 1);
                  setBezier(input, timeline, bezier++, frame, 4, time, time2, r2, nr2, 1);
                  setBezier(input, timeline, bezier++, frame, 5, time, time2, g2, ng2, 1);
                  setBezier(input, timeline, bezier++, frame, 6, time, time2, b2, nb2, 1);
              }
              time = time2;
              r = nr;
              g = ng;
              b = nb;
              a = na;
              r2 = nr2;
              g2 = ng2;
              b2 = nb2;
            }
            timelines.push(timeline);
            break;
          }
          case SLOT_RGB2: {
            const bezierCount = input.readInt(true);
            const timeline = new RGB2Timeline(frameCount, bezierCount, slotIndex);
            let time = input.readFloat();
            let r = input.readUnsignedByte() / 255;
            let g = input.readUnsignedByte() / 255;
            let b = input.readUnsignedByte() / 255;
            let r2 = input.readUnsignedByte() / 255;
            let g2 = input.readUnsignedByte() / 255;
            let b2 = input.readUnsignedByte() / 255;
            for (let frame = 0, bezier = 0; ; frame++) {
              timeline.setFrame(frame, time, r, g, b, r2, g2, b2);
              if (frame === frameLast) break;
              const time2 = input.readFloat();
              const nr = input.readUnsignedByte() / 255;
              const ng = input.readUnsignedByte() / 255;
              const nb = input.readUnsignedByte() / 255;
              const nr2 = input.readUnsignedByte() / 255;
              const ng2 = input.readUnsignedByte() / 255;
              const nb2 = input.readUnsignedByte() / 255;
              switch (input.readByte()) {
                case CURVE_STEPPED:
                  timeline.setStepped(frame);
                  break;
                case CURVE_BEZIER:
                  setBezier(input, timeline, bezier++, frame, 0, time, time2, r, nr, 1);
                  setBezier(input, timeline, bezier++, frame, 1, time, time2, g, ng, 1);
                  setBezier(input, timeline, bezier++, frame, 2, time, time2, b, nb, 1);
                  setBezier(input, timeline, bezier++, frame, 3, time, time2, r2, nr2, 1);
                  setBezier(input, timeline, bezier++, frame, 4, time, time2, g2, ng2, 1);
                  setBezier(input, timeline, bezier++, frame, 5, time, time2, b2, nb2, 1);
              }
              time = time2;
              r = nr;
              g = ng;
              b = nb;
              r2 = nr2;
              g2 = ng2;
              b2 = nb2;
            }
            timelines.push(timeline);
            break;
          }
          case SLOT_ALPHA: {
            const timeline = new AlphaTimeline(frameCount, input.readInt(true), slotIndex);
            let time = input.readFloat(), a = input.readUnsignedByte() / 255;
            for (let frame = 0, bezier = 0; ; frame++) {
              timeline.setFrame(frame, time, a);
              if (frame === frameLast) break;
              const time2 = input.readFloat();
              const a2 = input.readUnsignedByte() / 255;
              switch (input.readByte()) {
                case CURVE_STEPPED:
                  timeline.setStepped(frame);
                  break;
                case CURVE_BEZIER:
                  setBezier(input, timeline, bezier++, frame, 0, time, time2, a, a2, 1);
              }
              time = time2;
              a = a2;
            }
            timelines.push(timeline);
          }
        }
      }
    }
    for (let i = 0, n = input.readInt(true); i < n; i++) {
      const boneIndex = input.readInt(true);
      for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
        const type = input.readByte(), frameCount = input.readInt(true);
        if (type === BONE_INHERIT) {
          const timeline = new InheritTimeline(frameCount, boneIndex);
          for (let frame = 0; frame < frameCount; frame++) {
            timeline.setFrame(frame, input.readFloat(), input.readByte());
          }
          timelines.push(timeline);
          continue;
        }
        const bezierCount = input.readInt(true);
        switch (type) {
          case BONE_ROTATE:
            readTimeline(input, timelines, new RotateTimeline(frameCount, bezierCount, boneIndex), 1);
            break;
          case BONE_TRANSLATE:
            readTimeline(input, timelines, new TranslateTimeline(frameCount, bezierCount, boneIndex), scale);
            break;
          case BONE_TRANSLATEX:
            readTimeline(input, timelines, new TranslateXTimeline(frameCount, bezierCount, boneIndex), scale);
            break;
          case BONE_TRANSLATEY:
            readTimeline(input, timelines, new TranslateYTimeline(frameCount, bezierCount, boneIndex), scale);
            break;
          case BONE_SCALE:
            readTimeline(input, timelines, new ScaleTimeline(frameCount, bezierCount, boneIndex), 1);
            break;
          case BONE_SCALEX:
            readTimeline(input, timelines, new ScaleXTimeline(frameCount, bezierCount, boneIndex), 1);
            break;
          case BONE_SCALEY:
            readTimeline(input, timelines, new ScaleYTimeline(frameCount, bezierCount, boneIndex), 1);
            break;
          case BONE_SHEAR:
            readTimeline(input, timelines, new ShearTimeline(frameCount, bezierCount, boneIndex), 1);
            break;
          case BONE_SHEARX:
            readTimeline(input, timelines, new ShearXTimeline(frameCount, bezierCount, boneIndex), 1);
            break;
          case BONE_SHEARY:
            readTimeline(input, timelines, new ShearYTimeline(frameCount, bezierCount, boneIndex), 1);
            break;
        }
      }
    }
    for (let i = 0, n = input.readInt(true); i < n; i++) {
      const index = input.readInt(true), frameCount = input.readInt(true), frameLast = frameCount - 1;
      const timeline = new IkConstraintTimeline(frameCount, input.readInt(true), index);
      let flags = input.readByte();
      let time = input.readFloat(), mix = (flags & 1) !== 0 ? (flags & 2) !== 0 ? input.readFloat() : 1 : 0;
      let softness = (flags & 4) !== 0 ? input.readFloat() * scale : 0;
      for (let frame = 0, bezier = 0; ; frame++) {
        timeline.setFrame(frame, time, mix, softness, (flags & 8) !== 0 ? 1 : -1, (flags & 16) !== 0, (flags & 32) !== 0);
        if (frame === frameLast) break;
        flags = input.readByte();
        const time2 = input.readFloat(), mix2 = (flags & 1) !== 0 ? (flags & 2) !== 0 ? input.readFloat() : 1 : 0;
        const softness2 = (flags & 4) !== 0 ? input.readFloat() * scale : 0;
        if ((flags & 64) !== 0) {
          timeline.setStepped(frame);
        } else if ((flags & 128) !== 0) {
          setBezier(input, timeline, bezier++, frame, 0, time, time2, mix, mix2, 1);
          setBezier(input, timeline, bezier++, frame, 1, time, time2, softness, softness2, scale);
        }
        time = time2;
        mix = mix2;
        softness = softness2;
      }
      timelines.push(timeline);
    }
    for (let i = 0, n = input.readInt(true); i < n; i++) {
      const index = input.readInt(true), frameCount = input.readInt(true), frameLast = frameCount - 1;
      const timeline = new TransformConstraintTimeline(frameCount, input.readInt(true), index);
      let time = input.readFloat(), mixRotate = input.readFloat(), mixX = input.readFloat(), mixY = input.readFloat(), mixScaleX = input.readFloat(), mixScaleY = input.readFloat(), mixShearY = input.readFloat();
      for (let frame = 0, bezier = 0; ; frame++) {
        timeline.setFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY);
        if (frame === frameLast) break;
        const time2 = input.readFloat(), mixRotate2 = input.readFloat(), mixX2 = input.readFloat(), mixY2 = input.readFloat(), mixScaleX2 = input.readFloat(), mixScaleY2 = input.readFloat(), mixShearY2 = input.readFloat();
        switch (input.readByte()) {
          case CURVE_STEPPED:
            timeline.setStepped(frame);
            break;
          case CURVE_BEZIER:
            setBezier(input, timeline, bezier++, frame, 0, time, time2, mixRotate, mixRotate2, 1);
            setBezier(input, timeline, bezier++, frame, 1, time, time2, mixX, mixX2, 1);
            setBezier(input, timeline, bezier++, frame, 2, time, time2, mixY, mixY2, 1);
            setBezier(input, timeline, bezier++, frame, 3, time, time2, mixScaleX, mixScaleX2, 1);
            setBezier(input, timeline, bezier++, frame, 4, time, time2, mixScaleY, mixScaleY2, 1);
            setBezier(input, timeline, bezier++, frame, 5, time, time2, mixShearY, mixShearY2, 1);
        }
        time = time2;
        mixRotate = mixRotate2;
        mixX = mixX2;
        mixY = mixY2;
        mixScaleX = mixScaleX2;
        mixScaleY = mixScaleY2;
        mixShearY = mixShearY2;
      }
      timelines.push(timeline);
    }
    for (let i = 0, n = input.readInt(true); i < n; i++) {
      const index = input.readInt(true);
      const data = skeletonData.constraints[index];
      for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
        const type = input.readByte(), frameCount = input.readInt(true), bezierCount = input.readInt(true);
        switch (type) {
          case PATH_POSITION:
            readTimeline(
              input,
              timelines,
              new PathConstraintPositionTimeline(frameCount, bezierCount, index),
              data.positionMode === 0 /* Fixed */ ? scale : 1
            );
            break;
          case PATH_SPACING:
            readTimeline(
              input,
              timelines,
              new PathConstraintSpacingTimeline(frameCount, bezierCount, index),
              data.spacingMode === 0 /* Length */ || data.spacingMode === 1 /* Fixed */ ? scale : 1
            );
            break;
          case PATH_MIX: {
            const timeline = new PathConstraintMixTimeline(frameCount, bezierCount, index);
            let time = input.readFloat(), mixRotate = input.readFloat(), mixX = input.readFloat(), mixY = input.readFloat();
            for (let frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1; ; frame++) {
              timeline.setFrame(frame, time, mixRotate, mixX, mixY);
              if (frame === frameLast) break;
              const time2 = input.readFloat(), mixRotate2 = input.readFloat(), mixX2 = input.readFloat(), mixY2 = input.readFloat();
              switch (input.readByte()) {
                case CURVE_STEPPED:
                  timeline.setStepped(frame);
                  break;
                case CURVE_BEZIER:
                  setBezier(input, timeline, bezier++, frame, 0, time, time2, mixRotate, mixRotate2, 1);
                  setBezier(input, timeline, bezier++, frame, 1, time, time2, mixX, mixX2, 1);
                  setBezier(input, timeline, bezier++, frame, 2, time, time2, mixY, mixY2, 1);
              }
              time = time2;
              mixRotate = mixRotate2;
              mixX = mixX2;
              mixY = mixY2;
            }
            timelines.push(timeline);
          }
        }
      }
    }
    for (let i = 0, n = input.readInt(true); i < n; i++) {
      const index = input.readInt(true) - 1;
      for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
        const type = input.readByte(), frameCount = input.readInt(true);
        if (type === PHYSICS_RESET) {
          const timeline = new PhysicsConstraintResetTimeline(frameCount, index);
          for (let frame = 0; frame < frameCount; frame++)
            timeline.setFrame(frame, input.readFloat());
          timelines.push(timeline);
          continue;
        }
        const bezierCount = input.readInt(true);
        switch (type) {
          case PHYSICS_INERTIA:
            readTimeline(input, timelines, new PhysicsConstraintInertiaTimeline(frameCount, bezierCount, index), 1);
            break;
          case PHYSICS_STRENGTH:
            readTimeline(input, timelines, new PhysicsConstraintStrengthTimeline(frameCount, bezierCount, index), 1);
            break;
          case PHYSICS_DAMPING:
            readTimeline(input, timelines, new PhysicsConstraintDampingTimeline(frameCount, bezierCount, index), 1);
            break;
          case PHYSICS_MASS:
            readTimeline(input, timelines, new PhysicsConstraintMassTimeline(frameCount, bezierCount, index), 1);
            break;
          case PHYSICS_WIND:
            readTimeline(input, timelines, new PhysicsConstraintWindTimeline(frameCount, bezierCount, index), 1);
            break;
          case PHYSICS_GRAVITY:
            readTimeline(input, timelines, new PhysicsConstraintGravityTimeline(frameCount, bezierCount, index), 1);
            break;
          case PHYSICS_MIX:
            readTimeline(input, timelines, new PhysicsConstraintMixTimeline(frameCount, bezierCount, index), 1);
            break;
          default:
            throw new Error("Unknown physics timeline type.");
        }
      }
    }
    for (let i = 0, n = input.readInt(true); i < n; i++) {
      const index = input.readInt(true);
      for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
        const type = input.readByte(), frameCount = input.readInt(true), bezierCount = input.readInt(true);
        switch (type) {
          case SLIDER_TIME:
            readTimeline(input, timelines, new SliderTimeline(frameCount, bezierCount, index), 1);
            break;
          case SLIDER_MIX:
            readTimeline(input, timelines, new SliderMixTimeline(frameCount, bezierCount, index), 1);
            break;
          default:
            throw new Error(`Uknown slider type: ${type}`);
        }
      }
    }
    for (let i = 0, n = input.readInt(true); i < n; i++) {
      const skin = skeletonData.skins[input.readInt(true)];
      for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
        const slotIndex = input.readInt(true);
        for (let iii = 0, nnn = input.readInt(true); iii < nnn; iii++) {
          const attachmentName = input.readStringRef();
          if (!attachmentName) throw new Error("attachmentName must not be null.");
          const attachment = skin.getAttachment(slotIndex, attachmentName);
          const timelineType = input.readByte();
          const frameCount = input.readInt(true);
          const frameLast = frameCount - 1;
          switch (timelineType) {
            case ATTACHMENT_DEFORM: {
              const vertexAttachment = attachment;
              const weighted = vertexAttachment.bones;
              const vertices = vertexAttachment.vertices;
              const deformLength = weighted ? vertices.length / 3 * 2 : vertices.length;
              const bezierCount = input.readInt(true);
              const timeline = new DeformTimeline(frameCount, bezierCount, slotIndex, vertexAttachment);
              let time = input.readFloat();
              for (let frame = 0, bezier = 0; ; frame++) {
                let deform;
                let end = input.readInt(true);
                if (end === 0)
                  deform = weighted ? Utils.newFloatArray(deformLength) : vertices;
                else {
                  deform = Utils.newFloatArray(deformLength);
                  const start = input.readInt(true);
                  end += start;
                  if (scale === 1) {
                    for (let v = start; v < end; v++)
                      deform[v] = input.readFloat();
                  } else {
                    for (let v = start; v < end; v++)
                      deform[v] = input.readFloat() * scale;
                  }
                  if (!weighted) {
                    for (let v = 0, vn = deform.length; v < vn; v++)
                      deform[v] += vertices[v];
                  }
                }
                timeline.setFrame(frame, time, deform);
                if (frame === frameLast) break;
                const time2 = input.readFloat();
                switch (input.readByte()) {
                  case CURVE_STEPPED:
                    timeline.setStepped(frame);
                    break;
                  case CURVE_BEZIER:
                    setBezier(input, timeline, bezier++, frame, 0, time, time2, 0, 1, 1);
                }
                time = time2;
              }
              timelines.push(timeline);
              break;
            }
            case ATTACHMENT_SEQUENCE: {
              const timeline = new SequenceTimeline(frameCount, slotIndex, attachment);
              for (let frame = 0; frame < frameCount; frame++) {
                const time = input.readFloat();
                const modeAndIndex = input.readInt32();
                timeline.setFrame(
                  frame,
                  time,
                  SequenceModeValues[modeAndIndex & 15],
                  modeAndIndex >> 4,
                  input.readFloat()
                );
              }
              timelines.push(timeline);
              break;
            }
          }
        }
      }
    }
    const slotCount = skeletonData.slots.length;
    const drawOrderCount = input.readInt(true);
    if (drawOrderCount > 0) {
      const timeline = new DrawOrderTimeline(drawOrderCount);
      for (let i = 0; i < drawOrderCount; i++)
        timeline.setFrame(i, input.readFloat(), readDrawOrder(input, slotCount));
      timelines.push(timeline);
    }
    const folderCount = input.readInt(true);
    for (let i = 0; i < folderCount; i++) {
      const folderSlotCount = input.readInt(true);
      const folderSlots = new Array(folderSlotCount);
      for (let ii = 0; ii < folderSlotCount; ii++)
        folderSlots[ii] = input.readInt(true);
      const keyCount = input.readInt(true);
      const timeline = new DrawOrderFolderTimeline(keyCount, folderSlots, slotCount);
      for (let ii = 0; ii < keyCount; ii++)
        timeline.setFrame(ii, input.readFloat(), readDrawOrder(input, folderSlotCount));
      timelines.push(timeline);
    }
    const eventCount = input.readInt(true);
    if (eventCount > 0) {
      const timeline = new EventTimeline(eventCount);
      for (let i = 0; i < eventCount; i++) {
        const time = input.readFloat();
        const eventData = skeletonData.events[input.readInt(true)];
        const event = new Event(time, eventData);
        event.intValue = input.readInt(false);
        event.floatValue = input.readFloat();
        event.stringValue = input.readString();
        if (event.stringValue == null) event.stringValue = eventData.setupPose.stringValue;
        if (event.data.audioPath) {
          event.volume = input.readFloat();
          event.balance = input.readFloat();
        }
        timeline.setFrame(i, event);
      }
      timelines.push(timeline);
    }
    let duration = 0;
    for (let i = 0, n = timelines.length; i < n; i++)
      duration = Math.max(duration, timelines[i].getDuration());
    const animation = new Animation(name, timelines, duration);
    if (nonessential) Color.rgba8888ToColor(animation.color, input.readInt32());
    return animation;
  }
};
var BinaryInput = class {
  constructor(data, strings = [], index = 0, buffer = new DataView(data instanceof ArrayBuffer ? data : data.buffer)) {
    this.strings = strings;
    this.index = index;
    this.buffer = buffer;
  }
  readByte() {
    return this.buffer.getInt8(this.index++);
  }
  readUnsignedByte() {
    return this.buffer.getUint8(this.index++);
  }
  readShort() {
    const value = this.buffer.getInt16(this.index);
    this.index += 2;
    return value;
  }
  readInt32() {
    const value = this.buffer.getInt32(this.index);
    this.index += 4;
    return value;
  }
  readInt(optimizePositive) {
    let b = this.readByte();
    let result = b & 127;
    if ((b & 128) !== 0) {
      b = this.readByte();
      result |= (b & 127) << 7;
      if ((b & 128) !== 0) {
        b = this.readByte();
        result |= (b & 127) << 14;
        if ((b & 128) !== 0) {
          b = this.readByte();
          result |= (b & 127) << 21;
          if ((b & 128) !== 0) {
            b = this.readByte();
            result |= (b & 127) << 28;
          }
        }
      }
    }
    return optimizePositive ? result : result >>> 1 ^ -(result & 1);
  }
  readStringRef() {
    const index = this.readInt(true);
    return index === 0 ? null : this.strings[index - 1];
  }
  readString() {
    let byteCount = this.readInt(true);
    switch (byteCount) {
      case 0:
        return null;
      case 1:
        return "";
    }
    byteCount--;
    let chars = "";
    for (let i = 0; i < byteCount; ) {
      const b = this.readUnsignedByte();
      switch (b >> 4) {
        case 12:
        case 13:
          chars += String.fromCharCode((b & 31) << 6 | this.readByte() & 63);
          i += 2;
          break;
        case 14:
          chars += String.fromCharCode((b & 15) << 12 | (this.readByte() & 63) << 6 | this.readByte() & 63);
          i += 3;
          break;
        default:
          chars += String.fromCharCode(b);
          i++;
      }
    }
    return chars;
  }
  readFloat() {
    const value = this.buffer.getFloat32(this.index);
    this.index += 4;
    return value;
  }
  readBoolean() {
    return this.readByte() !== 0;
  }
};
var LinkedMesh = class {
  source;
  skinIndex;
  slotIndex;
  sourceIndex;
  mesh;
  inheritTimelines;
  constructor(mesh, skinIndex, slotIndex, sourceIndex, source, inheritTimelines) {
    this.mesh = mesh;
    this.skinIndex = skinIndex;
    this.slotIndex = slotIndex;
    this.sourceIndex = sourceIndex;
    this.source = source;
    this.inheritTimelines = inheritTimelines;
  }
};
var Vertices = class {
  constructor(bones = null, vertices, length = 0) {
    this.bones = bones;
    this.vertices = vertices;
    this.length = length;
  }
};
function readTimeline(input, timelines, timeline, scale) {
  if (timeline instanceof CurveTimeline1)
    readTimeline1(input, timelines, timeline, scale);
  else
    readTimeline2(input, timelines, timeline, scale);
}
function readTimeline1(input, timelines, timeline, scale) {
  let time = input.readFloat(), value = input.readFloat() * scale;
  for (let frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1; ; frame++) {
    timeline.setFrame(frame, time, value);
    if (frame === frameLast) break;
    const time2 = input.readFloat(), value2 = input.readFloat() * scale;
    switch (input.readByte()) {
      case CURVE_STEPPED:
        timeline.setStepped(frame);
        break;
      case CURVE_BEZIER:
        setBezier(input, timeline, bezier++, frame, 0, time, time2, value, value2, scale);
    }
    time = time2;
    value = value2;
  }
  timelines.push(timeline);
}
function readTimeline2(input, timelines, timeline, scale) {
  let time = input.readFloat(), value1 = input.readFloat() * scale, value2 = input.readFloat() * scale;
  for (let frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1; ; frame++) {
    timeline.setFrame(frame, time, value1, value2);
    if (frame === frameLast) break;
    const time2 = input.readFloat(), nvalue1 = input.readFloat() * scale, nvalue2 = input.readFloat() * scale;
    switch (input.readByte()) {
      case CURVE_STEPPED:
        timeline.setStepped(frame);
        break;
      case CURVE_BEZIER:
        setBezier(input, timeline, bezier++, frame, 0, time, time2, value1, nvalue1, scale);
        setBezier(input, timeline, bezier++, frame, 1, time, time2, value2, nvalue2, scale);
    }
    time = time2;
    value1 = nvalue1;
    value2 = nvalue2;
  }
  timelines.push(timeline);
}
function readDrawOrder(input, slotCount) {
  const changeCount = input.readInt(true);
  if (changeCount === 0) return null;
  const drawOrder = new Array(slotCount).fill(-1);
  const unchanged = new Array(slotCount - changeCount);
  let originalIndex = 0, unchangedIndex = 0;
  for (let i = 0; i < changeCount; i++) {
    const slotIndex = input.readInt(true);
    while (originalIndex !== slotIndex)
      unchanged[unchangedIndex++] = originalIndex++;
    drawOrder[originalIndex + input.readInt(true)] = originalIndex++;
  }
  while (originalIndex < slotCount)
    unchanged[unchangedIndex++] = originalIndex++;
  for (let i = slotCount - 1; i >= 0; i--)
    if (drawOrder[i] === -1) drawOrder[i] = unchanged[--unchangedIndex];
  return drawOrder;
}
function setBezier(input, timeline, bezier, frame, value, time1, time2, value1, value2, scale) {
  timeline.setBezier(bezier, frame, value, time1, value1, input.readFloat(), input.readFloat() * scale, input.readFloat(), input.readFloat() * scale, time2, value2);
}
var BONE_ROTATE = 0;
var BONE_TRANSLATE = 1;
var BONE_TRANSLATEX = 2;
var BONE_TRANSLATEY = 3;
var BONE_SCALE = 4;
var BONE_SCALEX = 5;
var BONE_SCALEY = 6;
var BONE_SHEAR = 7;
var BONE_SHEARX = 8;
var BONE_SHEARY = 9;
var BONE_INHERIT = 10;
var SLOT_ATTACHMENT = 0;
var SLOT_RGBA = 1;
var SLOT_RGB = 2;
var SLOT_RGBA2 = 3;
var SLOT_RGB2 = 4;
var SLOT_ALPHA = 5;
var CONSTRAINT_IK = 0;
var CONSTRAINT_PATH = 1;
var CONSTRAINT_TRANSFORM = 2;
var CONSTRAINT_PHYSICS = 3;
var CONSTRAINT_SLIDER = 4;
var ATTACHMENT_DEFORM = 0;
var ATTACHMENT_SEQUENCE = 1;
var PATH_POSITION = 0;
var PATH_SPACING = 1;
var PATH_MIX = 2;
var PHYSICS_INERTIA = 0;
var PHYSICS_STRENGTH = 1;
var PHYSICS_DAMPING = 2;
var PHYSICS_MASS = 4;
var PHYSICS_WIND = 5;
var PHYSICS_GRAVITY = 6;
var PHYSICS_MIX = 7;
var PHYSICS_RESET = 8;
var SLIDER_TIME = 0;
var SLIDER_MIX = 1;
var CURVE_STEPPED = 1;
var CURVE_BEZIER = 2;

// spine-core/src/SkeletonBounds.ts
var SkeletonBounds = class {
  /** The left edge of the axis aligned bounding box. */
  minX = 0;
  /** The bottom edge of the axis aligned bounding box. */
  minY = 0;
  /** The right edge of the axis aligned bounding box. */
  maxX = 0;
  /** The top edge of the axis aligned bounding box. */
  maxY = 0;
  /** The visible bounding boxes. */
  boundingBoxes = [];
  /** The world vertices for the bounding box polygons. */
  polygons = [];
  polygonPool = new Pool(() => {
    return Utils.newFloatArray(16);
  });
  /** Clears any previous polygons, finds all visible bounding box attachments, and computes the world vertices for each bounding
   * box's polygon.
   * @param updateAabb If true, the axis aligned bounding box containing all the polygons is computed. If false, the
   *           SkeletonBounds AABB methods will always return true. */
  update(skeleton, updateAabb) {
    if (!skeleton) throw new Error("skeleton cannot be null.");
    const boundingBoxes = this.boundingBoxes;
    const polygons = this.polygons;
    const polygonPool = this.polygonPool;
    const slots = skeleton.slots;
    const slotCount = slots.length;
    boundingBoxes.length = 0;
    polygonPool.freeAll(polygons);
    polygons.length = 0;
    for (let i = 0; i < slotCount; i++) {
      const slot = slots[i];
      if (!slot.bone.active) continue;
      const attachment = slot.appliedPose.attachment;
      if (attachment instanceof BoundingBoxAttachment) {
        boundingBoxes.push(attachment);
        let polygon = polygonPool.obtain();
        if (polygon.length !== attachment.worldVerticesLength) {
          polygon = Utils.newFloatArray(attachment.worldVerticesLength);
        }
        polygons.push(polygon);
        attachment.computeWorldVertices(skeleton, slot, 0, attachment.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;
    }
  }
  aabbCompute() {
    let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
    const polygons = this.polygons;
    for (let i = 0, n = polygons.length; i < n; i++) {
      const polygon = polygons[i];
      const vertices = polygon;
      for (let ii = 0, nn = polygon.length; ii < nn; ii += 2) {
        const x = vertices[ii];
        const 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;
  }
  /** Returns true if the axis aligned bounding box contains the point. */
  aabbContainsPoint(x, y) {
    return x >= this.minX && x <= this.maxX && y >= this.minY && y <= this.maxY;
  }
  /** Returns true if the axis aligned bounding box intersects the line segment. */
  aabbIntersectsSegment(x1, y1, x2, y2) {
    const minX = this.minX;
    const minY = this.minY;
    const maxX = this.maxX;
    const maxY = this.maxY;
    if (x1 <= minX && x2 <= minX || y1 <= minY && y2 <= minY || x1 >= maxX && x2 >= maxX || y1 >= maxY && y2 >= maxY)
      return false;
    const m = (y2 - y1) / (x2 - x1);
    let y = m * (minX - x1) + y1;
    if (y > minY && y < maxY) return true;
    y = m * (maxX - x1) + y1;
    if (y > minY && y < maxY) return true;
    let 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;
  }
  /** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */
  aabbIntersectsSkeleton(bounds) {
    return this.minX < bounds.maxX && this.maxX > bounds.minX && this.minY < bounds.maxY && this.maxY > bounds.minY;
  }
  /** Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more
   * efficient to only call this method if {@link aabbContainsPoint} returns true. */
  containsPoint(x, y) {
    const polygons = this.polygons;
    for (let i = 0, n = polygons.length; i < n; i++)
      if (this.containsPointPolygon(polygons[i], x, y)) return this.boundingBoxes[i];
    return null;
  }
  /** Returns true if the polygon contains the point. */
  containsPointPolygon(polygon, x, y) {
    const vertices = polygon;
    const nn = polygon.length;
    let prevIndex = nn - 2;
    let inside = false;
    for (let ii = 0; ii < nn; ii += 2) {
      const vertexY = vertices[ii + 1];
      const prevY = vertices[prevIndex + 1];
      if (vertexY < y && prevY >= y || prevY < y && vertexY >= y) {
        const vertexX = vertices[ii];
        if (vertexX + (y - vertexY) / (prevY - vertexY) * (vertices[prevIndex] - vertexX) < x) inside = !inside;
      }
      prevIndex = ii;
    }
    return inside;
  }
  /** Returns the first bounding box attachment that contains any part of the line segment, or null. When doing many checks, it
   * is usually more efficient to only call this method if {@link aabbIntersectsSegment} returns
   * true. */
  intersectsSegment(x1, y1, x2, y2) {
    const polygons = this.polygons;
    for (let i = 0, n = polygons.length; i < n; i++)
      if (this.intersectsSegmentPolygon(polygons[i], x1, y1, x2, y2)) return this.boundingBoxes[i];
    return null;
  }
  /** Returns true if the polygon contains any part of the line segment. */
  intersectsSegmentPolygon(polygon, x1, y1, x2, y2) {
    const vertices = polygon;
    const nn = polygon.length;
    const width12 = x1 - x2, height12 = y1 - y2;
    const det1 = x1 * y2 - y1 * x2;
    let x3 = vertices[nn - 2], y3 = vertices[nn - 1];
    for (let ii = 0; ii < nn; ii += 2) {
      const x4 = vertices[ii], y4 = vertices[ii + 1];
      const det2 = x3 * y4 - y3 * x4;
      const width34 = x3 - x4, height34 = y3 - y4;
      const det3 = width12 * height34 - height12 * width34;
      const x = (det1 * width34 - width12 * det2) / det3;
      if ((x >= x3 && x <= x4 || x >= x4 && x <= x3) && (x >= x1 && x <= x2 || x >= x2 && x <= x1)) {
        const 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;
  }
  /** Returns the polygon for the specified bounding box, or null. */
  getPolygon(boundingBox) {
    if (!boundingBox) throw new Error("boundingBox cannot be null.");
    const index = this.boundingBoxes.indexOf(boundingBox);
    return index === -1 ? null : this.polygons[index];
  }
  /** The width of the axis aligned bounding box. */
  getWidth() {
    return this.maxX - this.minX;
  }
  /** The height of the axis aligned bounding box. */
  getHeight() {
    return this.maxY - this.minY;
  }
};

// spine-core/src/Triangulator.ts
var Triangulator = class _Triangulator {
  convexPolygons = [];
  convexPolygonsIndices = [];
  indicesArray = [];
  isConcaveArray = [];
  triangles = [];
  polygonPool = new Pool(() => {
    return [];
  });
  polygonIndicesPool = new Pool(() => {
    return [];
  });
  triangulate(verticesArray) {
    const vertices = verticesArray;
    let vertexCount = verticesArray.length >> 1;
    const indices = this.indicesArray;
    indices.length = 0;
    for (let i = 0; i < vertexCount; i++)
      indices[i] = i;
    const isConcave = this.isConcaveArray;
    isConcave.length = 0;
    for (let i = 0; i < vertexCount; i++)
      isConcave[i] = _Triangulator.isConcave(i, vertexCount, vertices, indices);
    const triangles = this.triangles;
    triangles.length = 0;
    while (vertexCount > 3) {
      let previous = vertexCount - 1, i = 0, next = 1;
      while (true) {
        outer:
          if (!isConcave[i]) {
            const p1 = indices[previous] << 1, p2 = indices[i] << 1, p3 = indices[next] << 1;
            const p1x = vertices[p1], p1y = vertices[p1 + 1];
            const p2x = vertices[p2], p2y = vertices[p2 + 1];
            const p3x = vertices[p3], p3y = vertices[p3 + 1];
            for (let ii = next + 1 < vertexCount ? next + 1 : 0; ii !== previous; ) {
              if (isConcave[ii]) {
                const v = indices[ii] << 1;
                const vx = vertices[v], vy = vertices[v + 1];
                if (_Triangulator.positiveArea(p3x, p3y, p1x, p1y, vx, vy) && _Triangulator.positiveArea(p1x, p1y, p2x, p2y, vx, vy) && _Triangulator.positiveArea(p2x, p2y, p3x, p3y, vx, vy)) break outer;
              }
              if (++ii === vertexCount) ii = 0;
            }
            break;
          }
        if (next === 0) {
          do {
            if (!isConcave[i]) break;
            i--;
          } while (i > 0);
          previous = i > 0 ? i - 1 : vertexCount - 1;
          next = i + 1 < vertexCount ? i + 1 : 0;
          break;
        }
        previous = i;
        i = next;
        if (++next === vertexCount) next = 0;
      }
      triangles.push(indices[previous], indices[i], indices[next]);
      indices.splice(i, 1);
      isConcave.splice(i, 1);
      vertexCount--;
      const previousIndex = i > 0 ? i - 1 : vertexCount - 1;
      const nextIndex = i < vertexCount ? i : 0;
      isConcave[previousIndex] = _Triangulator.isConcave(previousIndex, vertexCount, vertices, indices);
      isConcave[nextIndex] = _Triangulator.isConcave(nextIndex, vertexCount, vertices, indices);
    }
    if (vertexCount === 3) triangles.push(indices[2], indices[0], indices[1]);
    return triangles;
  }
  decompose(verticesArray, triangles) {
    const vertices = verticesArray;
    const convexPolygons = this.convexPolygons;
    this.polygonPool.freeAll(convexPolygons);
    convexPolygons.length = 0;
    const convexPolygonsIndices = this.convexPolygonsIndices;
    this.polygonIndicesPool.freeAll(convexPolygonsIndices);
    convexPolygonsIndices.length = 0;
    let polygonIndices = this.polygonIndicesPool.obtain();
    polygonIndices.length = 0;
    let polygon = this.polygonPool.obtain();
    polygon.length = 0;
    let fanBaseIndex = -1, lastWinding = 0;
    for (let i = 0, n = triangles.length; i < n; i += 3) {
      const t1 = triangles[i] << 1, t2 = triangles[i + 1] << 1, t3 = triangles[i + 2] << 1;
      const x1 = vertices[t1], y1 = vertices[t1 + 1];
      const x2 = vertices[t2], y2 = vertices[t2 + 1];
      const x3 = vertices[t3], y3 = vertices[t3 + 1];
      if (fanBaseIndex === t1) {
        const o = polygon.length - 4;
        if (_Triangulator.winding(polygon[o], polygon[o + 1], polygon[o + 2], polygon[o + 3], x3, y3) === lastWinding && _Triangulator.winding(x3, y3, polygon[0], polygon[1], polygon[2], polygon[3]) === lastWinding) {
          polygon.push(x3, y3);
          polygonIndices.push(t3);
          continue;
        }
      }
      if (polygon.length > 0) {
        convexPolygons.push(polygon);
        convexPolygonsIndices.push(polygonIndices);
        polygon = this.polygonPool.obtain();
        polygonIndices = this.polygonIndicesPool.obtain();
      }
      polygon.length = 0;
      polygon.push(x1, y1, x2, y2);
      polygon.push(x3, y3);
      polygonIndices.length = 0;
      polygonIndices.push(t1, t2, t3);
      lastWinding = _Triangulator.winding(x1, y1, x2, y2, x3, y3);
      fanBaseIndex = t1;
    }
    if (polygon.length > 0) {
      convexPolygons.push(polygon);
      convexPolygonsIndices.push(polygonIndices);
    }
    for (let i = 0, n = convexPolygons.length; i < n; i++) {
      polygonIndices = convexPolygonsIndices[i];
      if (polygonIndices.length === 0) continue;
      const firstIndex = polygonIndices[0];
      let lastIndex = polygonIndices[polygonIndices.length - 1];
      polygon = convexPolygons[i];
      const o = polygon.length - 4;
      let prevPrevX = polygon[o], prevPrevY = polygon[o + 1];
      let prevX = polygon[o + 2], prevY = polygon[o + 3];
      const firstX = polygon[0], firstY = polygon[1];
      const secondX = polygon[2], secondY = polygon[3];
      const winding = _Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY);
      for (let ii = 0; ii < n; ii++) {
        if (ii === i) continue;
        const otherIndices = convexPolygonsIndices[ii];
        if (otherIndices.length !== 3) continue;
        const otherFirstIndex = otherIndices[0];
        const otherSecondIndex = otherIndices[1];
        const otherLastIndex = otherIndices[2];
        const otherPoly = convexPolygons[ii];
        const x3 = otherPoly[otherPoly.length - 2], y3 = otherPoly[otherPoly.length - 1];
        if (otherFirstIndex !== firstIndex || otherSecondIndex !== lastIndex) continue;
        if (_Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3) === winding && _Triangulator.winding(x3, y3, firstX, firstY, secondX, secondY) === winding) {
          otherPoly.length = 0;
          otherIndices.length = 0;
          polygon.push(x3, y3);
          polygonIndices.push(otherLastIndex);
          lastIndex = otherLastIndex;
          prevPrevX = prevX;
          prevPrevY = prevY;
          prevX = x3;
          prevY = y3;
          ii = -1;
        }
      }
    }
    for (let 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);
      } else
        polygon.push(polygon[0], polygon[1]);
    }
    return convexPolygons;
  }
  static isConcave(index, vertexCount, vertices, indices) {
    const previous = indices[index > 0 ? index - 1 : vertexCount - 1] << 1;
    const current = indices[index] << 1;
    const next = indices[index + 1 < vertexCount ? index + 1 : 0] << 1;
    return !_Triangulator.positiveArea(
      vertices[previous],
      vertices[previous + 1],
      vertices[current],
      vertices[current + 1],
      vertices[next],
      vertices[next + 1]
    );
  }
  static positiveArea(p1x, p1y, p2x, p2y, p3x, p3y) {
    return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0;
  }
  static winding(p1x, p1y, p2x, p2y, p3x, p3y) {
    return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0 ? 1 : -1;
  }
};

// spine-core/src/SkeletonClipping.ts
var SkeletonClipping = class {
  triangulator = null;
  clippingPolygon = [];
  clippingPolygons = [];
  clipOutput = [];
  clippedVertices = [];
  /** An empty array unless {@link clipTrianglesUnpacked} was used. **/
  clippedUVs = [];
  clippedTriangles = [];
  inverseVertices = [];
  _clippedVerticesTyped = new Float32Array(1024);
  _clippedUVsTyped = new Float32Array(1024);
  _clippedTrianglesTyped = new Uint16Array(1024);
  clippedVerticesTyped = new Float32Array(0);
  clippedUVsTyped = new Float32Array(0);
  clippedTrianglesTyped = new Uint16Array(0);
  clippedVerticesLength = 0;
  clippedUVsLength = 0;
  clippedTrianglesLength = 0;
  scratch = [];
  inverse = false;
  clipAttachment = null;
  clipStart(skeleton, slot, clip) {
    if (this.clipAttachment) return;
    const n = clip.worldVerticesLength;
    this.clipAttachment = clip;
    this.inverse = clip.inverse;
    const vertices = Utils.setArraySize(this.clippingPolygon, n);
    clip.computeWorldVertices(skeleton, slot, 0, n, vertices, 0, 2);
    const clippingPolygon = this.clippingPolygon;
    const convex = this.makeClockwise(clippingPolygon);
    if (convex || this.inverse || clip.convex) {
      if (!convex) this.makeConvex(clippingPolygon);
      this.clippingPolygon.push(clippingPolygon[0], clippingPolygon[1]);
      this.clippingPolygons.push(clippingPolygon);
    } else {
      if (this.triangulator === null) this.triangulator = new Triangulator();
      this.clippingPolygons.push(...this.triangulator.decompose(clippingPolygon, this.triangulator.triangulate(clippingPolygon)));
    }
  }
  clipEnd(slot) {
    if (!this.clipAttachment) return;
    if (slot && this.clipAttachment.endSlot !== slot.data) return;
    this.clipAttachment = null;
    this.clippingPolygons.length = 0;
  }
  isClipping() {
    return this.clipAttachment != null;
  }
  clipTriangles(vertices, triangles, trianglesLength, uvs, light, dark, twoColor, stride) {
    return uvs && light && dark && typeof twoColor === "boolean" && typeof stride === "number" ? this.clipTrianglesRender(vertices, triangles, trianglesLength, uvs, light, dark, twoColor, stride) : this.clipTrianglesNoRender(vertices, triangles, trianglesLength);
  }
  clipTrianglesNoRender(vertices, triangles, trianglesLength) {
    const clippedVertices = this.clippedVertices;
    clippedVertices.length = 0;
    const clippedTriangles = this.clippedTriangles;
    clippedTriangles.length = 0;
    let index = 0;
    if (this.inverse) {
      const polygon = this.clippingPolygons[0];
      for (let i = 0; i < trianglesLength; i += 3) {
        let t = triangles[i] << 1;
        const x1 = vertices[t], y1 = vertices[t + 1];
        t = triangles[i + 1] << 1;
        const x2 = vertices[t], y2 = vertices[t + 1];
        t = triangles[i + 2] << 1;
        const x3 = vertices[t], y3 = vertices[t + 1];
        this.clipInverse(x1, y1, x2, y2, x3, y3, polygon);
        const iv = this.inverseVertices;
        for (let offset = 0, nn = this.inverseVertices.length; offset < nn; ) {
          const polygonSize = iv[offset++];
          let vertexCount = polygonSize >> 1, s = clippedVertices.length;
          const cv = Utils.setArraySize(clippedVertices, s + polygonSize);
          Utils.arrayCopy(iv, offset, cv, s, polygonSize);
          s = clippedTriangles.length;
          const ct = Utils.setArraySize(clippedTriangles, s + 3 * (vertexCount - 2));
          for (let ii = 1; ii < vertexCount - 1; ii++, s += 3) {
            ct[s] = index;
            ct[s + 1] = index + ii;
            ct[s + 2] = index + ii + 1;
          }
          index += vertexCount;
          offset += polygonSize;
        }
      }
      return true;
    }
    const clipOutput = this.clipOutput;
    const polygons = this.clippingPolygons;
    const polygonsCount = polygons.length;
    let clipOutputItems = null;
    for (let i = 0; i < trianglesLength; i += 3) {
      let t = triangles[i] << 1;
      const x1 = vertices[t], y1 = vertices[t + 1];
      t = triangles[i + 1] << 1;
      const x2 = vertices[t], y2 = vertices[t + 1];
      t = triangles[i + 2] << 1;
      const x3 = vertices[t], y3 = vertices[t + 1];
      for (let p = 0; p < polygonsCount; p++) {
        let s = clippedVertices.length;
        if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p])) {
          clipOutputItems = this.clipOutput;
          const clipOutputLength = clipOutput.length;
          if (clipOutputLength === 0) continue;
          let clipOutputCount = clipOutputLength >> 1;
          const cv = Utils.setArraySize(clippedVertices, s + clipOutputLength);
          Utils.arrayCopy(clipOutputItems, 0, cv, s, clipOutputLength);
          s = clippedTriangles.length;
          const ct = Utils.setArraySize(clippedTriangles, s + 3 * (clipOutputCount - 2));
          clipOutputCount--;
          for (let ii = 1; ii < clipOutputCount; ii++, s += 3) {
            ct[s] = index;
            ct[s + 1] = index + ii;
            ct[s + 2] = index + ii + 1;
          }
          index += clipOutputCount;
        } else {
          const cv = Utils.setArraySize(clippedVertices, s + 3 * 2);
          cv[s] = x1;
          cv[s + 1] = y1;
          cv[s + 2] = x2;
          cv[s + 3] = y2;
          cv[s + 4] = x3;
          cv[s + 5] = y3;
          s = clippedTriangles.length;
          const ct = Utils.setArraySize(clippedTriangles, s + 3);
          ct[s] = index;
          ct[s + 1] = index + 1;
          ct[s + 2] = index + 2;
          index += 3;
          break;
        }
      }
    }
    return clipOutputItems != null;
  }
  clipTrianglesRender(vertices, triangles, trianglesLength, uvs, light, dark, twoColor, stride) {
    const clippedVertices = this.clippedVertices;
    clippedVertices.length = 0;
    const clippedTriangles = this.clippedTriangles;
    clippedTriangles.length = 0;
    let index = 0;
    if (this.inverse) {
      const polygon = this.clippingPolygons[0];
      for (let i = 0; i < trianglesLength; i += 3) {
        let t0 = triangles[i], t1 = triangles[i + 1], t2 = triangles[i + 2];
        const x1 = vertices[t0 * stride], y1 = vertices[t0 * stride + 1];
        const x2 = vertices[t1 * stride], y2 = vertices[t1 * stride + 1];
        const x3 = vertices[t2 * stride], y3 = vertices[t2 * stride + 1];
        this.clipInverse(x1, y1, x2, y2, x3, y3, polygon);
        const nn = this.inverseVertices.length;
        if (nn === 0) continue;
        const u1 = uvs[t0 <<= 1], v1 = uvs[t0 + 1];
        const u2 = uvs[t1 <<= 1], v2 = uvs[t1 + 1];
        const u3 = uvs[t2 <<= 1], v3 = uvs[t2 + 1];
        const d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1, d = 1 / (d0 * d2 + d1 * (y1 - y3));
        const iv = this.inverseVertices;
        for (let offset = 0; offset < nn; ) {
          const polygonSize = iv[offset++];
          const vertexCount = polygonSize >> 1;
          let s = clippedVertices.length;
          const cv = Utils.setArraySize(clippedVertices, s + vertexCount * stride);
          for (let ii = 0; ii < polygonSize; ii += 2, s += stride) {
            const x = iv[offset + ii], y = iv[offset + ii + 1];
            cv[s] = x;
            cv[s + 1] = y;
            cv[s + 2] = light.r;
            cv[s + 3] = light.g;
            cv[s + 4] = light.b;
            cv[s + 5] = light.a;
            const c0 = x - x3, c1 = y - y3, a = (d0 * c0 + d1 * c1) * d, b = (d4 * c0 + d2 * c1) * d, c = 1 - a - b;
            cv[s + 6] = u1 * a + u2 * b + u3 * c;
            cv[s + 7] = v1 * a + v2 * b + v3 * c;
            if (twoColor) {
              cv[s + 8] = dark.r;
              cv[s + 9] = dark.g;
              cv[s + 10] = dark.b;
              cv[s + 11] = dark.a;
            }
          }
          s = clippedTriangles.length;
          const ct = Utils.setArraySize(clippedTriangles, s + 3 * (vertexCount - 2));
          for (let ii = 1; ii < vertexCount - 1; ii++, s += 3) {
            ct[s] = index;
            ct[s + 1] = index + ii;
            ct[s + 2] = index + ii + 1;
          }
          index += vertexCount;
          offset += polygonSize;
        }
      }
      return true;
    }
    const clipOutput = this.clipOutput;
    const polygons = this.clippingPolygons;
    const polygonsCount = this.clippingPolygons.length;
    let clipOutputItems = null;
    for (let i = 0; i < trianglesLength; i += 3) {
      let t = triangles[i];
      const x1 = vertices[t * stride], y1 = vertices[t * stride + 1];
      const u1 = uvs[t << 1], v1 = uvs[(t << 1) + 1];
      t = triangles[i + 1];
      const x2 = vertices[t * stride], y2 = vertices[t * stride + 1];
      const u2 = uvs[t << 1], v2 = uvs[(t << 1) + 1];
      t = triangles[i + 2];
      const x3 = vertices[t * stride], y3 = vertices[t * stride + 1];
      const u3 = uvs[t << 1], v3 = uvs[(t << 1) + 1];
      let d0 = 0, d1 = 0, d2 = 0, d4 = 0, d = 0;
      for (let p = 0; p < polygonsCount; p++) {
        let s = clippedVertices.length;
        if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p])) {
          clipOutputItems = this.clipOutput;
          const clipOutputLength = clipOutput.length;
          if (clipOutputLength === 0) continue;
          let clipOutputCount = clipOutputLength >> 1;
          if (d === 0) {
            d0 = y2 - y3;
            d1 = x3 - x2;
            d2 = x1 - x3;
            d4 = y3 - y1;
            d = 1 / (d0 * d2 - d1 * d4);
          }
          const cv = Utils.setArraySize(clippedVertices, s + clipOutputCount * stride);
          for (let ii = 0; ii < clipOutputLength; ii += 2, s += stride) {
            const x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
            cv[s] = x;
            cv[s + 1] = y;
            cv[s + 2] = light.r;
            cv[s + 3] = light.g;
            cv[s + 4] = light.b;
            cv[s + 5] = light.a;
            const c0 = x - x3, c1 = y - y3, a = (d0 * c0 + d1 * c1) * d, b = (d4 * c0 + d2 * c1) * d, c = 1 - a - b;
            cv[s + 6] = u1 * a + u2 * b + u3 * c;
            cv[s + 7] = v1 * a + v2 * b + v3 * c;
            if (twoColor) {
              cv[s + 8] = dark.r;
              cv[s + 9] = dark.g;
              cv[s + 10] = dark.b;
              cv[s + 11] = dark.a;
            }
          }
          s = clippedTriangles.length;
          const ct = Utils.setArraySize(clippedTriangles, s + 3 * (clipOutputCount - 2));
          clipOutputCount--;
          for (let ii = 1; ii < clipOutputCount; ii++, s += 3) {
            ct[s] = index;
            ct[s + 1] = index + ii;
            ct[s + 2] = index + ii + 1;
          }
          index += clipOutputCount + 1;
        } else {
          const cv = Utils.setArraySize(clippedVertices, s + 3 * stride);
          cv[s] = x1;
          cv[s + 1] = y1;
          cv[s + 2] = light.r;
          cv[s + 3] = light.g;
          cv[s + 4] = light.b;
          cv[s + 5] = light.a;
          if (!twoColor) {
            cv[s + 6] = u1;
            cv[s + 7] = v1;
            cv[s + 8] = x2;
            cv[s + 9] = y2;
            cv[s + 10] = light.r;
            cv[s + 11] = light.g;
            cv[s + 12] = light.b;
            cv[s + 13] = light.a;
            cv[s + 14] = u2;
            cv[s + 15] = v2;
            cv[s + 16] = x3;
            cv[s + 17] = y3;
            cv[s + 18] = light.r;
            cv[s + 19] = light.g;
            cv[s + 20] = light.b;
            cv[s + 21] = light.a;
            cv[s + 22] = u3;
            cv[s + 23] = v3;
          } else {
            cv[s + 6] = u1;
            cv[s + 7] = v1;
            cv[s + 8] = dark.r;
            cv[s + 9] = dark.g;
            cv[s + 10] = dark.b;
            cv[s + 11] = dark.a;
            cv[s + 12] = x2;
            cv[s + 13] = y2;
            cv[s + 14] = light.r;
            cv[s + 15] = light.g;
            cv[s + 16] = light.b;
            cv[s + 17] = light.a;
            cv[s + 18] = u2;
            cv[s + 19] = v2;
            cv[s + 20] = dark.r;
            cv[s + 21] = dark.g;
            cv[s + 22] = dark.b;
            cv[s + 23] = dark.a;
            cv[s + 24] = x3;
            cv[s + 25] = y3;
            cv[s + 26] = light.r;
            cv[s + 27] = light.g;
            cv[s + 28] = light.b;
            cv[s + 29] = light.a;
            cv[s + 30] = u3;
            cv[s + 31] = v3;
            cv[s + 32] = dark.r;
            cv[s + 33] = dark.g;
            cv[s + 34] = dark.b;
            cv[s + 35] = dark.a;
          }
          s = clippedTriangles.length;
          const ct = Utils.setArraySize(clippedTriangles, s + 3);
          ct[s] = index;
          ct[s + 1] = index + 1;
          ct[s + 2] = index + 2;
          index += 3;
          break;
        }
      }
    }
    return clipOutputItems != null;
  }
  clipTrianglesUnpacked(vertices, vertexStart, triangles, trianglesLength, uvs, stride = 2) {
    let clippedVertices = this._clippedVerticesTyped;
    let clippedUVs = this._clippedUVsTyped;
    let clippedTriangles = this._clippedTrianglesTyped;
    let index = 0;
    this.clippedVerticesLength = 0;
    this.clippedUVsLength = 0;
    this.clippedTrianglesLength = 0;
    if (this.inverse) {
      const polygon = this.clippingPolygons[0];
      for (let i = 0; i < trianglesLength; i += 3) {
        let v = triangles[i] * stride;
        const x1 = vertices[vertexStart + v], y1 = vertices[vertexStart + v + 1];
        let uv = triangles[i] << 1;
        const u1 = uvs[uv], v1 = uvs[uv + 1];
        v = triangles[i + 1] * stride;
        const x2 = vertices[vertexStart + v], y2 = vertices[vertexStart + v + 1];
        uv = triangles[i + 1] << 1;
        const u2 = uvs[uv], v2 = uvs[uv + 1];
        v = triangles[i + 2] * stride;
        const x3 = vertices[vertexStart + v], y3 = vertices[vertexStart + v + 1];
        uv = triangles[i + 2] << 1;
        const u3 = uvs[uv], v3 = uvs[uv + 1];
        this.clipInverse(x1, y1, x2, y2, x3, y3, polygon);
        const nn = this.inverseVertices.length;
        if (nn === 0) continue;
        const d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1, d = 1 / (d0 * d2 + d1 * (y1 - y3));
        const iv = this.inverseVertices;
        for (let offset = 0; offset < nn; ) {
          const polygonSize = iv[offset++];
          const vertexCount = polygonSize >> 1;
          let s = this.clippedVerticesLength;
          const newLength = s + vertexCount * stride;
          const newUVLength = this.clippedUVsLength + vertexCount * 2;
          if (clippedVertices.length < newLength) {
            this._clippedVerticesTyped = new Float32Array(newLength * 2);
            this._clippedVerticesTyped.set(clippedVertices.subarray(0, s));
            clippedVertices = this._clippedVerticesTyped;
          }
          if (clippedUVs.length < newUVLength) {
            this._clippedUVsTyped = new Float32Array(newUVLength * 2);
            this._clippedUVsTyped.set(clippedUVs.subarray(0, this.clippedUVsLength));
            clippedUVs = this._clippedUVsTyped;
          }
          this.clippedVerticesLength = newLength;
          this.clippedUVsLength = newUVLength;
          const cv = this._clippedVerticesTyped;
          const cu = this._clippedUVsTyped;
          let uvIndex = newUVLength - vertexCount * 2;
          for (let ii = 0; ii < polygonSize; ii += 2, s += stride, uvIndex += 2) {
            const x = iv[offset + ii], y = iv[offset + ii + 1];
            cv[s] = x;
            cv[s + 1] = y;
            const c0 = x - x3, c1 = y - y3, a = (d0 * c0 + d1 * c1) * d, b = (d4 * c0 + d2 * c1) * d, c = 1 - a - b;
            cu[uvIndex] = u1 * a + u2 * b + u3 * c;
            cu[uvIndex + 1] = v1 * a + v2 * b + v3 * c;
          }
          s = this.clippedTrianglesLength;
          const newLengthTriangles = s + 3 * (vertexCount - 2);
          if (clippedTriangles.length < newLengthTriangles) {
            this._clippedTrianglesTyped = new Uint16Array(newLengthTriangles * 2);
            this._clippedTrianglesTyped.set(clippedTriangles.subarray(0, s));
            clippedTriangles = this._clippedTrianglesTyped;
          }
          this.clippedTrianglesLength = newLengthTriangles;
          const ct = clippedTriangles;
          for (let ii = 1; ii < vertexCount - 1; ii++, s += 3) {
            ct[s] = index;
            ct[s + 1] = index + ii;
            ct[s + 2] = index + ii + 1;
          }
          index += vertexCount;
          offset += polygonSize;
        }
      }
      this.clippedVerticesTyped = this._clippedVerticesTyped.subarray(0, this.clippedVerticesLength);
      this.clippedUVsTyped = this._clippedUVsTyped.subarray(0, this.clippedUVsLength);
      this.clippedTrianglesTyped = this._clippedTrianglesTyped.subarray(0, this.clippedTrianglesLength);
      return true;
    }
    const clipOutput = this.clipOutput;
    const polygons = this.clippingPolygons;
    const polygonsCount = this.clippingPolygons.length;
    let clipOutputItems = null;
    for (let i = 0; i < trianglesLength; i += 3) {
      let t = triangles[i];
      let v = t * stride;
      const x1 = vertices[vertexStart + v], y1 = vertices[vertexStart + v + 1];
      let uv = t << 1;
      const u1 = uvs[uv], v1 = uvs[uv + 1];
      t = triangles[i + 1];
      v = t * stride;
      const x2 = vertices[vertexStart + v], y2 = vertices[vertexStart + v + 1];
      uv = t << 1;
      const u2 = uvs[uv], v2 = uvs[uv + 1];
      t = triangles[i + 2];
      v = t * stride;
      const x3 = vertices[vertexStart + v], y3 = vertices[vertexStart + v + 1];
      uv = t << 1;
      const u3 = uvs[uv], v3 = uvs[uv + 1];
      let d0 = 0, d1 = 0, d2 = 0, d4 = 0, d = 0;
      for (let p = 0; p < polygonsCount; p++) {
        let s = this.clippedVerticesLength;
        if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p])) {
          clipOutputItems = clipOutput;
          const clipOutputLength = clipOutput.length;
          if (clipOutputLength === 0) continue;
          let clipOutputCount = clipOutputLength >> 1;
          if (d === 0) {
            d0 = y2 - y3;
            d1 = x3 - x2;
            d2 = x1 - x3;
            d4 = y3 - y1;
            d = 1 / (d0 * d2 - d1 * d4);
          }
          const newLength = s + clipOutputCount * stride;
          if (clippedVertices.length < newLength) {
            this._clippedVerticesTyped = new Float32Array(newLength * 2);
            this._clippedVerticesTyped.set(clippedVertices.subarray(0, s));
            this._clippedUVsTyped = new Float32Array((this.clippedUVsLength + clipOutputCount * 2) * 2);
            this._clippedUVsTyped.set(clippedUVs.subarray(0, this.clippedUVsLength));
            clippedVertices = this._clippedVerticesTyped;
            clippedUVs = this._clippedUVsTyped;
          }
          const cv = clippedVertices;
          const cu = clippedUVs;
          this.clippedVerticesLength = newLength;
          let uvIndex = this.clippedUVsLength;
          this.clippedUVsLength = uvIndex + clipOutputCount * 2;
          for (let ii = 0; ii < clipOutputLength; ii += 2, s += stride, uvIndex += 2) {
            const x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
            cv[s] = x;
            cv[s + 1] = y;
            const c0 = x - x3, c1 = y - y3, a = (d0 * c0 + d1 * c1) * d, b = (d4 * c0 + d2 * c1) * d, c = 1 - a - b;
            cu[uvIndex] = u1 * a + u2 * b + u3 * c;
            cu[uvIndex + 1] = v1 * a + v2 * b + v3 * c;
          }
          s = this.clippedTrianglesLength;
          const newLengthTriangles = s + 3 * (clipOutputCount - 2);
          if (clippedTriangles.length < newLengthTriangles) {
            this._clippedTrianglesTyped = new Uint16Array(newLengthTriangles * 2);
            this._clippedTrianglesTyped.set(clippedTriangles.subarray(0, s));
            clippedTriangles = this._clippedTrianglesTyped;
          }
          this.clippedTrianglesLength = newLengthTriangles;
          const ct = clippedTriangles;
          clipOutputCount--;
          for (let ii = 1; ii < clipOutputCount; ii++, s += 3) {
            ct[s] = index;
            ct[s + 1] = index + ii;
            ct[s + 2] = index + ii + 1;
          }
          index += clipOutputCount + 1;
        } else {
          let newLength = s + 3 * stride;
          if (clippedVertices.length < newLength) {
            this._clippedVerticesTyped = new Float32Array(newLength * 2);
            this._clippedVerticesTyped.set(clippedVertices.subarray(0, s));
            clippedVertices = this._clippedVerticesTyped;
          }
          clippedVertices[s] = x1;
          clippedVertices[s + 1] = y1;
          clippedVertices[s + stride] = x2;
          clippedVertices[s + stride + 1] = y2;
          clippedVertices[s + stride * 2] = x3;
          clippedVertices[s + stride * 2 + 1] = y3;
          const uvLength = this.clippedUVsLength + 3 * 2;
          if (clippedUVs.length < uvLength) {
            this._clippedUVsTyped = new Float32Array(uvLength * 2);
            this._clippedUVsTyped.set(clippedUVs.subarray(0, this.clippedUVsLength));
            clippedUVs = this._clippedUVsTyped;
          }
          const uvIndex = this.clippedUVsLength;
          clippedUVs[uvIndex] = u1;
          clippedUVs[uvIndex + 1] = v1;
          clippedUVs[uvIndex + 2] = u2;
          clippedUVs[uvIndex + 3] = v2;
          clippedUVs[uvIndex + 4] = u3;
          clippedUVs[uvIndex + 5] = v3;
          this.clippedVerticesLength = newLength;
          this.clippedUVsLength = uvLength;
          s = this.clippedTrianglesLength;
          newLength = s + 3;
          if (clippedTriangles.length < newLength) {
            this._clippedTrianglesTyped = new Uint16Array(newLength * 2);
            this._clippedTrianglesTyped.set(clippedTriangles.subarray(0, s));
            clippedTriangles = this._clippedTrianglesTyped;
          }
          const ct = clippedTriangles;
          ct[s] = index;
          ct[s + 1] = index + 1;
          ct[s + 2] = index + 2;
          index += 3;
          this.clippedTrianglesLength = newLength;
          break;
        }
      }
    }
    this.clippedVerticesTyped = this._clippedVerticesTyped.subarray(0, this.clippedVerticesLength);
    this.clippedUVsTyped = this._clippedUVsTyped.subarray(0, this.clippedUVsLength);
    this.clippedTrianglesTyped = this._clippedTrianglesTyped.subarray(0, this.clippedTrianglesLength);
    return clipOutputItems !== null;
  }
  clip(x1, y1, x2, y2, x3, y3, polygon) {
    const originalOutput = this.clipOutput;
    let clipped = false;
    let input, output;
    if (polygon.length % 4 >= 2) {
      input = this.clipOutput;
      output = this.scratch;
    } else {
      input = this.scratch;
      output = this.clipOutput;
    }
    const v = polygon;
    input.length = 8;
    const iv = input;
    iv[0] = x1;
    iv[1] = y1;
    iv[2] = x2;
    iv[3] = y2;
    iv[4] = x3;
    iv[5] = y3;
    iv[6] = x1;
    iv[7] = y1;
    output.length = 0;
    const last = polygon.length - 4;
    for (let i = 0; ; i += 2) {
      const edgeX = v[i], edgeY = v[i + 1], ex = edgeX - v[i + 2], ey = edgeY - v[i + 3];
      const outputStart = output.length;
      const iv2 = input;
      x1 = iv2[0];
      y1 = iv2[1];
      let s1 = ey * (edgeX - x1) - ex * (edgeY - y1);
      for (let ii = 2, nn = input.length - 2; ii <= nn; ii += 2) {
        x2 = iv2[ii];
        y2 = iv2[ii + 1];
        const s2 = ey * (edgeX - x2) - ex * (edgeY - y2);
        if (s1 > 0) {
          if (s2 > 0)
            output.push(x2, y2);
          else {
            const ix = x2 - x1, iy = y2 - y1, t = s1 / (ix * ey - iy * ex);
            if (t >= 0 && t <= 1) {
              output.push(x1 + ix * t, y1 + iy * t);
              clipped = true;
            } else
              output.push(x2, y2);
          }
        } else if (s2 > 0) {
          const ix = x2 - x1, iy = y2 - y1, t = s1 / (ix * ey - iy * ex);
          if (t >= 0 && t <= 1) {
            output.push(x1 + ix * t, y1 + iy * t, x2, y2);
            clipped = true;
          } else
            output.push(x2, y2);
        } else
          clipped = true;
        x1 = x2;
        y1 = y2;
        s1 = s2;
      }
      if (outputStart === output.length) {
        originalOutput.length = 0;
        return true;
      }
      output.push(output[0], output[1]);
      if (i === last) break;
      const temp = output;
      output = input;
      output.length = 0;
      input = temp;
    }
    if (originalOutput !== output) {
      originalOutput.length = 0;
      for (let i = 0, n = output.length - 2; i < n; i++)
        originalOutput[i] = output[i];
    } else
      originalOutput.length = originalOutput.length - 2;
    return clipped;
  }
  clipInverse(x1, y1, x2, y2, x3, y3, polygon) {
    this.inverseVertices.length = 0;
    const vLast = polygon.length - 4;
    let input, output;
    if (polygon.length % 4 >= 2) {
      input = this.clipOutput;
      output = this.scratch;
    } else {
      input = this.scratch;
      output = this.clipOutput;
    }
    input.length = 8;
    let v = polygon, iv = input;
    iv[0] = x1;
    iv[1] = y1;
    iv[2] = x2;
    iv[3] = y2;
    iv[4] = x3;
    iv[5] = y3;
    iv[6] = x1;
    iv[7] = y1;
    output.length = 0;
    for (let i = 0; ; i += 2) {
      const edgeX = v[i], edgeY = v[i + 1], ex = edgeX - v[i + 2], ey = edgeY - v[i + 3];
      const outputStart = output.length, fragmentStart = this.inverseVertices.length;
      this.inverseVertices.push(0);
      iv = input;
      x1 = iv[0];
      y1 = iv[1];
      let s1 = ey * (edgeX - x1) - ex * (edgeY - y1);
      for (let ii = 2, nn = input.length - 2; ii <= nn; ii += 2) {
        x2 = iv[ii];
        y2 = iv[ii + 1];
        const s2 = ey * (edgeX - x2) - ex * (edgeY - y2);
        if (s1 > 0) {
          if (s2 > 0)
            output.push(x2, y2);
          else {
            const ix = x2 - x1, iy = y2 - y1, t = s1 / (ix * ey - iy * ex);
            if (t >= 0 && t <= 1) {
              const cx = x1 + ix * t, cy = y1 + iy * t;
              output.push(cx, cy);
              this.inverseVertices.push(cx, cy, x2, y2);
            } else
              output.push(x2, y2);
          }
        } else if (s2 > 0) {
          const ix = x2 - x1, iy = y2 - y1, t = s1 / (ix * ey - iy * ex);
          if (t >= 0 && t <= 1) {
            const cx = x1 + ix * t, cy = y1 + iy * t;
            this.inverseVertices.push(cx, cy);
            output.push(cx, cy, x2, y2);
          } else
            output.push(x2, y2);
        } else
          this.inverseVertices.push(x2, y2);
        x1 = x2;
        y1 = y2;
        s1 = s2;
      }
      const fragmentSize = this.inverseVertices.length - fragmentStart - 1;
      if (fragmentSize >= 6)
        this.inverseVertices[fragmentStart] = fragmentSize;
      else
        this.inverseVertices.length = fragmentStart;
      if (outputStart === output.length) break;
      output.push(output[0], output[1]);
      if (i === vLast) break;
      const temp = output;
      output = input;
      output.length = 0;
      input = temp;
    }
  }
  makeClockwise(polygon) {
    const v = polygon;
    const n = polygon.length;
    let noCW = true, noCCW = true;
    let area = 0, prevX = v[n - 2], prevY = v[n - 1], currX = v[0], currY = v[1];
    for (let i = 2; i < n; i += 2) {
      const nextX = v[i], nextY = v[i + 1];
      area += currX * nextY - nextX * currY;
      const cross2 = (currX - prevX) * (nextY - currY) - (currY - prevY) * (nextX - currX);
      noCCW = noCCW && cross2 <= 0;
      noCW = noCW && cross2 >= 0;
      prevX = currX;
      prevY = currY;
      currX = nextX;
      currY = nextY;
    }
    area += currX * v[1] - v[0] * currY;
    const cross = (currX - prevX) * (v[1] - currY) - (currY - prevY) * (v[0] - currX);
    noCCW = noCCW && cross <= 0;
    noCW = noCW && cross >= 0;
    if (area >= 0) {
      for (let i = 0, lastX = n - 2, half = n >> 1; i < half; i += 2) {
        const x = v[i], y = v[i + 1];
        const other = lastX - i;
        v[i] = v[other];
        v[i + 1] = v[other + 1];
        v[other] = x;
        v[other + 1] = y;
      }
      return noCW;
    }
    return noCCW;
  }
  makeConvex(polygon) {
    const n = polygon.length;
    const v = polygon;
    this.clipOutput.length = n;
    const sorted = this.clipOutput;
    sorted[0] = v[0];
    sorted[1] = v[1];
    for (let i = 2; i < n; i += 2) {
      const x = v[i], y = v[i + 1];
      let p = i - 2;
      for (; p >= 0 && (sorted[p] > x || sorted[p] === x && sorted[p + 1] > y); p -= 2) {
        sorted[p + 2] = sorted[p];
        sorted[p + 3] = sorted[p + 1];
      }
      sorted[p + 2] = x;
      sorted[p + 3] = y;
    }
    v[0] = sorted[0];
    v[1] = sorted[1];
    v[2] = sorted[2];
    v[3] = sorted[3];
    let s = 4;
    for (let i = 4; i < n; i += 2, s += 2) {
      const x = sorted[i], y = sorted[i + 1];
      while ((v[s - 2] - v[s - 4]) * (y - v[s - 3]) - (v[s - 1] - v[s - 3]) * (x - v[s - 4]) >= 0) {
        s -= 2;
        if (s === 2) break;
      }
      v[s] = x;
      v[s + 1] = y;
    }
    v[s] = sorted[n - 4];
    v[s + 1] = sorted[n - 3];
    const t = s;
    s += 2;
    for (let i = n - 6; i >= 0; i -= 2, s += 2) {
      const x = sorted[i], y = sorted[i + 1];
      while ((v[s - 2] - v[s - 4]) * (y - v[s - 3]) - (v[s - 1] - v[s - 3]) * (x - v[s - 4]) >= 0) {
        s -= 2;
        if (s === t) break;
      }
      v[s] = x;
      v[s + 1] = y;
    }
    polygon.length = s - 2;
  }
};

// spine-core/src/SkeletonJson.ts
var SkeletonJson = class {
  attachmentLoader;
  /** Scales bone positions, image sizes, and translations as they are loaded. This allows different size images to be used at
   * runtime than were used in Spine.
   *
   * See [Scaling](http://esotericsoftware.com/spine-loading-skeleton-data#Scaling) in the Spine Runtimes Guide. */
  scale = 1;
  linkedMeshes = [];
  constructor(attachmentLoader) {
    this.attachmentLoader = attachmentLoader;
  }
  // biome-ignore lint/suspicious/noExplicitAny: it is any until we define a schema
  readSkeletonData(json) {
    const scale = this.scale;
    const skeletonData = new SkeletonData();
    const root = typeof json === "string" ? JSON.parse(json) : json;
    const skeletonMap = root.skeleton;
    if (skeletonMap) {
      skeletonData.hash = skeletonMap.hash;
      skeletonData.version = skeletonMap.spine;
      skeletonData.x = skeletonMap.x;
      skeletonData.y = skeletonMap.y;
      skeletonData.width = skeletonMap.width;
      skeletonData.height = skeletonMap.height;
      skeletonData.referenceScale = getValue(skeletonMap, "referenceScale", 100) * scale;
      skeletonData.fps = skeletonMap.fps;
      skeletonData.imagesPath = skeletonMap.images ?? null;
      skeletonData.audioPath = skeletonMap.audio ?? null;
    }
    if (root.bones) {
      for (let i = 0; i < root.bones.length; i++) {
        const boneMap = root.bones[i];
        let parent = null;
        const parentName = getValue(boneMap, "parent", null);
        if (parentName) parent = skeletonData.findBone(parentName);
        const data = new BoneData(skeletonData.bones.length, boneMap.name, parent);
        data.length = getValue(boneMap, "length", 0) * scale;
        const setup = data.setupPose;
        setup.x = getValue(boneMap, "x", 0) * scale;
        setup.y = getValue(boneMap, "y", 0) * scale;
        setup.rotation = getValue(boneMap, "rotation", 0);
        setup.scaleX = getValue(boneMap, "scaleX", 1);
        setup.scaleY = getValue(boneMap, "scaleY", 1);
        setup.shearX = getValue(boneMap, "shearX", 0);
        setup.shearY = getValue(boneMap, "shearY", 0);
        setup.inherit = Utils.enumValue(Inherit, getValue(boneMap, "inherit", "Normal"));
        data.skinRequired = getValue(boneMap, "skin", false);
        const color = getValue(boneMap, "color", null);
        if (color) data.color.setFromString(color);
        data.icon = getValue(boneMap, "icon", void 0);
        data.iconSize = getValue(boneMap, "iconSize", 1);
        data.iconRotation = getValue(boneMap, "iconRotation", 0);
        skeletonData.bones.push(data);
      }
    }
    if (root.slots) {
      for (let i = 0; i < root.slots.length; i++) {
        const slotMap = root.slots[i];
        const slotName = slotMap.name;
        const boneData = skeletonData.findBone(slotMap.bone);
        if (!boneData) throw new Error(`Couldn't find bone ${slotMap.bone} for slot ${slotName}`);
        const data = new SlotData(skeletonData.slots.length, slotName, boneData);
        const color = getValue(slotMap, "color", null);
        if (color) data.setupPose.color.setFromString(color);
        const dark = getValue(slotMap, "dark", null);
        if (dark) data.setupPose.darkColor = Color.fromString(dark);
        data.attachmentName = getValue(slotMap, "attachment", null);
        data.blendMode = Utils.enumValue(BlendMode, getValue(slotMap, "blend", "normal"));
        data.visible = getValue(slotMap, "visible", true);
        skeletonData.slots.push(data);
      }
    }
    if (root.constraints) {
      for (const constraintMap of root.constraints) {
        const name = constraintMap.name;
        const skinRequired = getValue(constraintMap, "skin", false);
        switch (getValue(constraintMap, "type", false)) {
          case "ik": {
            const data = new IkConstraintData(name);
            data.skinRequired = skinRequired;
            for (let ii = 0; ii < constraintMap.bones.length; ii++) {
              const bone = skeletonData.findBone(constraintMap.bones[ii]);
              if (!bone) throw new Error(`Couldn't find bone ${constraintMap.bones[ii]} for IK constraint ${name}.`);
              data.bones.push(bone);
            }
            const targetName = constraintMap.target;
            const target = skeletonData.findBone(targetName);
            if (!target) throw new Error(`Couldn't find target bone ${targetName} for IK constraint ${name}.`);
            data.target = target;
            const scaleY = getValue(constraintMap, "scaleY", null);
            if (scaleY != null) data.scaleYMode = Utils.enumValue(ScaleYMode, scaleY);
            const setup = data.setupPose;
            setup.mix = getValue(constraintMap, "mix", 1);
            setup.softness = getValue(constraintMap, "softness", 0) * scale;
            setup.bendDirection = getValue(constraintMap, "bendPositive", true) ? 1 : -1;
            setup.compress = getValue(constraintMap, "compress", false);
            setup.stretch = getValue(constraintMap, "stretch", false);
            skeletonData.constraints.push(data);
            break;
          }
          case "transform": {
            const data = new TransformConstraintData(name);
            data.skinRequired = skinRequired;
            for (let ii = 0; ii < constraintMap.bones.length; ii++) {
              const boneName = constraintMap.bones[ii];
              const bone = skeletonData.findBone(boneName);
              if (!bone) throw new Error(`Couldn't find bone ${boneName} for transform constraint ${constraintMap.name}.`);
              data.bones.push(bone);
            }
            const sourceName = constraintMap.source;
            const source = skeletonData.findBone(sourceName);
            if (!source) throw new Error(`Couldn't find source bone ${sourceName} for transform constraint ${constraintMap.name}.`);
            data.source = source;
            data.localSource = getValue(constraintMap, "localSource", false);
            data.localTarget = getValue(constraintMap, "localTarget", false);
            data.additive = getValue(constraintMap, "additive", false);
            data.clamp = getValue(constraintMap, "clamp", false);
            let rotate = false, x = false, y = false, scaleX = false, scaleY = false, shearY = false;
            const fromEntries = Object.entries(getValue(constraintMap, "properties", {}));
            for (const [name2, fromEntry] of fromEntries) {
              const from = this.fromProperty(name2);
              const fromScale = this.propertyScale(name2, scale);
              from.offset = getValue(fromEntry, "offset", 0) * fromScale;
              const toEntries = Object.entries(getValue(fromEntry, "to", {}));
              for (const [name3, toEntry] of toEntries) {
                let toScale = 1;
                let to;
                switch (name3) {
                  case "rotate": {
                    rotate = true;
                    to = new ToRotate();
                    break;
                  }
                  case "x": {
                    x = true;
                    to = new ToX();
                    toScale = scale;
                    break;
                  }
                  case "y": {
                    y = true;
                    to = new ToY();
                    toScale = scale;
                    break;
                  }
                  case "scaleX": {
                    scaleX = true;
                    to = new ToScaleX();
                    break;
                  }
                  case "scaleY": {
                    scaleY = true;
                    to = new ToScaleY();
                    break;
                  }
                  case "shearY": {
                    shearY = true;
                    to = new ToShearY();
                    break;
                  }
                  default:
                    throw new Error(`Invalid transform constraint to property: ${name3}`);
                }
                to.offset = getValue(toEntry, "offset", 0) * toScale;
                to.max = getValue(toEntry, "max", 1) * toScale;
                to.scale = getValue(toEntry, "scale", 1) * toScale / fromScale;
                from.to.push(to);
              }
              if (from.to.length > 0) data.properties.push(from);
            }
            data.offsets[TransformConstraintData.ROTATION] = getValue(constraintMap, "rotation", 0);
            data.offsets[TransformConstraintData.X] = getValue(constraintMap, "x", 0) * scale;
            data.offsets[TransformConstraintData.Y] = getValue(constraintMap, "y", 0) * scale;
            data.offsets[TransformConstraintData.SCALEX] = getValue(constraintMap, "scaleX", 0);
            data.offsets[TransformConstraintData.SCALEY] = getValue(constraintMap, "scaleY", 0);
            data.offsets[TransformConstraintData.SHEARY] = getValue(constraintMap, "shearY", 0);
            const setup = data.setupPose;
            if (rotate) setup.mixRotate = getValue(constraintMap, "mixRotate", 1);
            if (x) setup.mixX = getValue(constraintMap, "mixX", 1);
            if (y) setup.mixY = getValue(constraintMap, "mixY", setup.mixX);
            if (scaleX) setup.mixScaleX = getValue(constraintMap, "mixScaleX", 1);
            if (scaleY) setup.mixScaleY = getValue(constraintMap, "mixScaleY", setup.mixScaleX);
            if (shearY) setup.mixShearY = getValue(constraintMap, "mixShearY", 1);
            skeletonData.constraints.push(data);
            break;
          }
          case "path": {
            const data = new PathConstraintData(name);
            data.skinRequired = skinRequired;
            for (let ii = 0; ii < constraintMap.bones.length; ii++) {
              const boneName = constraintMap.bones[ii];
              const bone = skeletonData.findBone(boneName);
              if (!bone) throw new Error(`Couldn't find bone ${boneName} for path constraint ${constraintMap.name}.`);
              data.bones.push(bone);
            }
            const slotName = constraintMap.slot;
            const slot = skeletonData.findSlot(slotName);
            if (!slot) throw new Error(`Couldn't find slot ${slotName} for path constraint ${constraintMap.name}.`);
            data.slot = slot;
            data.positionMode = Utils.enumValue(PositionMode, getValue(constraintMap, "positionMode", "Percent"));
            data.spacingMode = Utils.enumValue(SpacingMode, getValue(constraintMap, "spacingMode", "Length"));
            data.rotateMode = Utils.enumValue(RotateMode, getValue(constraintMap, "rotateMode", "Tangent"));
            data.offsetRotation = getValue(constraintMap, "rotation", 0);
            const setup = data.setupPose;
            setup.position = getValue(constraintMap, "position", 0);
            if (data.positionMode === 0 /* Fixed */) setup.position *= scale;
            setup.spacing = getValue(constraintMap, "spacing", 0);
            if (data.spacingMode === 0 /* Length */ || data.spacingMode === 1 /* Fixed */) setup.spacing *= scale;
            setup.mixRotate = getValue(constraintMap, "mixRotate", 1);
            setup.mixX = getValue(constraintMap, "mixX", 1);
            setup.mixY = getValue(constraintMap, "mixY", setup.mixX);
            skeletonData.constraints.push(data);
            break;
          }
          case "physics": {
            const data = new PhysicsConstraintData(name);
            data.skinRequired = skinRequired;
            const boneName = constraintMap.bone;
            const bone = skeletonData.findBone(boneName);
            if (bone == null) throw new Error(`Physics bone not found: ${boneName}`);
            data.bone = bone;
            data.x = getValue(constraintMap, "x", 0);
            data.y = getValue(constraintMap, "y", 0);
            data.rotate = getValue(constraintMap, "rotate", 0);
            data.scaleX = getValue(constraintMap, "scaleX", 0);
            const scaleY = getValue(constraintMap, "scaleY", null);
            if (scaleY != null) data.scaleYMode = Utils.enumValue(ScaleYMode, scaleY);
            data.shearX = getValue(constraintMap, "shearX", 0);
            data.limit = getValue(constraintMap, "limit", 5e3) * scale;
            data.step = 1 / getValue(constraintMap, "fps", 60);
            const setup = data.setupPose;
            setup.inertia = getValue(constraintMap, "inertia", 0.5);
            setup.strength = getValue(constraintMap, "strength", 100);
            setup.damping = getValue(constraintMap, "damping", 0.85);
            setup.massInverse = 1 / getValue(constraintMap, "mass", 1);
            setup.wind = getValue(constraintMap, "wind", 0);
            setup.gravity = getValue(constraintMap, "gravity", 0);
            setup.mix = getValue(constraintMap, "mix", 1);
            data.inertiaGlobal = getValue(constraintMap, "inertiaGlobal", false);
            data.strengthGlobal = getValue(constraintMap, "strengthGlobal", false);
            data.dampingGlobal = getValue(constraintMap, "dampingGlobal", false);
            data.massGlobal = getValue(constraintMap, "massGlobal", false);
            data.windGlobal = getValue(constraintMap, "windGlobal", false);
            data.gravityGlobal = getValue(constraintMap, "gravityGlobal", false);
            data.mixGlobal = getValue(constraintMap, "mixGlobal", false);
            skeletonData.constraints.push(data);
            break;
          }
          case "slider": {
            const data = new SliderData(name);
            data.skinRequired = skinRequired;
            data.additive = getValue(constraintMap, "additive", false);
            data.loop = getValue(constraintMap, "loop", false);
            data.setupPose.mix = getValue(constraintMap, "mix", 1);
            const boneName = constraintMap.bone;
            if (boneName) {
              data.bone = skeletonData.findBone(boneName);
              if (!data.bone) throw new Error(`Slider bone not found: ${boneName}`);
              const property = constraintMap.property;
              data.property = this.fromProperty(property);
              const propertyScale = this.propertyScale(property, scale);
              data.property.offset = getValue(constraintMap, "from", 0) * propertyScale;
              data.offset = getValue(constraintMap, "to", 0);
              data.scale = getValue(constraintMap, "scale", 1) / propertyScale;
              data.max = getValue(constraintMap, "max", 0);
              data.local = getValue(constraintMap, "local", false);
            } else
              data.setupPose.time = getValue(constraintMap, "time", 0);
            skeletonData.constraints.push(data);
            break;
          }
        }
      }
    }
    if (root.skins) {
      for (let i = 0; i < root.skins.length; i++) {
        const skinMap = root.skins[i];
        const skin = new Skin(skinMap.name);
        if (skinMap.bones) {
          for (let ii = 0; ii < skinMap.bones.length; ii++) {
            const boneName = skinMap.bones[ii];
            const bone = skeletonData.findBone(boneName);
            if (!bone) throw new Error(`Couldn't find bone ${boneName} for skin ${skinMap.name}.`);
            skin.bones.push(bone);
          }
        }
        if (skinMap.ik) {
          for (let ii = 0; ii < skinMap.ik.length; ii++) {
            const constraintName = skinMap.ik[ii];
            const constraint = skeletonData.findConstraint(constraintName, IkConstraintData);
            if (!constraint) throw new Error(`Couldn't find IK constraint ${constraintName} for skin ${skinMap.name}.`);
            skin.constraints.push(constraint);
          }
        }
        if (skinMap.transform) {
          for (let ii = 0; ii < skinMap.transform.length; ii++) {
            const constraintName = skinMap.transform[ii];
            const constraint = skeletonData.findConstraint(constraintName, TransformConstraintData);
            if (!constraint) throw new Error(`Couldn't find transform constraint ${constraintName} for skin ${skinMap.name}.`);
            skin.constraints.push(constraint);
          }
        }
        if (skinMap.path) {
          for (let ii = 0; ii < skinMap.path.length; ii++) {
            const constraintName = skinMap.path[ii];
            const constraint = skeletonData.findConstraint(constraintName, PathConstraintData);
            if (!constraint) throw new Error(`Couldn't find path constraint ${constraintName} for skin ${skinMap.name}.`);
            skin.constraints.push(constraint);
          }
        }
        if (skinMap.physics) {
          for (let ii = 0; ii < skinMap.physics.length; ii++) {
            const constraintName = skinMap.physics[ii];
            const constraint = skeletonData.findConstraint(constraintName, PhysicsConstraintData);
            if (!constraint) throw new Error(`Couldn't find physics constraint ${constraintName} for skin ${skinMap.name}.`);
            skin.constraints.push(constraint);
          }
        }
        if (skinMap.slider) {
          for (let ii = 0; ii < skinMap.slider.length; ii++) {
            const constraintName = skinMap.slider[ii];
            const constraint = skeletonData.findConstraint(constraintName, SliderData);
            if (!constraint) throw new Error(`Couldn't find slider constraint ${constraintName} for skin ${skinMap.name}.`);
            skin.constraints.push(constraint);
          }
        }
        for (const slotName in skinMap.attachments) {
          const slot = skeletonData.findSlot(slotName);
          if (!slot) throw new Error(`Couldn't find skin slot ${slotName} for skin ${skinMap.name}.`);
          const slotMap = skinMap.attachments[slotName];
          for (const entryName in slotMap) {
            const attachment = this.readAttachment(slotMap[entryName], skin, slot.index, entryName, skeletonData);
            if (attachment) skin.setAttachment(slot.index, entryName, attachment);
          }
        }
        skeletonData.skins.push(skin);
        if (skin.name === "default") skeletonData.defaultSkin = skin;
      }
    }
    for (let i = 0, n = this.linkedMeshes.length; i < n; i++) {
      const linkedMesh = this.linkedMeshes[i];
      const skin = !linkedMesh.skin ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin);
      if (!skin) throw new Error(`Skin not found: ${linkedMesh.skin}`);
      const source = skin.getAttachment(linkedMesh.sourceIndex, linkedMesh.source);
      if (!source) throw new Error(`Source mesh not found: ${linkedMesh.source}`);
      linkedMesh.mesh.timelineAttachment = linkedMesh.inheritTimelines ? source : linkedMesh.mesh;
      linkedMesh.mesh.setSourceMesh(source);
      linkedMesh.mesh.updateSequence();
      outer:
        if (linkedMesh.inheritTimelines && linkedMesh.slotIndex !== linkedMesh.sourceIndex) {
          const slots = source.timelineSlots;
          for (const existing of slots)
            if (existing === linkedMesh.slotIndex) break outer;
          const newSlots = [...slots];
          newSlots[slots.length] = linkedMesh.slotIndex;
          source.timelineSlots = newSlots;
        }
    }
    this.linkedMeshes.length = 0;
    if (root.events) {
      for (const eventName in root.events) {
        const eventMap = root.events[eventName];
        const data = new EventData(eventName);
        const setup = data.setupPose;
        setup.intValue = getValue(eventMap, "int", 0);
        setup.floatValue = getValue(eventMap, "float", 0);
        setup.stringValue = getValue(eventMap, "string", "");
        data._audioPath = getValue(eventMap, "audio", null);
        if (data.audioPath) {
          setup.volume = getValue(eventMap, "volume", setup.volume);
          setup.balance = getValue(eventMap, "balance", setup.balance);
        }
        skeletonData.events.push(data);
      }
    }
    if (root.animations) {
      for (const animationName in root.animations) {
        const animationMap = root.animations[animationName];
        this.readAnimation(animationMap, animationName, skeletonData);
      }
    }
    if (root.constraints) {
      for (const animationName in root.constraints) {
        const animationMap = root.constraints[animationName];
        if (animationMap.type === "slider") {
          const data = skeletonData.findConstraint(animationMap.name, SliderData);
          const animationName2 = animationMap.animation;
          const animation = skeletonData.findAnimation(animationName2);
          if (!animation) throw new Error(`Slider animation not found: ${animationName2}`);
          data.animation = animation;
        }
      }
    }
    return skeletonData;
  }
  fromProperty(type) {
    let from;
    switch (type) {
      case "rotate":
        from = new FromRotate();
        break;
      case "x":
        from = new FromX();
        break;
      case "y":
        from = new FromY();
        break;
      case "scaleX":
        from = new FromScaleX();
        break;
      case "scaleY":
        from = new FromScaleY();
        break;
      case "shearY":
        from = new FromShearY();
        break;
      default:
        throw new Error(`Invalid transform constraint from property: ${type}`);
    }
    return from;
  }
  propertyScale(type, scale) {
    switch (type) {
      case "x":
      case "y":
        return scale;
      default:
        return 1;
    }
  }
  // biome-ignore lint/suspicious/noExplicitAny: it is any until we define a schema
  readAttachment(map, skin, slotIndex, placeholder, skeletonData) {
    const scale = this.scale;
    const name = getValue(map, "name", placeholder);
    switch (getValue(map, "type", "region")) {
      case "region": {
        const path = getValue(map, "path", name);
        const sequence = this.readSequence(getValue(map, "sequence", null));
        const region = this.attachmentLoader.newRegionAttachment(skin, placeholder, name, path, sequence);
        if (!region) return null;
        region.path = path;
        region.x = getValue(map, "x", 0) * scale;
        region.y = getValue(map, "y", 0) * scale;
        region.scaleX = getValue(map, "scaleX", 1);
        region.scaleY = getValue(map, "scaleY", 1);
        region.rotation = getValue(map, "rotation", 0);
        region.width = map.width * scale;
        region.height = map.height * scale;
        const color = getValue(map, "color", null);
        if (color) region.color.setFromString(color);
        region.updateSequence();
        return region;
      }
      case "boundingbox": {
        const box = this.attachmentLoader.newBoundingBoxAttachment(skin, placeholder, name);
        if (!box) return null;
        this.readVertices(map, box, map.vertexCount << 1);
        const color = getValue(map, "color", null);
        if (color) box.color.setFromString(color);
        return box;
      }
      case "mesh":
      case "linkedmesh": {
        const path = getValue(map, "path", name);
        const sequence = this.readSequence(getValue(map, "sequence", null));
        const mesh = this.attachmentLoader.newMeshAttachment(skin, placeholder, name, path, sequence);
        if (!mesh) return null;
        mesh.path = path;
        const color = getValue(map, "color", null);
        if (color) mesh.color.setFromString(color);
        mesh.width = getValue(map, "width", 0) * scale;
        mesh.height = getValue(map, "height", 0) * scale;
        const source = getValue(map, "source", null);
        if (source) {
          let sourceIndex = slotIndex;
          const slot = getValue(map, "slot", null);
          if (slot) {
            const sourceSlot = skeletonData.findSlot(slot);
            if (!sourceSlot) throw new Error(`Source mesh slot not found: ${slot}`);
            sourceIndex = sourceSlot.index;
          }
          this.linkedMeshes.push(new LinkedMesh2(
            mesh,
            getValue(map, "skin", null),
            slotIndex,
            sourceIndex,
            source,
            getValue(map, "timelines", true)
          ));
          return mesh;
        }
        const uvs = map.uvs;
        this.readVertices(map, mesh, uvs.length);
        mesh.triangles = map.triangles;
        mesh.regionUVs = uvs;
        mesh.edges = getValue(map, "edges", null);
        mesh.hullLength = getValue(map, "hull", 0) * 2;
        mesh.updateSequence();
        return mesh;
      }
      case "path": {
        const path = this.attachmentLoader.newPathAttachment(skin, placeholder, name);
        if (!path) return null;
        path.closed = getValue(map, "closed", false);
        path.constantSpeed = getValue(map, "constantSpeed", true);
        const vertexCount = map.vertexCount;
        this.readVertices(map, path, vertexCount << 1);
        const lengths = Utils.newArray(vertexCount / 3, 0);
        for (let i = 0; i < map.lengths.length; i++)
          lengths[i] = map.lengths[i] * scale;
        path.lengths = lengths;
        const color = getValue(map, "color", null);
        if (color) path.color.setFromString(color);
        return path;
      }
      case "point": {
        const point = this.attachmentLoader.newPointAttachment(skin, placeholder, name);
        if (!point) return null;
        point.x = getValue(map, "x", 0) * scale;
        point.y = getValue(map, "y", 0) * scale;
        point.rotation = getValue(map, "rotation", 0);
        const color = getValue(map, "color", null);
        if (color) point.color.setFromString(color);
        return point;
      }
      case "clipping": {
        const clip = this.attachmentLoader.newClippingAttachment(skin, placeholder, name);
        if (!clip) return null;
        const end = getValue(map, "end", null);
        if (end) clip.endSlot = skeletonData.findSlot(end);
        clip.convex = getValue(map, "convex", false);
        clip.inverse = getValue(map, "inverse", false);
        const vertexCount = map.vertexCount;
        this.readVertices(map, clip, vertexCount << 1);
        const color = getValue(map, "color", null);
        if (color) clip.color.setFromString(color);
        return clip;
      }
    }
    return null;
  }
  readSequence(map) {
    if (map == null) return new Sequence(1, false);
    const sequence = new Sequence(getValue(map, "count", 0), true);
    sequence.start = getValue(map, "start", 1);
    sequence.digits = getValue(map, "digits", 0);
    sequence.setupIndex = getValue(map, "setup", 0);
    return sequence;
  }
  // biome-ignore lint/suspicious/noExplicitAny: it is any until we define a schema
  readVertices(map, attachment, verticesLength) {
    const scale = this.scale;
    attachment.worldVerticesLength = verticesLength;
    const vertices = map.vertices;
    if (verticesLength === vertices.length) {
      const scaledVertices = Utils.toFloatArray(vertices);
      if (scale !== 1) {
        for (let i = 0, n = vertices.length; i < n; i++)
          scaledVertices[i] *= scale;
      }
      attachment.vertices = scaledVertices;
      return;
    }
    const weights = [];
    const bones = [];
    for (let i = 0, n = vertices.length; i < n; ) {
      const boneCount = vertices[i++];
      bones.push(boneCount);
      for (let 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 = Utils.toFloatArray(weights);
  }
  // biome-ignore lint/suspicious/noExplicitAny: it is any untile we define a schema
  readAnimation(map, name, skeletonData) {
    const scale = this.scale;
    const timelines = [];
    if (map.slots) {
      for (const slotName in map.slots) {
        const slotMap = map.slots[slotName];
        const slot = skeletonData.findSlot(slotName);
        if (!slot) throw new Error(`Slot not found: ${slotName}`);
        const slotIndex = slot.index;
        for (const timelineName in slotMap) {
          const timelineMap = slotMap[timelineName];
          if (!timelineMap) continue;
          const frames = timelineMap.length;
          switch (timelineName) {
            case "attachment": {
              const timeline = new AttachmentTimeline(frames, slotIndex);
              for (let frame = 0; frame < frames; frame++) {
                const keyMap = timelineMap[frame];
                timeline.setFrame(frame, getValue(keyMap, "time", 0), getValue(keyMap, "name", null));
              }
              timelines.push(timeline);
              break;
            }
            case "rgba": {
              const timeline = new RGBATimeline(frames, frames << 2, slotIndex);
              let keyMap = timelineMap[0];
              let time = getValue(keyMap, "time", 0);
              let color2 = Color.fromString(keyMap.color);
              for (let frame = 0, bezier = 0; ; frame++) {
                timeline.setFrame(frame, time, color2.r, color2.g, color2.b, color2.a);
                const nextMap = timelineMap[frame + 1];
                if (!nextMap) {
                  timeline.shrink(bezier);
                  break;
                }
                const time2 = getValue(nextMap, "time", 0);
                const newColor = Color.fromString(nextMap.color);
                const curve = keyMap.curve;
                if (curve) {
                  bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, color2.r, newColor.r, 1);
                  bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, color2.g, newColor.g, 1);
                  bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, color2.b, newColor.b, 1);
                  bezier = readCurve(curve, timeline, bezier, frame, 3, time, time2, color2.a, newColor.a, 1);
                }
                time = time2;
                color2 = newColor;
                keyMap = nextMap;
              }
              timelines.push(timeline);
              break;
            }
            case "rgb": {
              const timeline = new RGBTimeline(frames, frames * 3, slotIndex);
              let keyMap = timelineMap[0];
              let time = getValue(keyMap, "time", 0);
              let color2 = Color.fromString(keyMap.color);
              for (let frame = 0, bezier = 0; ; frame++) {
                timeline.setFrame(frame, time, color2.r, color2.g, color2.b);
                const nextMap = timelineMap[frame + 1];
                if (!nextMap) {
                  timeline.shrink(bezier);
                  break;
                }
                const time2 = getValue(nextMap, "time", 0);
                const newColor = Color.fromString(nextMap.color);
                const curve = keyMap.curve;
                if (curve) {
                  bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, color2.r, newColor.r, 1);
                  bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, color2.g, newColor.g, 1);
                  bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, color2.b, newColor.b, 1);
                }
                time = time2;
                color2 = newColor;
                keyMap = nextMap;
              }
              timelines.push(timeline);
              break;
            }
            case "alpha": {
              readTimeline12(timelines, timelineMap, new AlphaTimeline(frames, frames, slotIndex), 0, 1);
              break;
            }
            case "rgba2": {
              const timeline = new RGBA2Timeline(frames, frames * 7, slotIndex);
              let keyMap = timelineMap[0];
              let time = getValue(keyMap, "time", 0);
              let color2 = Color.fromString(keyMap.light);
              let color22 = Color.fromString(keyMap.dark);
              for (let frame = 0, bezier = 0; ; frame++) {
                timeline.setFrame(frame, time, color2.r, color2.g, color2.b, color2.a, color22.r, color22.g, color22.b);
                const nextMap = timelineMap[frame + 1];
                if (!nextMap) {
                  timeline.shrink(bezier);
                  break;
                }
                const time2 = getValue(nextMap, "time", 0);
                const newColor = Color.fromString(nextMap.light);
                const newColor2 = Color.fromString(nextMap.dark);
                const curve = keyMap.curve;
                if (curve) {
                  bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, color2.r, newColor.r, 1);
                  bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, color2.g, newColor.g, 1);
                  bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, color2.b, newColor.b, 1);
                  bezier = readCurve(curve, timeline, bezier, frame, 3, time, time2, color2.a, newColor.a, 1);
                  bezier = readCurve(curve, timeline, bezier, frame, 4, time, time2, color22.r, newColor2.r, 1);
                  bezier = readCurve(curve, timeline, bezier, frame, 5, time, time2, color22.g, newColor2.g, 1);
                  bezier = readCurve(curve, timeline, bezier, frame, 6, time, time2, color22.b, newColor2.b, 1);
                }
                time = time2;
                color2 = newColor;
                color22 = newColor2;
                keyMap = nextMap;
              }
              timelines.push(timeline);
              break;
            }
            case "rgb2": {
              const timeline = new RGB2Timeline(frames, frames * 6, slotIndex);
              let keyMap = timelineMap[0];
              let time = getValue(keyMap, "time", 0);
              let color2 = Color.fromString(keyMap.light);
              let color22 = Color.fromString(keyMap.dark);
              for (let frame = 0, bezier = 0; ; frame++) {
                timeline.setFrame(frame, time, color2.r, color2.g, color2.b, color22.r, color22.g, color22.b);
                const nextMap = timelineMap[frame + 1];
                if (!nextMap) {
                  timeline.shrink(bezier);
                  break;
                }
                const time2 = getValue(nextMap, "time", 0);
                const newColor = Color.fromString(nextMap.light);
                const newColor2 = Color.fromString(nextMap.dark);
                const curve = keyMap.curve;
                if (curve) {
                  bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, color2.r, newColor.r, 1);
                  bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, color2.g, newColor.g, 1);
                  bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, color2.b, newColor.b, 1);
                  bezier = readCurve(curve, timeline, bezier, frame, 3, time, time2, color22.r, newColor2.r, 1);
                  bezier = readCurve(curve, timeline, bezier, frame, 4, time, time2, color22.g, newColor2.g, 1);
                  bezier = readCurve(curve, timeline, bezier, frame, 5, time, time2, color22.b, newColor2.b, 1);
                }
                time = time2;
                color2 = newColor;
                color22 = newColor2;
                keyMap = nextMap;
              }
              timelines.push(timeline);
              break;
            }
            default:
              throw new Error(`Invalid timeline type for a slot: ${timelineMap.name} (${slotMap.name})`);
          }
        }
      }
    }
    if (map.bones) {
      for (const boneName in map.bones) {
        const boneMap = map.bones[boneName];
        const bone = skeletonData.findBone(boneName);
        if (!bone) throw new Error(`Bone not found: ${boneName}`);
        const boneIndex = bone.index;
        for (const timelineName in boneMap) {
          const timelineMap = boneMap[timelineName];
          const frames = timelineMap.length;
          if (frames === 0) continue;
          switch (timelineName) {
            case "rotate":
              readTimeline12(timelines, timelineMap, new RotateTimeline(frames, frames, boneIndex), 0, 1);
              break;
            case "translate":
              readTimeline22(timelines, timelineMap, new TranslateTimeline(frames, frames << 1, boneIndex), "x", "y", 0, scale);
              break;
            case "translatex":
              readTimeline12(timelines, timelineMap, new TranslateXTimeline(frames, frames, boneIndex), 0, scale);
              break;
            case "translatey":
              readTimeline12(timelines, timelineMap, new TranslateYTimeline(frames, frames, boneIndex), 0, scale);
              break;
            case "scale":
              readTimeline22(timelines, timelineMap, new ScaleTimeline(frames, frames << 1, boneIndex), "x", "y", 1, 1);
              break;
            case "scalex":
              readTimeline12(timelines, timelineMap, new ScaleXTimeline(frames, frames, boneIndex), 1, 1);
              break;
            case "scaley":
              readTimeline12(timelines, timelineMap, new ScaleYTimeline(frames, frames, boneIndex), 1, 1);
              break;
            case "shear":
              readTimeline22(timelines, timelineMap, new ShearTimeline(frames, frames << 1, boneIndex), "x", "y", 0, 1);
              break;
            case "shearx":
              readTimeline12(timelines, timelineMap, new ShearXTimeline(frames, frames, boneIndex), 0, 1);
              break;
            case "sheary":
              readTimeline12(timelines, timelineMap, new ShearYTimeline(frames, frames, boneIndex), 0, 1);
              break;
            case "inherit": {
              const timeline = new InheritTimeline(frames, bone.index);
              for (let frame = 0; frame < timelineMap.length; frame++) {
                const aFrame = timelineMap[frame];
                timeline.setFrame(frame, getValue(aFrame, "time", 0), Utils.enumValue(Inherit, getValue(aFrame, "inherit", "Normal")));
              }
              timelines.push(timeline);
              break;
            }
            default:
              throw new Error(`Invalid timeline type for a bone: ${timelineMap.name} (${boneMap.name})`);
          }
        }
      }
    }
    if (map.ik) {
      for (const constraintName in map.ik) {
        const constraintMap = map.ik[constraintName];
        let keyMap = constraintMap[0];
        if (!keyMap) continue;
        const constraint = skeletonData.findConstraint(constraintName, IkConstraintData);
        if (!constraint) throw new Error(`IK Constraint not found: ${constraintName}`);
        const timeline = new IkConstraintTimeline(
          constraintMap.length,
          constraintMap.length << 1,
          skeletonData.constraints.indexOf(constraint)
        );
        let time = getValue(keyMap, "time", 0);
        let mix = getValue(keyMap, "mix", 1);
        let softness = getValue(keyMap, "softness", 0) * scale;
        for (let frame = 0, bezier = 0; ; frame++) {
          timeline.setFrame(frame, time, mix, softness, getValue(keyMap, "bendPositive", true) ? 1 : -1, getValue(keyMap, "compress", false), getValue(keyMap, "stretch", false));
          const nextMap = constraintMap[frame + 1];
          if (!nextMap) {
            timeline.shrink(bezier);
            break;
          }
          const time2 = getValue(nextMap, "time", 0);
          const mix2 = getValue(nextMap, "mix", 1);
          const softness2 = getValue(nextMap, "softness", 0) * scale;
          const curve = keyMap.curve;
          if (curve) {
            bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, mix, mix2, 1);
            bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, softness, softness2, scale);
          }
          time = time2;
          mix = mix2;
          softness = softness2;
          keyMap = nextMap;
        }
        timelines.push(timeline);
      }
    }
    if (map.transform) {
      for (const constraintName in map.transform) {
        const timelineMap = map.transform[constraintName];
        let keyMap = timelineMap[0];
        if (!keyMap) continue;
        const constraint = skeletonData.findConstraint(constraintName, TransformConstraintData);
        if (!constraint) throw new Error(`Transform constraint not found: ${constraintName}`);
        const timeline = new TransformConstraintTimeline(
          timelineMap.length,
          timelineMap.length * 6,
          skeletonData.constraints.indexOf(constraint)
        );
        let time = getValue(keyMap, "time", 0);
        let mixRotate = getValue(keyMap, "mixRotate", 1);
        let mixX = getValue(keyMap, "mixX", 1), mixY = getValue(keyMap, "mixY", mixX);
        let mixScaleX = getValue(keyMap, "mixScaleX", 1), mixScaleY = getValue(keyMap, "mixScaleY", 1);
        let mixShearY = getValue(keyMap, "mixShearY", 1);
        for (let frame = 0, bezier = 0; ; frame++) {
          timeline.setFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY);
          const nextMap = timelineMap[frame + 1];
          if (!nextMap) {
            timeline.shrink(bezier);
            break;
          }
          const time2 = getValue(nextMap, "time", 0);
          const mixRotate2 = getValue(nextMap, "mixRotate", 1);
          const mixX2 = getValue(nextMap, "mixX", 1), mixY2 = getValue(nextMap, "mixY", mixX2);
          const mixScaleX2 = getValue(nextMap, "mixScaleX", 1), mixScaleY2 = getValue(nextMap, "mixScaleY", 1);
          const mixShearY2 = getValue(nextMap, "mixShearY", 1);
          const curve = keyMap.curve;
          if (curve) {
            bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, mixRotate, mixRotate2, 1);
            bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, mixX, mixX2, 1);
            bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, mixY, mixY2, 1);
            bezier = readCurve(curve, timeline, bezier, frame, 3, time, time2, mixScaleX, mixScaleX2, 1);
            bezier = readCurve(curve, timeline, bezier, frame, 4, time, time2, mixScaleY, mixScaleY2, 1);
            bezier = readCurve(curve, timeline, bezier, frame, 5, time, time2, mixShearY, mixShearY2, 1);
          }
          time = time2;
          mixRotate = mixRotate2;
          mixX = mixX2;
          mixY = mixY2;
          mixScaleX = mixScaleX2;
          mixScaleY = mixScaleY2;
          mixShearY = mixShearY2;
          keyMap = nextMap;
        }
        timelines.push(timeline);
      }
    }
    if (map.path) {
      for (const constraintName in map.path) {
        const constraintMap = map.path[constraintName];
        const constraint = skeletonData.findConstraint(constraintName, PathConstraintData);
        if (!constraint) throw new Error(`Path constraint not found: ${constraintName}`);
        const index = skeletonData.constraints.indexOf(constraint);
        for (const timelineName in constraintMap) {
          const timelineMap = constraintMap[timelineName];
          let keyMap = timelineMap[0];
          if (!keyMap) continue;
          const frames = timelineMap.length;
          switch (timelineName) {
            case "position": {
              const timeline = new PathConstraintPositionTimeline(frames, frames, index);
              readTimeline12(timelines, timelineMap, timeline, 0, constraint.positionMode === 0 /* Fixed */ ? scale : 1);
              break;
            }
            case "spacing": {
              const timeline = new PathConstraintSpacingTimeline(frames, frames, index);
              readTimeline12(timelines, timelineMap, timeline, 0, constraint.spacingMode === 0 /* Length */ || constraint.spacingMode === 1 /* Fixed */ ? scale : 1);
              break;
            }
            case "mix": {
              const timeline = new PathConstraintMixTimeline(frames, frames * 3, index);
              let time = getValue(keyMap, "time", 0);
              let mixRotate = getValue(keyMap, "mixRotate", 1);
              let mixX = getValue(keyMap, "mixX", 1);
              let mixY = getValue(keyMap, "mixY", mixX);
              for (let frame = 0, bezier = 0; ; frame++) {
                timeline.setFrame(frame, time, mixRotate, mixX, mixY);
                const nextMap = timelineMap[frame + 1];
                if (!nextMap) {
                  timeline.shrink(bezier);
                  break;
                }
                const time2 = getValue(nextMap, "time", 0);
                const mixRotate2 = getValue(nextMap, "mixRotate", 1);
                const mixX2 = getValue(nextMap, "mixX", 1);
                const mixY2 = getValue(nextMap, "mixY", mixX2);
                const curve = keyMap.curve;
                if (curve) {
                  bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, mixRotate, mixRotate2, 1);
                  bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, mixX, mixX2, 1);
                  bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, mixY, mixY2, 1);
                }
                time = time2;
                mixRotate = mixRotate2;
                mixX = mixX2;
                mixY = mixY2;
                keyMap = nextMap;
              }
              timelines.push(timeline);
              break;
            }
          }
        }
      }
    }
    if (map.physics) {
      for (const constraintName in map.physics) {
        const constraintMap = map.physics[constraintName];
        let index = -1;
        if (constraintName.length > 0) {
          const constraint = skeletonData.findConstraint(constraintName, PhysicsConstraintData);
          if (!constraint) throw new Error(`Physics constraint not found: ${constraintName}`);
          index = skeletonData.constraints.indexOf(constraint);
        }
        for (const timelineName in constraintMap) {
          const timelineMap = constraintMap[timelineName];
          let keyMap = timelineMap[0];
          if (!keyMap) continue;
          const frames = timelineMap.length;
          let timeline;
          let defaultValue = 0;
          if (timelineName === "reset") {
            const resetTimeline = new PhysicsConstraintResetTimeline(frames, index);
            for (let frame = 0; keyMap != null; keyMap = timelineMap[frame + 1], frame++)
              resetTimeline.setFrame(frame, getValue(keyMap, "time", 0));
            timelines.push(resetTimeline);
            continue;
          }
          switch (timelineName) {
            case "inertia":
              timeline = new PhysicsConstraintInertiaTimeline(frames, frames, index);
              break;
            case "strength":
              timeline = new PhysicsConstraintStrengthTimeline(frames, frames, index);
              break;
            case "damping":
              timeline = new PhysicsConstraintDampingTimeline(frames, frames, index);
              break;
            case "mass":
              timeline = new PhysicsConstraintMassTimeline(frames, frames, index);
              break;
            case "wind":
              timeline = new PhysicsConstraintWindTimeline(frames, frames, index);
              break;
            case "gravity":
              timeline = new PhysicsConstraintGravityTimeline(frames, frames, index);
              break;
            case "mix": {
              defaultValue = 1;
              timeline = new PhysicsConstraintMixTimeline(frames, frames, index);
              break;
            }
            default:
              continue;
          }
          readTimeline12(timelines, timelineMap, timeline, defaultValue, 1);
        }
      }
    }
    if (map.slider) {
      for (const constraintName in map.slider) {
        const constraintMap = map.slider[constraintName];
        const constraint = skeletonData.findConstraint(constraintName, SliderData);
        if (!constraint) throw new Error(`Slider not found: ${constraintName}`);
        const index = skeletonData.constraints.indexOf(constraint);
        for (const timelineName in constraintMap) {
          const timelineMap = constraintMap[timelineName];
          const keyMap = timelineMap[0];
          if (!keyMap) continue;
          const frames = timelineMap.length;
          switch (timelineName) {
            case "time":
              readTimeline12(timelines, timelineMap, new SliderTimeline(frames, frames, index), 1, 1);
              break;
            case "mix":
              readTimeline12(timelines, timelineMap, new SliderMixTimeline(frames, frames, index), 1, 1);
              break;
          }
        }
      }
    }
    if (map.attachments) {
      for (const attachmentsName in map.attachments) {
        const attachmentsMap = map.attachments[attachmentsName];
        const skin = skeletonData.findSkin(attachmentsName);
        if (!skin) throw new Error(`Skin not found: ${attachmentsName}`);
        for (const slotMapName in attachmentsMap) {
          const slotMap = attachmentsMap[slotMapName];
          const slot = skeletonData.findSlot(slotMapName);
          if (!slot) throw new Error(`Attachment slot not found: ${slotMapName}`);
          const slotIndex = slot.index;
          for (const attachmentMapName in slotMap) {
            const attachmentMap = slotMap[attachmentMapName];
            const attachment = skin.getAttachment(slotIndex, attachmentMapName);
            if (!attachment) throw new Error(`Timeline attachment not found: ${attachmentMapName}`);
            for (const timelineMapName in attachmentMap) {
              const timelineMap = attachmentMap[timelineMapName];
              let keyMap = timelineMap[0];
              if (!keyMap) continue;
              if (timelineMapName === "deform") {
                const weighted = attachment.bones;
                const vertices = attachment.vertices;
                const deformLength = weighted ? vertices.length / 3 * 2 : vertices.length;
                const timeline = new DeformTimeline(timelineMap.length, timelineMap.length, slotIndex, attachment);
                let time = getValue(keyMap, "time", 0);
                for (let frame = 0, bezier = 0; ; frame++) {
                  let deform;
                  const verticesValue = getValue(keyMap, "vertices", null);
                  if (!verticesValue)
                    deform = weighted ? Utils.newFloatArray(deformLength) : vertices;
                  else {
                    deform = Utils.newFloatArray(deformLength);
                    const start = getValue(keyMap, "offset", 0);
                    Utils.arrayCopy(verticesValue, 0, deform, start, verticesValue.length);
                    if (scale !== 1) {
                      for (let i = start, n = i + verticesValue.length; i < n; i++)
                        deform[i] *= scale;
                    }
                    if (!weighted) {
                      for (let i = 0; i < deformLength; i++)
                        deform[i] += vertices[i];
                    }
                  }
                  timeline.setFrame(frame, time, deform);
                  const nextMap = timelineMap[frame + 1];
                  if (!nextMap) {
                    timeline.shrink(bezier);
                    break;
                  }
                  const time2 = getValue(nextMap, "time", 0);
                  const curve = keyMap.curve;
                  if (curve) bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, 0, 1, 1);
                  time = time2;
                  keyMap = nextMap;
                }
                timelines.push(timeline);
              } else if (timelineMapName === "sequence") {
                const timeline = new SequenceTimeline(timelineMap.length, slotIndex, attachment);
                let lastDelay = 0;
                for (let frame = 0; frame < timelineMap.length; frame++) {
                  const delay = getValue(keyMap, "delay", lastDelay);
                  const time = getValue(keyMap, "time", 0);
                  const mode = SequenceMode[getValue(keyMap, "mode", "hold")];
                  const index = getValue(keyMap, "index", 0);
                  timeline.setFrame(frame, time, mode, index, delay);
                  lastDelay = delay;
                  keyMap = timelineMap[frame + 1];
                }
                timelines.push(timeline);
              }
            }
          }
        }
      }
    }
    if (map.drawOrder) {
      const timeline = new DrawOrderTimeline(map.drawOrder.length);
      const slotCount = skeletonData.slots.length;
      let frame = 0;
      for (const drawOrderMap of map.drawOrder) {
        timeline.setFrame(frame++, getValue(drawOrderMap, "time", 0), readDrawOrder2(skeletonData, drawOrderMap, slotCount, null));
      }
      timelines.push(timeline);
    }
    if (map.drawOrderFolder) {
      for (const timelineMap of map.drawOrderFolder) {
        const slotEntries = getValue(timelineMap, "slots", []);
        const folderSlots = new Array(slotEntries.length);
        let ii = 0;
        for (const slotEntry of slotEntries) {
          const slot = skeletonData.findSlot(slotEntry);
          if (!slot) throw new Error(`Draw order folder slot not found: ${slotEntry}`);
          folderSlots[ii++] = slot.index;
        }
        const drawOrderFolderEntries = getValue(timelineMap, "keys", []);
        const timeline = new DrawOrderFolderTimeline(drawOrderFolderEntries.length, folderSlots, skeletonData.slots.length);
        let frame = 0;
        for (const drawOrderFolderMap of drawOrderFolderEntries) {
          timeline.setFrame(frame++, getValue(drawOrderFolderMap, "time", 0), readDrawOrder2(skeletonData, drawOrderFolderMap, folderSlots.length, folderSlots));
        }
        timelines.push(timeline);
      }
    }
    if (map.events) {
      const timeline = new EventTimeline(map.events.length);
      let frame = 0;
      for (let i = 0; i < map.events.length; i++, frame++) {
        const eventMap = map.events[i];
        const data = skeletonData.findEvent(eventMap.name);
        if (!data) throw new Error(`Event not found: ${eventMap.name}`);
        const setup = data.setupPose;
        const event = new Event(Utils.toSinglePrecision(getValue(eventMap, "time", 0)), data);
        event.intValue = getValue(eventMap, "int", setup.intValue);
        event.floatValue = getValue(eventMap, "float", setup.floatValue);
        event.stringValue = getValue(eventMap, "string", setup.stringValue);
        if (event.data.audioPath) {
          event.volume = getValue(eventMap, "volume", setup.volume);
          event.balance = getValue(eventMap, "balance", setup.volume);
        }
        timeline.setFrame(frame, event);
      }
      timelines.push(timeline);
    }
    let duration = 0;
    for (let i = 0, n = timelines.length; i < n; i++)
      duration = Math.max(duration, timelines[i].getDuration());
    const animation = new Animation(name, timelines, duration);
    const color = getValue(map, "color", null);
    if (color !== null) animation.color.setFromString(color);
    skeletonData.animations.push(animation);
  }
};
var LinkedMesh2 = class {
  source;
  skin;
  slotIndex;
  sourceIndex;
  mesh;
  inheritTimelines;
  constructor(mesh, skin, slotIndex, sourceIndex, source, inheritTimelines) {
    this.mesh = mesh;
    this.skin = skin;
    this.slotIndex = slotIndex;
    this.sourceIndex = sourceIndex;
    this.source = source;
    this.inheritTimelines = inheritTimelines;
  }
};
function readTimeline12(timelines, keys, timeline, defaultValue, scale) {
  let keyMap = keys[0];
  let time = keyMap.time ?? 0;
  let value = (keyMap.value ?? defaultValue) * scale;
  let bezier = 0;
  for (let frame = 0; ; frame++) {
    timeline.setFrame(frame, time, value);
    const nextMap = keys[frame + 1];
    if (!nextMap) {
      timeline.shrink(bezier);
      timelines.push(timeline);
      return;
    }
    const time2 = nextMap.time ?? 0;
    const value2 = (nextMap.value ?? defaultValue) * scale;
    if (keyMap.curve) bezier = readCurve(keyMap.curve, timeline, bezier, frame, 0, time, time2, value, value2, scale);
    time = time2;
    value = value2;
    keyMap = nextMap;
  }
}
function readTimeline22(timelines, keys, timeline, name1, name2, defaultValue, scale) {
  let keyMap = keys[0];
  let time = keyMap.time ?? 0;
  let value1 = (keyMap[name1] ?? defaultValue) * scale;
  let value2 = (keyMap[name2] ?? defaultValue) * scale;
  let bezier = 0;
  for (let frame = 0; ; frame++) {
    timeline.setFrame(frame, time, value1, value2);
    const nextMap = keys[frame + 1];
    if (!nextMap) {
      timeline.shrink(bezier);
      timelines.push(timeline);
      return;
    }
    const time2 = nextMap.time ?? 0;
    const nvalue1 = (nextMap[name1] ?? defaultValue) * scale;
    const nvalue2 = (nextMap[name2] ?? defaultValue) * scale;
    const curve = keyMap.curve;
    if (curve) {
      bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, value1, nvalue1, scale);
      bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, value2, nvalue2, scale);
    }
    time = time2;
    value1 = nvalue1;
    value2 = nvalue2;
    keyMap = nextMap;
  }
}
function readDrawOrder2(skeletonData, keys, slotCount, folderSlots) {
  const changes = keys.offsets;
  if (!changes) return null;
  const drawOrder = new Array(slotCount).fill(-1);
  const unchanged = new Array(slotCount - changes.length);
  let originalIndex = 0, unchangedIndex = 0;
  for (const offsetMap of changes) {
    const slot = skeletonData.findSlot(offsetMap.slot);
    if (slot == null) throw new Error(`Draw order slot not found: ${offsetMap.slot}`);
    let index = 0;
    if (!folderSlots)
      index = slot.index;
    else {
      index = -1;
      for (let i = 0; i < slotCount; i++) {
        if (folderSlots[i] === slot.index) {
          index = i;
          break;
        }
      }
      if (index === -1) throw new Error(`Slot not in folder: ${offsetMap.slot}`);
    }
    while (originalIndex !== index)
      unchanged[unchangedIndex++] = originalIndex++;
    drawOrder[originalIndex + offsetMap.offset] = originalIndex++;
  }
  while (originalIndex < slotCount)
    unchanged[unchangedIndex++] = originalIndex++;
  for (let i = slotCount - 1; i >= 0; i--)
    if (drawOrder[i] === -1) drawOrder[i] = unchanged[--unchangedIndex];
  return drawOrder;
}
function readCurve(curve, timeline, bezier, frame, value, time1, time2, value1, value2, scale) {
  if (curve === "stepped") {
    timeline.setStepped(frame);
    return bezier;
  }
  const i = value << 2;
  const cx1 = curve[i];
  const cy1 = curve[i + 1] * scale;
  const cx2 = curve[i + 2];
  const cy2 = curve[i + 3] * scale;
  timeline.setBezier(bezier, frame, value, time1, value1, cx1, cy1, cx2, cy2, time2, value2);
  return bezier + 1;
}
function getValue(map, property, defaultValue) {
  return map[property] !== void 0 ? map[property] : defaultValue;
}

// spine-core/src/SkeletonPhysicsMovement.ts
var SkeletonPhysicsMovement = class {
  /**
   * Creates a movement tracker for a skeleton displayed by a host runtime object.
   * @param skeleton The skeleton whose physics constraints receive inherited movement.
   * @param adapter Runtime-specific hooks used to read and convert the host object's transform.
   * @param options Initial movement inheritance values.
   */
  constructor(skeleton, adapter, options = {}) {
    this.skeleton = skeleton;
    this.adapter = adapter;
    this.positionInheritanceFactorX = options.positionInheritanceX ?? 0;
    this.positionInheritanceFactorY = options.positionInheritanceY ?? 0;
    this.rotationInheritanceFactor = options.rotationInheritance ?? 0;
  }
  positionInheritanceFactorX = 0;
  positionInheritanceFactorY = 0;
  rotationInheritanceFactor = 0;
  hasLastTransform = false;
  lastX = 0;
  lastY = 0;
  lastZ = 0;
  lastRotation = 0;
  currentTransform = { x: 0, y: 0, z: 0, rotation: 0 };
  currentPosition = { x: 0, y: 0, z: 0 };
  lastPosition = { x: 0, y: 0, z: 0 };
  /** Horizontal position inheritance factor. `0` disables horizontal position inheritance. */
  get positionInheritanceX() {
    return this.positionInheritanceFactorX;
  }
  /** Vertical position inheritance factor. `0` disables vertical position inheritance. */
  get positionInheritanceY() {
    return this.positionInheritanceFactorY;
  }
  /**
   * Sets how much host object translation is inherited by skeleton physics constraints.
   * Use `(1, 1)` for normal inheritance, or `(0, 0)` to disable position inheritance.
   * @param x The horizontal position inheritance factor.
   * @param y The vertical position inheritance factor.
   */
  setPositionInheritance(x, y) {
    const wasDisabled = this.positionInheritanceFactorX === 0 && this.positionInheritanceFactorY === 0;
    const isEnabled = x !== 0 || y !== 0;
    this.positionInheritanceFactorX = x;
    this.positionInheritanceFactorY = y;
    if (wasDisabled && isEnabled) this.resetPosition();
  }
  /** Rotation inheritance factor. `0` disables rotation inheritance. */
  get rotationInheritance() {
    return this.rotationInheritanceFactor;
  }
  /**
   * Sets how much host object rotation is inherited by skeleton physics constraints.
   * @param value The rotation inheritance factor.
   */
  set rotationInheritance(value) {
    const wasDisabled = this.rotationInheritanceFactor === 0;
    this.rotationInheritanceFactor = value;
    if (wasDisabled && value !== 0) this.resetRotation();
  }
  /** Resets the previous position used to calculate inherited translation. */
  resetPosition() {
    const transform = this.currentTransform;
    const readRotation = !this.hasLastTransform && this.rotationInheritanceFactor !== 0;
    this.adapter.readTransform(transform, readRotation);
    this.lastX = transform.x;
    this.lastY = transform.y;
    this.lastZ = transform.z;
    if (readRotation) this.lastRotation = transform.rotation;
    this.hasLastTransform = true;
  }
  /** Resets the previous rotation used to calculate inherited rotation. */
  resetRotation() {
    const transform = this.currentTransform;
    this.adapter.readTransform(transform, true);
    this.lastRotation = transform.rotation;
    if (!this.hasLastTransform) {
      this.lastX = transform.x;
      this.lastY = transform.y;
      this.lastZ = transform.z;
    }
    this.hasLastTransform = true;
  }
  /** Resets both previous position and previous rotation. */
  resetTransform() {
    const transform = this.currentTransform;
    this.adapter.readTransform(transform, true);
    this.setLastTransform(transform.x, transform.y, transform.z, transform.rotation);
  }
  /**
   * Applies host object transform movement since the previous call to the skeleton's physics constraints.
   *
   * The first call records the current transform as the baseline and does not apply movement.
   */
  applyTransformMovement() {
    const inheritPosition = this.positionInheritanceFactorX !== 0 || this.positionInheritanceFactorY !== 0;
    const inheritRotation = this.rotationInheritanceFactor !== 0;
    if (!inheritPosition && !inheritRotation) return;
    const transform = this.currentTransform;
    this.adapter.readTransform(transform, inheritRotation);
    const { x, y, z } = transform;
    const currentRotation = inheritRotation ? transform.rotation : this.lastRotation;
    const positionChanged = x !== this.lastX || y !== this.lastY || z !== this.lastZ;
    if (this.hasLastTransform) {
      if (!positionChanged && currentRotation === this.lastRotation) return;
      if (inheritPosition && positionChanged) this.applyPositionMovement(x, y, z);
      if (inheritRotation && currentRotation !== this.lastRotation) this.applyRotationMovement(currentRotation);
    }
    this.setLastTransform(x, y, z, currentRotation);
  }
  applyPositionMovement(currentX, currentY, currentZ) {
    const currentPosition = this.currentPosition;
    currentPosition.x = currentX;
    currentPosition.y = currentY;
    currentPosition.z = currentZ;
    this.adapter.worldToSkeleton(currentPosition);
    const lastPosition = this.lastPosition;
    lastPosition.x = this.lastX;
    lastPosition.y = this.lastY;
    lastPosition.z = this.lastZ;
    this.adapter.worldToSkeleton(lastPosition);
    this.skeleton.physicsTranslate(
      (currentPosition.x - lastPosition.x) * this.positionInheritanceFactorX,
      (currentPosition.y - lastPosition.y) * this.positionInheritanceFactorY
    );
  }
  applyRotationMovement(currentRotation) {
    const rotationFactor = this.rotationInheritanceFactor;
    if (rotationFactor === 0) return;
    this.skeleton.physicsRotate(0, 0, this.getRotationDelta(currentRotation, this.lastRotation) * rotationFactor);
  }
  setLastTransform(x, y, z, rotation) {
    this.lastX = x;
    this.lastY = y;
    this.lastZ = z;
    this.lastRotation = rotation;
    this.hasLastTransform = true;
  }
  getRotationDelta(current, previous) {
    let delta = current - previous;
    delta = (delta + 180) % 360 - 180;
    return delta < -180 ? delta + 360 : delta;
  }
};

// spine-core/src/SkeletonRendererCore.ts
var SkeletonRendererCore = class {
  commandPool = new CommandPool();
  worldVertices = new Float32Array(12 * 1024);
  quadIndices = new Uint16Array([0, 1, 2, 2, 3, 0]);
  clipping = new SkeletonClipping();
  renderCommands = [];
  render(skeleton, pma = false, inColor, stride = 2, slotZOffset = 0) {
    this.commandPool.reset();
    this.renderCommands.length = 0;
    const clipper = this.clipping;
    let z = 0;
    const drawOrder = skeleton.drawOrder.appliedPose;
    for (let i = 0, n = drawOrder.length; i < n; i++) {
      const slot = drawOrder[i];
      if (!slot.bone.active) {
        clipper.clipEnd(slot);
        continue;
      }
      const pose = slot.appliedPose;
      const attachment = pose.attachment;
      if (!attachment) {
        clipper.clipEnd(slot);
        continue;
      }
      const slotColor = pose.color;
      const alpha = slotColor.a;
      if (alpha === 0 && !(attachment instanceof ClippingAttachment)) {
        clipper.clipEnd(slot);
        continue;
      }
      let vertices;
      let verticesCount;
      let uvs;
      let indices;
      let indicesCount;
      let attachmentColor;
      let texture;
      if (attachment instanceof RegionAttachment) {
        attachmentColor = attachment.color;
        if (attachmentColor.a === 0) {
          clipper.clipEnd(slot);
          continue;
        }
        const sequence = attachment.sequence;
        const sequenceIndex = sequence.resolveIndex(pose);
        attachment.computeWorldVertices(slot, attachment.getOffsets(pose), this.worldVertices, 0, stride);
        vertices = this.worldVertices;
        verticesCount = 4;
        uvs = sequence.getUVs(sequenceIndex);
        indices = this.quadIndices;
        indicesCount = 6;
        texture = sequence.regions[sequenceIndex]?.texture;
      } else if (attachment instanceof MeshAttachment) {
        attachmentColor = attachment.color;
        if (attachmentColor.a === 0) {
          clipper.clipEnd(slot);
          continue;
        }
        if (this.worldVertices.length < attachment.worldVerticesLength)
          this.worldVertices = new Float32Array(attachment.worldVerticesLength);
        attachment.computeWorldVertices(skeleton, slot, 0, attachment.worldVerticesLength, this.worldVertices, 0, stride);
        vertices = this.worldVertices;
        verticesCount = attachment.worldVerticesLength >> 1;
        const sequence = attachment.sequence;
        const sequenceIndex = sequence.resolveIndex(pose);
        uvs = sequence.getUVs(sequenceIndex);
        indices = attachment.triangles;
        indicesCount = indices.length;
        texture = sequence.regions[sequenceIndex]?.texture;
      } else if (attachment instanceof ClippingAttachment) {
        clipper.clipEnd(slot);
        clipper.clipStart(skeleton, slot, attachment);
        continue;
      } else {
        clipper.clipEnd(slot);
        continue;
      }
      if (!texture) {
        clipper.clipEnd(slot);
        continue;
      }
      const skelColor = skeleton.color;
      let color, darkColor;
      if (pma) {
        let a;
        if (inColor) {
          a = Math.floor(inColor[3] * skelColor.a * slotColor.a * attachmentColor.a * 255);
          const r = Math.floor(a * inColor[0] * skelColor.r * slotColor.r * attachmentColor.r);
          const g = Math.floor(a * inColor[1] * skelColor.g * slotColor.g * attachmentColor.g);
          const b = Math.floor(a * inColor[2] * skelColor.b * slotColor.b * attachmentColor.b);
          color = a << 24 | r << 16 | g << 8 | b;
        } else {
          a = Math.floor(skelColor.a * slotColor.a * attachmentColor.a * 255);
          const r = Math.floor(a * skelColor.r * slotColor.r * attachmentColor.r);
          const g = Math.floor(a * skelColor.g * slotColor.g * attachmentColor.g);
          const b = Math.floor(a * skelColor.b * slotColor.b * attachmentColor.b);
          color = a << 24 | r << 16 | g << 8 | b;
        }
        darkColor = 4278190080;
        if (pose.darkColor) {
          const { r, g, b } = pose.darkColor;
          darkColor = 4278190080 | Math.floor(r * a) << 16 | Math.floor(g * a) << 8 | Math.floor(b * a);
        }
      } else {
        if (inColor) {
          const a = Math.floor(inColor[3] * skelColor.a * slotColor.a * attachmentColor.a * 255);
          const r = Math.floor(inColor[0] * skelColor.r * slotColor.r * attachmentColor.r * 255);
          const g = Math.floor(inColor[1] * skelColor.g * slotColor.g * attachmentColor.g * 255);
          const b = Math.floor(inColor[2] * skelColor.b * slotColor.b * attachmentColor.b * 255);
          color = a << 24 | r << 16 | g << 8 | b;
        } else {
          const a = Math.floor(skelColor.a * slotColor.a * attachmentColor.a * 255);
          const r = Math.floor(skelColor.r * slotColor.r * attachmentColor.r * 255);
          const g = Math.floor(skelColor.g * slotColor.g * attachmentColor.g * 255);
          const b = Math.floor(skelColor.b * slotColor.b * attachmentColor.b * 255);
          color = a << 24 | r << 16 | g << 8 | b;
        }
        darkColor = 0;
        if (pose.darkColor) {
          const { r, g, b } = pose.darkColor;
          darkColor = Math.floor(r * 255) << 16 | Math.floor(g * 255) << 8 | Math.floor(b * 255);
        }
      }
      if (clipper.isClipping()) {
        clipper.clipTrianglesUnpacked(vertices, 0, indices, indicesCount, uvs, stride);
        vertices = clipper.clippedVerticesTyped;
        verticesCount = clipper.clippedVerticesLength / stride;
        uvs = clipper.clippedUVsTyped;
        indices = clipper.clippedTrianglesTyped;
        indicesCount = clipper.clippedTrianglesLength;
      }
      const cmd = this.commandPool.getCommand(verticesCount, indicesCount, stride);
      cmd.blendMode = slot.data.blendMode;
      cmd.texture = texture;
      cmd.positions.set(vertices.subarray(0, verticesCount * stride));
      if (stride >= 3) {
        for (let j = 2, n2 = verticesCount * stride; j < n2; j += stride)
          cmd.positions[j] = z;
      }
      cmd.uvs.set(uvs.subarray(0, verticesCount << 1));
      for (let j = 0; j < verticesCount; j++) {
        cmd.colors[j] = color;
        cmd.darkColors[j] = darkColor;
      }
      if (indices instanceof Uint16Array) {
        cmd.indices.set(indices.subarray(0, indicesCount));
      } else {
        cmd.indices.set(indices.slice(0, indicesCount));
      }
      this.renderCommands.push(cmd);
      z += slotZOffset;
      clipper.clipEnd(slot);
    }
    clipper.clipEnd();
    return this.batchCommands(stride);
  }
  batchSubCommands(commands, first, last, numVertices, numIndices, stride) {
    const firstCmd = commands[first];
    const batched = this.commandPool.getCommand(numVertices, numIndices, stride);
    batched.blendMode = firstCmd.blendMode;
    batched.texture = firstCmd.texture;
    let positionsOffset = 0;
    let uvsOffset = 0;
    let colorsOffset = 0;
    let indicesOffset = 0;
    let vertexOffset = 0;
    for (let i = first; i <= last; i++) {
      const cmd = commands[i];
      batched.positions.set(cmd.positions, positionsOffset);
      positionsOffset += cmd.numVertices * stride;
      batched.uvs.set(cmd.uvs, uvsOffset);
      uvsOffset += cmd.numVertices << 1;
      batched.colors.set(cmd.colors, colorsOffset);
      batched.darkColors.set(cmd.darkColors, colorsOffset);
      colorsOffset += cmd.numVertices;
      for (let j = 0; j < cmd.numIndices; j++)
        batched.indices[indicesOffset + j] = cmd.indices[j] + vertexOffset;
      indicesOffset += cmd.numIndices;
      vertexOffset += cmd.numVertices;
    }
    return batched;
  }
  batchCommands(stride) {
    if (this.renderCommands.length === 0) return void 0;
    let root;
    let last;
    let first = this.renderCommands[0];
    let startIndex = 0;
    let i = 1;
    let numVertices = first.numVertices;
    let numIndices = first.numIndices;
    while (i <= this.renderCommands.length) {
      const cmd = i < this.renderCommands.length ? this.renderCommands[i] : null;
      if (cmd && cmd.numVertices === 0 && cmd.numIndices === 0) {
        i++;
        continue;
      }
      const canBatch = cmd !== null && cmd.texture === first.texture && cmd.blendMode === first.blendMode && cmd.colors[0] === first.colors[0] && cmd.darkColors[0] === first.darkColors[0] && numIndices + cmd.numIndices < 65535;
      if (canBatch) {
        numVertices += cmd.numVertices;
        numIndices += cmd.numIndices;
      } else {
        const batched = this.batchSubCommands(
          this.renderCommands,
          startIndex,
          i - 1,
          numVertices,
          numIndices,
          stride
        );
        if (!last) {
          root = last = batched;
        } else {
          last.next = batched;
          last = batched;
        }
        if (i === this.renderCommands.length) break;
        first = this.renderCommands[i];
        startIndex = i;
        numVertices = first.numVertices;
        numIndices = first.numIndices;
      }
      i++;
    }
    return root;
  }
};
var CommandPool = class {
  pool = [];
  inUse = [];
  getCommand(numVertices, numIndices, stride) {
    let cmd;
    for (const c of this.pool) {
      if (c._positions.length >= numVertices * stride && c._indices.length >= numIndices) {
        cmd = c;
        break;
      }
    }
    if (!cmd) {
      const _positions = new Float32Array(numVertices * stride);
      const _uvs = new Float32Array(numVertices << 1);
      const _colors = new Uint32Array(numVertices);
      const _darkColors = new Uint32Array(numVertices);
      const _indices = new Uint16Array(numIndices);
      cmd = {
        positions: _positions,
        uvs: _uvs,
        colors: _colors,
        darkColors: _darkColors,
        indices: _indices,
        _positions,
        _uvs,
        _colors,
        _darkColors,
        _indices,
        numVertices,
        numIndices,
        blendMode: 0 /* Normal */,
        texture: null
      };
    } else {
      this.pool.splice(this.pool.indexOf(cmd), 1);
      cmd.next = void 0;
      cmd.numVertices = numVertices;
      cmd.numIndices = numIndices;
      cmd.positions = cmd._positions.subarray(0, numVertices * stride);
      cmd.uvs = cmd._uvs.subarray(0, numVertices << 1);
      cmd.colors = cmd._colors.subarray(0, numVertices);
      cmd.darkColors = cmd._darkColors.subarray(0, numVertices);
      cmd.indices = cmd._indices.subarray(0, numIndices);
    }
    this.inUse.push(cmd);
    return cmd;
  }
  reset() {
    this.pool.push(...this.inUse);
    this.inUse.length = 0;
  }
};

// spine-webgl/src/WebGL.ts
var ManagedWebGLRenderingContext = class {
  canvas;
  gl;
  restorables = [];
  constructor(canvasOrContext, contextConfig = { alpha: true }) {
    if (!(canvasOrContext instanceof WebGLRenderingContext || typeof WebGL2RenderingContext !== "undefined" && canvasOrContext instanceof WebGL2RenderingContext)) {
      const canvas = canvasOrContext;
      this.gl = canvas.getContext("webgl2", contextConfig) || canvas.getContext("webgl", contextConfig);
      this.canvas = canvas;
      canvas.addEventListener("webglcontextlost", this.contextLostHandler);
      canvas.addEventListener("webglcontextrestored", this.contextRestoredHandler);
    } else {
      this.gl = canvasOrContext;
      this.canvas = this.gl.canvas;
    }
  }
  contextLostHandler = (e) => {
    if (e) e.preventDefault();
  };
  contextRestoredHandler = () => {
    this.restore();
  };
  restore() {
    for (let i = 0, n = this.restorables.length; i < n; i++)
      this.restorables[i].restore();
  }
  dispose() {
    this.canvas.removeEventListener("webglcontextlost", this.contextLostHandler);
    this.canvas.removeEventListener("webglcontextrestored", this.contextRestoredHandler);
  }
  addRestorable(restorable) {
    this.restorables.push(restorable);
  }
  removeRestorable(restorable) {
    const index = this.restorables.indexOf(restorable);
    if (index > -1) this.restorables.splice(index, 1);
  }
};

// spine-webgl/src/GLTexture.ts
var GLTexture = class _GLTexture extends Texture {
  context;
  texture = null;
  boundUnit = 0;
  pma;
  useMipMaps;
  constructor(context, image, pma, useMipMaps = false) {
    super(image);
    this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context);
    this.pma = pma;
    this.useMipMaps = useMipMaps;
    this.restore();
    this.context.addRestorable(this);
  }
  setFilters(minFilter, magFilter) {
    const 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));
    this.useMipMaps = _GLTexture.usesMipMaps(minFilter);
    if (this.useMipMaps) gl.generateMipmap(gl.TEXTURE_2D);
  }
  static validateMagFilter(magFilter) {
    switch (magFilter) {
      case 9987 /* MipMapLinearLinear */:
      case 9985 /* MipMapLinearNearest */:
      case 9986 /* MipMapNearestLinear */:
      case 9984 /* MipMapNearestNearest */:
        return 9729 /* Linear */;
      default:
        return magFilter;
    }
  }
  static usesMipMaps(filter) {
    switch (filter) {
      case 9987 /* MipMapLinearLinear */:
      case 9985 /* MipMapLinearNearest */:
      case 9986 /* MipMapNearestLinear */:
      case 9984 /* MipMapNearestNearest */:
        return true;
      default:
        return false;
    }
  }
  setWraps(uWrap, vWrap) {
    const 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);
  }
  update(useMipMaps) {
    const gl = this.context.gl;
    if (!this.texture) this.texture = this.context.gl.createTexture();
    this.bind();
    const previousUnpackPmaValue = gl.getParameter(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL);
    gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, !this.pma);
    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);
    gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, previousUnpackPmaValue);
  }
  restore() {
    this.texture = null;
    this.update(this.useMipMaps);
  }
  bind(unit = 0) {
    const gl = this.context.gl;
    this.boundUnit = unit;
    gl.activeTexture(gl.TEXTURE0 + unit);
    gl.bindTexture(gl.TEXTURE_2D, this.texture);
  }
  unbind() {
    const gl = this.context.gl;
    gl.activeTexture(gl.TEXTURE0 + this.boundUnit);
    gl.bindTexture(gl.TEXTURE_2D, null);
  }
  dispose() {
    this.context.removeRestorable(this);
    const gl = this.context.gl;
    gl.deleteTexture(this.texture);
  }
};

// spine-webgl/src/AssetManager.ts
var AssetManager = class extends AssetManagerBase {
  constructor(context, pathPrefix = "", downloader = new Downloader()) {
    super(
      (image, pma = false) => new GLTexture(context, image, pma),
      pathPrefix,
      downloader
    );
  }
};

// spine-webgl/src/Vector3.ts
var Vector3 = class {
  x = 0;
  y = 0;
  z = 0;
  constructor(x = 0, y = 0, z = 0) {
    this.x = x;
    this.y = y;
    this.z = z;
  }
  setFrom(v) {
    this.x = v.x;
    this.y = v.y;
    this.z = v.z;
    return this;
  }
  set(x, y, z) {
    this.x = x;
    this.y = y;
    this.z = z;
    return this;
  }
  add(v) {
    this.x += v.x;
    this.y += v.y;
    this.z += v.z;
    return this;
  }
  sub(v) {
    this.x -= v.x;
    this.y -= v.y;
    this.z -= v.z;
    return this;
  }
  scale(s) {
    this.x *= s;
    this.y *= s;
    this.z *= s;
    return this;
  }
  normalize() {
    let len = this.length();
    if (len === 0) return this;
    len = 1 / len;
    this.x *= len;
    this.y *= len;
    this.z *= len;
    return this;
  }
  cross(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);
  }
  multiply(matrix) {
    const l_mat = matrix.values;
    return this.set(
      this.x * l_mat[M00] + this.y * l_mat[M01] + this.z * l_mat[M02] + l_mat[M03],
      this.x * l_mat[M10] + this.y * l_mat[M11] + this.z * l_mat[M12] + l_mat[M13],
      this.x * l_mat[M20] + this.y * l_mat[M21] + this.z * l_mat[M22] + l_mat[M23]
    );
  }
  project(matrix) {
    const l_mat = matrix.values;
    const l_w = 1 / (this.x * l_mat[M30] + this.y * l_mat[M31] + this.z * l_mat[M32] + l_mat[M33]);
    return this.set(
      (this.x * l_mat[M00] + this.y * l_mat[M01] + this.z * l_mat[M02] + l_mat[M03]) * l_w,
      (this.x * l_mat[M10] + this.y * l_mat[M11] + this.z * l_mat[M12] + l_mat[M13]) * l_w,
      (this.x * l_mat[M20] + this.y * l_mat[M21] + this.z * l_mat[M22] + l_mat[M23]) * l_w
    );
  }
  dot(v) {
    return this.x * v.x + this.y * v.y + this.z * v.z;
  }
  length() {
    return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  }
  distance(v) {
    const a = v.x - this.x;
    const b = v.y - this.y;
    const c = v.z - this.z;
    return Math.sqrt(a * a + b * b + c * c);
  }
};

// spine-webgl/src/Matrix4.ts
var M00 = 0;
var M01 = 4;
var M02 = 8;
var M03 = 12;
var M10 = 1;
var M11 = 5;
var M12 = 9;
var M13 = 13;
var M20 = 2;
var M21 = 6;
var M22 = 10;
var M23 = 14;
var M30 = 3;
var M31 = 7;
var M32 = 11;
var M33 = 15;
var Matrix4 = class _Matrix4 {
  temp = new Float32Array(16);
  values = new Float32Array(16);
  static xAxis = new Vector3();
  static yAxis = new Vector3();
  static zAxis = new Vector3();
  static tmpMatrix = new _Matrix4();
  constructor() {
    const v = this.values;
    v[M00] = 1;
    v[M11] = 1;
    v[M22] = 1;
    v[M33] = 1;
  }
  set(values) {
    this.values.set(values);
    return this;
  }
  transpose() {
    const t = this.temp;
    const v = this.values;
    t[M00] = v[M00];
    t[M01] = v[M10];
    t[M02] = v[M20];
    t[M03] = v[M30];
    t[M10] = v[M01];
    t[M11] = v[M11];
    t[M12] = v[M21];
    t[M13] = v[M31];
    t[M20] = v[M02];
    t[M21] = v[M12];
    t[M22] = v[M22];
    t[M23] = v[M32];
    t[M30] = v[M03];
    t[M31] = v[M13];
    t[M32] = v[M23];
    t[M33] = v[M33];
    return this.set(t);
  }
  identity() {
    const v = this.values;
    v[M00] = 1;
    v[M01] = 0;
    v[M02] = 0;
    v[M03] = 0;
    v[M10] = 0;
    v[M11] = 1;
    v[M12] = 0;
    v[M13] = 0;
    v[M20] = 0;
    v[M21] = 0;
    v[M22] = 1;
    v[M23] = 0;
    v[M30] = 0;
    v[M31] = 0;
    v[M32] = 0;
    v[M33] = 1;
    return this;
  }
  invert() {
    const v = this.values;
    const t = this.temp;
    const l_det = v[M30] * v[M21] * v[M12] * v[M03] - v[M20] * v[M31] * v[M12] * v[M03] - v[M30] * v[M11] * v[M22] * v[M03] + v[M10] * v[M31] * v[M22] * v[M03] + v[M20] * v[M11] * v[M32] * v[M03] - v[M10] * v[M21] * v[M32] * v[M03] - v[M30] * v[M21] * v[M02] * v[M13] + v[M20] * v[M31] * v[M02] * v[M13] + v[M30] * v[M01] * v[M22] * v[M13] - v[M00] * v[M31] * v[M22] * v[M13] - v[M20] * v[M01] * v[M32] * v[M13] + v[M00] * v[M21] * v[M32] * v[M13] + v[M30] * v[M11] * v[M02] * v[M23] - v[M10] * v[M31] * v[M02] * v[M23] - v[M30] * v[M01] * v[M12] * v[M23] + v[M00] * v[M31] * v[M12] * v[M23] + v[M10] * v[M01] * v[M32] * v[M23] - v[M00] * v[M11] * v[M32] * v[M23] - v[M20] * v[M11] * v[M02] * v[M33] + v[M10] * v[M21] * v[M02] * v[M33] + v[M20] * v[M01] * v[M12] * v[M33] - v[M00] * v[M21] * v[M12] * v[M33] - v[M10] * v[M01] * v[M22] * v[M33] + v[M00] * v[M11] * v[M22] * v[M33];
    if (l_det === 0) throw new Error("non-invertible matrix");
    const inv_det = 1 / l_det;
    t[M00] = v[M12] * v[M23] * v[M31] - v[M13] * v[M22] * v[M31] + v[M13] * v[M21] * v[M32] - v[M11] * v[M23] * v[M32] - v[M12] * v[M21] * v[M33] + v[M11] * v[M22] * v[M33];
    t[M01] = v[M03] * v[M22] * v[M31] - v[M02] * v[M23] * v[M31] - v[M03] * v[M21] * v[M32] + v[M01] * v[M23] * v[M32] + v[M02] * v[M21] * v[M33] - v[M01] * v[M22] * v[M33];
    t[M02] = v[M02] * v[M13] * v[M31] - v[M03] * v[M12] * v[M31] + v[M03] * v[M11] * v[M32] - v[M01] * v[M13] * v[M32] - v[M02] * v[M11] * v[M33] + v[M01] * v[M12] * v[M33];
    t[M03] = v[M03] * v[M12] * v[M21] - v[M02] * v[M13] * v[M21] - v[M03] * v[M11] * v[M22] + v[M01] * v[M13] * v[M22] + v[M02] * v[M11] * v[M23] - v[M01] * v[M12] * v[M23];
    t[M10] = v[M13] * v[M22] * v[M30] - v[M12] * v[M23] * v[M30] - v[M13] * v[M20] * v[M32] + v[M10] * v[M23] * v[M32] + v[M12] * v[M20] * v[M33] - v[M10] * v[M22] * v[M33];
    t[M11] = v[M02] * v[M23] * v[M30] - v[M03] * v[M22] * v[M30] + v[M03] * v[M20] * v[M32] - v[M00] * v[M23] * v[M32] - v[M02] * v[M20] * v[M33] + v[M00] * v[M22] * v[M33];
    t[M12] = v[M03] * v[M12] * v[M30] - v[M02] * v[M13] * v[M30] - v[M03] * v[M10] * v[M32] + v[M00] * v[M13] * v[M32] + v[M02] * v[M10] * v[M33] - v[M00] * v[M12] * v[M33];
    t[M13] = v[M02] * v[M13] * v[M20] - v[M03] * v[M12] * v[M20] + v[M03] * v[M10] * v[M22] - v[M00] * v[M13] * v[M22] - v[M02] * v[M10] * v[M23] + v[M00] * v[M12] * v[M23];
    t[M20] = v[M11] * v[M23] * v[M30] - v[M13] * v[M21] * v[M30] + v[M13] * v[M20] * v[M31] - v[M10] * v[M23] * v[M31] - v[M11] * v[M20] * v[M33] + v[M10] * v[M21] * v[M33];
    t[M21] = v[M03] * v[M21] * v[M30] - v[M01] * v[M23] * v[M30] - v[M03] * v[M20] * v[M31] + v[M00] * v[M23] * v[M31] + v[M01] * v[M20] * v[M33] - v[M00] * v[M21] * v[M33];
    t[M22] = v[M01] * v[M13] * v[M30] - v[M03] * v[M11] * v[M30] + v[M03] * v[M10] * v[M31] - v[M00] * v[M13] * v[M31] - v[M01] * v[M10] * v[M33] + v[M00] * v[M11] * v[M33];
    t[M23] = v[M03] * v[M11] * v[M20] - v[M01] * v[M13] * v[M20] - v[M03] * v[M10] * v[M21] + v[M00] * v[M13] * v[M21] + v[M01] * v[M10] * v[M23] - v[M00] * v[M11] * v[M23];
    t[M30] = v[M12] * v[M21] * v[M30] - v[M11] * v[M22] * v[M30] - v[M12] * v[M20] * v[M31] + v[M10] * v[M22] * v[M31] + v[M11] * v[M20] * v[M32] - v[M10] * v[M21] * v[M32];
    t[M31] = v[M01] * v[M22] * v[M30] - v[M02] * v[M21] * v[M30] + v[M02] * v[M20] * v[M31] - v[M00] * v[M22] * v[M31] - v[M01] * v[M20] * v[M32] + v[M00] * v[M21] * v[M32];
    t[M32] = v[M02] * v[M11] * v[M30] - v[M01] * v[M12] * v[M30] - v[M02] * v[M10] * v[M31] + v[M00] * v[M12] * v[M31] + v[M01] * v[M10] * v[M32] - v[M00] * v[M11] * v[M32];
    t[M33] = v[M01] * v[M12] * v[M20] - v[M02] * v[M11] * v[M20] + v[M02] * v[M10] * v[M21] - v[M00] * v[M12] * v[M21] - v[M01] * v[M10] * v[M22] + v[M00] * v[M11] * v[M22];
    v[M00] = t[M00] * inv_det;
    v[M01] = t[M01] * inv_det;
    v[M02] = t[M02] * inv_det;
    v[M03] = t[M03] * inv_det;
    v[M10] = t[M10] * inv_det;
    v[M11] = t[M11] * inv_det;
    v[M12] = t[M12] * inv_det;
    v[M13] = t[M13] * inv_det;
    v[M20] = t[M20] * inv_det;
    v[M21] = t[M21] * inv_det;
    v[M22] = t[M22] * inv_det;
    v[M23] = t[M23] * inv_det;
    v[M30] = t[M30] * inv_det;
    v[M31] = t[M31] * inv_det;
    v[M32] = t[M32] * inv_det;
    v[M33] = t[M33] * inv_det;
    return this;
  }
  determinant() {
    const v = this.values;
    return v[M30] * v[M21] * v[M12] * v[M03] - v[M20] * v[M31] * v[M12] * v[M03] - v[M30] * v[M11] * v[M22] * v[M03] + v[M10] * v[M31] * v[M22] * v[M03] + v[M20] * v[M11] * v[M32] * v[M03] - v[M10] * v[M21] * v[M32] * v[M03] - v[M30] * v[M21] * v[M02] * v[M13] + v[M20] * v[M31] * v[M02] * v[M13] + v[M30] * v[M01] * v[M22] * v[M13] - v[M00] * v[M31] * v[M22] * v[M13] - v[M20] * v[M01] * v[M32] * v[M13] + v[M00] * v[M21] * v[M32] * v[M13] + v[M30] * v[M11] * v[M02] * v[M23] - v[M10] * v[M31] * v[M02] * v[M23] - v[M30] * v[M01] * v[M12] * v[M23] + v[M00] * v[M31] * v[M12] * v[M23] + v[M10] * v[M01] * v[M32] * v[M23] - v[M00] * v[M11] * v[M32] * v[M23] - v[M20] * v[M11] * v[M02] * v[M33] + v[M10] * v[M21] * v[M02] * v[M33] + v[M20] * v[M01] * v[M12] * v[M33] - v[M00] * v[M21] * v[M12] * v[M33] - v[M10] * v[M01] * v[M22] * v[M33] + v[M00] * v[M11] * v[M22] * v[M33];
  }
  translate(x, y, z) {
    const v = this.values;
    v[M03] += x;
    v[M13] += y;
    v[M23] += z;
    return this;
  }
  copy() {
    return new _Matrix4().set(this.values);
  }
  projection(near, far, fovy, aspectRatio) {
    this.identity();
    const l_fd = 1 / Math.tan(fovy * (Math.PI / 180) / 2);
    const l_a1 = (far + near) / (near - far);
    const l_a2 = 2 * far * near / (near - far);
    const v = this.values;
    v[M00] = l_fd / aspectRatio;
    v[M10] = 0;
    v[M20] = 0;
    v[M30] = 0;
    v[M01] = 0;
    v[M11] = l_fd;
    v[M21] = 0;
    v[M31] = 0;
    v[M02] = 0;
    v[M12] = 0;
    v[M22] = l_a1;
    v[M32] = -1;
    v[M03] = 0;
    v[M13] = 0;
    v[M23] = l_a2;
    v[M33] = 0;
    return this;
  }
  ortho2d(x, y, width, height) {
    return this.ortho(x, x + width, y, y + height, 0, 1);
  }
  ortho(left, right, bottom, top, near, far) {
    this.identity();
    const x_orth = 2 / (right - left);
    const y_orth = 2 / (top - bottom);
    const z_orth = -2 / (far - near);
    const tx = -(right + left) / (right - left);
    const ty = -(top + bottom) / (top - bottom);
    const tz = -(far + near) / (far - near);
    const v = this.values;
    v[M00] = x_orth;
    v[M10] = 0;
    v[M20] = 0;
    v[M30] = 0;
    v[M01] = 0;
    v[M11] = y_orth;
    v[M21] = 0;
    v[M31] = 0;
    v[M02] = 0;
    v[M12] = 0;
    v[M22] = z_orth;
    v[M32] = 0;
    v[M03] = tx;
    v[M13] = ty;
    v[M23] = tz;
    v[M33] = 1;
    return this;
  }
  multiply(matrix) {
    const t = this.temp;
    const v = this.values;
    const m = matrix.values;
    t[M00] = v[M00] * m[M00] + v[M01] * m[M10] + v[M02] * m[M20] + v[M03] * m[M30];
    t[M01] = v[M00] * m[M01] + v[M01] * m[M11] + v[M02] * m[M21] + v[M03] * m[M31];
    t[M02] = v[M00] * m[M02] + v[M01] * m[M12] + v[M02] * m[M22] + v[M03] * m[M32];
    t[M03] = v[M00] * m[M03] + v[M01] * m[M13] + v[M02] * m[M23] + v[M03] * m[M33];
    t[M10] = v[M10] * m[M00] + v[M11] * m[M10] + v[M12] * m[M20] + v[M13] * m[M30];
    t[M11] = v[M10] * m[M01] + v[M11] * m[M11] + v[M12] * m[M21] + v[M13] * m[M31];
    t[M12] = v[M10] * m[M02] + v[M11] * m[M12] + v[M12] * m[M22] + v[M13] * m[M32];
    t[M13] = v[M10] * m[M03] + v[M11] * m[M13] + v[M12] * m[M23] + v[M13] * m[M33];
    t[M20] = v[M20] * m[M00] + v[M21] * m[M10] + v[M22] * m[M20] + v[M23] * m[M30];
    t[M21] = v[M20] * m[M01] + v[M21] * m[M11] + v[M22] * m[M21] + v[M23] * m[M31];
    t[M22] = v[M20] * m[M02] + v[M21] * m[M12] + v[M22] * m[M22] + v[M23] * m[M32];
    t[M23] = v[M20] * m[M03] + v[M21] * m[M13] + v[M22] * m[M23] + v[M23] * m[M33];
    t[M30] = v[M30] * m[M00] + v[M31] * m[M10] + v[M32] * m[M20] + v[M33] * m[M30];
    t[M31] = v[M30] * m[M01] + v[M31] * m[M11] + v[M32] * m[M21] + v[M33] * m[M31];
    t[M32] = v[M30] * m[M02] + v[M31] * m[M12] + v[M32] * m[M22] + v[M33] * m[M32];
    t[M33] = v[M30] * m[M03] + v[M31] * m[M13] + v[M32] * m[M23] + v[M33] * m[M33];
    return this.set(this.temp);
  }
  multiplyLeft(matrix) {
    const t = this.temp;
    const v = this.values;
    const m = matrix.values;
    t[M00] = m[M00] * v[M00] + m[M01] * v[M10] + m[M02] * v[M20] + m[M03] * v[M30];
    t[M01] = m[M00] * v[M01] + m[M01] * v[M11] + m[M02] * v[M21] + m[M03] * v[M31];
    t[M02] = m[M00] * v[M02] + m[M01] * v[M12] + m[M02] * v[M22] + m[M03] * v[M32];
    t[M03] = m[M00] * v[M03] + m[M01] * v[M13] + m[M02] * v[M23] + m[M03] * v[M33];
    t[M10] = m[M10] * v[M00] + m[M11] * v[M10] + m[M12] * v[M20] + m[M13] * v[M30];
    t[M11] = m[M10] * v[M01] + m[M11] * v[M11] + m[M12] * v[M21] + m[M13] * v[M31];
    t[M12] = m[M10] * v[M02] + m[M11] * v[M12] + m[M12] * v[M22] + m[M13] * v[M32];
    t[M13] = m[M10] * v[M03] + m[M11] * v[M13] + m[M12] * v[M23] + m[M13] * v[M33];
    t[M20] = m[M20] * v[M00] + m[M21] * v[M10] + m[M22] * v[M20] + m[M23] * v[M30];
    t[M21] = m[M20] * v[M01] + m[M21] * v[M11] + m[M22] * v[M21] + m[M23] * v[M31];
    t[M22] = m[M20] * v[M02] + m[M21] * v[M12] + m[M22] * v[M22] + m[M23] * v[M32];
    t[M23] = m[M20] * v[M03] + m[M21] * v[M13] + m[M22] * v[M23] + m[M23] * v[M33];
    t[M30] = m[M30] * v[M00] + m[M31] * v[M10] + m[M32] * v[M20] + m[M33] * v[M30];
    t[M31] = m[M30] * v[M01] + m[M31] * v[M11] + m[M32] * v[M21] + m[M33] * v[M31];
    t[M32] = m[M30] * v[M02] + m[M31] * v[M12] + m[M32] * v[M22] + m[M33] * v[M32];
    t[M33] = m[M30] * v[M03] + m[M31] * v[M13] + m[M32] * v[M23] + m[M33] * v[M33];
    return this.set(this.temp);
  }
  lookAt(position, direction, up) {
    const 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();
    const val = this.values;
    val[M00] = xAxis.x;
    val[M01] = xAxis.y;
    val[M02] = xAxis.z;
    val[M10] = yAxis.x;
    val[M11] = yAxis.y;
    val[M12] = yAxis.z;
    val[M20] = -zAxis.x;
    val[M21] = -zAxis.y;
    val[M22] = -zAxis.z;
    _Matrix4.tmpMatrix.identity();
    _Matrix4.tmpMatrix.values[M03] = -position.x;
    _Matrix4.tmpMatrix.values[M13] = -position.y;
    _Matrix4.tmpMatrix.values[M23] = -position.z;
    this.multiply(_Matrix4.tmpMatrix);
    return this;
  }
};

// spine-webgl/src/Camera.ts
var OrthoCamera = class {
  position = new Vector3(0, 0, 0);
  direction = new Vector3(0, 0, -1);
  up = new Vector3(0, 1, 0);
  near = 0;
  far = 100;
  zoom = 1;
  viewportWidth = 0;
  viewportHeight = 0;
  projectionView = new Matrix4();
  inverseProjectionView = new Matrix4();
  projection = new Matrix4();
  view = new Matrix4();
  constructor(viewportWidth, viewportHeight) {
    this.viewportWidth = viewportWidth;
    this.viewportHeight = viewportHeight;
    this.update();
  }
  update() {
    const projection = this.projection;
    const view = this.view;
    const projectionView = this.projectionView;
    const inverseProjectionView = this.inverseProjectionView;
    const 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();
  }
  screenToWorld(screenCoords, screenWidth, screenHeight) {
    const x = screenCoords.x, y = screenHeight - screenCoords.y - 1;
    screenCoords.x = 2 * x / screenWidth - 1;
    screenCoords.y = 2 * y / screenHeight - 1;
    screenCoords.z = 2 * screenCoords.z - 1;
    screenCoords.project(this.inverseProjectionView);
    return screenCoords;
  }
  worldToScreen(worldCoords, screenWidth, screenHeight) {
    worldCoords.project(this.projectionView);
    worldCoords.x = screenWidth * (worldCoords.x + 1) / 2;
    worldCoords.y = screenHeight * (worldCoords.y + 1) / 2;
    worldCoords.z = (worldCoords.z + 1) / 2;
    return worldCoords;
  }
  setViewport(viewportWidth, viewportHeight) {
    this.viewportWidth = viewportWidth;
    this.viewportHeight = viewportHeight;
  }
};

// spine-webgl/src/Input.ts
var Input = class {
  element;
  mouseX = 0;
  mouseY = 0;
  buttonDown = false;
  touch0 = null;
  touch1 = null;
  initialPinchDistance = 0;
  listeners = [];
  autoPreventDefault;
  // this is needed because browsers sends mousedown-mousemove-mousesup after a touch sequence, unless touch end preventDefault
  // but preventing default will result in preventing interaction with the page.
  isTouch = false;
  callbacks;
  constructor(element, autoPreventDefault = true) {
    this.element = element;
    this.autoPreventDefault = autoPreventDefault;
    this.callbacks = this.setupCallbacks(element);
  }
  setupCallbacks(element) {
    const mouseDown = (ev) => {
      if (ev instanceof MouseEvent && !this.isTouch) {
        const rect = element.getBoundingClientRect();
        this.mouseX = ev.clientX - rect.left;
        this.mouseY = ev.clientY - rect.top;
        this.buttonDown = true;
        this.listeners.map((listener) => {
          if (listener.down) listener.down(this.mouseX, this.mouseY, ev);
        });
      }
    };
    const mouseMove = (ev) => {
      if (ev instanceof MouseEvent && !this.isTouch) {
        const rect = element.getBoundingClientRect();
        this.mouseX = ev.clientX - rect.left;
        this.mouseY = ev.clientY - rect.top;
        this.listeners.map((listener) => {
          if (this.buttonDown) {
            if (listener.dragged) listener.dragged(this.mouseX, this.mouseY, ev);
          } else {
            if (listener.moved) listener.moved(this.mouseX, this.mouseY, ev);
          }
        });
      }
    };
    const mouseUp = (ev) => {
      if (ev instanceof MouseEvent && !this.isTouch) {
        const rect = element.getBoundingClientRect();
        this.mouseX = ev.clientX - rect.left;
        ;
        this.mouseY = ev.clientY - rect.top;
        this.buttonDown = false;
        this.listeners.map((listener) => {
          if (listener.up) listener.up(this.mouseX, this.mouseY, ev);
        });
      }
    };
    const mouseWheel = (ev) => {
      if (this.autoPreventDefault) ev.preventDefault();
      let deltaY = ev.deltaY;
      if (ev.deltaMode === WheelEvent.DOM_DELTA_LINE) deltaY *= 8;
      if (ev.deltaMode === WheelEvent.DOM_DELTA_PAGE) deltaY *= 24;
      this.listeners.map((listener) => {
        if (listener.wheel) listener.wheel(deltaY, ev);
      });
    };
    const touchStart = (ev) => {
      this.isTouch = true;
      if (!this.touch0 || !this.touch1) {
        const touches = ev.changedTouches;
        const nativeTouch = touches.item(0);
        if (!nativeTouch) return;
        const rect = element.getBoundingClientRect();
        const x = nativeTouch.clientX - rect.left;
        const y = nativeTouch.clientY - rect.top;
        const touch = new Touch(nativeTouch.identifier, x, y);
        this.mouseX = x;
        this.mouseY = y;
        this.buttonDown = true;
        if (!this.touch0) {
          this.touch0 = touch;
          this.listeners.map((listener) => {
            if (listener.down) listener.down(touch.x, touch.y, ev);
          });
        } else if (!this.touch1) {
          this.touch1 = touch;
          const dx = this.touch1.x - this.touch0.x;
          const dy = this.touch1.x - this.touch0.x;
          this.initialPinchDistance = Math.sqrt(dx * dx + dy * dy);
          this.listeners.map((listener) => {
            if (listener.zoom) listener.zoom(this.initialPinchDistance, this.initialPinchDistance, ev);
          });
        }
      }
      if (this.autoPreventDefault) ev.preventDefault();
    };
    const touchMove = (ev) => {
      this.isTouch = true;
      if (this.touch0) {
        const touches = ev.changedTouches;
        const rect = element.getBoundingClientRect();
        for (let i = 0; i < touches.length; i++) {
          const nativeTouch = touches[i];
          const x = nativeTouch.clientX - rect.left;
          const y = nativeTouch.clientY - rect.top;
          if (this.touch0.identifier === nativeTouch.identifier) {
            this.touch0.x = this.mouseX = x;
            this.touch0.y = this.mouseY = y;
            this.listeners.map((listener) => {
              if (listener.dragged) listener.dragged(x, y, ev);
            });
          }
          if (this.touch1 && this.touch1.identifier === nativeTouch.identifier) {
            this.touch1.x = this.mouseX = x;
            this.touch1.y = this.mouseY = y;
          }
        }
        if (this.touch0 && this.touch1) {
          const dx = this.touch1.x - this.touch0.x;
          const dy = this.touch1.x - this.touch0.x;
          const distance = Math.sqrt(dx * dx + dy * dy);
          this.listeners.map((listener) => {
            if (listener.zoom) listener.zoom(this.initialPinchDistance, distance, ev);
          });
        }
      }
      if (this.autoPreventDefault) ev.preventDefault();
    };
    const touchEnd = (ev) => {
      this.isTouch = true;
      const touch0 = this.touch0;
      if (touch0) {
        const touches = ev.changedTouches;
        const rect = element.getBoundingClientRect();
        for (let i = 0; i < touches.length; i++) {
          const nativeTouch = touches[i];
          const x = nativeTouch.clientX - rect.left;
          const y = nativeTouch.clientY - rect.top;
          if (touch0.identifier === nativeTouch.identifier) {
            this.touch0 = null;
            this.mouseX = x;
            this.mouseY = y;
            this.listeners.map((listener) => {
              if (listener.up) listener.up(x, y, ev);
            });
            if (!this.touch1) {
              this.buttonDown = false;
              break;
            } else {
              const touch02 = this.touch0 = this.touch1;
              this.touch1 = null;
              this.mouseX = touch02.x;
              this.mouseY = touch02.y;
              this.buttonDown = true;
              this.listeners.map((listener) => {
                if (listener.down) listener.down(touch02.x, touch02.y, ev);
              });
            }
          }
          if (this.touch1?.identifier) {
            this.touch1 = null;
          }
        }
      }
      if (this.autoPreventDefault) ev.preventDefault();
    };
    element.addEventListener("mousedown", mouseDown, true);
    element.addEventListener("mousemove", mouseMove, true);
    element.addEventListener("mouseup", mouseUp, true);
    element.addEventListener("wheel", mouseWheel, true);
    element.addEventListener("touchstart", touchStart, { passive: false, capture: false });
    element.addEventListener("touchmove", touchMove, { passive: false, capture: false });
    element.addEventListener("touchend", touchEnd, { passive: false, capture: false });
    element.addEventListener("touchcancel", touchEnd);
    return {
      mouseDown,
      mouseMove,
      mouseUp,
      mouseWheel,
      touchStart,
      touchMove,
      touchEnd
    };
  }
  dispose() {
    const element = this.element;
    element.removeEventListener("mousedown", this.callbacks.mouseDown, true);
    element.removeEventListener("mousemove", this.callbacks.mouseMove, true);
    element.removeEventListener("mouseup", this.callbacks.mouseUp, true);
    element.removeEventListener("wheel", this.callbacks.mouseWheel, true);
    element.removeEventListener("touchstart", this.callbacks.touchStart, { capture: false });
    element.removeEventListener("touchmove", this.callbacks.touchMove, { capture: false });
    element.removeEventListener("touchend", this.callbacks.touchEnd, { capture: false });
    element.removeEventListener("touchcancel", this.callbacks.touchEnd);
    this.listeners.length = 0;
  }
  addListener(listener) {
    this.listeners.push(listener);
  }
  removeListener(listener) {
    const idx = this.listeners.indexOf(listener);
    if (idx > -1) {
      this.listeners.splice(idx, 1);
    }
  }
};
var Touch = class {
  constructor(identifier, x, y) {
    this.identifier = identifier;
    this.x = x;
    this.y = y;
  }
};

// spine-webgl/src/CameraController.ts
var CameraController = class {
  constructor(canvas, camera) {
    this.canvas = canvas;
    this.camera = camera;
    let cameraX = 0, cameraY = 0;
    let mouseX = 0, mouseY = 0;
    let lastX = 0, lastY = 0;
    let initialZoom = 0;
    new Input(canvas).addListener({
      down: (x, y) => {
        cameraX = camera.position.x;
        cameraY = camera.position.y;
        mouseX = lastX = x;
        mouseY = lastY = y;
        initialZoom = camera.zoom;
      },
      dragged: (x, y) => {
        const deltaX = x - mouseX;
        const deltaY = y - mouseY;
        const originWorld = camera.screenToWorld(new Vector3(0, 0), canvas.clientWidth, canvas.clientHeight);
        const deltaWorld = camera.screenToWorld(new Vector3(deltaX, deltaY), canvas.clientWidth, canvas.clientHeight).sub(originWorld);
        camera.position.set(cameraX - deltaWorld.x, cameraY - deltaWorld.y, 0);
        camera.update();
        lastX = x;
        lastY = y;
      },
      wheel: (delta) => {
        const zoomAmount = delta / 200 * camera.zoom;
        const newZoom = camera.zoom + zoomAmount;
        if (newZoom > 0) {
          let x = 0, y = 0;
          if (delta < 0) {
            x = lastX;
            y = lastY;
          } else {
            const viewCenter = new Vector3(canvas.clientWidth / 2 + 15, canvas.clientHeight / 2);
            const mouseToCenterX = lastX - viewCenter.x;
            const mouseToCenterY = canvas.clientHeight - 1 - lastY - viewCenter.y;
            x = viewCenter.x - mouseToCenterX;
            y = canvas.clientHeight - 1 - viewCenter.y + mouseToCenterY;
          }
          const oldDistance = camera.screenToWorld(new Vector3(x, y), canvas.clientWidth, canvas.clientHeight);
          camera.zoom = newZoom;
          camera.update();
          const newDistance = camera.screenToWorld(new Vector3(x, y), canvas.clientWidth, canvas.clientHeight);
          camera.position.add(oldDistance.sub(newDistance));
          camera.update();
        }
      },
      zoom: (initialDistance, distance) => {
        const newZoom = initialDistance / distance;
        camera.zoom = initialZoom * newZoom;
      },
      up: (x, y) => {
        lastX = x;
        lastY = y;
      },
      moved: (x, y) => {
        lastX = x;
        lastY = y;
      }
    });
  }
};

// spine-webgl/src/Shader.ts
var Shader = class _Shader {
  constructor(context, vertexShader, fragmentShader) {
    this.vertexShader = vertexShader;
    this.fragmentShader = fragmentShader;
    this.vsSource = vertexShader;
    this.fsSource = fragmentShader;
    this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context);
    this.context.addRestorable(this);
    this.compile();
  }
  static MVP_MATRIX = "u_projTrans";
  static POSITION = "a_position";
  static COLOR = "a_color";
  static COLOR2 = "a_color2";
  static TEXCOORDS = "a_texCoords";
  static SAMPLER = "u_texture";
  context;
  vs = null;
  vsSource;
  fs = null;
  fsSource;
  program = null;
  tmp2x2 = new Float32Array(2 * 2);
  tmp3x3 = new Float32Array(3 * 3);
  tmp4x4 = new Float32Array(4 * 4);
  getProgram() {
    return this.program;
  }
  getVertexShader() {
    return this.vertexShader;
  }
  getFragmentShader() {
    return this.fragmentShader;
  }
  getVertexShaderSource() {
    return this.vsSource;
  }
  getFragmentSource() {
    return this.fsSource;
  }
  compile() {
    const gl = this.context.gl;
    try {
      this.vs = this.compileShader(gl.VERTEX_SHADER, this.vertexShader);
      if (!this.vs) throw new Error("Couldn't compile vertex shader.");
      this.fs = this.compileShader(gl.FRAGMENT_SHADER, this.fragmentShader);
      if (!this.fs) throw new Error("Couldn#t compile fragment shader.");
      this.program = this.compileProgram(this.vs, this.fs);
    } catch (e) {
      this.dispose();
      throw e;
    }
  }
  compileShader(type, source) {
    const gl = this.context.gl;
    const shader = gl.createShader(type);
    if (!shader) throw new Error("Couldn't create shader.");
    gl.shaderSource(shader, source);
    gl.compileShader(shader);
    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
      const error = `Couldn't compile shader: ${gl.getShaderInfoLog(shader)}`;
      gl.deleteShader(shader);
      if (!gl.isContextLost()) throw new Error(error);
    }
    return shader;
  }
  compileProgram(vs, fs) {
    const gl = this.context.gl;
    const program = gl.createProgram();
    if (!program) throw new Error("Couldn't compile program.");
    gl.attachShader(program, vs);
    gl.attachShader(program, fs);
    gl.linkProgram(program);
    if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
      const error = `Couldn't compile shader program: ${gl.getProgramInfoLog(program)}`;
      gl.deleteProgram(program);
      if (!gl.isContextLost()) throw new Error(error);
    }
    return program;
  }
  restore() {
    this.compile();
  }
  bind() {
    this.context.gl.useProgram(this.program);
  }
  unbind() {
    this.context.gl.useProgram(null);
  }
  setUniformi(uniform, value) {
    this.context.gl.uniform1i(this.getUniformLocation(uniform), value);
  }
  setUniformf(uniform, value) {
    this.context.gl.uniform1f(this.getUniformLocation(uniform), value);
  }
  setUniform2f(uniform, value, value2) {
    this.context.gl.uniform2f(this.getUniformLocation(uniform), value, value2);
  }
  setUniform3f(uniform, value, value2, value3) {
    this.context.gl.uniform3f(this.getUniformLocation(uniform), value, value2, value3);
  }
  setUniform4f(uniform, value, value2, value3, value4) {
    this.context.gl.uniform4f(this.getUniformLocation(uniform), value, value2, value3, value4);
  }
  setUniform2x2f(uniform, value) {
    const gl = this.context.gl;
    this.tmp2x2.set(value);
    gl.uniformMatrix2fv(this.getUniformLocation(uniform), false, this.tmp2x2);
  }
  setUniform3x3f(uniform, value) {
    const gl = this.context.gl;
    this.tmp3x3.set(value);
    gl.uniformMatrix3fv(this.getUniformLocation(uniform), false, this.tmp3x3);
  }
  setUniform4x4f(uniform, value) {
    const gl = this.context.gl;
    this.tmp4x4.set(value);
    gl.uniformMatrix4fv(this.getUniformLocation(uniform), false, this.tmp4x4);
  }
  getUniformLocation(uniform) {
    const gl = this.context.gl;
    if (!this.program) throw new Error("Shader not compiled.");
    const location = gl.getUniformLocation(this.program, uniform);
    if (!location && !gl.isContextLost()) throw new Error(`Couldn't find location for uniform ${uniform}`);
    return location;
  }
  getAttributeLocation(attribute) {
    const gl = this.context.gl;
    if (!this.program) throw new Error("Shader not compiled.");
    const location = gl.getAttribLocation(this.program, attribute);
    if (location === -1 && !gl.isContextLost()) throw new Error(`Couldn't find location for attribute ${attribute}`);
    return location;
  }
  dispose() {
    this.context.removeRestorable(this);
    const 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;
    }
  }
  static newColoredTextured(context) {
    const vs = `
attribute vec4 ${_Shader.POSITION};
attribute vec4 ${_Shader.COLOR};
attribute vec2 ${_Shader.TEXCOORDS};
uniform mat4 ${_Shader.MVP_MATRIX};
varying vec4 v_color;
varying vec2 v_texCoords;

void main () {
	v_color = ${_Shader.COLOR};
	v_texCoords = ${_Shader.TEXCOORDS};
	gl_Position = ${_Shader.MVP_MATRIX} * ${_Shader.POSITION};
}
`;
    const fs = `
#ifdef GL_ES
	#define LOWP lowp
	precision mediump float;
#else
	#define LOWP
#endif
varying LOWP vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;

void main () {
	gl_FragColor = v_color * texture2D(u_texture, v_texCoords);
}
`;
    return new _Shader(context, vs, fs);
  }
  static newTwoColoredTextured(context) {
    const vs = `
attribute vec4 ${_Shader.POSITION};
attribute vec4 ${_Shader.COLOR};
attribute vec4 ${_Shader.COLOR2};
attribute vec2 ${_Shader.TEXCOORDS};
uniform mat4 ${_Shader.MVP_MATRIX};
varying vec4 v_light;
varying vec4 v_dark;
varying vec2 v_texCoords;

void main () {
	v_light = ${_Shader.COLOR};
	v_dark = ${_Shader.COLOR2};
	v_texCoords = ${_Shader.TEXCOORDS};
	gl_Position = ${_Shader.MVP_MATRIX} * ${_Shader.POSITION};
}
`;
    const fs = `
#ifdef GL_ES
	#define LOWP lowp
	precision mediump float;
#else
	#define LOWP
#endif
varying LOWP vec4 v_light;
varying LOWP vec4 v_dark;
varying vec2 v_texCoords;
uniform sampler2D u_texture;

void main () {
	vec4 texColor = texture2D(u_texture, v_texCoords);
	gl_FragColor.a = texColor.a * v_light.a;
	gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
}
`;
    return new _Shader(context, vs, fs);
  }
  static newColored(context) {
    const vs = `
attribute vec4 ${_Shader.POSITION};
attribute vec4 ${_Shader.COLOR};
uniform mat4 ${_Shader.MVP_MATRIX};
varying vec4 v_color;

void main () {
	v_color = ${_Shader.COLOR};
	gl_Position = ${_Shader.MVP_MATRIX} * ${_Shader.POSITION};
}
`;
    const fs = `
#ifdef GL_ES
	#define LOWP lowp
	precision mediump float;
#else
	#define LOWP
#endif
varying LOWP vec4 v_color;

void main () {
	gl_FragColor = v_color;
}
`;
    return new _Shader(context, vs, fs);
  }
};

// spine-webgl/src/Mesh.ts
var Mesh = class {
  constructor(context, attributes, maxVertices, maxIndices) {
    this.attributes = attributes;
    this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context);
    this.elementsPerVertex = 0;
    for (let 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);
  }
  context;
  vertices;
  verticesBuffer = null;
  verticesLength = 0;
  dirtyVertices = false;
  indices;
  indicesBuffer = null;
  indicesLength = 0;
  dirtyIndices = false;
  elementsPerVertex = 0;
  getAttributes() {
    return this.attributes;
  }
  maxVertices() {
    return this.vertices.length / this.elementsPerVertex;
  }
  numVertices() {
    return this.verticesLength / this.elementsPerVertex;
  }
  setVerticesLength(length) {
    this.dirtyVertices = true;
    this.verticesLength = length;
  }
  getVertices() {
    return this.vertices;
  }
  maxIndices() {
    return this.indices.length;
  }
  numIndices() {
    return this.indicesLength;
  }
  setIndicesLength(length) {
    this.dirtyIndices = true;
    this.indicesLength = length;
  }
  getIndices() {
    return this.indices;
  }
  getVertexSizeInFloats() {
    let size = 0;
    for (let i = 0; i < this.attributes.length; i++) {
      const attribute = this.attributes[i];
      size += attribute.numElements;
    }
    return size;
  }
  setVertices(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;
  }
  setIndices(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;
  }
  draw(shader, primitiveType) {
    this.drawWithOffset(shader, primitiveType, 0, this.indicesLength > 0 ? this.indicesLength : this.verticesLength / this.elementsPerVertex);
  }
  drawWithOffset(shader, primitiveType, offset, count) {
    const 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);
  }
  bind(shader) {
    const gl = this.context.gl;
    gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer);
    let offset = 0;
    for (let i = 0; i < this.attributes.length; i++) {
      const attrib = this.attributes[i];
      const location = shader.getAttributeLocation(attrib.name);
      gl.enableVertexAttribArray(location);
      gl.vertexAttribPointer(location, 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);
  }
  unbind(shader) {
    const gl = this.context.gl;
    for (let i = 0; i < this.attributes.length; i++) {
      const attrib = this.attributes[i];
      const location = shader.getAttributeLocation(attrib.name);
      gl.disableVertexAttribArray(location);
    }
    gl.bindBuffer(gl.ARRAY_BUFFER, null);
    if (this.indicesLength > 0) gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
  }
  update() {
    const 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;
    }
  }
  restore() {
    this.verticesBuffer = null;
    this.indicesBuffer = null;
    this.update();
  }
  dispose() {
    this.context.removeRestorable(this);
    const gl = this.context.gl;
    gl.deleteBuffer(this.verticesBuffer);
    gl.deleteBuffer(this.indicesBuffer);
  }
};
var VertexAttribute = class {
  constructor(name, type, numElements) {
    this.name = name;
    this.type = type;
    this.numElements = numElements;
  }
};
var Position2Attribute = class extends VertexAttribute {
  constructor() {
    super(Shader.POSITION, 0 /* Float */, 2);
  }
};
var Position3Attribute = class extends VertexAttribute {
  constructor() {
    super(Shader.POSITION, 0 /* Float */, 3);
  }
};
var TexCoordAttribute = class extends VertexAttribute {
  constructor(unit = 0) {
    super(Shader.TEXCOORDS + (unit === 0 ? "" : unit), 0 /* Float */, 2);
  }
};
var ColorAttribute = class extends VertexAttribute {
  constructor() {
    super(Shader.COLOR, 0 /* Float */, 4);
  }
};
var Color2Attribute = class extends VertexAttribute {
  constructor() {
    super(Shader.COLOR2, 0 /* Float */, 4);
  }
};
var VertexAttributeType = /* @__PURE__ */ ((VertexAttributeType2) => {
  VertexAttributeType2[VertexAttributeType2["Float"] = 0] = "Float";
  return VertexAttributeType2;
})(VertexAttributeType || {});

// spine-webgl/src/PolygonBatcher.ts
var GL_ONE = 1;
var GL_ONE_MINUS_SRC_COLOR = 769;
var GL_ONE_MINUS_SRC_ALPHA = 771;
var GL_DST_COLOR = 774;
var PolygonBatcher = class _PolygonBatcher {
  static disableCulling = false;
  context;
  drawCalls = 0;
  static globalDrawCalls = 0;
  isDrawing = false;
  mesh;
  shader = null;
  lastTexture = null;
  verticesLength = 0;
  indicesLength = 0;
  srcColorBlend;
  srcAlphaBlend;
  dstBlend;
  cullWasEnabled = false;
  constructor(context, twoColorTint = true, maxVertices = 10920) {
    if (maxVertices > 10920) throw new Error(`Can't have more than 10920 triangles per batch: ${maxVertices}`);
    this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context);
    const attributes = twoColorTint ? [new Position2Attribute(), new ColorAttribute(), new TexCoordAttribute(), new Color2Attribute()] : [new Position2Attribute(), new ColorAttribute(), new TexCoordAttribute()];
    this.mesh = new Mesh(context, attributes, maxVertices, maxVertices * 3);
    const gl = this.context.gl;
    this.srcColorBlend = gl.SRC_ALPHA;
    this.srcAlphaBlend = gl.ONE;
    this.dstBlend = gl.ONE_MINUS_SRC_ALPHA;
  }
  begin(shader) {
    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;
    const gl = this.context.gl;
    gl.enable(gl.BLEND);
    gl.blendFuncSeparate(this.srcColorBlend, this.dstBlend, this.srcAlphaBlend, this.dstBlend);
    if (_PolygonBatcher.disableCulling) {
      this.cullWasEnabled = gl.isEnabled(gl.CULL_FACE);
      if (this.cullWasEnabled) gl.disable(gl.CULL_FACE);
    }
  }
  static blendModesGL = [
    { srcRgbPma: GL_ONE, dstRgb: GL_ONE_MINUS_SRC_ALPHA, srcAlpha: GL_ONE },
    { srcRgbPma: GL_ONE, dstRgb: GL_ONE, srcAlpha: GL_ONE },
    { srcRgbPma: GL_DST_COLOR, dstRgb: GL_ONE_MINUS_SRC_ALPHA, srcAlpha: GL_ONE },
    { srcRgbPma: GL_ONE, dstRgb: GL_ONE_MINUS_SRC_COLOR, srcAlpha: GL_ONE }
  ];
  setBlendMode(blendMode) {
    const blendModeGL = _PolygonBatcher.blendModesGL[blendMode];
    const srcColorBlend = blendModeGL.srcRgbPma;
    const srcAlphaBlend = blendModeGL.srcAlpha;
    const dstBlend = blendModeGL.dstRgb;
    if (this.srcColorBlend === srcColorBlend && this.srcAlphaBlend === srcAlphaBlend && this.dstBlend === dstBlend) return;
    this.srcColorBlend = srcColorBlend;
    this.srcAlphaBlend = srcAlphaBlend;
    this.dstBlend = dstBlend;
    if (this.isDrawing) {
      this.flush();
    }
    const gl = this.context.gl;
    gl.blendFuncSeparate(srcColorBlend, dstBlend, srcAlphaBlend, dstBlend);
  }
  draw(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();
    }
    const indexStart = this.mesh.numVertices();
    this.mesh.getVertices().set(vertices, this.verticesLength);
    this.verticesLength += vertices.length;
    this.mesh.setVerticesLength(this.verticesLength);
    const indicesArray = this.mesh.getIndices();
    for (let i = this.indicesLength, j = 0; j < indices.length; i++, j++)
      indicesArray[i] = indices[j] + indexStart;
    this.indicesLength += indices.length;
    this.mesh.setIndicesLength(this.indicesLength);
  }
  flush() {
    if (this.verticesLength === 0) return;
    if (!this.lastTexture) throw new Error("No texture set.");
    if (!this.shader) throw new Error("No shader set.");
    this.lastTexture.bind();
    this.mesh.draw(this.shader, this.context.gl.TRIANGLES);
    this.verticesLength = 0;
    this.indicesLength = 0;
    this.mesh.setVerticesLength(0);
    this.mesh.setIndicesLength(0);
    this.drawCalls++;
    _PolygonBatcher.globalDrawCalls++;
  }
  end() {
    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;
    const gl = this.context.gl;
    gl.disable(gl.BLEND);
    if (_PolygonBatcher.disableCulling) {
      if (this.cullWasEnabled) gl.enable(gl.CULL_FACE);
    }
  }
  getDrawCalls() {
    return this.drawCalls;
  }
  static getAndResetGlobalDrawCalls() {
    const result = _PolygonBatcher.globalDrawCalls;
    _PolygonBatcher.globalDrawCalls = 0;
    return result;
  }
  dispose() {
    this.mesh.dispose();
  }
};

// spine-webgl/src/ShapeRenderer.ts
var ShapeRenderer = class {
  context;
  isDrawing = false;
  mesh;
  shapeType = 4 /* Filled */;
  color = new Color(1, 1, 1, 1);
  shader = null;
  vertexIndex = 0;
  tmp = new Vector2();
  srcColorBlend;
  srcAlphaBlend;
  dstBlend;
  constructor(context, maxVertices = 10920) {
    if (maxVertices > 10920) throw new Error(`Can't have more than 10920 triangles per batch: ${maxVertices}`);
    this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context);
    this.mesh = new Mesh(context, [new Position2Attribute(), new ColorAttribute()], maxVertices, 0);
    const gl = this.context.gl;
    this.srcColorBlend = gl.SRC_ALPHA;
    this.srcAlphaBlend = gl.ONE;
    this.dstBlend = gl.ONE_MINUS_SRC_ALPHA;
  }
  begin(shader) {
    if (this.isDrawing) throw new Error("ShapeRenderer.begin() has already been called");
    this.shader = shader;
    this.vertexIndex = 0;
    this.isDrawing = true;
    const gl = this.context.gl;
    gl.enable(gl.BLEND);
    gl.blendFuncSeparate(this.srcColorBlend, this.dstBlend, this.srcAlphaBlend, this.dstBlend);
  }
  setBlendMode(srcColorBlend, srcAlphaBlend, dstBlend) {
    this.srcColorBlend = srcColorBlend;
    this.srcAlphaBlend = srcAlphaBlend;
    this.dstBlend = dstBlend;
    if (this.isDrawing) {
      this.flush();
      const gl = this.context.gl;
      gl.blendFuncSeparate(srcColorBlend, dstBlend, srcAlphaBlend, dstBlend);
    }
  }
  setColor(color) {
    this.color.setFromColor(color);
  }
  setColorWith(r, g, b, a) {
    this.color.set(r, g, b, a);
  }
  point(x, y, color) {
    this.check(0 /* Point */, 1);
    if (!color) color = this.color;
    this.vertex(x, y, color);
  }
  line(x, y, x2, y2, color) {
    this.check(1 /* Line */, 2);
    if (!color) color = this.color;
    this.vertex(x, y, color);
    this.vertex(x2, y2, color);
  }
  triangle(filled, x, y, x2, y2, x3, y3, color, color2, color3) {
    this.check(filled ? 4 /* Filled */ : 1 /* Line */, 3);
    if (!color) color = this.color;
    if (!color2) color2 = this.color;
    if (!color3) 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);
    }
  }
  quad(filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4) {
    this.check(filled ? 4 /* Filled */ : 1 /* Line */, 3);
    if (!color) color = this.color;
    if (!color2) color2 = this.color;
    if (!color3) color3 = this.color;
    if (!color4) 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);
    }
  }
  rect(filled, x, y, width, height, color) {
    this.quad(filled, x, y, x + width, y, x + width, y + height, x, y + height, color, color, color, color);
  }
  rectLine(filled, x1, y1, x2, y2, width, color) {
    this.check(filled ? 4 /* Filled */ : 1 /* Line */, 8);
    if (!color) color = this.color;
    const t = this.tmp.set(y2 - y1, x1 - x2);
    t.normalize();
    width *= 0.5;
    const tx = t.x * width;
    const 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);
    }
  }
  x(x, y, size) {
    this.line(x - size, y - size, x + size, y + size);
    this.line(x - size, y + size, x + size, y - size);
  }
  polygon(polygonVertices, offset, count, color) {
    if (count < 3) throw new Error("Polygon must contain at least 3 vertices");
    this.check(1 /* Line */, count * 2);
    if (!color) color = this.color;
    offset <<= 1;
    count <<= 1;
    const firstX = polygonVertices[offset];
    const firstY = polygonVertices[offset + 1];
    const last = offset + count;
    for (let i = offset, n = offset + count - 2; i < n; i += 2) {
      const x1 = polygonVertices[i];
      const y1 = polygonVertices[i + 1];
      let x2 = 0;
      let 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);
    }
  }
  circle(filled, x, y, radius, color, segments = 0) {
    if (segments === 0) segments = Math.max(1, 6 * MathUtils.cbrt(radius) | 0);
    if (segments <= 0) throw new Error("segments must be > 0.");
    if (!color) color = this.color;
    const angle = 2 * MathUtils.PI / segments;
    const cos = Math.cos(angle);
    const sin = Math.sin(angle);
    let cx = radius, cy = 0;
    if (!filled) {
      this.check(1 /* Line */, segments * 2 + 2);
      for (let i = 0; i < segments; i++) {
        this.vertex(x + cx, y + cy, color);
        const temp = cx;
        cx = cos * cx - sin * cy;
        cy = sin * temp + cos * cy;
        this.vertex(x + cx, y + cy, color);
      }
      this.vertex(x + cx, y + cy, color);
    } else {
      this.check(4 /* Filled */, segments * 3 + 3);
      segments--;
      for (let i = 0; i < segments; i++) {
        this.vertex(x, y, color);
        this.vertex(x + cx, y + cy, color);
        const temp = cx;
        cx = cos * cx - sin * cy;
        cy = sin * temp + cos * cy;
        this.vertex(x + cx, y + cy, color);
      }
      this.vertex(x, y, color);
      this.vertex(x + cx, y + cy, color);
    }
    cx = radius;
    cy = 0;
    this.vertex(x + cx, y + cy, color);
  }
  curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color) {
    this.check(1 /* Line */, segments * 2 + 2);
    if (!color) color = this.color;
    const subdiv_step = 1 / segments;
    const subdiv_step2 = subdiv_step * subdiv_step;
    const subdiv_step3 = subdiv_step * subdiv_step * subdiv_step;
    const pre1 = 3 * subdiv_step;
    const pre2 = 3 * subdiv_step2;
    const pre4 = 6 * subdiv_step2;
    const pre5 = 6 * subdiv_step3;
    const tmp1x = x1 - cx1 * 2 + cx2;
    const tmp1y = y1 - cy1 * 2 + cy2;
    const tmp2x = (cx1 - cx2) * 3 - x1 + x2;
    const tmp2y = (cy1 - cy2) * 3 - y1 + y2;
    let fx = x1;
    let fy = y1;
    let dfx = (cx1 - x1) * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3;
    let dfy = (cy1 - y1) * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3;
    let ddfx = tmp1x * pre4 + tmp2x * pre5;
    let ddfy = tmp1y * pre4 + tmp2y * pre5;
    const dddfx = tmp2x * pre5;
    const 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);
  }
  vertex(x, y, color) {
    let idx = this.vertexIndex;
    const 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;
  }
  end() {
    if (!this.isDrawing) throw new Error("ShapeRenderer.begin() has not been called");
    this.flush();
    const gl = this.context.gl;
    gl.disable(gl.BLEND);
    this.isDrawing = false;
  }
  flush() {
    if (this.vertexIndex === 0) return;
    if (!this.shader) throw new Error("No shader set.");
    this.mesh.setVerticesLength(this.vertexIndex);
    this.mesh.draw(this.shader, this.shapeType);
    this.vertexIndex = 0;
  }
  check(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;
    }
  }
  dispose() {
    this.mesh.dispose();
  }
};
var ShapeType = /* @__PURE__ */ ((ShapeType2) => {
  ShapeType2[ShapeType2["Point"] = 0] = "Point";
  ShapeType2[ShapeType2["Line"] = 1] = "Line";
  ShapeType2[ShapeType2["Filled"] = 4] = "Filled";
  return ShapeType2;
})(ShapeType || {});

// spine-webgl/src/SkeletonDebugRenderer.ts
var SkeletonDebugRenderer = class _SkeletonDebugRenderer {
  boneLineColor = new Color(1, 0, 0, 1);
  boneOriginColor = new Color(0, 1, 0, 1);
  attachmentLineColor = new Color(0, 0, 1, 0.5);
  triangleLineColor = new Color(1, 0.64, 0, 0.5);
  pathColor = new Color().setFromString("FF7F00");
  clipColor = new Color(0.8, 0, 0, 2);
  aabbColor = new Color(0, 1, 0, 0.5);
  drawBones = true;
  drawRegionAttachments = true;
  drawBoundingBoxes = true;
  drawMeshHull = true;
  drawMeshTriangles = true;
  drawPaths = true;
  drawSkeletonXY = false;
  drawClipping = true;
  scale = 1;
  boneWidth = 2;
  context;
  bounds = new SkeletonBounds();
  temp = [];
  vertices = Utils.newFloatArray(2 * 1024);
  static LIGHT_GRAY = new Color(192 / 255, 192 / 255, 192 / 255, 1);
  static GREEN = new Color(0, 1, 0, 1);
  constructor(context) {
    this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context);
  }
  draw(shapes, skeleton, ignoredBones) {
    const skeletonX = skeleton.x;
    const skeletonY = skeleton.y;
    const gl = this.context.gl;
    shapes.setBlendMode(gl.ONE, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
    const bones = skeleton.bones;
    if (this.drawBones) {
      shapes.setColor(this.boneLineColor);
      for (let i = 0, n = bones.length; i < n; i++) {
        const bone = bones[i];
        if (ignoredBones && ignoredBones.indexOf(bone.data.name) > -1) continue;
        if (!bone.parent) continue;
        const boneApplied = bone.appliedPose;
        const x = bone.data.length * boneApplied.a + boneApplied.worldX;
        const y = bone.data.length * boneApplied.c + boneApplied.worldY;
        shapes.rectLine(true, boneApplied.worldX, boneApplied.worldY, x, y, this.boneWidth * this.scale);
      }
      if (this.drawSkeletonXY) shapes.x(skeletonX, skeletonY, 4 * this.scale);
    }
    if (this.drawRegionAttachments) {
      shapes.setColor(this.attachmentLineColor);
      const slots = skeleton.slots;
      for (let i = 0, n = slots.length; i < n; i++) {
        const slot = slots[i];
        if (!slot.bone.active) continue;
        const attachment = slot.appliedPose.attachment;
        if (attachment instanceof RegionAttachment) {
          const vertices = this.vertices;
          attachment.computeWorldVertices(slot, attachment.getOffsets(slot.appliedPose), 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) {
      const slots = skeleton.slots;
      for (let i = 0, n = slots.length; i < n; i++) {
        const slot = slots[i];
        if (!slot.bone.active) continue;
        const attachment = slot.appliedPose.attachment;
        if (!(attachment instanceof MeshAttachment)) continue;
        const vertices = this.vertices;
        attachment.computeWorldVertices(skeleton, slot, 0, attachment.worldVerticesLength, vertices, 0, 2);
        const triangles = attachment.triangles;
        let hullLength = attachment.hullLength;
        if (this.drawMeshTriangles) {
          shapes.setColor(this.triangleLineColor);
          for (let ii = 0, nn = triangles.length; ii < nn; ii += 3) {
            const 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;
          let lastX = vertices[hullLength - 2], lastY = vertices[hullLength - 1];
          for (let ii = 0, nn = hullLength; ii < nn; ii += 2) {
            const x = vertices[ii], y = vertices[ii + 1];
            shapes.line(x, y, lastX, lastY);
            lastX = x;
            lastY = y;
          }
        }
      }
    }
    if (this.drawBoundingBoxes) {
      const bounds = this.bounds;
      bounds.update(skeleton, true);
      shapes.setColor(this.aabbColor);
      shapes.rect(false, bounds.minX, bounds.minY, bounds.getWidth(), bounds.getHeight());
      const polygons = bounds.polygons;
      const boxes = bounds.boundingBoxes;
      for (let i = 0, n = polygons.length; i < n; i++) {
        const polygon = polygons[i];
        shapes.setColor(boxes[i].color);
        shapes.polygon(polygon, 0, polygon.length);
      }
    }
    if (this.drawPaths) {
      const slots = skeleton.slots;
      for (let i = 0, n = slots.length; i < n; i++) {
        const slot = slots[i];
        if (!slot.bone.active) continue;
        const attachment = slot.appliedPose.attachment;
        if (!(attachment instanceof PathAttachment)) continue;
        let nn = attachment.worldVerticesLength;
        const world = this.temp = Utils.setArraySize(this.temp, nn, 0);
        attachment.computeWorldVertices(skeleton, slot, 0, nn, world, 0, 2);
        const color = this.pathColor;
        let x1 = world[2], y1 = world[3], x2 = 0, y2 = 0;
        if (attachment.closed) {
          shapes.setColor(color);
          const 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 (let ii = 4; ii < nn; ii += 6) {
          const 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 (let i = 0, n = bones.length; i < n; i++) {
        const bone = bones[i];
        if (ignoredBones && ignoredBones.indexOf(bone.data.name) > -1) continue;
        const boneApplied = bone.appliedPose;
        shapes.circle(true, boneApplied.worldX, boneApplied.worldY, 3 * this.scale, this.boneOriginColor, 8);
      }
    }
    if (this.drawClipping) {
      const slots = skeleton.slots;
      shapes.setColor(this.clipColor);
      for (let i = 0, n = slots.length; i < n; i++) {
        const slot = slots[i];
        if (!slot.bone.active) continue;
        const attachment = slot.appliedPose.attachment;
        if (!(attachment instanceof ClippingAttachment)) continue;
        const nn = attachment.worldVerticesLength;
        const world = this.temp = Utils.setArraySize(this.temp, nn, 0);
        attachment.computeWorldVertices(skeleton, slot, 0, nn, world, 0, 2);
        for (let i2 = 0, n2 = world.length; i2 < n2; i2 += 2) {
          const x = world[i2];
          const y = world[i2 + 1];
          const x2 = world[(i2 + 2) % world.length];
          const y2 = world[(i2 + 3) % world.length];
          shapes.line(x, y, x2, y2);
        }
      }
    }
  }
  dispose() {
  }
};

// spine-webgl/src/SkeletonRenderer.ts
var Renderable = class {
  constructor(vertices, numVertices, numFloats) {
    this.vertices = vertices;
    this.numVertices = numVertices;
    this.numFloats = numFloats;
  }
};
var SkeletonRenderer = class _SkeletonRenderer {
  static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
  tempColor = new Color();
  tempColor2 = new Color();
  vertices;
  vertexSize = 2 + 2 + 4;
  twoColorTint = false;
  renderable = new Renderable([], 0, 0);
  clipper = new SkeletonClipping();
  /**
   * Batches additive slots together with normal slots by rendering additive slots with premultiplied alpha RGB and zero alpha,
   * while using normal PMA blending. This reduces draw calls for normal/additive/normal sequences with the same texture.
   * Disable this if rendering to a transparent target and the accumulated destination alpha from additive blending must be preserved.
   */
  pmaAdditiveBatching = true;
  constructor(context, twoColorTint = true) {
    this.twoColorTint = twoColorTint;
    if (twoColorTint)
      this.vertexSize += 4;
    this.vertices = Utils.newFloatArray(this.vertexSize * 1024);
  }
  draw(batcher, skeleton, slotRangeStart = -1, slotRangeEnd = -1, transformer = null) {
    const clipper = this.clipper;
    const twoColorTint = this.twoColorTint;
    let blendMode = null;
    const renderable = this.renderable;
    let uvs;
    let triangles;
    const drawOrder = skeleton.drawOrder.appliedPose;
    let attachmentColor;
    const skeletonColor = skeleton.color;
    const vertexSize = twoColorTint ? 12 : 8;
    let inRange = false;
    if (slotRangeStart === -1) inRange = true;
    for (let i = 0, n = drawOrder.length; i < n; i++) {
      const slot = drawOrder[i];
      if (!slot.bone.active) {
        clipper.clipEnd(slot);
        continue;
      }
      if (slotRangeStart >= 0 && slotRangeStart === slot.data.index) {
        inRange = true;
      }
      if (!inRange) {
        clipper.clipEnd(slot);
        continue;
      }
      if (slotRangeEnd >= 0 && slotRangeEnd === slot.data.index) {
        inRange = false;
      }
      const pose = slot.appliedPose;
      const attachment = pose.attachment;
      let texture;
      if (attachment instanceof RegionAttachment) {
        renderable.vertices = this.vertices;
        renderable.numVertices = 4;
        renderable.numFloats = vertexSize << 2;
        const sequence = attachment.sequence;
        const sequenceIndex = sequence.resolveIndex(pose);
        attachment.computeWorldVertices(slot, attachment.getOffsets(pose), renderable.vertices, 0, vertexSize);
        triangles = _SkeletonRenderer.QUAD_TRIANGLES;
        uvs = sequence.getUVs(sequenceIndex);
        texture = sequence.regions[sequenceIndex]?.texture;
        attachmentColor = attachment.color;
      } else if (attachment instanceof MeshAttachment) {
        renderable.vertices = this.vertices;
        renderable.numVertices = attachment.worldVerticesLength >> 1;
        renderable.numFloats = renderable.numVertices * vertexSize;
        if (renderable.numFloats > renderable.vertices.length) {
          renderable.vertices = this.vertices = Utils.newFloatArray(renderable.numFloats);
        }
        attachment.computeWorldVertices(skeleton, slot, 0, attachment.worldVerticesLength, renderable.vertices, 0, vertexSize);
        triangles = attachment.triangles;
        const sequence = attachment.sequence;
        const sequenceIndex = sequence.resolveIndex(pose);
        texture = sequence.regions[sequenceIndex]?.texture;
        uvs = sequence.getUVs(sequenceIndex);
        attachmentColor = attachment.color;
      } else if (attachment instanceof ClippingAttachment) {
        clipper.clipEnd(slot);
        clipper.clipStart(skeleton, slot, attachment);
        continue;
      } else {
        clipper.clipEnd(slot);
        continue;
      }
      if (texture) {
        const slotColor = pose.color;
        const finalColor = this.tempColor;
        const alpha = skeletonColor.a * slotColor.a * attachmentColor.a;
        finalColor.r = skeletonColor.r * slotColor.r * attachmentColor.r * alpha;
        finalColor.g = skeletonColor.g * slotColor.g * attachmentColor.g * alpha;
        finalColor.b = skeletonColor.b * slotColor.b * attachmentColor.b * alpha;
        const slotBlendMode = slot.data.blendMode;
        const additiveBlend = this.pmaAdditiveBatching && slotBlendMode === 1 /* Additive */;
        finalColor.a = additiveBlend ? 0 : alpha;
        const darkColor = this.tempColor2;
        if (!pose.darkColor)
          darkColor.set(0, 0, 0, 1);
        else {
          darkColor.r = pose.darkColor.r * alpha;
          darkColor.g = pose.darkColor.g * alpha;
          darkColor.b = pose.darkColor.b * alpha;
          darkColor.a = 1;
        }
        const batchBlendMode = additiveBlend ? 0 /* Normal */ : slotBlendMode;
        if (batchBlendMode !== blendMode) {
          blendMode = batchBlendMode;
          batcher.setBlendMode(blendMode);
        }
        if (clipper.isClipping() && clipper.clipTriangles(renderable.vertices, triangles, triangles.length, uvs, finalColor, darkColor, twoColorTint, vertexSize)) {
          const clippedVertices = new Float32Array(clipper.clippedVertices);
          const clippedTriangles = clipper.clippedTriangles;
          if (transformer) transformer(clippedVertices, clippedVertices.length, vertexSize);
          batcher.draw(texture, clippedVertices, clippedTriangles);
        } else {
          const verts = renderable.vertices;
          if (!twoColorTint) {
            for (let v = 2, u = 0, n2 = renderable.numFloats; v < n2; 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 (let v = 2, u = 0, n2 = renderable.numFloats; v < n2; 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;
            }
          }
          const view = renderable.vertices.subarray(0, renderable.numFloats);
          if (transformer) transformer(renderable.vertices, renderable.numFloats, vertexSize);
          batcher.draw(texture, view, triangles);
        }
      }
      clipper.clipEnd(slot);
    }
    clipper.clipEnd();
  }
  /** Returns the {@link SkeletonClipping} used by this renderer for use with e.g. {@link Skeleton.getBounds} **/
  getSkeletonClipping() {
    return this.clipper;
  }
};

// spine-webgl/src/SceneRenderer.ts
var 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
];
var QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
var WHITE = new Color(1, 1, 1, 1);
var SceneRenderer = class {
  context;
  canvas;
  camera;
  batcher;
  twoColorTint = false;
  batcherShader;
  shapes;
  shapesShader;
  activeRenderer = null;
  maxCanvasWidth = 0;
  maxCanvasHeight = 0;
  skeletonRenderer;
  skeletonDebugRenderer;
  constructor(canvas, context, twoColorTint = true) {
    this.canvas = canvas;
    this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context);
    this.twoColorTint = twoColorTint;
    this.camera = new OrthoCamera(canvas.width, canvas.height);
    this.batcherShader = twoColorTint ? Shader.newTwoColoredTextured(this.context) : Shader.newColoredTextured(this.context);
    this.batcher = new PolygonBatcher(this.context, twoColorTint);
    this.shapesShader = Shader.newColored(this.context);
    this.shapes = new ShapeRenderer(this.context);
    this.skeletonRenderer = new SkeletonRenderer(this.context, twoColorTint);
    this.skeletonDebugRenderer = new SkeletonDebugRenderer(this.context);
  }
  dispose() {
    this.batcher.dispose();
    this.batcherShader.dispose();
    this.shapes.dispose();
    this.shapesShader.dispose();
    this.skeletonDebugRenderer.dispose();
  }
  begin() {
    this.camera.update();
    this.enableRenderer(this.batcher);
  }
  drawSkeleton(skeleton, slotRangeStart = -1, slotRangeEnd = -1, transform = null) {
    this.enableRenderer(this.batcher);
    this.skeletonRenderer.draw(this.batcher, skeleton, slotRangeStart, slotRangeEnd, transform);
  }
  drawSkeletonDebug(skeleton, ignoredBones) {
    this.enableRenderer(this.shapes);
    this.skeletonDebugRenderer.draw(this.shapes, skeleton, ignoredBones);
  }
  drawTexture(texture, x, y, width, height, color) {
    this.enableRenderer(this.batcher);
    if (!color) color = WHITE;
    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, QUAD_TRIANGLES);
  }
  drawTextureUV(texture, x, y, width, height, u, v, u2, v2, color) {
    this.enableRenderer(this.batcher);
    if (!color) color = WHITE;
    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, QUAD_TRIANGLES);
  }
  drawTextureRotated(texture, x, y, width, height, pivotX, pivotY, angle, color) {
    this.enableRenderer(this.batcher);
    if (!color) color = WHITE;
    const worldOriginX = x + pivotX;
    const worldOriginY = y + pivotY;
    const fx = -pivotX;
    const fy = -pivotY;
    const fx2 = width - pivotX;
    const fy2 = height - pivotY;
    const p1x = fx;
    const p1y = fy;
    const p2x = fx;
    const p2y = fy2;
    const p3x = fx2;
    const p3y = fy2;
    const p4x = fx2;
    const p4y = fy;
    let x1 = 0;
    let y1 = 0;
    let x2 = 0;
    let y2 = 0;
    let x3 = 0;
    let y3 = 0;
    let x4 = 0;
    let y4 = 0;
    if (angle !== 0) {
      const cos = MathUtils.cosDeg(angle);
      const sin = 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, QUAD_TRIANGLES);
  }
  drawRegion(region, x, y, width, height, color) {
    this.enableRenderer(this.batcher);
    if (!color) color = WHITE;
    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.page.texture, quad, QUAD_TRIANGLES);
  }
  line(x, y, x2, y2, color, color2) {
    this.enableRenderer(this.shapes);
    this.shapes.line(x, y, x2, y2, color);
  }
  triangle(filled, x, y, x2, y2, x3, y3, color, color2, color3) {
    this.enableRenderer(this.shapes);
    this.shapes.triangle(filled, x, y, x2, y2, x3, y3, color, color2, color3);
  }
  quad(filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4) {
    this.enableRenderer(this.shapes);
    this.shapes.quad(filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4);
  }
  rect(filled, x, y, width, height, color) {
    this.enableRenderer(this.shapes);
    this.shapes.rect(filled, x, y, width, height, color);
  }
  rectLine(filled, x1, y1, x2, y2, width, color) {
    this.enableRenderer(this.shapes);
    this.shapes.rectLine(filled, x1, y1, x2, y2, width, color);
  }
  polygon(polygonVertices, offset, count, color) {
    this.enableRenderer(this.shapes);
    this.shapes.polygon(polygonVertices, offset, count, color);
  }
  circle(filled, x, y, radius, color, segments = 0) {
    this.enableRenderer(this.shapes);
    this.shapes.circle(filled, x, y, radius, color, segments);
  }
  curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color) {
    this.enableRenderer(this.shapes);
    this.shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color);
  }
  end() {
    if (this.activeRenderer === this.batcher) this.batcher.end();
    else if (this.activeRenderer === this.shapes) this.shapes.end();
    this.activeRenderer = null;
  }
  resize(resizeMode, worldWidth, worldHeight) {
    const canvas = this.canvas;
    const dpr = this.getSafeDevicePixelRatio(canvas.clientWidth, canvas.clientHeight);
    var w = Math.round(canvas.clientWidth * dpr);
    var h = Math.round(canvas.clientHeight * dpr);
    if (canvas.width !== w || canvas.height !== h) {
      canvas.width = w;
      canvas.height = h;
    }
    if (resizeMode === 3 /* FitClip */ && worldWidth !== void 0 && worldHeight !== void 0) {
      const targetRatio = h / w, sourceRatio = worldHeight / worldWidth;
      const scale = targetRatio > sourceRatio ? w / worldWidth : h / worldHeight;
      worldWidth *= scale;
      worldHeight *= scale;
      this.camera.setViewport(worldWidth, worldHeight);
      this.context.gl.viewport((w - worldWidth) / 2, (h - worldHeight) / 2, worldWidth, worldHeight);
    } else {
      if (resizeMode === 2 /* Fit */) {
        const targetWidth = this.camera.viewportWidth, targetHeight = this.camera.viewportHeight;
        const targetRatio = targetHeight / targetWidth, sourceRatio = h / w;
        const scale = targetRatio < sourceRatio ? targetWidth / w : targetHeight / h;
        this.camera.setViewport(w * scale, h * scale);
      } else if (resizeMode === 1 /* Expand */)
        this.camera.setViewport(w, h);
      this.context.gl.viewport(0, 0, w, h);
    }
    this.camera.update();
  }
  getSafeDevicePixelRatio(cssWidth, cssHeight) {
    const dpr = window.devicePixelRatio || 1;
    if (cssWidth <= 0 || cssHeight <= 0) return dpr;
    if (this.maxCanvasWidth === 0 || this.maxCanvasHeight === 0) {
      const gl = this.context.gl;
      const maxRenderbufferSize = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE);
      const maxViewportDims = gl.getParameter(gl.MAX_VIEWPORT_DIMS);
      this.maxCanvasWidth = Math.min(maxRenderbufferSize, maxViewportDims[0]);
      this.maxCanvasHeight = Math.min(maxRenderbufferSize, maxViewportDims[1]);
    }
    return Math.min(dpr, this.maxCanvasWidth / cssWidth, this.maxCanvasHeight / cssHeight);
  }
  enableRenderer(renderer) {
    if (this.activeRenderer === renderer) return;
    this.end();
    if (renderer instanceof PolygonBatcher) {
      this.batcherShader.bind();
      this.batcherShader.setUniform4x4f(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 ShapeRenderer) {
      this.shapesShader.bind();
      this.shapesShader.setUniform4x4f(Shader.MVP_MATRIX, this.camera.projectionView.values);
      this.shapes.begin(this.shapesShader);
      this.activeRenderer = this.shapes;
    } else
      this.activeRenderer = this.skeletonDebugRenderer;
  }
};
var ResizeMode = /* @__PURE__ */ ((ResizeMode2) => {
  ResizeMode2[ResizeMode2["Stretch"] = 0] = "Stretch";
  ResizeMode2[ResizeMode2["Expand"] = 1] = "Expand";
  ResizeMode2[ResizeMode2["Fit"] = 2] = "Fit";
  ResizeMode2[ResizeMode2["FitClip"] = 3] = "FitClip";
  return ResizeMode2;
})(ResizeMode || {});

// spine-webgl/src/LoadingScreen.ts
var spinnerImage;
var logoImage;
var loaded = 0;
var FADE_IN = 1;
var FADE_OUT = 1;
var logoWidth = 165;
var logoHeight = 108;
var spinnerSize = 163;
var LoadingScreen = class {
  renderer;
  logo = null;
  spinner = null;
  angle = 0;
  fadeOut = 0;
  fadeIn = 0;
  timeKeeper = new TimeKeeper();
  backgroundColor = new Color(0.135, 0.135, 0.135, 1);
  tempColor = new Color();
  constructor(renderer) {
    this.renderer = renderer;
    this.timeKeeper.maxDelta = 9;
    if (!logoImage) {
      const isSafari = navigator.userAgent.indexOf("Safari") > -1;
      const onload = () => loaded++;
      logoImage = new Image();
      logoImage.src = SPINE_LOGO_DATA;
      if (!isSafari) logoImage.crossOrigin = "anonymous";
      logoImage.onload = onload;
      spinnerImage = new Image();
      spinnerImage.src = SPINNER_DATA;
      if (!isSafari) spinnerImage.crossOrigin = "anonymous";
      spinnerImage.onload = onload;
    }
  }
  dispose() {
    this.logo?.dispose();
    this.spinner?.dispose();
  }
  draw(complete = false) {
    if (loaded < 2 || complete && this.fadeOut > FADE_OUT) return;
    this.timeKeeper.update();
    let a = Math.abs(Math.sin(this.timeKeeper.totalTime + 0.25));
    this.angle -= this.timeKeeper.delta * 200 * (1 + 1.5 * Math.pow(a, 5));
    const tempColor = this.tempColor;
    const renderer = this.renderer;
    const canvas = renderer.canvas;
    const gl = renderer.context.gl;
    renderer.resize(1 /* Expand */);
    renderer.camera.position.set(canvas.width / 2, canvas.height / 2, 0);
    renderer.batcher.setBlendMode(0 /* Normal */);
    if (complete) {
      this.fadeOut += this.timeKeeper.delta * (this.timeKeeper.totalTime < 1 ? 2 : 1);
      if (this.fadeOut > FADE_OUT) return;
      tempColor.setFromColor(this.backgroundColor);
      a = 1 - this.fadeOut / FADE_OUT;
      a = 1 - (a - 1) * (a - 1);
      tempColor.a *= a;
      if (tempColor.a > 0) {
        renderer.camera.zoom = 1;
        renderer.begin();
        renderer.quad(
          true,
          0,
          0,
          canvas.width,
          0,
          canvas.width,
          canvas.height,
          0,
          canvas.height,
          tempColor,
          tempColor,
          tempColor,
          tempColor
        );
        renderer.end();
      }
    } else {
      this.fadeIn += this.timeKeeper.delta;
      if (this.backgroundColor.a > 0) {
        gl.clearColor(this.backgroundColor.r, this.backgroundColor.g, this.backgroundColor.b, this.backgroundColor.a);
        gl.clear(gl.COLOR_BUFFER_BIT);
      }
      a = 1;
    }
    a *= Math.min(this.fadeIn / FADE_IN, 1);
    tempColor.set(a, a, a, a);
    if (!this.logo) {
      this.logo = new GLTexture(renderer.context, logoImage, true);
      this.spinner = new GLTexture(renderer.context, spinnerImage, true);
    }
    renderer.camera.zoom = Math.max(1, spinnerSize / canvas.height);
    renderer.begin();
    renderer.drawTexture(this.logo, (canvas.width - logoWidth) / 2, (canvas.height - logoHeight) / 2, logoWidth, logoHeight, tempColor);
    if (this.spinner) renderer.drawTextureRotated(this.spinner, (canvas.width - spinnerSize) / 2, (canvas.height - spinnerSize) / 2, spinnerSize, spinnerSize, spinnerSize / 2, spinnerSize / 2, this.angle, tempColor);
    renderer.end();
  }
  drawInCoordinates(x, y) {
    if (loaded < 2) return;
    this.timeKeeper.update();
    const renderer = this.renderer;
    renderer.batcher.setBlendMode(0 /* Normal */);
    if (!this.logo) {
      this.logo = new GLTexture(renderer.context, logoImage, true);
      this.spinner = new GLTexture(renderer.context, spinnerImage, true);
    }
    const shiftedX = x - logoWidth / 2;
    const shiftedY = y - logoHeight / 2;
    renderer.drawTexture(this.logo, shiftedX, shiftedY, logoWidth, logoHeight);
    this.angle -= this.timeKeeper.delta * 500;
    if (this.spinner) renderer.drawTextureRotated(this.spinner, shiftedX, shiftedY - 25, spinnerSize, spinnerSize, spinnerSize / 2, spinnerSize / 2, this.angle);
  }
};
var SPINNER_DATA = "data:image/png;base64,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";
var SPINE_LOGO_DATA = "data:image/png;base64,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";

// spine-webgl/src/SpineCanvas.ts
var SpineCanvas = class {
  /** Constructs a new spine canvas, rendering to the provided HTML canvas. */
  constructor(canvas, config) {
    this.config = config;
    if (!config.pathPrefix) config.pathPrefix = "";
    if (!config.app) config.app = {
      loadAssets: () => {
      },
      initialize: () => {
      },
      update: () => {
      },
      render: () => {
      },
      error: () => {
      },
      dispose: () => {
      }
    };
    if (!config.webglConfig) config.webglConfig = { alpha: true };
    this.htmlCanvas = canvas;
    this.context = new ManagedWebGLRenderingContext(canvas, config.webglConfig);
    this.renderer = new SceneRenderer(canvas, this.context);
    this.gl = this.context.gl;
    this.assetManager = new AssetManager(this.context, config.pathPrefix);
    this.input = new Input(canvas);
    if (config.app.loadAssets) config.app.loadAssets(this);
    const loop = () => {
      if (this.disposed) return;
      requestAnimationFrame(loop);
      this.time.update();
      if (config.app.update) config.app.update(this, this.time.delta);
      if (config.app.render) config.app.render(this);
    };
    const waitForAssets = () => {
      if (this.disposed) return;
      if (this.assetManager.isLoadingComplete()) {
        if (this.assetManager.hasErrors()) {
          if (config.app.error) config.app.error(this, this.assetManager.getErrors());
        } else {
          if (config.app.initialize) config.app.initialize(this);
          loop();
        }
        return;
      }
      requestAnimationFrame(waitForAssets);
    };
    requestAnimationFrame(waitForAssets);
  }
  context;
  /** Tracks the current time, delta, and other time related statistics. */
  time = new TimeKeeper();
  /** The HTML canvas to render to. */
  htmlCanvas;
  /** The WebGL rendering context. */
  gl;
  /** The scene renderer for easy drawing of skeletons, shapes, and images. */
  renderer;
  /** The asset manager to load assets with. */
  assetManager;
  /** The input processor used to listen to mouse, touch, and keyboard events. */
  input;
  disposed = false;
  /** Clears the canvas with the given color. The color values are given in the range [0,1]. */
  clear(r, g, b, a) {
    this.gl.clearColor(r, g, b, a);
    this.gl.clear(this.gl.COLOR_BUFFER_BIT);
  }
  /** Disposes the app, so the update() and render() functions are no longer called. Calls the dispose() callback.*/
  dispose() {
    if (this.config.app.dispose) this.config.app.dispose(this);
    this.disposed = true;
  }
};

// spine-player/src/Player.ts
var SpinePlayer = class {
  constructor(parent, config) {
    this.config = config;
    const parentDom = typeof parent === "string" ? document.getElementById(parent) : parent;
    if (parentDom == null) throw new Error(`SpinePlayer parent not found: ${parent}`);
    this.parent = parentDom;
    if (config.showControls === void 0) config.showControls = true;
    const controls = config.showControls ? (
      /*html*/
      `
<div class="spine-player-controls spine-player-popup-parent spine-player-controls-hidden">
<div class="spine-player-timeline"></div>
<div class="spine-player-buttons">
<button class="spine-player-button spine-player-button-icon-pause"></button>
<div class="spine-player-button-spacer"></div>
<button class="spine-player-button spine-player-button-icon-speed"></button>
<button class="spine-player-button spine-player-button-icon-animations"></button>
<button class="spine-player-button spine-player-button-icon-skins"></button>
<button class="spine-player-button spine-player-button-icon-settings"></button>
<button class="spine-player-button spine-player-button-icon-fullscreen"></button>
<img class="spine-player-button-icon-spine-logo" src="data:image/svg+xml,%3Csvg%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20viewBox%3D%220%200%20104%2031.16%22%3E%3Cpath%20d%3D%22M104%2012.68a1.31%201.31%200%200%201-.37%201%201.28%201.28%200%200%201-.85.31H91.57a10.51%2010.51%200%200%200%20.29%202.55%204.92%204.92%200%200%200%201%202%204.27%204.27%200%200%200%201.64%201.26%206.89%206.89%200%200%200%202.6.44%2010.66%2010.66%200%200%200%202.17-.2%2012.81%2012.81%200%200%200%201.64-.44q.69-.25%201.14-.44a1.87%201.87%200%200%201%20.68-.2.44.44%200%200%201%20.27.04.43.43%200%200%201%20.16.2%201.38%201.38%200%200%201%20.09.37%204.89%204.89%200%200%201%200%20.58%204.14%204.14%200%200%201%200%20.43v.32a.83.83%200%200%201-.09.26%201.1%201.1%200%200%201-.17.22%202.77%202.77%200%200%201-.61.34%208.94%208.94%200%200%201-1.32.46%2018.54%2018.54%200%200%201-1.88.41%2013.78%2013.78%200%200%201-2.28.18%2010.55%2010.55%200%200%201-3.68-.59%206.82%206.82%200%200%201-2.66-1.74%207.44%207.44%200%200%201-1.63-2.89%2013.48%2013.48%200%200%201-.55-4%2012.76%2012.76%200%200%201%20.57-3.94%208.35%208.35%200%200%201%201.64-3%207.15%207.15%200%200%201%202.58-1.87%208.47%208.47%200%200%201%203.39-.65%208.19%208.19%200%200%201%203.41.64%206.46%206.46%200%200%201%202.32%201.73%207%207%200%200%201%201.3%202.54%2011.17%2011.17%200%200%201%20.43%203.13zm-3.14-.93a5.69%205.69%200%200%200-1.09-3.86%204.17%204.17%200%200%200-3.42-1.4%204.52%204.52%200%200%200-2%20.44%204.41%204.41%200%200%200-1.47%201.15A5.29%205.29%200%200%200%2092%209.75a7%207%200%200%200-.36%202zM80.68%2021.94a.42.42%200%200%201-.08.26.59.59%200%200%201-.25.18%201.74%201.74%200%200%201-.47.11%206.31%206.31%200%200%201-.76%200%206.5%206.5%200%200%201-.78%200%201.74%201.74%200%200%201-.47-.11.59.59%200%200%201-.25-.18.42.42%200%200%201-.08-.26V12a9.8%209.8%200%200%200-.23-2.35%204.86%204.86%200%200%200-.66-1.53%202.88%202.88%200%200%200-1.13-1%203.57%203.57%200%200%200-1.6-.34%204%204%200%200%200-2.35.83A12.71%2012.71%200%200%200%2069.11%2010v11.9a.42.42%200%200%201-.08.26.59.59%200%200%201-.25.18%201.74%201.74%200%200%201-.47.11%206.51%206.51%200%200%201-.78%200%206.31%206.31%200%200%201-.76%200%201.88%201.88%200%200%201-.48-.11.52.52%200%200%201-.25-.18.46.46%200%200%201-.07-.26v-17a.53.53%200%200%201%20.03-.21.5.5%200%200%201%20.23-.19%201.28%201.28%200%200%201%20.44-.11%208.53%208.53%200%200%201%201.39%200%201.12%201.12%200%200%201%20.43.11.6.6%200%200%201%20.22.19.47.47%200%200%201%20.07.26V7.2a10.46%2010.46%200%200%201%202.87-2.36%206.17%206.17%200%200%201%202.88-.75%206.41%206.41%200%200%201%202.87.58%205.16%205.16%200%200%201%201.88%201.54%206.15%206.15%200%200%201%201%202.26%2013.46%2013.46%200%200%201%20.31%203.11z%22%20fill%3D%22%23fff%22%2F%3E%3Cpath%20d%3D%22M43.35%202.86c.09%202.6%201.89%204%205.48%204.61%203%20.48%205.79.24%206.69-2.37%201.75-5.09-2.4-3.82-6-4.39s-6.31-2.03-6.17%202.15zm1.08%2010.69c.33%201.94%202.14%203.06%204.91%203s4.84-1.16%205.13-3.25c.53-3.88-2.53-2.38-5.3-2.3s-5.4-1.26-4.74%202.55zM48%2022.44c.55%201.45%202.06%202.06%204.1%201.63s3.45-1.11%203.33-2.76c-.21-3.06-2.22-2.1-4.26-1.66S47%2019.6%2048%2022.44zm1.78%206.78c.16%201.22%201.22%202%202.88%201.93s2.92-.67%203.13-2c.4-2.43-1.46-1.53-3.12-1.51s-3.17-.82-2.89%201.58z%22%20fill%3D%22%23ff4000%22%2F%3E%3Cpath%20d%3D%22M35.28%2013.16a15.33%2015.33%200%200%201-.48%204%208.75%208.75%200%200%201-1.42%203%206.35%206.35%200%200%201-2.32%201.91%207.14%207.14%200%200%201-3.16.67%206.1%206.1%200%200%201-1.4-.15%205.34%205.34%200%200%201-1.26-.47%207.29%207.29%200%200%201-1.24-.81q-.61-.49-1.29-1.15v8.51a.47.47%200%200%201-.08.26.56.56%200%200%201-.25.19%201.74%201.74%200%200%201-.47.11%206.47%206.47%200%200%201-.78%200%206.26%206.26%200%200%201-.76%200%201.89%201.89%200%200%201-.48-.11.49.49%200%200%201-.25-.19.51.51%200%200%201-.07-.26V4.91a.57.57%200%200%201%20.06-.27.46.46%200%200%201%20.23-.18%201.47%201.47%200%200%201%20.44-.1%207.41%207.41%200%200%201%201.3%200%201.45%201.45%200%200%201%20.43.1.52.52%200%200%201%20.24.18.51.51%200%200%201%20.07.27V7.2a18.06%2018.06%200%200%201%201.49-1.38%209%209%200%200%201%201.45-1%206.82%206.82%200%200%201%201.49-.59%207.09%207.09%200%200%201%204.78.52%206%206%200%200%201%202.13%202%208.79%208.79%200%200%201%201.2%202.9%2015.72%2015.72%200%200%201%20.4%203.51zm-3.28.36a15.64%2015.64%200%200%200-.2-2.53%207.32%207.32%200%200%200-.69-2.17%204.06%204.06%200%200%200-1.3-1.51%203.49%203.49%200%200%200-2-.57%204.1%204.1%200%200%200-1.2.18%204.92%204.92%200%200%200-1.2.57%208.54%208.54%200%200%200-1.28%201A15.77%2015.77%200%200%200%2022.76%2010v6.77a13.53%2013.53%200%200%200%202.46%202.4%204.12%204.12%200%200%200%202.44.83%203.56%203.56%200%200%200%202-.57A4.28%204.28%200%200%200%2031%2018a7.58%207.58%200%200%200%20.77-2.12%2011.43%2011.43%200%200%200%20.23-2.36zM12%2017.3a5.39%205.39%200%200%201-.48%202.33%204.73%204.73%200%200%201-1.37%201.72%206.19%206.19%200%200%201-2.12%201.06%209.62%209.62%200%200%201-2.71.36%2010.38%2010.38%200%200%201-3.21-.5A7.63%207.63%200%200%201%201%2021.82a3.25%203.25%200%200%201-.66-.43%201.09%201.09%200%200%201-.3-.53%203.59%203.59%200%200%201-.04-.93%204.06%204.06%200%200%201%200-.61%202%202%200%200%201%20.09-.4.42.42%200%200%201%20.16-.22.43.43%200%200%201%20.24-.07%201.35%201.35%200%200%201%20.61.26q.41.26%201%20.56a9.22%209.22%200%200%200%201.41.55%206.25%206.25%200%200%200%201.87.26%205.62%205.62%200%200%200%201.44-.17%203.48%203.48%200%200%200%201.12-.5%202.23%202.23%200%200%200%20.73-.84%202.68%202.68%200%200%200%20.26-1.21%202%202%200%200%200-.37-1.21%203.55%203.55%200%200%200-1-.87%208.09%208.09%200%200%200-1.36-.66l-1.56-.61a16%2016%200%200%201-1.57-.73%206%206%200%200%201-1.37-1%204.52%204.52%200%200%201-1-1.4%204.69%204.69%200%200%201-.37-2%204.88%204.88%200%200%201%20.39-1.87%204.46%204.46%200%200%201%201.16-1.61%205.83%205.83%200%200%201%201.94-1.11A8.06%208.06%200%200%201%206.53%204a8.28%208.28%200%200%201%201.36.11%209.36%209.36%200%200%201%201.23.28%205.92%205.92%200%200%201%20.94.37%204.09%204.09%200%200%201%20.59.35%201%201%200%200%201%20.26.26.83.83%200%200%201%20.09.26%201.32%201.32%200%200%200%20.06.35%203.87%203.87%200%200%201%200%20.51%204.76%204.76%200%200%201%200%20.56%201.39%201.39%200%200%201-.09.39.5.5%200%200%201-.16.22.35.35%200%200%201-.21.07%201%201%200%200%201-.49-.21%207%207%200%200%200-.83-.44%209.26%209.26%200%200%200-1.2-.44%205.49%205.49%200%200%200-1.58-.16%204.93%204.93%200%200%200-1.4.18%202.69%202.69%200%200%200-1%20.51%202.16%202.16%200%200%200-.59.83%202.43%202.43%200%200%200-.2%201%202%202%200%200%200%20.38%201.24%203.6%203.6%200%200%200%201%20.88%208.25%208.25%200%200%200%201.38.68l1.58.62q.8.32%201.59.72a6%206%200%200%201%201.39%201%204.37%204.37%200%200%201%201%201.36%204.46%204.46%200%200%201%20.37%201.8z%22%20fill%3D%22%23fff%22%2F%3E%3C%2Fsvg%3E">
</div></div>`
    ) : "";
    this.parent.appendChild(this.dom = createElement(
      /*html*/
      `<div class="spine-player" style="position:relative;height:100%"><canvas class="spine-player-canvas" style="display:block;width:100%;height:100%"></canvas>${controls}</div>`
    ));
    try {
      this.validateConfig(config);
    } catch (e) {
      this.showError(e.message, e);
    }
    this.initialize();
    this.addEventListener(window, "resize", () => this.drawFrame(false));
    requestAnimationFrame(() => this.drawFrame());
  }
  parent;
  dom;
  canvas = null;
  context = null;
  sceneRenderer = null;
  loadingScreen = null;
  assetManager = null;
  bg = new Color();
  bgFullscreen = new Color();
  playerControls = null;
  timelineSlider = null;
  playButton = null;
  skinButton = null;
  pinnedSkins = /* @__PURE__ */ new Set();
  animationButton = null;
  playTime = 0;
  selectedBones = [];
  cancelId = 0;
  popup = null;
  /* True if the player is unable to load or render the skeleton. */
  error = false;
  /* The player's skeleton. Null until loading is complete (access after config.success). */
  skeleton = null;
  /* The animation state controlling the skeleton. Null until loading is complete (access after config.success). */
  animationState = null;
  paused = true;
  speed = 1;
  time = new TimeKeeper();
  stopRequestAnimationFrame = false;
  disposed = false;
  viewport = {};
  currentViewport = {};
  previousViewport = {};
  viewportTransitionStart = 0;
  eventListeners = [];
  input;
  dispose() {
    this.sceneRenderer?.dispose();
    this.loadingScreen?.dispose();
    this.assetManager?.dispose();
    this.context?.dispose();
    for (let i = 0; i < this.eventListeners.length; i++) {
      const eventListener = this.eventListeners[i];
      eventListener.target.removeEventListener(eventListener.event, eventListener.func);
    }
    this.input?.dispose();
    if (this.canvas) {
      this.canvas.width = 0;
      this.canvas.height = 0;
    }
    this.parent.removeChild(this.dom);
    this.disposed = true;
  }
  addEventListener(target, event, func) {
    this.eventListeners.push({ target, event, func });
    target.addEventListener(event, func);
  }
  validateConfig(config) {
    if (!config) throw new Error("A configuration object must be passed to to new SpinePlayer().");
    if (config.skelUrl) config.skeleton = config.skelUrl;
    if (!config.skeleton) throw new Error("A URL must be specified for the skeleton JSON or binary file.");
    if (!config.scale) config.scale = 1;
    if (!config.atlas && !config.atlasUrl) throw new Error("A URL must be specified for the atlas file.");
    if (config.atlasUrl && !config.atlas) config.atlas = config.atlasUrl;
    if (!config.backgroundColor) config.backgroundColor = config.alpha ? "00000000" : "000000";
    if (!config.fullScreenBackgroundColor) config.fullScreenBackgroundColor = config.backgroundColor;
    if (config.backgroundImage && !config.backgroundImage.url) config.backgroundImage = void 0;
    if (config.preserveDrawingBuffer === void 0) config.preserveDrawingBuffer = false;
    if (config.mipmaps === void 0) config.mipmaps = true;
    if (config.interactive === void 0) config.interactive = true;
    if (typeof config.debug !== "object") {
      const d = !!config.debug;
      config.debug = { bones: d, regions: d, meshes: d, bounds: d, paths: d, clipping: d, points: d, hulls: d };
    }
    if (config.animations && config.animation && config.animations.indexOf(config.animation) < 0)
      throw new Error(`Animation '${config.animation}' is not in the config animation list: ${print(config.animations)}`);
    if (config.skin) {
      if (!Array.isArray(config.skin)) config.skin = [config.skin];
      if (config.skins) {
        for (const s of config.skin) {
          if (config.skins.indexOf(s) < 0)
            throw new Error(`Default skin '${s}' is not in the config skins list: ${print(config.skins)}`);
        }
      }
    }
    if (!config.viewport) config.viewport = {};
    if (!config.viewport.animations) config.viewport.animations = {};
    if (config.viewport.debugRender === void 0) config.viewport.debugRender = false;
    if (config.viewport.transitionTime === void 0) config.viewport.transitionTime = 0.25;
    if (!config.controlBones) config.controlBones = [];
    if (config.showLoading === void 0) config.showLoading = true;
    if (config.defaultMix === void 0) config.defaultMix = 0.25;
  }
  initialize() {
    const config = this.config;
    const dom = this.dom;
    if (!config.alpha) {
      const hex = config.backgroundColor;
      this.dom.style.backgroundColor = (hex.charAt(0) === "#" ? hex : `#${hex}`).substring(0, 7);
    }
    try {
      this.canvas = findWithClass(dom, "spine-player-canvas");
      this.context = new ManagedWebGLRenderingContext(this.canvas, { alpha: config.alpha, preserveDrawingBuffer: config.preserveDrawingBuffer });
      this.sceneRenderer = new SceneRenderer(this.canvas, this.context, true);
      if (config.showLoading) this.loadingScreen = new LoadingScreen(this.sceneRenderer);
    } catch (e) {
      this.showError("Sorry, your browser does not support WebGL, or you have disabled WebGL in your browser settings.\nPlease use the latest version of Firefox, Chrome, Edge, or Safari.", e);
      return null;
    }
    this.assetManager = new AssetManager(this.context, "", config.downloader);
    if (config.rawDataURIs) {
      for (const path in config.rawDataURIs)
        this.assetManager.setRawDataURI(path, config.rawDataURIs[path]);
    }
    if (config.skeleton.endsWith(".json"))
      this.assetManager.loadJson(config.skeleton);
    else
      this.assetManager.loadBinary(config.skeleton);
    this.assetManager.loadTextureAtlas(config.atlas);
    if (config.backgroundImage) this.assetManager.loadTexture(config.backgroundImage.url);
    this.bg.setFromString(config.backgroundColor);
    this.bgFullscreen.setFromString(config.fullScreenBackgroundColor);
    if (config.showControls) {
      this.playerControls = dom.children[1];
      const controls = this.playerControls.children;
      const timeline = controls[0];
      const buttons = controls[1].children;
      this.playButton = buttons[0];
      const speedButton = buttons[2];
      this.animationButton = buttons[3];
      this.skinButton = buttons[4];
      const settingsButton = buttons[5];
      const fullscreenButton = buttons[6];
      const logoButton = buttons[7];
      this.timelineSlider = new Slider2();
      timeline.appendChild(this.timelineSlider.create());
      this.timelineSlider.change = (percentage) => {
        this.pause();
        const animationDuration = this.animationState.getTrack(0).animation.duration;
        const time = animationDuration * percentage;
        this.animationState.update(time - this.playTime);
        this.animationState.apply(this.skeleton);
        this.skeleton.update(time - this.playTime);
        this.skeleton.updateWorldTransform(2 /* update */);
        this.playTime = time;
      };
      this.playButton.onclick = () => this.paused ? this.play() : this.pause();
      speedButton.onclick = () => this.showSpeedDialog(speedButton);
      this.animationButton.onclick = () => this.showAnimationsDialog(this.animationButton);
      this.skinButton.onclick = () => this.showSkinsDialog(this.skinButton);
      settingsButton.onclick = () => this.showSettingsDialog(settingsButton);
      let oldWidth = this.canvas.clientWidth, oldHeight = this.canvas.clientHeight;
      let oldStyleWidth = this.canvas.style.width, oldStyleHeight = this.canvas.style.height;
      let isFullscreen = false;
      fullscreenButton.onclick = () => {
        const fullscreenChanged = () => {
          isFullscreen = !isFullscreen;
          if (!isFullscreen) {
            this.canvas.style.width = `${oldWidth}px`;
            this.canvas.style.height = `${oldHeight}px`;
            this.drawFrame(false);
            requestAnimationFrame(() => {
              this.canvas.style.width = oldStyleWidth;
              this.canvas.style.height = oldStyleHeight;
            });
          }
        };
        const player = dom;
        player.onfullscreenchange = fullscreenChanged;
        player.onwebkitfullscreenchange = fullscreenChanged;
        const doc = document;
        if (doc.fullscreenElement || doc.webkitFullscreenElement || doc.mozFullScreenElement || doc.msFullscreenElement) {
          if (doc.exitFullscreen) doc.exitFullscreen();
          else if (doc.mozCancelFullScreen) doc.mozCancelFullScreen();
          else if (doc.webkitExitFullscreen) doc.webkitExitFullscreen();
          else if (doc.msExitFullscreen) doc.msExitFullscreen();
        } else {
          oldWidth = this.canvas.clientWidth;
          oldHeight = this.canvas.clientHeight;
          oldStyleWidth = this.canvas.style.width;
          oldStyleHeight = this.canvas.style.height;
          if (player.requestFullscreen) player.requestFullscreen();
          else if (player.webkitRequestFullScreen) player.webkitRequestFullScreen();
          else if (player.mozRequestFullScreen) player.mozRequestFullScreen();
          else if (player.msRequestFullscreen) player.msRequestFullscreen();
        }
      };
      logoButton.onclick = () => window.open("http://esotericsoftware.com");
    }
    return dom;
  }
  loadSkeleton() {
    if (this.error) return;
    if (this.assetManager.hasErrors())
      this.showError(`Error: Assets could not be loaded.
${print(this.assetManager.getErrors())}`);
    const config = this.config;
    const atlas = this.assetManager.require(config.atlas);
    const gl = this.context.gl, anisotropic = gl.getExtension("EXT_texture_filter_anisotropic");
    const isWebGL1 = gl.getParameter(gl.VERSION).indexOf("WebGL 1.0") !== -1;
    for (const page of atlas.pages) {
      let minFilter = page.minFilter;
      let useMipMaps = config.mipmaps;
      const isPOT = MathUtils.isPowerOfTwo(page.width) && MathUtils.isPowerOfTwo(page.height);
      if (isWebGL1 && !isPOT) useMipMaps = false;
      if (useMipMaps) {
        if (anisotropic) {
          gl.texParameterf(gl.TEXTURE_2D, anisotropic.TEXTURE_MAX_ANISOTROPY_EXT, 8);
          minFilter = 9987 /* MipMapLinearLinear */;
        } else
          minFilter = 9729 /* Linear */;
        page.texture.setFilters(minFilter, 9728 /* Nearest */);
      }
      if (minFilter !== 9728 /* Nearest */ && minFilter !== 9729 /* Linear */) page.texture.update(true);
    }
    let skeletonData;
    try {
      let loader, data, attachmentLoader = new AtlasAttachmentLoader(atlas);
      if (config.skeleton.endsWith(".json")) {
        data = this.assetManager.remove(config.skeleton);
        if (!data) throw new Error("Empty JSON data.");
        if (config.jsonField) {
          data = data[config.jsonField];
          if (!data) throw new Error(`JSON field does not exist: ${config.jsonField}`);
        }
        loader = new SkeletonJson(attachmentLoader);
      } else {
        data = this.assetManager.remove(config.skeleton);
        loader = new SkeletonBinary(attachmentLoader);
      }
      loader.scale = config.scale;
      skeletonData = loader.readSkeletonData(data);
    } catch (e) {
      this.showError(`Error: Could not load skeleton data.
${e.message}`, e);
      return;
    }
    this.skeleton = new Skeleton(skeletonData);
    const stateData = new AnimationStateData(skeletonData);
    stateData.defaultMix = config.defaultMix;
    this.animationState = new AnimationState(stateData);
    config.controlBones.forEach((bone) => {
      if (!skeletonData.findBone(bone)) this.showError(`Error: Control bone does not exist in skeleton: ${bone}`);
    });
    if ((!config.skin || !config.skin.length) && skeletonData.skins.length) config.skin = [skeletonData.skins[0].name];
    if (config.skins && config.skin.length) {
      config.skins.forEach((skin) => {
        if (!this.skeleton.data.findSkin(skin))
          this.showError(`Error: Skin in config list does not exist in skeleton: ${skin}`);
      });
    }
    const skinList = config.skin;
    if (skinList?.length) {
      for (const s of skinList) {
        if (!this.skeleton.data.findSkin(s))
          this.showError(`Error: Skin does not exist in skeleton: ${s}`);
        if (this.skeleton.data.findSkin(s) !== this.skeleton.data.defaultSkin)
          this.pinnedSkins.add(s);
      }
      this.applyCombinedSkin();
    }
    Object.getOwnPropertyNames(config.viewport.animations).forEach((animation) => {
      if (!skeletonData.findAnimation(animation))
        this.showError(`Error: Animation for which a viewport was specified does not exist in skeleton: ${animation}`);
    });
    if (config.animations && config.animations.length) {
      config.animations.forEach((animation) => {
        if (!this.skeleton.data.findAnimation(animation))
          this.showError(`Error: Animation in config list does not exist in skeleton: ${animation}`);
      });
      if (!config.animation) config.animation = config.animations[0];
    }
    if (config.animation && !skeletonData.findAnimation(config.animation))
      this.showError(`Error: Animation does not exist in skeleton: ${config.animation}`);
    this.setupInput();
    if (config.showControls) {
      if (skeletonData.skins.length === 1 || config.skins && config.skins.length === 1) this.skinButton.classList.add("spine-player-hidden");
      if (skeletonData.animations.length === 1 || config.animations && config.animations.length === 1) this.animationButton.classList.add("spine-player-hidden");
    }
    if (config.success) config.success(this);
    let entry = this.animationState.getTrack(0);
    if (!entry) {
      if (config.animation) {
        entry = this.setAnimation(config.animation);
        this.play();
      } else {
        entry = this.animationState.setEmptyAnimation(0);
        entry.trackEnd = 1e8;
        this.skeleton.updateWorldTransform(2 /* update */);
        this.setViewport(entry.animation);
        this.pause();
      }
    } else {
      if (this.currentViewport.x === void 0) {
        this.setViewport(entry.animation);
      }
      if (!config.animation) {
        config.animation = entry.animation?.name;
      }
      this.play();
    }
  }
  setupInput() {
    const config = this.config;
    const controlBones = config.controlBones;
    if (!controlBones.length && !config.showControls) return;
    const selectedBones = this.selectedBones = new Array(controlBones.length);
    const canvas = this.canvas;
    let target = null;
    const offset = new Vector2();
    const coords = new Vector3();
    const mouse = new Vector3();
    const position = new Vector2();
    const skeleton = this.skeleton;
    const renderer = this.sceneRenderer;
    if (config.interactive) {
      const closest = (x, y) => {
        mouse.set(x, canvas.clientHeight - y, 0);
        offset.x = offset.y = 0;
        let bestDistance = 24, index = 0;
        let best = null;
        for (let i = 0; i < controlBones.length; i++) {
          selectedBones[i] = null;
          const bone = skeleton.findBone(controlBones[i]);
          if (!bone) continue;
          const distance = renderer.camera.worldToScreen(
            coords.set(bone.appliedPose.worldX, bone.appliedPose.worldY, 0),
            canvas.clientWidth,
            canvas.clientHeight
          ).distance(mouse);
          if (distance < bestDistance) {
            bestDistance = distance;
            best = bone;
            index = i;
            offset.x = coords.x - mouse.x;
            offset.y = coords.y - mouse.y;
          }
        }
        if (best) selectedBones[index] = best;
        return best;
      };
      this.input = new Input(canvas);
      this.input.addListener({
        down: (x, y) => {
          target = closest(x, y);
        },
        up: () => {
          if (target)
            target = null;
          else if (config.showControls)
            this.paused ? this.play() : this.pause();
        },
        dragged: (x, y) => {
          if (target) {
            x = MathUtils.clamp(x + offset.x, 0, canvas.clientWidth);
            y = MathUtils.clamp(y - offset.y, 0, canvas.clientHeight);
            renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.clientWidth, canvas.clientHeight);
            const applied = target.appliedPose;
            if (target.parent) {
              target.parent.appliedPose.worldToLocal(position.set(coords.x - skeleton.x, coords.y - skeleton.y));
              applied.x = position.x;
              applied.y = position.y;
            } else {
              applied.x = coords.x - skeleton.x;
              applied.y = coords.y - skeleton.y;
            }
          }
        },
        moved: (x, y) => closest(x, y)
      });
    }
    if (config.showControls) {
      this.addEventListener(document, "mousemove", (ev) => {
        if (ev instanceof MouseEvent) handleHover(ev.clientX, ev.clientY);
      });
      this.addEventListener(document, "touchmove", (ev) => {
        if (ev instanceof TouchEvent) {
          const touches = ev.changedTouches;
          if (touches.length) {
            const touch = touches[0];
            handleHover(touch.clientX, touch.clientY);
          }
        }
      });
      const overlap = (mouseX, mouseY, rect) => {
        const x = mouseX - rect.left, y = mouseY - rect.top;
        return x >= 0 && x <= rect.width && y >= 0 && y <= rect.height;
      };
      let mouseOverControls = true, mouseOverCanvas = false;
      const handleHover = (mouseX, mouseY) => {
        const popup = findWithClass(this.dom, "spine-player-popup");
        mouseOverControls = overlap(mouseX, mouseY, this.playerControls.getBoundingClientRect());
        mouseOverCanvas = overlap(mouseX, mouseY, canvas.getBoundingClientRect());
        clearTimeout(this.cancelId);
        const hide = !popup && !mouseOverControls && !mouseOverCanvas && !this.paused;
        if (hide)
          this.playerControls.classList.add("spine-player-controls-hidden");
        else
          this.playerControls.classList.remove("spine-player-controls-hidden");
        if (!mouseOverControls && !popup && !this.paused) {
          this.cancelId = setTimeout(() => {
            if (!this.paused) this.playerControls.classList.add("spine-player-controls-hidden");
          }, 1e3);
        }
      };
    }
  }
  play() {
    this.paused = false;
    const config = this.config;
    if (config.showControls) {
      this.cancelId = setTimeout(() => {
        if (!this.paused) this.playerControls.classList.add("spine-player-controls-hidden");
      }, 1e3);
      this.playButton.classList.remove("spine-player-button-icon-play");
      this.playButton.classList.add("spine-player-button-icon-pause");
      if (!config.animation) {
        if (config.animations && config.animations.length)
          config.animation = config.animations[0];
        else if (this.skeleton.data.animations.length)
          config.animation = this.skeleton.data.animations[0].name;
        if (config.animation) this.setAnimation(config.animation);
      }
    }
  }
  pause() {
    this.paused = true;
    if (this.config.showControls) {
      this.playerControls.classList.remove("spine-player-controls-hidden");
      clearTimeout(this.cancelId);
      this.playButton.classList.remove("spine-player-button-icon-pause");
      this.playButton.classList.add("spine-player-button-icon-play");
    }
  }
  /* Sets a new animation and viewport on track 0. */
  setAnimation(animation, loop = true) {
    animation = this.setViewport(animation);
    return this.animationState.setAnimation(0, animation, loop);
  }
  /* Adds a new animation and viewport on track 0. */
  addAnimation(animation, loop = true, delay = 0) {
    animation = this.setViewport(animation);
    return this.animationState.addAnimation(0, animation, loop, delay);
  }
  /* Sets the viewport for the specified animation. */
  setViewport(animation) {
    if (typeof animation === "string") {
      const foundAnimation = this.skeleton.data.findAnimation(animation);
      if (!foundAnimation) throw new Error(`Animation not found: ${animation}`);
      animation = foundAnimation;
    }
    this.previousViewport = this.currentViewport;
    const globalViewport = this.config.viewport;
    const viewport = this.currentViewport = {
      clip: globalViewport.clip,
      padLeft: globalViewport.padLeft !== void 0 ? globalViewport.padLeft : "10%",
      padRight: globalViewport.padRight !== void 0 ? globalViewport.padRight : "10%",
      padTop: globalViewport.padTop !== void 0 ? globalViewport.padTop : "10%",
      padBottom: globalViewport.padBottom !== void 0 ? globalViewport.padBottom : "10%"
    };
    if (globalViewport.x !== void 0 && globalViewport.y !== void 0 && globalViewport.width && globalViewport.height) {
      viewport.x = globalViewport.x;
      viewport.y = globalViewport.y;
      viewport.width = globalViewport.width;
      viewport.height = globalViewport.height;
    } else
      this.calculateAnimationViewport(animation, viewport);
    const userAnimViewport = this.config.viewport.animations[animation.name];
    if (userAnimViewport) {
      if (userAnimViewport.x !== void 0 && userAnimViewport.y !== void 0 && userAnimViewport.width && userAnimViewport.height) {
        viewport.x = userAnimViewport.x;
        viewport.y = userAnimViewport.y;
        viewport.width = userAnimViewport.width;
        viewport.height = userAnimViewport.height;
      }
      if (userAnimViewport.clip !== void 0) viewport.clip = userAnimViewport.clip;
      if (userAnimViewport.padLeft !== void 0) viewport.padLeft = userAnimViewport.padLeft;
      if (userAnimViewport.padRight !== void 0) viewport.padRight = userAnimViewport.padRight;
      if (userAnimViewport.padTop !== void 0) viewport.padTop = userAnimViewport.padTop;
      if (userAnimViewport.padBottom !== void 0) viewport.padBottom = userAnimViewport.padBottom;
    }
    viewport.padLeft = this.percentageToWorldUnit(viewport.width, viewport.padLeft);
    viewport.padRight = this.percentageToWorldUnit(viewport.width, viewport.padRight);
    viewport.padBottom = this.percentageToWorldUnit(viewport.height, viewport.padBottom);
    viewport.padTop = this.percentageToWorldUnit(viewport.height, viewport.padTop);
    this.viewportTransitionStart = performance.now();
    return animation;
  }
  percentageToWorldUnit(size, percentageOrAbsolute) {
    if (typeof percentageOrAbsolute === "string")
      return size * parseFloat(percentageOrAbsolute.slice(0, -1)) / 100;
    return percentageOrAbsolute;
  }
  calculateAnimationViewport(animation, viewport) {
    this.skeleton.setupPose();
    let steps = 100, stepTime = animation.duration ? animation.duration / steps : 0, time = 0;
    let minX = 1e8, maxX = -1e8, minY = 1e8, maxY = -1e8;
    const offset = new Vector2(), size = new Vector2();
    const tempArray = [0, 0];
    for (let i = 0; i < steps; i++, time += stepTime) {
      animation.apply(this.skeleton, time, time, false, [], 1, 1 /* setup */, false, false, false);
      this.skeleton.updateWorldTransform(2 /* update */);
      this.skeleton.getBounds(offset, size, tempArray, this.sceneRenderer.skeletonRenderer.getSkeletonClipping());
      if (Number.isFinite(offset.x) && Number.isFinite(offset.y) && Number.isFinite(size.x) && Number.isFinite(size.y)) {
        minX = Math.min(offset.x, minX);
        maxX = Math.max(offset.x + size.x, maxX);
        minY = Math.min(offset.y, minY);
        maxY = Math.max(offset.y + size.y, maxY);
      }
    }
    viewport.x = minX;
    viewport.y = minY;
    viewport.width = maxX - minX;
    viewport.height = maxY - minY;
    if (!Number.isFinite(viewport.width) || !Number.isFinite(viewport.height))
      this.showError(`Animation bounds are invalid: ${animation.name}`);
  }
  drawFrame(requestNextFrame = true) {
    try {
      if (this.error) return;
      if (this.disposed) return;
      if (requestNextFrame && !this.stopRequestAnimationFrame) requestAnimationFrame(() => this.drawFrame());
      const doc = document;
      const isFullscreen = doc.fullscreenElement || doc.webkitFullscreenElement || doc.mozFullScreenElement || doc.msFullscreenElement;
      const bg = isFullscreen ? this.bgFullscreen : this.bg;
      this.time.update();
      const delta = this.time.delta;
      const loading = !this.assetManager.isLoadingComplete();
      if (!this.skeleton && !loading) this.loadSkeleton();
      const skeleton = this.skeleton;
      const config = this.config;
      if (skeleton) {
        const playDelta = this.paused ? 0 : delta * this.speed;
        if (config.frame) config.frame(this, playDelta);
        if (!this.paused) {
          skeleton.update(playDelta);
          this.animationState.update(playDelta);
          this.animationState.apply(skeleton);
          if (config.updateWorldTransform)
            config.updateWorldTransform(this, playDelta);
          else
            skeleton.updateWorldTransform(2 /* update */);
          if (config.showControls) {
            this.playTime += playDelta;
            const entry = this.animationState.getTrack(0);
            if (entry) {
              const duration = entry.animation.duration;
              while (this.playTime >= duration && duration !== 0)
                this.playTime -= duration;
              this.playTime = Math.max(0, Math.min(this.playTime, duration));
              this.timelineSlider.setValue(this.playTime / duration);
            }
          }
        }
        const viewport = this.viewport;
        viewport.x = this.currentViewport.x - this.currentViewport.padLeft;
        viewport.y = this.currentViewport.y - this.currentViewport.padBottom;
        viewport.width = this.currentViewport.width + this.currentViewport.padLeft + this.currentViewport.padRight;
        viewport.height = this.currentViewport.height + this.currentViewport.padBottom + this.currentViewport.padTop;
        if (this.previousViewport) {
          const transitionAlpha = (performance.now() - this.viewportTransitionStart) / 1e3 / config.viewport.transitionTime;
          if (transitionAlpha < 1) {
            const x = this.previousViewport.x - this.previousViewport.padLeft;
            const y = this.previousViewport.y - this.previousViewport.padBottom;
            const width = this.previousViewport.width + this.previousViewport.padLeft + this.previousViewport.padRight;
            const height = this.previousViewport.height + this.previousViewport.padBottom + this.previousViewport.padTop;
            viewport.x = x + (viewport.x - x) * transitionAlpha;
            viewport.y = y + (viewport.y - y) * transitionAlpha;
            viewport.width = width + (viewport.width - width) * transitionAlpha;
            viewport.height = height + (viewport.height - height) * transitionAlpha;
          }
        }
        const renderer = this.sceneRenderer;
        renderer.camera.zoom = this.canvas.height / this.canvas.width > viewport.height / viewport.width ? viewport.width / this.canvas.width : viewport.height / this.canvas.height;
        renderer.camera.position.x = viewport.x + viewport.width / 2;
        renderer.camera.position.y = viewport.y + viewport.height / 2;
        renderer.resize(this.currentViewport.clip ? 3 /* FitClip */ : 1 /* Expand */, viewport.width, viewport.height);
        const gl = this.context.gl;
        gl.clearColor(bg.r, bg.g, bg.b, bg.a);
        gl.clear(gl.COLOR_BUFFER_BIT);
        if (config.update) config.update(this, playDelta);
        renderer.begin();
        const bgImage = config.backgroundImage;
        if (bgImage) {
          const texture = this.assetManager.require(bgImage.url);
          if (bgImage.x !== void 0 && bgImage.y !== void 0 && bgImage.width && bgImage.height)
            renderer.drawTexture(texture, bgImage.x, bgImage.y, bgImage.width, bgImage.height);
          else
            renderer.drawTexture(texture, viewport.x, viewport.y, viewport.width, viewport.height);
        }
        renderer.drawSkeleton(skeleton);
        const debug = config.debug;
        if (Number(renderer.skeletonDebugRenderer.drawBones = debug.bones) + Number(renderer.skeletonDebugRenderer.drawBoundingBoxes = debug.bounds) + Number(renderer.skeletonDebugRenderer.drawClipping = debug.clipping) + Number(renderer.skeletonDebugRenderer.drawMeshHull = debug.hulls) + Number(renderer.skeletonDebugRenderer.drawPaths = debug.paths) + Number(renderer.skeletonDebugRenderer.drawRegionAttachments = debug.regions) + Number(renderer.skeletonDebugRenderer.drawMeshTriangles = debug.meshes) > 0) {
          renderer.drawSkeletonDebug(skeleton);
        }
        const controlBones = config.controlBones;
        if (controlBones.length) {
          const selectedBones = this.selectedBones;
          gl.lineWidth(2);
          for (let i = 0; i < controlBones.length; i++) {
            const bone = skeleton.findBone(controlBones[i]);
            if (!bone) continue;
            const colorInner = selectedBones[i] ? BONE_INNER_OVER : BONE_INNER;
            const colorOuter = selectedBones[i] ? BONE_OUTER_OVER : BONE_OUTER;
            const applied = bone.appliedPose;
            renderer.circle(true, skeleton.x + applied.worldX, skeleton.y + applied.worldY, 20, colorInner);
            renderer.circle(false, skeleton.x + applied.worldX, skeleton.y + applied.worldY, 20, colorOuter);
          }
        }
        if (config.viewport.debugRender) {
          gl.lineWidth(1);
          renderer.rect(false, this.currentViewport.x, this.currentViewport.y, this.currentViewport.width, this.currentViewport.height, Color.GREEN);
          renderer.rect(false, viewport.x, viewport.y, viewport.width, viewport.height, Color.RED);
        }
        renderer.end();
        if (config.draw) config.draw(this, playDelta);
      }
      if (config.showLoading) {
        this.loadingScreen.backgroundColor.setFromColor(bg);
        this.loadingScreen.draw(!loading);
      }
      if (loading && config.loading) config.loading(this, delta);
    } catch (e) {
      this.showError(`Error: Unable to render skeleton.
${e.message}`, e);
    }
  }
  startRendering() {
    this.stopRequestAnimationFrame = false;
    requestAnimationFrame(() => this.drawFrame());
  }
  stopRendering() {
    this.stopRequestAnimationFrame = true;
  }
  hidePopup(id) {
    return this.popup != null && this.popup.hide(id);
  }
  showSpeedDialog(speedButton) {
    const id = "speed";
    if (this.hidePopup(id)) return;
    const popup = new Popup(
      id,
      speedButton,
      this,
      this.playerControls,
      /*html*/
      `
<div class="spine-player-popup-title">Speed</div>
<hr>
<div class="spine-player-row" style="align-items:center;padding:8px">
<div class="spine-player-column">
	<div class="spine-player-speed-slider" style="margin-bottom:4px"></div>
	<div class="spine-player-row" style="justify-content:space-between"><div>0.1x</div><div>1x</div><div>2x</div></div>
</div>
</div>`
    );
    const slider = new Slider2(2, 0.1, true);
    findWithClass(popup.dom, "spine-player-speed-slider").appendChild(slider.create());
    slider.setValue(this.speed / 2);
    slider.change = (percentage) => this.speed = percentage * 2;
    popup.show();
  }
  showAnimationsDialog(animationsButton) {
    const id = "animations";
    if (this.hidePopup(id)) return;
    if (!this.skeleton || !this.skeleton.data.animations.length) return;
    const popup = new Popup(
      id,
      animationsButton,
      this,
      this.playerControls,
      /*html*/
      `<div class="spine-player-popup-title">Animations</div><hr><ul class="spine-player-list"></ul>`
    );
    const rows = findWithClass(popup.dom, "spine-player-list");
    this.skeleton.data.animations.forEach((animation) => {
      if (this.config.animations && this.config.animations.indexOf(animation.name) < 0) return;
      const row = createElement(
        /*html*/
        `<li class="spine-player-list-item selectable"><div class="selectable-circle"></div><div class="selectable-text"></div></li>`
      );
      if (animation.name === this.config.animation) row.classList.add("selected");
      findWithClass(row, "selectable-text").innerText = animation.name;
      rows.appendChild(row);
      row.onclick = () => {
        removeClass(rows.children, "selected");
        row.classList.add("selected");
        this.config.animation = animation.name;
        this.playTime = 0;
        this.setAnimation(animation.name);
        this.play();
      };
    });
    popup.show();
  }
  applyCombinedSkin() {
    if (!this.skeleton) return;
    if (this.pinnedSkins.size === 0) {
      this.skeleton.setSkin(this.skeleton.data.defaultSkin);
    } else if (this.pinnedSkins.size === 1) {
      this.skeleton.setSkin(this.pinnedSkins.values().next().value);
    } else {
      const combined = new Skin("combined");
      for (const name of this.pinnedSkins) {
        const skin = this.skeleton.data.findSkin(name);
        if (skin) combined.addSkin(skin);
      }
      this.skeleton.setSkin(combined);
    }
    this.skeleton.setupPoseSlots();
    this.skeleton.updateWorldTransform(3 /* pose */);
    const entry = this.animationState?.getTrack(0);
    if (entry && entry.animation) this.setViewport(entry.animation);
  }
  showSkinsDialog(skinButton) {
    const id = "skins";
    if (this.hidePopup(id)) return;
    if (!this.skeleton || !this.skeleton.data.skins.length) return;
    const popup = new Popup(
      id,
      skinButton,
      this,
      this.playerControls,
      /*html*/
      `<div class="spine-player-popup-title">Skins</div><hr><ul class="spine-player-list"></ul>`
    );
    const rows = findWithClass(popup.dom, "spine-player-list");
    this.skeleton.data.skins.forEach((skin) => {
      if (skin === this.skeleton.data.defaultSkin) return;
      if (this.config.skins && this.config.skins.indexOf(skin.name) < 0) return;
      const row = createElement(
        /*html*/
        `<li class="spine-player-list-item selectable"><div class="selectable-pin"></div><div class="selectable-text"></div></li>`
      );
      if (this.pinnedSkins.has(skin.name)) row.classList.add("pinned");
      const pinElement = findWithClass(row, "selectable-pin");
      const textElement = findWithClass(row, "selectable-text");
      textElement.innerText = skin.name;
      rows.appendChild(row);
      pinElement.onclick = (e) => {
        e.stopPropagation();
        if (this.pinnedSkins.has(skin.name)) {
          this.pinnedSkins.delete(skin.name);
          row.classList.remove("pinned");
        } else {
          this.pinnedSkins.add(skin.name);
          row.classList.add("pinned");
        }
        this.applyCombinedSkin();
      };
      row.onclick = () => {
        this.pinnedSkins.clear();
        this.pinnedSkins.add(skin.name);
        for (let i = 0; i < rows.children.length; i++)
          rows.children[i].classList.remove("pinned");
        row.classList.add("pinned");
        this.applyCombinedSkin();
      };
    });
    popup.show();
  }
  showSettingsDialog(settingsButton) {
    const id = "settings";
    if (this.hidePopup(id)) return;
    if (!this.skeleton || !this.skeleton.data.animations.length) return;
    const popup = new Popup(
      id,
      settingsButton,
      this,
      this.playerControls,
      /*html*/
      `<div class="spine-player-popup-title">Debug</div><hr><ul class="spine-player-list"></ul>`
    );
    const rows = findWithClass(popup.dom, "spine-player-list");
    const makeItem = (label, name) => {
      const row = createElement(
        /*html*/
        `<li class="spine-player-list-item"></li>`
      );
      const s = new Switch(label);
      row.appendChild(s.create());
      const debug = this.config.debug;
      s.setEnabled(debug[name]);
      s.change = (value) => debug[name] = value;
      rows.appendChild(row);
    };
    makeItem("Bones", "bones");
    makeItem("Regions", "regions");
    makeItem("Meshes", "meshes");
    makeItem("Bounds", "bounds");
    makeItem("Paths", "paths");
    makeItem("Clipping", "clipping");
    makeItem("Points", "points");
    makeItem("Hulls", "hulls");
    popup.show();
  }
  showError(message, error) {
    if (this.error) {
      if (error) throw error;
    } else {
      this.error = true;
      this.dom.appendChild(createElement(
        /*html*/
        `<div class="spine-player-error" style="background:#000;color:#fff;position:absolute;top:0;width:100%;height:100%;display:flex;justify-content:center;align-items:center;overflow:auto;z-index:999">` + message.replace("\n", "<br><br>") + `</div>`
      ));
      if (this.config.error) this.config.error(this, message);
      throw error ? error : new Error(message);
    }
  }
};
var Popup = class {
  constructor(id, button, player, parent, htmlContent) {
    this.id = id;
    this.button = button;
    this.player = player;
    this.parent = parent;
    this.dom = createElement(
      /*html*/
      `<div class="spine-player-popup spine-player-hidden"></div>`
    );
    this.dom.innerHTML = htmlContent;
    parent.appendChild(this.dom);
    this.className = `spine-player-button-icon-${id}-selected`;
  }
  dom;
  className;
  dispose() {
  }
  hide(id) {
    this.dom.remove();
    this.button.classList.remove(this.className);
    if (this.id === id) {
      this.player.popup = null;
      return true;
    }
    return false;
  }
  show() {
    this.player.popup = this;
    this.button.classList.add(this.className);
    this.dom.classList.remove("spine-player-hidden");
    let dismissed = false;
    const resize = () => {
      if (!dismissed) requestAnimationFrame(resize);
      this.dom.style.maxHeight = `${this.player.dom.clientHeight - this.parent.getBoundingClientRect().height}px`;
    };
    requestAnimationFrame(resize);
    let justClicked = true;
    const windowClickListener = (event) => {
      if (justClicked || this.player.popup !== this) {
        justClicked = false;
        return;
      }
      if (!this.dom.contains(event.target)) {
        this.dom.remove();
        window.removeEventListener("click", windowClickListener);
        this.button.classList.remove(this.className);
        this.player.popup = null;
        dismissed = true;
      }
    };
    this.player.addEventListener(window, "click", windowClickListener);
  }
};
var Switch = class {
  constructor(text) {
    this.text = text;
  }
  switch = null;
  enabled = false;
  change = () => {
  };
  create() {
    this.switch = createElement(
      /*html*/
      `
<div class="spine-player-switch">
	<span class="spine-player-switch-text">${this.text}</span>
	<div class="spine-player-switch-knob-area">
		<div class="spine-player-switch-knob"></div>
	</div>
</div>`
    );
    this.switch.addEventListener("click", () => {
      this.setEnabled(!this.enabled);
      if (this.change) this.change(this.enabled);
    });
    return this.switch;
  }
  setEnabled(enabled) {
    if (enabled) this.switch?.classList.add("active");
    else this.switch?.classList.remove("active");
    this.enabled = enabled;
  }
  isEnabled() {
    return this.enabled;
  }
};
var Slider2 = class {
  constructor(snaps = 0, snapPercentage = 0.1, big = false) {
    this.snaps = snaps;
    this.snapPercentage = snapPercentage;
    this.big = big;
  }
  slider = null;
  value = null;
  knob = null;
  change = () => {
  };
  create() {
    this.slider = createElement(
      /*html*/
      `
<div class="spine-player-slider ${this.big ? "big" : ""}">
	<div class="spine-player-slider-value"></div>
	<!--<div class="spine-player-slider-knob"></div>-->
</div>`
    );
    this.value = findWithClass(this.slider, "spine-player-slider-value");
    this.setValue(0);
    let rect;
    const update = (ev) => {
      const clientX = ev instanceof MouseEvent ? ev.clientX : ev.changedTouches[0].clientX;
      if (this.change) this.change(this.setValue((clientX - rect.left) / rect.width));
    };
    const onEnd = (ev) => {
      update(ev);
      this.value?.classList.remove("hovering");
      this.slider?.parentElement?.classList.remove("dragging");
      document.removeEventListener("mousemove", update, true);
      document.removeEventListener("mouseup", onEnd, true);
      document.removeEventListener("touchmove", update, true);
      document.removeEventListener("touchend", onEnd, true);
    };
    const onStart = (ev) => {
      rect = this.slider.getBoundingClientRect();
      this.value?.classList.add("hovering");
      this.slider?.parentElement?.classList.add("dragging");
      update(ev);
      document.addEventListener("mousemove", update, true);
      document.addEventListener("mouseup", onEnd, true);
      document.addEventListener("touchmove", update, true);
      document.addEventListener("touchend", onEnd, true);
    };
    this.slider.addEventListener("mousedown", onStart, true);
    this.slider.addEventListener("touchstart", onStart, true);
    return this.slider;
  }
  setValue(percentage) {
    percentage = Math.max(0, Math.min(1, percentage));
    if (this.snaps) {
      const snap = 1 / this.snaps;
      const modulo = percentage % snap;
      if (modulo < snap * this.snapPercentage)
        percentage = percentage - modulo;
      else if (modulo > snap - snap * this.snapPercentage)
        percentage = percentage - modulo + snap;
      percentage = Math.max(0, Math.min(1, percentage));
    }
    this.value.style.width = `${percentage * 100}%`;
    return percentage;
  }
};
function findWithClass(element, className) {
  return element.getElementsByClassName(className)[0];
}
function createElement(html) {
  const div = document.createElement("div");
  div.innerHTML = html;
  return div.children[0];
}
function removeClass(elements, clazz) {
  for (let i = 0; i < elements.length; i++)
    elements[i].classList.remove(clazz);
}
function print(object) {
  return JSON.stringify(object).replace(/&/g, "&amp;").replace(/</g, "&lt;").replace(/>/g, "&gt;").replace(/"/g, "&#34;").replace(/'/g, "&#39;");
}
var BONE_INNER_OVER = new Color(0.478, 0, 0, 0.25);
var BONE_OUTER_OVER = new Color(1, 1, 1, 1);
var BONE_INNER = new Color(0.478, 0, 0, 0.5);
var BONE_OUTER = new Color(1, 0, 0, 0.8);

// spine-player/src/PlayerEditor.ts
function loadScript(url) {
  return new Promise((resolve, reject) => {
    const script = document.createElement("script");
    script.src = url;
    script.onload = () => resolve();
    script.onerror = () => reject(new Error(`Script load error for ${url}`));
    document.head.appendChild(script);
  });
}
function loadCss(url) {
  return new Promise((resolve, reject) => {
    const link = document.createElement("link");
    link.href = url;
    link.rel = "stylesheet";
    link.onload = () => resolve();
    link.onerror = () => reject(new Error(`CSS load error for ${url}`));
    document.head.appendChild(link);
  });
}
var SpinePlayerEditor = class _SpinePlayerEditor {
  constructor(parent) {
    this.parent = parent;
    this.load();
  }
  static DEFAULT_CODE = `
<script src="https://esotericsoftware.com/files/spine-player/4.1/spine-player.js"><\/script>
<link rel="stylesheet" href="https://esotericsoftware.com/files/spine-player/4.1/spine-player.css">

<div id="player-container" style="width: 100vw; height: 100vh;"></div>

<script>
new spine.SpinePlayer("player-container", {
	jsonUrl: "https://esotericsoftware.com/files/examples/4.1/spineboy/export/spineboy-pro.json",
	atlasUrl: "https://esotericsoftware.com/files/examples/4.1/spineboy/export/spineboy-pma.atlas"
});
<\/script>
		`.trim();
  prefix = `<html>
<head>
<style>
body { margin: 0px; }
</style>
</head>
<body>`.trim();
  postfix = `</body>`;
  code;
  player;
  async load() {
    await Promise.all([loadScript("https://www.unpkg.com/codemirror@5.51.0/lib/codemirror.js"), loadCss("https://www.unpkg.com/codemirror@5.51.0/lib/codemirror.css")]);
    this.render(this.parent);
  }
  render(parent) {
    const dom = (
      /*html*/
      `
				<div style="display: flex; flex-direction: column; width: 100%; height: 100%;">
					<div style="width: 100%; height: 50%"></div>
					<iframe style="width: 100%; height: 50%; outline: none; border: none;"></iframe>
				</div>
			`
    );
    parent.innerHTML = dom;
    const codeElement = parent.children[0].children[0];
    this.player = parent.children[0].children[1];
    requestAnimationFrame(() => {
      this.code = CodeMirror(codeElement, {
        lineNumbers: true,
        tabSize: 3,
        indentUnit: 3,
        indentWithTabs: true,
        scrollBarStyle: "native",
        mode: "htmlmixed",
        theme: "monokai"
      });
      this.code.on("change", () => {
        this.startPlayer();
      });
      codeElement.children[0].style.height = "100%";
      this.setCode(_SpinePlayerEditor.DEFAULT_CODE);
    });
  }
  setPreAndPostfix(prefix, postfix) {
    this.prefix = prefix;
    this.postfix = postfix;
    this.startPlayer();
  }
  setCode(code) {
    this.code.setValue(code);
    this.startPlayer();
  }
  timerId = 0;
  startPlayer() {
    clearTimeout(this.timerId);
    this.timerId = setTimeout(() => {
      let code = this.code.getDoc().getValue();
      code = this.prefix + code + this.postfix;
      code = window.btoa(code);
      this.player.src = "";
      this.player.src = "data:text/html;base64," + code;
    }, 500);
  }
};
export {
  ATTACH_RETAIN,
  ATTACH_SETUP,
  AlphaTimeline,
  Animation,
  AnimationState,
  AnimationStateAdapter,
  AnimationStateData,
  AssetCache,
  AssetManager,
  AssetManagerBase,
  AtlasAttachmentLoader,
  Attachment,
  AttachmentTimeline,
  BinaryInput,
  BlendMode,
  Bone,
  BoneData,
  BonePose,
  BoneTimeline1,
  BoneTimeline2,
  BoundingBoxAttachment,
  CURRENT,
  CameraController,
  ClippingAttachment,
  Color,
  Color2Attribute,
  ColorAttribute,
  Constraint,
  ConstraintData,
  ConstraintTimeline1,
  CurveTimeline,
  CurveTimeline1,
  DebugUtils,
  DeformTimeline,
  Downloader,
  DrawOrder,
  DrawOrderFolderTimeline,
  DrawOrderTimeline,
  Event,
  EventData,
  EventQueue,
  EventTimeline,
  EventType,
  FIRST,
  FakeTexture,
  FromProperty,
  FromRotate,
  FromScaleX,
  FromScaleY,
  FromShearY,
  FromX,
  FromY,
  GLTexture,
  HOLD,
  IkConstraint,
  IkConstraintData,
  IkConstraintPose,
  IkConstraintTimeline,
  Inherit,
  InheritTimeline,
  Input,
  IntSet,
  Interpolation,
  LoadingScreen,
  M00,
  M01,
  M02,
  M03,
  M10,
  M11,
  M12,
  M13,
  M20,
  M21,
  M22,
  M23,
  M30,
  M31,
  M32,
  M33,
  MODE,
  ManagedWebGLRenderingContext,
  MathUtils,
  Matrix4,
  Mesh,
  MeshAttachment,
  MixFrom,
  OrthoCamera,
  PathAttachment,
  PathConstraint,
  PathConstraintData,
  PathConstraintMixTimeline,
  PathConstraintPose,
  PathConstraintPositionTimeline,
  PathConstraintSpacingTimeline,
  Physics,
  PhysicsConstraint,
  PhysicsConstraintDampingTimeline,
  PhysicsConstraintData,
  PhysicsConstraintGravityTimeline,
  PhysicsConstraintInertiaTimeline,
  PhysicsConstraintMassTimeline,
  PhysicsConstraintMixTimeline,
  PhysicsConstraintPose,
  PhysicsConstraintResetTimeline,
  PhysicsConstraintStrengthTimeline,
  PhysicsConstraintTimeline,
  PhysicsConstraintWindTimeline,
  PointAttachment,
  PolygonBatcher,
  Pool,
  Posed,
  PosedActive,
  PosedData,
  Position2Attribute,
  Position3Attribute,
  PositionMode,
  Pow,
  PowOut,
  Property,
  RGB2Timeline,
  RGBA2Timeline,
  RGBATimeline,
  RGBTimeline,
  RegionAttachment,
  ResizeMode,
  RotateMode,
  RotateTimeline,
  SETUP,
  ScaleTimeline,
  ScaleXTimeline,
  ScaleYMode,
  ScaleYTimeline,
  SceneRenderer,
  Sequence,
  SequenceMode,
  SequenceModeValues,
  SequenceTimeline,
  Shader,
  ShapeRenderer,
  ShapeType,
  ShearTimeline,
  ShearXTimeline,
  ShearYTimeline,
  Skeleton,
  SkeletonBinary,
  SkeletonBounds,
  SkeletonClipping,
  SkeletonData,
  SkeletonDebugRenderer,
  SkeletonJson,
  SkeletonPhysicsMovement,
  SkeletonRenderer,
  SkeletonRendererCore,
  Skin,
  SkinEntry,
  Slider,
  SliderData,
  SliderMixTimeline,
  SliderPose,
  SliderTimeline,
  Slot,
  SlotCurveTimeline,
  SlotData,
  SlotPose,
  SpacingMode,
  SpineCanvas,
  SpinePlayer,
  SpinePlayerEditor,
  StringSet,
  TexCoordAttribute,
  Texture,
  TextureAtlas,
  TextureAtlasPage,
  TextureAtlasRegion,
  TextureFilter,
  TextureRegion,
  TextureWrap,
  TimeKeeper,
  Timeline,
  ToProperty,
  ToRotate,
  ToScaleX,
  ToScaleY,
  ToShearY,
  ToX,
  ToY,
  Touch,
  TrackEntry,
  TransformConstraint,
  TransformConstraintData,
  TransformConstraintPose,
  TransformConstraintTimeline,
  TranslateTimeline,
  TranslateXTimeline,
  TranslateYTimeline,
  Triangulator,
  Utils,
  Vector2,
  Vector3,
  VertexAttachment,
  VertexAttribute,
  VertexAttributeType,
  WindowedMean,
  isBoneTimeline,
  isConstraintTimeline,
  isSlotTimeline
};
//# sourceMappingURL=spine-player.mjs.map