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ngx-spine

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(function (global, factory) {
    typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports, require('@angular/core')) :
    typeof define === 'function' && define.amd ? define('ngx-spine', ['exports', '@angular/core'], factory) :
    (global = global || self, factory(global['ngx-spine'] = {}, global.ng.core));
}(this, function (exports, core) { 'use strict';

    /*! *****************************************************************************
    Copyright (c) Microsoft Corporation. All rights reserved.
    Licensed under the Apache License, Version 2.0 (the "License"); you may not use
    this file except in compliance with the License. You may obtain a copy of the
    License at http://www.apache.org/licenses/LICENSE-2.0

    THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
    KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED
    WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE,
    MERCHANTABLITY OR NON-INFRINGEMENT.

    See the Apache Version 2.0 License for specific language governing permissions
    and limitations under the License.
    ***************************************************************************** */
    /* global Reflect, Promise */

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    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    /**
     * ***************************************************************************
     * Spine Runtimes License Agreement
     * Last updated May 1, 2019. Replaces all prior versions.
     *
     * Copyright (c) 2013-2019, Esoteric Software LLC
     *
     * Integration of the Spine Runtimes into software or otherwise creating
     * derivative works of the Spine Runtimes is permitted under the terms and
     * conditions of Section 2 of the Spine Editor License Agreement:
     * http://esotericsoftware.com/spine-editor-license
     *
     * Otherwise, it is permitted to integrate the Spine Runtimes into software
     * or otherwise create derivative works of the Spine Runtimes (collectively,
     * "Products"), provided that each user of the Products must obtain their own
     * Spine Editor license and redistribution of the Products in any form must
     * include this license and copyright notice.
     *
     * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
     * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
     * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
     * NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
     * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
     * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
     * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
     * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
     * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
     * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     * ***************************************************************************
     * @abstract
     */
    var /**
     * ***************************************************************************
     * Spine Runtimes License Agreement
     * Last updated May 1, 2019. Replaces all prior versions.
     *
     * Copyright (c) 2013-2019, Esoteric Software LLC
     *
     * Integration of the Spine Runtimes into software or otherwise creating
     * derivative works of the Spine Runtimes is permitted under the terms and
     * conditions of Section 2 of the Spine Editor License Agreement:
     * http://esotericsoftware.com/spine-editor-license
     *
     * Otherwise, it is permitted to integrate the Spine Runtimes into software
     * or otherwise create derivative works of the Spine Runtimes (collectively,
     * "Products"), provided that each user of the Products must obtain their own
     * Spine Editor license and redistribution of the Products in any form must
     * include this license and copyright notice.
     *
     * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
     * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
     * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
     * NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
     * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
     * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
     * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
     * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
     * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
     * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     * ***************************************************************************
     * @abstract
     */
    Texture = /** @class */ (function () {
        function Texture(image) {
            this._image = image;
        }
        /**
         * @return {?}
         */
        Texture.prototype.getImage = /**
         * @return {?}
         */
        function () {
            return this._image;
        };
        /**
         * @param {?} text
         * @return {?}
         */
        Texture.filterFromString = /**
         * @param {?} text
         * @return {?}
         */
        function (text) {
            switch (text.toLowerCase()) {
                case "nearest":
                    return TextureFilter.Nearest;
                case "linear":
                    return TextureFilter.Linear;
                case "mipmap":
                    return TextureFilter.MipMap;
                case "mipmapnearestnearest":
                    return TextureFilter.MipMapNearestNearest;
                case "mipmaplinearnearest":
                    return TextureFilter.MipMapLinearNearest;
                case "mipmapnearestlinear":
                    return TextureFilter.MipMapNearestLinear;
                case "mipmaplinearlinear":
                    return TextureFilter.MipMapLinearLinear;
                default:
                    throw new Error("Unknown texture filter " + text);
            }
        };
        /**
         * @param {?} text
         * @return {?}
         */
        Texture.wrapFromString = /**
         * @param {?} text
         * @return {?}
         */
        function (text) {
            switch (text.toLowerCase()) {
                case "mirroredtepeat":
                    return TextureWrap.MirroredRepeat;
                case "clamptoedge":
                    return TextureWrap.ClampToEdge;
                case "repeat":
                    return TextureWrap.Repeat;
                default:
                    throw new Error("Unknown texture wrap " + text);
            }
        };
        return Texture;
    }());
    if (false) {
        /**
         * @type {?}
         * @protected
         */
        Texture.prototype._image;
        /**
         * @abstract
         * @param {?} minFilter
         * @param {?} magFilter
         * @return {?}
         */
        Texture.prototype.setFilters = function (minFilter, magFilter) { };
        /**
         * @abstract
         * @param {?} uWrap
         * @param {?} vWrap
         * @return {?}
         */
        Texture.prototype.setWraps = function (uWrap, vWrap) { };
        /**
         * @abstract
         * @return {?}
         */
        Texture.prototype.dispose = function () { };
    }
    /** @enum {number} */
    var TextureFilter = {
        Nearest: 9728,
        Linear: 9729,
        MipMap: 9987,
        MipMapNearestNearest: 9984,
        MipMapLinearNearest: 9985,
        MipMapNearestLinear: 9986,
        MipMapLinearLinear: 9987 // WebGLRenderingContext.LINEAR_MIPMAP_LINEAR
        ,
    };
    TextureFilter[TextureFilter.Nearest] = 'Nearest';
    TextureFilter[TextureFilter.Linear] = 'Linear';
    TextureFilter[TextureFilter.MipMap] = 'MipMap';
    TextureFilter[TextureFilter.MipMapNearestNearest] = 'MipMapNearestNearest';
    TextureFilter[TextureFilter.MipMapLinearNearest] = 'MipMapLinearNearest';
    TextureFilter[TextureFilter.MipMapNearestLinear] = 'MipMapNearestLinear';
    TextureFilter[TextureFilter.MipMapLinearLinear] = 'MipMapLinearLinear';
    /** @enum {number} */
    var TextureWrap = {
        MirroredRepeat: 33648,
        ClampToEdge: 33071,
        Repeat: 10497 // WebGLRenderingContext.REPEAT
        ,
    };
    TextureWrap[TextureWrap.MirroredRepeat] = 'MirroredRepeat';
    TextureWrap[TextureWrap.ClampToEdge] = 'ClampToEdge';
    TextureWrap[TextureWrap.Repeat] = 'Repeat';
    var TextureRegion = /** @class */ (function () {
        function TextureRegion() {
            this.u = 0;
            this.v = 0;
            this.u2 = 0;
            this.v2 = 0;
            this.width = 0;
            this.height = 0;
            this.rotate = false;
            this.offsetX = 0;
            this.offsetY = 0;
            this.originalWidth = 0;
            this.originalHeight = 0;
        }
        return TextureRegion;
    }());
    if (false) {
        /** @type {?} */
        TextureRegion.prototype.renderObject;
        /** @type {?} */
        TextureRegion.prototype.u;
        /** @type {?} */
        TextureRegion.prototype.v;
        /** @type {?} */
        TextureRegion.prototype.u2;
        /** @type {?} */
        TextureRegion.prototype.v2;
        /** @type {?} */
        TextureRegion.prototype.width;
        /** @type {?} */
        TextureRegion.prototype.height;
        /** @type {?} */
        TextureRegion.prototype.rotate;
        /** @type {?} */
        TextureRegion.prototype.offsetX;
        /** @type {?} */
        TextureRegion.prototype.offsetY;
        /** @type {?} */
        TextureRegion.prototype.originalWidth;
        /** @type {?} */
        TextureRegion.prototype.originalHeight;
    }
    var FakeTexture = /** @class */ (function (_super) {
        __extends(FakeTexture, _super);
        function FakeTexture() {
            return _super !== null && _super.apply(this, arguments) || this;
        }
        /**
         * @param {?} minFilter
         * @param {?} magFilter
         * @return {?}
         */
        FakeTexture.prototype.setFilters = /**
         * @param {?} minFilter
         * @param {?} magFilter
         * @return {?}
         */
        function (minFilter, magFilter) { };
        /**
         * @param {?} uWrap
         * @param {?} vWrap
         * @return {?}
         */
        FakeTexture.prototype.setWraps = /**
         * @param {?} uWrap
         * @param {?} vWrap
         * @return {?}
         */
        function (uWrap, vWrap) { };
        /**
         * @return {?}
         */
        FakeTexture.prototype.dispose = /**
         * @return {?}
         */
        function () { };
        return FakeTexture;
    }(Texture));

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var TextureAtlas = /** @class */ (function () {
        function TextureAtlas(atlasText, textureLoader) {
            this.pages = new Array();
            this.regions = new Array();
            this.load(atlasText, textureLoader);
        }
        /**
         * @private
         * @param {?} atlasText
         * @param {?} textureLoader
         * @return {?}
         */
        TextureAtlas.prototype.load = /**
         * @private
         * @param {?} atlasText
         * @param {?} textureLoader
         * @return {?}
         */
        function (atlasText, textureLoader) {
            if (textureLoader == null)
                throw new Error("textureLoader cannot be null.");
            /** @type {?} */
            var reader = new TextureAtlasReader(atlasText);
            /** @type {?} */
            var tuple = new Array(4);
            /** @type {?} */
            var page = null;
            while (true) {
                /** @type {?} */
                var line = reader.readLine();
                if (line == null)
                    break;
                line = line.trim();
                if (line.length == 0)
                    page = null;
                else if (!page) {
                    page = new TextureAtlasPage();
                    page.name = line;
                    if (reader.readTuple(tuple) == 2) {
                        // size is only optional for an atlas packed with an old TexturePacker.
                        page.width = parseInt(tuple[0]);
                        page.height = parseInt(tuple[1]);
                        reader.readTuple(tuple);
                    }
                    // page.format = Format[tuple[0]]; we don't need format in WebGL
                    reader.readTuple(tuple);
                    page.minFilter = Texture.filterFromString(tuple[0]);
                    page.magFilter = Texture.filterFromString(tuple[1]);
                    /** @type {?} */
                    var direction = reader.readValue();
                    page.uWrap = TextureWrap.ClampToEdge;
                    page.vWrap = TextureWrap.ClampToEdge;
                    if (direction == "x")
                        page.uWrap = TextureWrap.Repeat;
                    else if (direction == "y")
                        page.vWrap = TextureWrap.Repeat;
                    else if (direction == "xy")
                        page.uWrap = page.vWrap = TextureWrap.Repeat;
                    page.texture = textureLoader(line);
                    page.texture.setFilters(page.minFilter, page.magFilter);
                    page.texture.setWraps(page.uWrap, page.vWrap);
                    page.width = page.texture.getImage().width;
                    page.height = page.texture.getImage().height;
                    this.pages.push(page);
                }
                else {
                    /** @type {?} */
                    var region = new TextureAtlasRegion();
                    region.name = line;
                    region.page = page;
                    /** @type {?} */
                    var rotateValue = reader.readValue();
                    if (rotateValue.toLocaleLowerCase() == "true") {
                        region.degrees = 90;
                    }
                    else if (rotateValue.toLocaleLowerCase() == "false") {
                        region.degrees = 0;
                    }
                    else {
                        region.degrees = parseFloat(rotateValue);
                    }
                    region.rotate = region.degrees == 90;
                    reader.readTuple(tuple);
                    /** @type {?} */
                    var x = parseInt(tuple[0]);
                    /** @type {?} */
                    var y = parseInt(tuple[1]);
                    reader.readTuple(tuple);
                    /** @type {?} */
                    var width = parseInt(tuple[0]);
                    /** @type {?} */
                    var height = parseInt(tuple[1]);
                    region.u = x / page.width;
                    region.v = y / page.height;
                    if (region.rotate) {
                        region.u2 = (x + height) / page.width;
                        region.v2 = (y + width) / page.height;
                    }
                    else {
                        region.u2 = (x + width) / page.width;
                        region.v2 = (y + height) / page.height;
                    }
                    region.x = x;
                    region.y = y;
                    region.width = Math.abs(width);
                    region.height = Math.abs(height);
                    if (reader.readTuple(tuple) == 4) {
                        // split is optional
                        // region.splits = new Vector.<int>(parseInt(tuple[0]), parseInt(tuple[1]), parseInt(tuple[2]), parseInt(tuple[3]));
                        if (reader.readTuple(tuple) == 4) {
                            // pad is optional, but only present with splits
                            //region.pads = Vector.<int>(parseInt(tuple[0]), parseInt(tuple[1]), parseInt(tuple[2]), parseInt(tuple[3]));
                            reader.readTuple(tuple);
                        }
                    }
                    region.originalWidth = parseInt(tuple[0]);
                    region.originalHeight = parseInt(tuple[1]);
                    reader.readTuple(tuple);
                    region.offsetX = parseInt(tuple[0]);
                    region.offsetY = parseInt(tuple[1]);
                    region.index = parseInt(reader.readValue());
                    region.texture = page.texture;
                    this.regions.push(region);
                }
            }
        };
        /**
         * @param {?} name
         * @return {?}
         */
        TextureAtlas.prototype.findRegion = /**
         * @param {?} name
         * @return {?}
         */
        function (name) {
            for (var i = 0; i < this.regions.length; i++) {
                if (this.regions[i].name == name) {
                    return this.regions[i];
                }
            }
            return null;
        };
        /**
         * @return {?}
         */
        TextureAtlas.prototype.dispose = /**
         * @return {?}
         */
        function () {
            for (var i = 0; i < this.pages.length; i++) {
                this.pages[i].texture.dispose();
            }
        };
        return TextureAtlas;
    }());
    if (false) {
        /** @type {?} */
        TextureAtlas.prototype.pages;
        /** @type {?} */
        TextureAtlas.prototype.regions;
    }
    var TextureAtlasReader = /** @class */ (function () {
        function TextureAtlasReader(text) {
            this.index = 0;
            this.lines = text.split(/\r\n|\r|\n/);
        }
        /**
         * @return {?}
         */
        TextureAtlasReader.prototype.readLine = /**
         * @return {?}
         */
        function () {
            if (this.index >= this.lines.length)
                return null;
            return this.lines[this.index++];
        };
        /**
         * @return {?}
         */
        TextureAtlasReader.prototype.readValue = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var line = this.readLine();
            /** @type {?} */
            var colon = line.indexOf(":");
            if (colon == -1)
                throw new Error("Invalid line: " + line);
            return line.substring(colon + 1).trim();
        };
        /**
         * @param {?} tuple
         * @return {?}
         */
        TextureAtlasReader.prototype.readTuple = /**
         * @param {?} tuple
         * @return {?}
         */
        function (tuple) {
            /** @type {?} */
            var line = this.readLine();
            /** @type {?} */
            var colon = line.indexOf(":");
            if (colon == -1)
                throw new Error("Invalid line: " + line);
            /** @type {?} */
            var i = 0;
            /** @type {?} */
            var lastMatch = colon + 1;
            for (; i < 3; i++) {
                /** @type {?} */
                var comma = line.indexOf(",", lastMatch);
                if (comma == -1)
                    break;
                tuple[i] = line.substr(lastMatch, comma - lastMatch).trim();
                lastMatch = comma + 1;
            }
            tuple[i] = line.substring(lastMatch).trim();
            return i + 1;
        };
        return TextureAtlasReader;
    }());
    if (false) {
        /** @type {?} */
        TextureAtlasReader.prototype.lines;
        /** @type {?} */
        TextureAtlasReader.prototype.index;
    }
    var TextureAtlasPage = /** @class */ (function () {
        function TextureAtlasPage() {
        }
        return TextureAtlasPage;
    }());
    if (false) {
        /** @type {?} */
        TextureAtlasPage.prototype.name;
        /** @type {?} */
        TextureAtlasPage.prototype.minFilter;
        /** @type {?} */
        TextureAtlasPage.prototype.magFilter;
        /** @type {?} */
        TextureAtlasPage.prototype.uWrap;
        /** @type {?} */
        TextureAtlasPage.prototype.vWrap;
        /** @type {?} */
        TextureAtlasPage.prototype.texture;
        /** @type {?} */
        TextureAtlasPage.prototype.width;
        /** @type {?} */
        TextureAtlasPage.prototype.height;
    }
    var TextureAtlasRegion = /** @class */ (function (_super) {
        __extends(TextureAtlasRegion, _super);
        function TextureAtlasRegion() {
            return _super !== null && _super.apply(this, arguments) || this;
        }
        return TextureAtlasRegion;
    }(TextureRegion));
    if (false) {
        /** @type {?} */
        TextureAtlasRegion.prototype.page;
        /** @type {?} */
        TextureAtlasRegion.prototype.name;
        /** @type {?} */
        TextureAtlasRegion.prototype.x;
        /** @type {?} */
        TextureAtlasRegion.prototype.y;
        /** @type {?} */
        TextureAtlasRegion.prototype.index;
        /** @type {?} */
        TextureAtlasRegion.prototype.rotate;
        /** @type {?} */
        TextureAtlasRegion.prototype.degrees;
        /** @type {?} */
        TextureAtlasRegion.prototype.texture;
        /** @type {?} */
        TextureAtlasRegion.prototype.u;
        /** @type {?} */
        TextureAtlasRegion.prototype.v;
        /** @type {?} */
        TextureAtlasRegion.prototype.u2;
        /** @type {?} */
        TextureAtlasRegion.prototype.v2;
        /** @type {?} */
        TextureAtlasRegion.prototype.width;
        /** @type {?} */
        TextureAtlasRegion.prototype.height;
        /** @type {?} */
        TextureAtlasRegion.prototype.originalWidth;
        /** @type {?} */
        TextureAtlasRegion.prototype.originalHeight;
        /** @type {?} */
        TextureAtlasRegion.prototype.offsetX;
        /** @type {?} */
        TextureAtlasRegion.prototype.offsetY;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var AssetManager = /** @class */ (function () {
        function AssetManager(textureLoader, pathPrefix) {
            if (pathPrefix === void 0) { pathPrefix = ""; }
            this.assets = {};
            this.errors = {};
            this.toLoad = 0;
            this.loaded = 0;
            this.textureLoader = textureLoader;
            this.pathPrefix = pathPrefix;
        }
        /**
         * @private
         * @param {?} url
         * @param {?} success
         * @param {?} error
         * @return {?}
         */
        AssetManager.downloadText = /**
         * @private
         * @param {?} url
         * @param {?} success
         * @param {?} error
         * @return {?}
         */
        function (url, success, error) {
            /** @type {?} */
            var request = new XMLHttpRequest();
            request.open("GET", url, true);
            request.onload = (/**
             * @return {?}
             */
            function () {
                if (request.status == 200) {
                    success(request.responseText);
                }
                else {
                    error(request.status, request.responseText);
                }
            });
            request.onerror = (/**
             * @return {?}
             */
            function () {
                error(request.status, request.responseText);
            });
            request.send();
        };
        /**
         * @private
         * @param {?} url
         * @param {?} success
         * @param {?} error
         * @return {?}
         */
        AssetManager.downloadBinary = /**
         * @private
         * @param {?} url
         * @param {?} success
         * @param {?} error
         * @return {?}
         */
        function (url, success, error) {
            /** @type {?} */
            var request = new XMLHttpRequest();
            request.open("GET", url, true);
            request.responseType = "arraybuffer";
            request.onload = (/**
             * @return {?}
             */
            function () {
                if (request.status == 200) {
                    success(new Uint8Array((/** @type {?} */ (request.response))));
                }
                else {
                    error(request.status, request.responseText);
                }
            });
            request.onerror = (/**
             * @return {?}
             */
            function () {
                error(request.status, request.responseText);
            });
            request.send();
        };
        /**
         * @param {?} path
         * @param {?=} success
         * @param {?=} error
         * @return {?}
         */
        AssetManager.prototype.loadBinary = /**
         * @param {?} path
         * @param {?=} success
         * @param {?=} error
         * @return {?}
         */
        function (path, success, error) {
            var _this = this;
            if (success === void 0) { success = null; }
            if (error === void 0) { error = null; }
            path = this.pathPrefix + path;
            this.toLoad++;
            AssetManager.downloadBinary(path, (/**
             * @param {?} data
             * @return {?}
             */
            function (data) {
                _this.assets[path] = data;
                if (success)
                    success(path, data);
                _this.toLoad--;
                _this.loaded++;
            }), (/**
             * @param {?} state
             * @param {?} responseText
             * @return {?}
             */
            function (state, responseText) {
                _this.errors[path] = "Couldn't load binary " + path + ": status " + status + ", " + responseText;
                if (error)
                    error(path, "Couldn't load binary " + path + ": status " + status + ", " + responseText);
                _this.toLoad--;
                _this.loaded++;
            }));
        };
        /**
         * @param {?} path
         * @param {?=} success
         * @param {?=} error
         * @return {?}
         */
        AssetManager.prototype.loadText = /**
         * @param {?} path
         * @param {?=} success
         * @param {?=} error
         * @return {?}
         */
        function (path, success, error) {
            var _this = this;
            if (success === void 0) { success = null; }
            if (error === void 0) { error = null; }
            path = this.pathPrefix + path;
            this.toLoad++;
            AssetManager.downloadText(path, (/**
             * @param {?} data
             * @return {?}
             */
            function (data) {
                _this.assets[path] = data;
                if (success)
                    success(path, data);
                _this.toLoad--;
                _this.loaded++;
            }), (/**
             * @param {?} state
             * @param {?} responseText
             * @return {?}
             */
            function (state, responseText) {
                _this.errors[path] = "Couldn't load text " + path + ": status " + status + ", " + responseText;
                if (error)
                    error(path, "Couldn't load text " + path + ": status " + status + ", " + responseText);
                _this.toLoad--;
                _this.loaded++;
            }));
        };
        /**
         * @param {?} path
         * @param {?=} success
         * @param {?=} error
         * @return {?}
         */
        AssetManager.prototype.loadTexture = /**
         * @param {?} path
         * @param {?=} success
         * @param {?=} error
         * @return {?}
         */
        function (path, success, error) {
            var _this = this;
            if (success === void 0) { success = null; }
            if (error === void 0) { error = null; }
            path = this.pathPrefix + path;
            this.toLoad++;
            /** @type {?} */
            var img = new Image();
            img.crossOrigin = "anonymous";
            img.onload = (/**
             * @param {?} ev
             * @return {?}
             */
            function (ev) {
                /** @type {?} */
                var texture = _this.textureLoader(img);
                _this.assets[path] = texture;
                _this.toLoad--;
                _this.loaded++;
                if (success)
                    success(path, img);
            });
            img.onerror = (/**
             * @param {?} ev
             * @return {?}
             */
            function (ev) {
                _this.errors[path] = "Couldn't load image " + path;
                _this.toLoad--;
                _this.loaded++;
                if (error)
                    error(path, "Couldn't load image " + path);
            });
            img.src = path;
        };
        /**
         * @param {?} path
         * @param {?} data
         * @param {?=} success
         * @param {?=} error
         * @return {?}
         */
        AssetManager.prototype.loadTextureData = /**
         * @param {?} path
         * @param {?} data
         * @param {?=} success
         * @param {?=} error
         * @return {?}
         */
        function (path, data, success, error) {
            var _this = this;
            if (success === void 0) { success = null; }
            if (error === void 0) { error = null; }
            path = this.pathPrefix + path;
            this.toLoad++;
            /** @type {?} */
            var img = new Image();
            img.onload = (/**
             * @param {?} ev
             * @return {?}
             */
            function (ev) {
                /** @type {?} */
                var texture = _this.textureLoader(img);
                _this.assets[path] = texture;
                _this.toLoad--;
                _this.loaded++;
                if (success)
                    success(path, img);
            });
            img.onerror = (/**
             * @param {?} ev
             * @return {?}
             */
            function (ev) {
                _this.errors[path] = "Couldn't load image " + path;
                _this.toLoad--;
                _this.loaded++;
                if (error)
                    error(path, "Couldn't load image " + path);
            });
            img.src = data;
        };
        /**
         * @param {?} path
         * @param {?=} success
         * @param {?=} error
         * @return {?}
         */
        AssetManager.prototype.loadTextureAtlas = /**
         * @param {?} path
         * @param {?=} success
         * @param {?=} error
         * @return {?}
         */
        function (path, success, error) {
            var _this = this;
            if (success === void 0) { success = null; }
            if (error === void 0) { error = null; }
            /** @type {?} */
            var parent = path.lastIndexOf("/") >= 0
                ? path.substring(0, path.lastIndexOf("/"))
                : "";
            path = this.pathPrefix + path;
            this.toLoad++;
            AssetManager.downloadText(path, (/**
             * @param {?} atlasData
             * @return {?}
             */
            function (atlasData) {
                var e_1, _a;
                /** @type {?} */
                var pagesLoaded = { count: 0 };
                /** @type {?} */
                var atlasPages = new Array();
                try {
                    /** @type {?} */
                    var atlas = new TextureAtlas(atlasData, (/**
                     * @param {?} path
                     * @return {?}
                     */
                    function (path) {
                        atlasPages.push(parent + "/" + path);
                        /** @type {?} */
                        var image = (/** @type {?} */ (document.createElement("img")));
                        image.width = 16;
                        image.height = 16;
                        return new FakeTexture(image);
                    }));
                }
                catch (e) {
                    /** @type {?} */
                    var ex = (/** @type {?} */ (e));
                    _this.errors[path] = "Couldn't load texture atlas " + path + ": " + ex.message;
                    if (error)
                        error(path, "Couldn't load texture atlas " + path + ": " + ex.message);
                    _this.toLoad--;
                    _this.loaded++;
                    return;
                }
                var _loop_1 = function (atlasPage) {
                    /** @type {?} */
                    var pageLoadError = false;
                    _this.loadTexture(atlasPage, (/**
                     * @param {?} imagePath
                     * @param {?} image
                     * @return {?}
                     */
                    function (imagePath, image) {
                        pagesLoaded.count++;
                        if (pagesLoaded.count == atlasPages.length) {
                            if (!pageLoadError) {
                                try {
                                    /** @type {?} */
                                    var atlas = new TextureAtlas(atlasData, (/**
                                     * @param {?} path
                                     * @return {?}
                                     */
                                    function (path) {
                                        return _this.get(parent + "/" + path);
                                    }));
                                    _this.assets[path] = atlas;
                                    if (success)
                                        success(path, atlas);
                                    _this.toLoad--;
                                    _this.loaded++;
                                }
                                catch (e) {
                                    /** @type {?} */
                                    var ex = (/** @type {?} */ (e));
                                    _this.errors[path] = "Couldn't load texture atlas " + path + ": " + ex.message;
                                    if (error)
                                        error(path, "Couldn't load texture atlas " + path + ": " + ex.message);
                                    _this.toLoad--;
                                    _this.loaded++;
                                }
                            }
                            else {
                                _this.errors[path] = "Couldn't load texture atlas page " + imagePath + "} of atlas " + path;
                                if (error)
                                    error(path, "Couldn't load texture atlas page " + imagePath + " of atlas " + path);
                                _this.toLoad--;
                                _this.loaded++;
                            }
                        }
                    }), (/**
                     * @param {?} imagePath
                     * @param {?} errorMessage
                     * @return {?}
                     */
                    function (imagePath, errorMessage) {
                        pageLoadError = true;
                        pagesLoaded.count++;
                        if (pagesLoaded.count == atlasPages.length) {
                            _this.errors[path] = "Couldn't load texture atlas page " + imagePath + "} of atlas " + path;
                            if (error)
                                error(path, "Couldn't load texture atlas page " + imagePath + " of atlas " + path);
                            _this.toLoad--;
                            _this.loaded++;
                        }
                    }));
                };
                try {
                    for (var atlasPages_1 = __values(atlasPages), atlasPages_1_1 = atlasPages_1.next(); !atlasPages_1_1.done; atlasPages_1_1 = atlasPages_1.next()) {
                        var atlasPage = atlasPages_1_1.value;
                        _loop_1(atlasPage);
                    }
                }
                catch (e_1_1) { e_1 = { error: e_1_1 }; }
                finally {
                    try {
                        if (atlasPages_1_1 && !atlasPages_1_1.done && (_a = atlasPages_1.return)) _a.call(atlasPages_1);
                    }
                    finally { if (e_1) throw e_1.error; }
                }
            }), (/**
             * @param {?} state
             * @param {?} responseText
             * @return {?}
             */
            function (state, responseText) {
                _this.errors[path] = "Couldn't load texture atlas " + path + ": status " + status + ", " + responseText;
                if (error)
                    error(path, "Couldn't load texture atlas " + path + ": status " + status + ", " + responseText);
                _this.toLoad--;
                _this.loaded++;
            }));
        };
        /**
         * @param {?} path
         * @return {?}
         */
        AssetManager.prototype.get = /**
         * @param {?} path
         * @return {?}
         */
        function (path) {
            path = this.pathPrefix + path;
            return this.assets[path];
        };
        /**
         * @param {?} path
         * @return {?}
         */
        AssetManager.prototype.remove = /**
         * @param {?} path
         * @return {?}
         */
        function (path) {
            path = this.pathPrefix + path;
            /** @type {?} */
            var asset = this.assets[path];
            if (((/** @type {?} */ (asset))).dispose)
                ((/** @type {?} */ (asset))).dispose();
            this.assets[path] = null;
        };
        /**
         * @return {?}
         */
        AssetManager.prototype.removeAll = /**
         * @return {?}
         */
        function () {
            for (var key in this.assets) {
                /** @type {?} */
                var asset = this.assets[key];
                if (((/** @type {?} */ (asset))).dispose)
                    ((/** @type {?} */ (asset))).dispose();
            }
            this.assets = {};
        };
        /**
         * @return {?}
         */
        AssetManager.prototype.isLoadingComplete = /**
         * @return {?}
         */
        function () {
            return this.toLoad == 0;
        };
        /**
         * @return {?}
         */
        AssetManager.prototype.getToLoad = /**
         * @return {?}
         */
        function () {
            return this.toLoad;
        };
        /**
         * @return {?}
         */
        AssetManager.prototype.getLoaded = /**
         * @return {?}
         */
        function () {
            return this.loaded;
        };
        /**
         * @return {?}
         */
        AssetManager.prototype.dispose = /**
         * @return {?}
         */
        function () {
            this.removeAll();
        };
        /**
         * @return {?}
         */
        AssetManager.prototype.hasErrors = /**
         * @return {?}
         */
        function () {
            return Object.keys(this.errors).length > 0;
        };
        /**
         * @return {?}
         */
        AssetManager.prototype.getErrors = /**
         * @return {?}
         */
        function () {
            return this.errors;
        };
        return AssetManager;
    }());
    if (false) {
        /**
         * @type {?}
         * @private
         */
        AssetManager.prototype.pathPrefix;
        /**
         * @type {?}
         * @private
         */
        AssetManager.prototype.textureLoader;
        /**
         * @type {?}
         * @private
         */
        AssetManager.prototype.assets;
        /**
         * @type {?}
         * @private
         */
        AssetManager.prototype.errors;
        /**
         * @type {?}
         * @private
         */
        AssetManager.prototype.toLoad;
        /**
         * @type {?}
         * @private
         */
        AssetManager.prototype.loaded;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    /** @enum {number} */
    var BlendMode = {
        Normal: 0,
        Additive: 1,
        Multiply: 2,
        Screen: 3,
    };
    BlendMode[BlendMode.Normal] = 'Normal';
    BlendMode[BlendMode.Additive] = 'Additive';
    BlendMode[BlendMode.Multiply] = 'Multiply';
    BlendMode[BlendMode.Screen] = 'Screen';

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var ManagedWebGLRenderingContext = /** @class */ (function () {
        function ManagedWebGLRenderingContext(canvasOrContext, contextConfig) {
            var _this = this;
            if (contextConfig === void 0) { contextConfig = { alpha: "true" }; }
            this.restorables = new Array();
            if (canvasOrContext instanceof HTMLCanvasElement) {
                /** @type {?} */
                var canvas = canvasOrContext;
                this.gl = (/** @type {?} */ (((canvas.getContext("webgl", contextConfig) ||
                    canvas.getContext("experimental-webgl", contextConfig)))));
                this.canvas = canvas;
                canvas.addEventListener("webglcontextlost", (/**
                 * @param {?} e
                 * @return {?}
                 */
                function (e) {
                    /** @type {?} */
                    var event = (/** @type {?} */ (e));
                    if (e) {
                        e.preventDefault();
                    }
                }));
                canvas.addEventListener("webglcontextrestored", (/**
                 * @param {?} e
                 * @return {?}
                 */
                function (e) {
                    for (var i = 0, n = _this.restorables.length; i < n; i++) {
                        _this.restorables[i].restore();
                    }
                }));
            }
            else {
                this.gl = canvasOrContext;
                this.canvas = (/** @type {?} */ (this.gl.canvas));
            }
        }
        /**
         * @param {?} restorable
         * @return {?}
         */
        ManagedWebGLRenderingContext.prototype.addRestorable = /**
         * @param {?} restorable
         * @return {?}
         */
        function (restorable) {
            this.restorables.push(restorable);
        };
        /**
         * @param {?} restorable
         * @return {?}
         */
        ManagedWebGLRenderingContext.prototype.removeRestorable = /**
         * @param {?} restorable
         * @return {?}
         */
        function (restorable) {
            /** @type {?} */
            var index = this.restorables.indexOf(restorable);
            if (index > -1)
                this.restorables.splice(index, 1);
        };
        return ManagedWebGLRenderingContext;
    }());
    if (false) {
        /** @type {?} */
        ManagedWebGLRenderingContext.prototype.canvas;
        /** @type {?} */
        ManagedWebGLRenderingContext.prototype.gl;
        /**
         * @type {?}
         * @private
         */
        ManagedWebGLRenderingContext.prototype.restorables;
    }
    var WebGLBlendModeConverter = /** @class */ (function () {
        function WebGLBlendModeConverter() {
        }
        /**
         * @param {?} blendMode
         * @return {?}
         */
        WebGLBlendModeConverter.getDestGLBlendMode = /**
         * @param {?} blendMode
         * @return {?}
         */
        function (blendMode) {
            switch (blendMode) {
                case BlendMode.Normal:
                    return WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA;
                case BlendMode.Additive:
                    return WebGLBlendModeConverter.ONE;
                case BlendMode.Multiply:
                    return WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA;
                case BlendMode.Screen:
                    return WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA;
                default:
                    throw new Error("Unknown blend mode: " + blendMode);
            }
        };
        /**
         * @param {?} blendMode
         * @param {?=} premultipliedAlpha
         * @return {?}
         */
        WebGLBlendModeConverter.getSourceGLBlendMode = /**
         * @param {?} blendMode
         * @param {?=} premultipliedAlpha
         * @return {?}
         */
        function (blendMode, premultipliedAlpha) {
            if (premultipliedAlpha === void 0) { premultipliedAlpha = false; }
            switch (blendMode) {
                case BlendMode.Normal:
                    return premultipliedAlpha
                        ? WebGLBlendModeConverter.ONE
                        : WebGLBlendModeConverter.SRC_ALPHA;
                case BlendMode.Additive:
                    return premultipliedAlpha
                        ? WebGLBlendModeConverter.ONE
                        : WebGLBlendModeConverter.SRC_ALPHA;
                case BlendMode.Multiply:
                    return WebGLBlendModeConverter.DST_COLOR;
                case BlendMode.Screen:
                    return WebGLBlendModeConverter.ONE;
                default:
                    throw new Error("Unknown blend mode: " + blendMode);
            }
        };
        WebGLBlendModeConverter.ZERO = 0;
        WebGLBlendModeConverter.ONE = 1;
        WebGLBlendModeConverter.SRC_COLOR = 0x0300;
        WebGLBlendModeConverter.ONE_MINUS_SRC_COLOR = 0x0301;
        WebGLBlendModeConverter.SRC_ALPHA = 0x0302;
        WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA = 0x0303;
        WebGLBlendModeConverter.DST_ALPHA = 0x0304;
        WebGLBlendModeConverter.ONE_MINUS_DST_ALPHA = 0x0305;
        WebGLBlendModeConverter.DST_COLOR = 0x0306;
        return WebGLBlendModeConverter;
    }());
    if (false) {
        /** @type {?} */
        WebGLBlendModeConverter.ZERO;
        /** @type {?} */
        WebGLBlendModeConverter.ONE;
        /** @type {?} */
        WebGLBlendModeConverter.SRC_COLOR;
        /** @type {?} */
        WebGLBlendModeConverter.ONE_MINUS_SRC_COLOR;
        /** @type {?} */
        WebGLBlendModeConverter.SRC_ALPHA;
        /** @type {?} */
        WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA;
        /** @type {?} */
        WebGLBlendModeConverter.DST_ALPHA;
        /** @type {?} */
        WebGLBlendModeConverter.ONE_MINUS_DST_ALPHA;
        /** @type {?} */
        WebGLBlendModeConverter.DST_COLOR;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var GLTexture = /** @class */ (function (_super) {
        __extends(GLTexture, _super);
        function GLTexture(context, image, useMipMaps) {
            if (useMipMaps === void 0) { useMipMaps = false; }
            var _this = _super.call(this, image) || this;
            _this.texture = null;
            _this.boundUnit = 0;
            _this.useMipMaps = false;
            _this.context =
                context instanceof ManagedWebGLRenderingContext
                    ? context
                    : new ManagedWebGLRenderingContext(context);
            _this.useMipMaps = useMipMaps;
            _this.restore();
            _this.context.addRestorable(_this);
            return _this;
        }
        /**
         * @param {?} minFilter
         * @param {?} magFilter
         * @return {?}
         */
        GLTexture.prototype.setFilters = /**
         * @param {?} minFilter
         * @param {?} magFilter
         * @return {?}
         */
        function (minFilter, magFilter) {
            /** @type {?} */
            var gl = this.context.gl;
            this.bind();
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
        };
        /**
         * @param {?} uWrap
         * @param {?} vWrap
         * @return {?}
         */
        GLTexture.prototype.setWraps = /**
         * @param {?} uWrap
         * @param {?} vWrap
         * @return {?}
         */
        function (uWrap, vWrap) {
            /** @type {?} */
            var gl = this.context.gl;
            this.bind();
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, uWrap);
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, vWrap);
        };
        /**
         * @param {?} useMipMaps
         * @return {?}
         */
        GLTexture.prototype.update = /**
         * @param {?} useMipMaps
         * @return {?}
         */
        function (useMipMaps) {
            /** @type {?} */
            var gl = this.context.gl;
            if (!this.texture) {
                this.texture = this.context.gl.createTexture();
            }
            this.bind();
            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);
        };
        /**
         * @return {?}
         */
        GLTexture.prototype.restore = /**
         * @return {?}
         */
        function () {
            this.texture = null;
            this.update(this.useMipMaps);
        };
        /**
         * @param {?=} unit
         * @return {?}
         */
        GLTexture.prototype.bind = /**
         * @param {?=} unit
         * @return {?}
         */
        function (unit) {
            if (unit === void 0) { unit = 0; }
            /** @type {?} */
            var gl = this.context.gl;
            this.boundUnit = unit;
            gl.activeTexture(gl.TEXTURE0 + unit);
            gl.bindTexture(gl.TEXTURE_2D, this.texture);
        };
        /**
         * @return {?}
         */
        GLTexture.prototype.unbind = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var gl = this.context.gl;
            gl.activeTexture(gl.TEXTURE0 + this.boundUnit);
            gl.bindTexture(gl.TEXTURE_2D, null);
        };
        /**
         * @return {?}
         */
        GLTexture.prototype.dispose = /**
         * @return {?}
         */
        function () {
            this.context.removeRestorable(this);
            /** @type {?} */
            var gl = this.context.gl;
            gl.deleteTexture(this.texture);
        };
        return GLTexture;
    }(Texture));
    if (false) {
        /**
         * @type {?}
         * @private
         */
        GLTexture.prototype.context;
        /**
         * @type {?}
         * @private
         */
        GLTexture.prototype.texture;
        /**
         * @type {?}
         * @private
         */
        GLTexture.prototype.boundUnit;
        /**
         * @type {?}
         * @private
         */
        GLTexture.prototype.useMipMaps;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var AssetManager$1 = /** @class */ (function (_super) {
        __extends(AssetManager, _super);
        function AssetManager(context, pathPrefix) {
            if (pathPrefix === void 0) { pathPrefix = ""; }
            return _super.call(this, (/**
             * @param {?} image
             * @return {?}
             */
            function (image) {
                return new GLTexture(context, image);
            }), pathPrefix) || this;
        }
        return AssetManager;
    }(AssetManager));

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    /** @type {?} */
    var M00 = 0;
    /** @type {?} */
    var M01 = 4;
    /** @type {?} */
    var M02 = 8;
    /** @type {?} */
    var M03 = 12;
    /** @type {?} */
    var M10 = 1;
    /** @type {?} */
    var M11 = 5;
    /** @type {?} */
    var M12 = 9;
    /** @type {?} */
    var M13 = 13;
    /** @type {?} */
    var M20 = 2;
    /** @type {?} */
    var M21 = 6;
    /** @type {?} */
    var M22 = 10;
    /** @type {?} */
    var M23 = 14;
    /** @type {?} */
    var M30 = 3;
    /** @type {?} */
    var M31 = 7;
    /** @type {?} */
    var M32 = 11;
    /** @type {?} */
    var M33 = 15;
    var Matrix4 = /** @class */ (function () {
        function Matrix4() {
            this.temp = new Float32Array(16);
            this.values = new Float32Array(16);
            /** @type {?} */
            var v = this.values;
            v[M00] = 1;
            v[M11] = 1;
            v[M22] = 1;
            v[M33] = 1;
        }
        /**
         * @param {?} values
         * @return {?}
         */
        Matrix4.prototype.set = /**
         * @param {?} values
         * @return {?}
         */
        function (values) {
            this.values.set(values);
            return this;
        };
        /**
         * @return {?}
         */
        Matrix4.prototype.transpose = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var t = this.temp;
            /** @type {?} */
            var 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);
        };
        /**
         * @return {?}
         */
        Matrix4.prototype.identity = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var 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;
        };
        /**
         * @return {?}
         */
        Matrix4.prototype.invert = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var v = this.values;
            /** @type {?} */
            var t = this.temp;
            /** @type {?} */
            var 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");
            /** @type {?} */
            var inv_det = 1.0 / 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;
        };
        /**
         * @return {?}
         */
        Matrix4.prototype.determinant = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var 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]);
        };
        /**
         * @param {?} x
         * @param {?} y
         * @param {?} z
         * @return {?}
         */
        Matrix4.prototype.translate = /**
         * @param {?} x
         * @param {?} y
         * @param {?} z
         * @return {?}
         */
        function (x, y, z) {
            /** @type {?} */
            var v = this.values;
            v[M03] += x;
            v[M13] += y;
            v[M23] += z;
            return this;
        };
        /**
         * @return {?}
         */
        Matrix4.prototype.copy = /**
         * @return {?}
         */
        function () {
            return new Matrix4().set(this.values);
        };
        /**
         * @param {?} near
         * @param {?} far
         * @param {?} fovy
         * @param {?} aspectRatio
         * @return {?}
         */
        Matrix4.prototype.projection = /**
         * @param {?} near
         * @param {?} far
         * @param {?} fovy
         * @param {?} aspectRatio
         * @return {?}
         */
        function (near, far, fovy, aspectRatio) {
            this.identity();
            /** @type {?} */
            var l_fd = 1.0 / Math.tan((fovy * (Math.PI / 180)) / 2.0);
            /** @type {?} */
            var l_a1 = (far + near) / (near - far);
            /** @type {?} */
            var l_a2 = (2 * far * near) / (near - far);
            /** @type {?} */
            var 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;
        };
        /**
         * @param {?} x
         * @param {?} y
         * @param {?} width
         * @param {?} height
         * @return {?}
         */
        Matrix4.prototype.ortho2d = /**
         * @param {?} x
         * @param {?} y
         * @param {?} width
         * @param {?} height
         * @return {?}
         */
        function (x, y, width, height) {
            return this.ortho(x, x + width, y, y + height, 0, 1);
        };
        /**
         * @param {?} left
         * @param {?} right
         * @param {?} bottom
         * @param {?} top
         * @param {?} near
         * @param {?} far
         * @return {?}
         */
        Matrix4.prototype.ortho = /**
         * @param {?} left
         * @param {?} right
         * @param {?} bottom
         * @param {?} top
         * @param {?} near
         * @param {?} far
         * @return {?}
         */
        function (left, right, bottom, top, near, far) {
            this.identity();
            /** @type {?} */
            var x_orth = 2 / (right - left);
            /** @type {?} */
            var y_orth = 2 / (top - bottom);
            /** @type {?} */
            var z_orth = -2 / (far - near);
            /** @type {?} */
            var tx = -(right + left) / (right - left);
            /** @type {?} */
            var ty = -(top + bottom) / (top - bottom);
            /** @type {?} */
            var tz = -(far + near) / (far - near);
            /** @type {?} */
            var 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;
        };
        /**
         * @param {?} matrix
         * @return {?}
         */
        Matrix4.prototype.multiply = /**
         * @param {?} matrix
         * @return {?}
         */
        function (matrix) {
            /** @type {?} */
            var t = this.temp;
            /** @type {?} */
            var v = this.values;
            /** @type {?} */
            var 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);
        };
        /**
         * @param {?} matrix
         * @return {?}
         */
        Matrix4.prototype.multiplyLeft = /**
         * @param {?} matrix
         * @return {?}
         */
        function (matrix) {
            /** @type {?} */
            var t = this.temp;
            /** @type {?} */
            var v = this.values;
            /** @type {?} */
            var 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);
        };
        /**
         * @template THIS
         * @this {THIS}
         * @param {?} position
         * @param {?} direction
         * @param {?} up
         * @return {THIS}
         */
        Matrix4.prototype.lookAt = /**
         * @template THIS
         * @this {THIS}
         * @param {?} position
         * @param {?} direction
         * @param {?} up
         * @return {THIS}
         */
        function (position, direction, up) {
            Matrix4.initTemps();
            /** @type {?} */
            var xAxis = Matrix4.xAxis;
            /** @type {?} */
            var yAxis = Matrix4.yAxis;
            /** @type {?} */
            var zAxis = Matrix4.zAxis;
            zAxis.setFrom(direction).normalize();
            xAxis.setFrom(direction).normalize();
            xAxis.cross(up).normalize();
            yAxis
                .setFrom(xAxis)
                .cross(zAxis)
                .normalize();
            (/** @type {?} */ (this)).identity();
            /** @type {?} */
            var val = (/** @type {?} */ (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;
            (/** @type {?} */ (this)).multiply(Matrix4.tmpMatrix);
            return (/** @type {?} */ (this));
        };
        /**
         * @return {?}
         */
        Matrix4.initTemps = /**
         * @return {?}
         */
        function () {
            if (Matrix4.xAxis === null)
                Matrix4.xAxis = new Vector3();
            if (Matrix4.yAxis === null)
                Matrix4.yAxis = new Vector3();
            if (Matrix4.zAxis === null)
                Matrix4.zAxis = new Vector3();
        };
        Matrix4.xAxis = null;
        Matrix4.yAxis = null;
        Matrix4.zAxis = null;
        Matrix4.tmpMatrix = new Matrix4();
        return Matrix4;
    }());
    if (false) {
        /**
         * @type {?}
         * @private
         */
        Matrix4.xAxis;
        /**
         * @type {?}
         * @private
         */
        Matrix4.yAxis;
        /**
         * @type {?}
         * @private
         */
        Matrix4.zAxis;
        /**
         * @type {?}
         * @private
         */
        Matrix4.tmpMatrix;
        /** @type {?} */
        Matrix4.prototype.temp;
        /** @type {?} */
        Matrix4.prototype.values;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var Vector3 = /** @class */ (function () {
        function Vector3(x, y, z) {
            if (x === void 0) { x = 0; }
            if (y === void 0) { y = 0; }
            if (z === void 0) { z = 0; }
            this.x = 0;
            this.y = 0;
            this.z = 0;
            this.x = x;
            this.y = y;
            this.z = z;
        }
        /**
         * @param {?} v
         * @return {?}
         */
        Vector3.prototype.setFrom = /**
         * @param {?} v
         * @return {?}
         */
        function (v) {
            this.x = v.x;
            this.y = v.y;
            this.z = v.z;
            return this;
        };
        /**
         * @param {?} x
         * @param {?} y
         * @param {?} z
         * @return {?}
         */
        Vector3.prototype.set = /**
         * @param {?} x
         * @param {?} y
         * @param {?} z
         * @return {?}
         */
        function (x, y, z) {
            this.x = x;
            this.y = y;
            this.z = z;
            return this;
        };
        /**
         * @param {?} v
         * @return {?}
         */
        Vector3.prototype.add = /**
         * @param {?} v
         * @return {?}
         */
        function (v) {
            this.x += v.x;
            this.y += v.y;
            this.z += v.z;
            return this;
        };
        /**
         * @param {?} v
         * @return {?}
         */
        Vector3.prototype.sub = /**
         * @param {?} v
         * @return {?}
         */
        function (v) {
            this.x -= v.x;
            this.y -= v.y;
            this.z -= v.z;
            return this;
        };
        /**
         * @param {?} s
         * @return {?}
         */
        Vector3.prototype.scale = /**
         * @param {?} s
         * @return {?}
         */
        function (s) {
            this.x *= s;
            this.y *= s;
            this.z *= s;
            return this;
        };
        /**
         * @return {?}
         */
        Vector3.prototype.normalize = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var len = this.length();
            if (len == 0)
                return this;
            len = 1 / len;
            this.x *= len;
            this.y *= len;
            this.z *= len;
            return this;
        };
        /**
         * @param {?} v
         * @return {?}
         */
        Vector3.prototype.cross = /**
         * @param {?} v
         * @return {?}
         */
        function (v) {
            return this.set(this.y * v.z - this.z * v.y, this.z * v.x - this.x * v.z, this.x * v.y - this.y * v.x);
        };
        /**
         * @param {?} matrix
         * @return {?}
         */
        Vector3.prototype.multiply = /**
         * @param {?} matrix
         * @return {?}
         */
        function (matrix) {
            /** @type {?} */
            var 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]);
        };
        /**
         * @param {?} matrix
         * @return {?}
         */
        Vector3.prototype.project = /**
         * @param {?} matrix
         * @return {?}
         */
        function (matrix) {
            /** @type {?} */
            var l_mat = matrix.values;
            /** @type {?} */
            var 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);
        };
        /**
         * @param {?} v
         * @return {?}
         */
        Vector3.prototype.dot = /**
         * @param {?} v
         * @return {?}
         */
        function (v) {
            return this.x * v.x + this.y * v.y + this.z * v.z;
        };
        /**
         * @return {?}
         */
        Vector3.prototype.length = /**
         * @return {?}
         */
        function () {
            return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
        };
        /**
         * @param {?} v
         * @return {?}
         */
        Vector3.prototype.distance = /**
         * @param {?} v
         * @return {?}
         */
        function (v) {
            /** @type {?} */
            var a = v.x - this.x;
            /** @type {?} */
            var b = v.y - this.y;
            /** @type {?} */
            var c = v.z - this.z;
            return Math.sqrt(a * a + b * b + c * c);
        };
        return Vector3;
    }());
    if (false) {
        /** @type {?} */
        Vector3.prototype.x;
        /** @type {?} */
        Vector3.prototype.y;
        /** @type {?} */
        Vector3.prototype.z;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var OrthoCamera = /** @class */ (function () {
        function OrthoCamera(viewportWidth, viewportHeight) {
            this.position = new Vector3(0, 0, 0);
            this.direction = new Vector3(0, 0, -1);
            this.up = new Vector3(0, 1, 0);
            this.near = 0;
            this.far = 100;
            this.zoom = 1;
            this.viewportWidth = 0;
            this.viewportHeight = 0;
            this.projectionView = new Matrix4();
            this.inverseProjectionView = new Matrix4();
            this.projection = new Matrix4();
            this.view = new Matrix4();
            this.tmp = new Vector3();
            this.viewportWidth = viewportWidth;
            this.viewportHeight = viewportHeight;
            this.update();
        }
        /**
         * @return {?}
         */
        OrthoCamera.prototype.update = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var projection = this.projection;
            /** @type {?} */
            var view = this.view;
            /** @type {?} */
            var projectionView = this.projectionView;
            /** @type {?} */
            var inverseProjectionView = this.inverseProjectionView;
            /** @type {?} */
            var zoom = this.zoom;
            /** @type {?} */
            var viewportWidth = this.viewportWidth;
            /** @type {?} */
            var 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();
        };
        /**
         * @param {?} screenCoords
         * @param {?} screenWidth
         * @param {?} screenHeight
         * @return {?}
         */
        OrthoCamera.prototype.screenToWorld = /**
         * @param {?} screenCoords
         * @param {?} screenWidth
         * @param {?} screenHeight
         * @return {?}
         */
        function (screenCoords, screenWidth, screenHeight) {
            /** @type {?} */
            var x = screenCoords.x;
            /** @type {?} */
            var y = screenHeight - screenCoords.y - 1;
            /** @type {?} */
            var tmp = this.tmp;
            tmp.x = (2 * x) / screenWidth - 1;
            tmp.y = (2 * y) / screenHeight - 1;
            tmp.z = 2 * screenCoords.z - 1;
            tmp.project(this.inverseProjectionView);
            screenCoords.set(tmp.x, tmp.y, tmp.z);
            return screenCoords;
        };
        /**
         * @param {?} viewportWidth
         * @param {?} viewportHeight
         * @return {?}
         */
        OrthoCamera.prototype.setViewport = /**
         * @param {?} viewportWidth
         * @param {?} viewportHeight
         * @return {?}
         */
        function (viewportWidth, viewportHeight) {
            this.viewportWidth = viewportWidth;
            this.viewportHeight = viewportHeight;
        };
        return OrthoCamera;
    }());
    if (false) {
        /** @type {?} */
        OrthoCamera.prototype.position;
        /** @type {?} */
        OrthoCamera.prototype.direction;
        /** @type {?} */
        OrthoCamera.prototype.up;
        /** @type {?} */
        OrthoCamera.prototype.near;
        /** @type {?} */
        OrthoCamera.prototype.far;
        /** @type {?} */
        OrthoCamera.prototype.zoom;
        /** @type {?} */
        OrthoCamera.prototype.viewportWidth;
        /** @type {?} */
        OrthoCamera.prototype.viewportHeight;
        /** @type {?} */
        OrthoCamera.prototype.projectionView;
        /** @type {?} */
        OrthoCamera.prototype.inverseProjectionView;
        /** @type {?} */
        OrthoCamera.prototype.projection;
        /** @type {?} */
        OrthoCamera.prototype.view;
        /**
         * @type {?}
         * @private
         */
        OrthoCamera.prototype.tmp;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    /******************************************************************************
     * Spine Runtimes License Agreement
     * Last updated May 1, 2019. Replaces all prior versions.
     *
     * Copyright (c) 2013-2019, Esoteric Software LLC
     *
     * Integration of the Spine Runtimes into software or otherwise creating
     * derivative works of the Spine Runtimes is permitted under the terms and
     * conditions of Section 2 of the Spine Editor License Agreement:
     * http://esotericsoftware.com/spine-editor-license
     *
     * Otherwise, it is permitted to integrate the Spine Runtimes into software
     * or otherwise create derivative works of the Spine Runtimes (collectively,
     * "Products"), provided that each user of the Products must obtain their own
     * Spine Editor license and redistribution of the Products in any form must
     * include this license and copyright notice.
     *
     * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
     * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
     * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
     * NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
     * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
     * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
     * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
     * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
     * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
     * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     *****************************************************************************/
    /**
     * @record
     * @template T
     */
    function Map() { }
    var IntSet = /** @class */ (function () {
        function IntSet() {
            this.array = new Array();
        }
        /**
         * @param {?} value
         * @return {?}
         */
        IntSet.prototype.add = /**
         * @param {?} value
         * @return {?}
         */
        function (value) {
            /** @type {?} */
            var contains = this.contains(value);
            this.array[value | 0] = value | 0;
            return !contains;
        };
        /**
         * @param {?} value
         * @return {?}
         */
        IntSet.prototype.contains = /**
         * @param {?} value
         * @return {?}
         */
        function (value) {
            return this.array[value | 0] != undefined;
        };
        /**
         * @param {?} value
         * @return {?}
         */
        IntSet.prototype.remove = /**
         * @param {?} value
         * @return {?}
         */
        function (value) {
            this.array[value | 0] = undefined;
        };
        /**
         * @return {?}
         */
        IntSet.prototype.clear = /**
         * @return {?}
         */
        function () {
            this.array.length = 0;
        };
        return IntSet;
    }());
    if (false) {
        /** @type {?} */
        IntSet.prototype.array;
    }
    /**
     * @record
     */
    function Disposable() { }
    if (false) {
        /**
         * @return {?}
         */
        Disposable.prototype.dispose = function () { };
    }
    /**
     * @record
     */
    function Restorable() { }
    if (false) {
        /**
         * @return {?}
         */
        Restorable.prototype.restore = function () { };
    }
    var Color = /** @class */ (function () {
        function Color(r, g, b, a) {
            if (r === void 0) { r = 0; }
            if (g === void 0) { g = 0; }
            if (b === void 0) { b = 0; }
            if (a === void 0) { a = 0; }
            this.r = r;
            this.g = g;
            this.b = b;
            this.a = a;
        }
        /**
         * @template THIS
         * @this {THIS}
         * @param {?} r
         * @param {?} g
         * @param {?} b
         * @param {?} a
         * @return {THIS}
         */
        Color.prototype.set = /**
         * @template THIS
         * @this {THIS}
         * @param {?} r
         * @param {?} g
         * @param {?} b
         * @param {?} a
         * @return {THIS}
         */
        function (r, g, b, a) {
            (/** @type {?} */ (this)).r = r;
            (/** @type {?} */ (this)).g = g;
            (/** @type {?} */ (this)).b = b;
            (/** @type {?} */ (this)).a = a;
            (/** @type {?} */ (this)).clamp();
            return (/** @type {?} */ (this));
        };
        /**
         * @template THIS
         * @this {THIS}
         * @param {?} c
         * @return {THIS}
         */
        Color.prototype.setFromColor = /**
         * @template THIS
         * @this {THIS}
         * @param {?} c
         * @return {THIS}
         */
        function (c) {
            (/** @type {?} */ (this)).r = c.r;
            (/** @type {?} */ (this)).g = c.g;
            (/** @type {?} */ (this)).b = c.b;
            (/** @type {?} */ (this)).a = c.a;
            return (/** @type {?} */ (this));
        };
        /**
         * @template THIS
         * @this {THIS}
         * @param {?} hex
         * @return {THIS}
         */
        Color.prototype.setFromString = /**
         * @template THIS
         * @this {THIS}
         * @param {?} hex
         * @return {THIS}
         */
        function (hex) {
            hex = hex.charAt(0) == "#" ? hex.substr(1) : hex;
            (/** @type {?} */ (this)).r = parseInt(hex.substr(0, 2), 16) / 255.0;
            (/** @type {?} */ (this)).g = parseInt(hex.substr(2, 2), 16) / 255.0;
            (/** @type {?} */ (this)).b = parseInt(hex.substr(4, 2), 16) / 255.0;
            (/** @type {?} */ (this)).a = (hex.length != 8 ? 255 : parseInt(hex.substr(6, 2), 16)) / 255.0;
            return (/** @type {?} */ (this));
        };
        /**
         * @template THIS
         * @this {THIS}
         * @param {?} r
         * @param {?} g
         * @param {?} b
         * @param {?} a
         * @return {THIS}
         */
        Color.prototype.add = /**
         * @template THIS
         * @this {THIS}
         * @param {?} r
         * @param {?} g
         * @param {?} b
         * @param {?} a
         * @return {THIS}
         */
        function (r, g, b, a) {
            (/** @type {?} */ (this)).r += r;
            (/** @type {?} */ (this)).g += g;
            (/** @type {?} */ (this)).b += b;
            (/** @type {?} */ (this)).a += a;
            (/** @type {?} */ (this)).clamp();
            return (/** @type {?} */ (this));
        };
        /**
         * @template THIS
         * @this {THIS}
         * @return {THIS}
         */
        Color.prototype.clamp = /**
         * @template THIS
         * @this {THIS}
         * @return {THIS}
         */
        function () {
            if ((/** @type {?} */ (this)).r < 0)
                (/** @type {?} */ (this)).r = 0;
            else if ((/** @type {?} */ (this)).r > 1)
                (/** @type {?} */ (this)).r = 1;
            if ((/** @type {?} */ (this)).g < 0)
                (/** @type {?} */ (this)).g = 0;
            else if ((/** @type {?} */ (this)).g > 1)
                (/** @type {?} */ (this)).g = 1;
            if ((/** @type {?} */ (this)).b < 0)
                (/** @type {?} */ (this)).b = 0;
            else if ((/** @type {?} */ (this)).b > 1)
                (/** @type {?} */ (this)).b = 1;
            if ((/** @type {?} */ (this)).a < 0)
                (/** @type {?} */ (this)).a = 0;
            else if ((/** @type {?} */ (this)).a > 1)
                (/** @type {?} */ (this)).a = 1;
            return (/** @type {?} */ (this));
        };
        /**
         * @param {?} color
         * @param {?} value
         * @return {?}
         */
        Color.rgba8888ToColor = /**
         * @param {?} color
         * @param {?} value
         * @return {?}
         */
        function (color, value) {
            color.r = ((value & 0xff000000) >>> 24) / 255;
            color.g = ((value & 0x00ff0000) >>> 16) / 255;
            color.b = ((value & 0x0000ff00) >>> 8) / 255;
            color.a = (value & 0x000000ff) / 255;
        };
        /**
         * @param {?} color
         * @param {?} value
         * @return {?}
         */
        Color.rgb888ToColor = /**
         * @param {?} color
         * @param {?} value
         * @return {?}
         */
        function (color, value) {
            color.r = ((value & 0x00ff0000) >>> 16) / 255;
            color.g = ((value & 0x0000ff00) >>> 8) / 255;
            color.b = (value & 0x000000ff) / 255;
        };
        Color.WHITE = new Color(1, 1, 1, 1);
        Color.RED = new Color(1, 0, 0, 1);
        Color.GREEN = new Color(0, 1, 0, 1);
        Color.BLUE = new Color(0, 0, 1, 1);
        Color.MAGENTA = new Color(1, 0, 1, 1);
        return Color;
    }());
    if (false) {
        /** @type {?} */
        Color.WHITE;
        /** @type {?} */
        Color.RED;
        /** @type {?} */
        Color.GREEN;
        /** @type {?} */
        Color.BLUE;
        /** @type {?} */
        Color.MAGENTA;
        /** @type {?} */
        Color.prototype.r;
        /** @type {?} */
        Color.prototype.g;
        /** @type {?} */
        Color.prototype.b;
        /** @type {?} */
        Color.prototype.a;
    }
    var MathUtils = /** @class */ (function () {
        function MathUtils() {
        }
        /**
         * @param {?} value
         * @param {?} min
         * @param {?} max
         * @return {?}
         */
        MathUtils.clamp = /**
         * @param {?} value
         * @param {?} min
         * @param {?} max
         * @return {?}
         */
        function (value, min, max) {
            if (value < min)
                return min;
            if (value > max)
                return max;
            return value;
        };
        /**
         * @param {?} degrees
         * @return {?}
         */
        MathUtils.cosDeg = /**
         * @param {?} degrees
         * @return {?}
         */
        function (degrees) {
            return Math.cos(degrees * MathUtils.degRad);
        };
        /**
         * @param {?} degrees
         * @return {?}
         */
        MathUtils.sinDeg = /**
         * @param {?} degrees
         * @return {?}
         */
        function (degrees) {
            return Math.sin(degrees * MathUtils.degRad);
        };
        /**
         * @param {?} value
         * @return {?}
         */
        MathUtils.signum = /**
         * @param {?} value
         * @return {?}
         */
        function (value) {
            return value > 0 ? 1 : value < 0 ? -1 : 0;
        };
        /**
         * @param {?} x
         * @return {?}
         */
        MathUtils.toInt = /**
         * @param {?} x
         * @return {?}
         */
        function (x) {
            return x > 0 ? Math.floor(x) : Math.ceil(x);
        };
        /**
         * @param {?} x
         * @return {?}
         */
        MathUtils.cbrt = /**
         * @param {?} x
         * @return {?}
         */
        function (x) {
            /** @type {?} */
            var y = Math.pow(Math.abs(x), 1 / 3);
            return x < 0 ? -y : y;
        };
        /**
         * @param {?} min
         * @param {?} max
         * @return {?}
         */
        MathUtils.randomTriangular = /**
         * @param {?} min
         * @param {?} max
         * @return {?}
         */
        function (min, max) {
            return MathUtils.randomTriangularWith(min, max, (min + max) * 0.5);
        };
        /**
         * @param {?} min
         * @param {?} max
         * @param {?} mode
         * @return {?}
         */
        MathUtils.randomTriangularWith = /**
         * @param {?} min
         * @param {?} max
         * @param {?} mode
         * @return {?}
         */
        function (min, max, mode) {
            /** @type {?} */
            var u = Math.random();
            /** @type {?} */
            var d = max - min;
            if (u <= (mode - min) / d)
                return min + Math.sqrt(u * d * (mode - min));
            return max - Math.sqrt((1 - u) * d * (max - mode));
        };
        MathUtils.PI = 3.1415927;
        MathUtils.PI2 = MathUtils.PI * 2;
        MathUtils.radiansToDegrees = 180 / MathUtils.PI;
        MathUtils.radDeg = MathUtils.radiansToDegrees;
        MathUtils.degreesToRadians = MathUtils.PI / 180;
        MathUtils.degRad = MathUtils.degreesToRadians;
        return MathUtils;
    }());
    if (false) {
        /** @type {?} */
        MathUtils.PI;
        /** @type {?} */
        MathUtils.PI2;
        /** @type {?} */
        MathUtils.radiansToDegrees;
        /** @type {?} */
        MathUtils.radDeg;
        /** @type {?} */
        MathUtils.degreesToRadians;
        /** @type {?} */
        MathUtils.degRad;
    }
    /**
     * @abstract
     */
    var /**
     * @abstract
     */
    Interpolation = /** @class */ (function () {
        function Interpolation() {
        }
        /**
         * @param {?} start
         * @param {?} end
         * @param {?} a
         * @return {?}
         */
        Interpolation.prototype.apply = /**
         * @param {?} start
         * @param {?} end
         * @param {?} a
         * @return {?}
         */
        function (start, end, a) {
            return start + (end - start) * this.applyInternal(a);
        };
        return Interpolation;
    }());
    if (false) {
        /**
         * @abstract
         * @protected
         * @param {?} a
         * @return {?}
         */
        Interpolation.prototype.applyInternal = function (a) { };
    }
    var Pow = /** @class */ (function (_super) {
        __extends(Pow, _super);
        function Pow(power) {
            var _this = _super.call(this) || this;
            _this.power = 2;
            _this.power = power;
            return _this;
        }
        /**
         * @param {?} a
         * @return {?}
         */
        Pow.prototype.applyInternal = /**
         * @param {?} a
         * @return {?}
         */
        function (a) {
            if (a <= 0.5)
                return Math.pow(a * 2, this.power) / 2;
            return (Math.pow((a - 1) * 2, this.power) / (this.power % 2 == 0 ? -2 : 2) + 1);
        };
        return Pow;
    }(Interpolation));
    if (false) {
        /**
         * @type {?}
         * @protected
         */
        Pow.prototype.power;
    }
    var PowOut = /** @class */ (function (_super) {
        __extends(PowOut, _super);
        function PowOut(power) {
            return _super.call(this, power) || this;
        }
        /**
         * @param {?} a
         * @return {?}
         */
        PowOut.prototype.applyInternal = /**
         * @param {?} a
         * @return {?}
         */
        function (a) {
            return Math.pow(a - 1, this.power) * (this.power % 2 == 0 ? -1 : 1) + 1;
        };
        return PowOut;
    }(Pow));
    var Utils = /** @class */ (function () {
        function Utils() {
        }
        /**
         * @template T
         * @param {?} source
         * @param {?} sourceStart
         * @param {?} dest
         * @param {?} destStart
         * @param {?} numElements
         * @return {?}
         */
        Utils.arrayCopy = /**
         * @template T
         * @param {?} source
         * @param {?} sourceStart
         * @param {?} dest
         * @param {?} destStart
         * @param {?} numElements
         * @return {?}
         */
        function (source, sourceStart, dest, destStart, numElements) {
            for (var i = sourceStart, j = destStart; i < sourceStart + numElements; i++, j++) {
                dest[j] = source[i];
            }
        };
        /**
         * @template T
         * @param {?} array
         * @param {?} size
         * @param {?=} value
         * @return {?}
         */
        Utils.setArraySize = /**
         * @template T
         * @param {?} array
         * @param {?} size
         * @param {?=} value
         * @return {?}
         */
        function (array, size, value) {
            if (value === void 0) { value = 0; }
            /** @type {?} */
            var oldSize = array.length;
            if (oldSize == size)
                return array;
            array.length = size;
            if (oldSize < size) {
                for (var i = oldSize; i < size; i++)
                    array[i] = value;
            }
            return array;
        };
        /**
         * @template T
         * @param {?} array
         * @param {?} size
         * @param {?=} value
         * @return {?}
         */
        Utils.ensureArrayCapacity = /**
         * @template T
         * @param {?} array
         * @param {?} size
         * @param {?=} value
         * @return {?}
         */
        function (array, size, value) {
            if (value === void 0) { value = 0; }
            if (array.length >= size)
                return array;
            return Utils.setArraySize(array, size, value);
        };
        /**
         * @template T
         * @param {?} size
         * @param {?} defaultValue
         * @return {?}
         */
        Utils.newArray = /**
         * @template T
         * @param {?} size
         * @param {?} defaultValue
         * @return {?}
         */
        function (size, defaultValue) {
            /** @type {?} */
            var array = new Array(size);
            for (var i = 0; i < size; i++)
                array[i] = defaultValue;
            return array;
        };
        /**
         * @param {?} size
         * @return {?}
         */
        Utils.newFloatArray = /**
         * @param {?} size
         * @return {?}
         */
        function (size) {
            if (Utils.SUPPORTS_TYPED_ARRAYS) {
                return new Float32Array(size);
            }
            else {
                /** @type {?} */
                var array = new Array(size);
                for (var i = 0; i < array.length; i++)
                    array[i] = 0;
                return array;
            }
        };
        /**
         * @param {?} size
         * @return {?}
         */
        Utils.newShortArray = /**
         * @param {?} size
         * @return {?}
         */
        function (size) {
            if (Utils.SUPPORTS_TYPED_ARRAYS) {
                return new Int16Array(size);
            }
            else {
                /** @type {?} */
                var array = new Array(size);
                for (var i = 0; i < array.length; i++)
                    array[i] = 0;
                return array;
            }
        };
        /**
         * @param {?} array
         * @return {?}
         */
        Utils.toFloatArray = /**
         * @param {?} array
         * @return {?}
         */
        function (array) {
            return Utils.SUPPORTS_TYPED_ARRAYS ? new Float32Array(array) : array;
        };
        /**
         * @param {?} value
         * @return {?}
         */
        Utils.toSinglePrecision = /**
         * @param {?} value
         * @return {?}
         */
        function (value) {
            return Utils.SUPPORTS_TYPED_ARRAYS ? Math.fround(value) : value;
        };
        // This function is used to fix WebKit 602 specific issue described at http://esotericsoftware.com/forum/iOS-10-disappearing-graphics-10109
        // This function is used to fix WebKit 602 specific issue described at http://esotericsoftware.com/forum/iOS-10-disappearing-graphics-10109
        /**
         * @param {?} alpha
         * @param {?} blend
         * @return {?}
         */
        Utils.webkit602BugfixHelper = 
        // This function is used to fix WebKit 602 specific issue described at http://esotericsoftware.com/forum/iOS-10-disappearing-graphics-10109
        /**
         * @param {?} alpha
         * @param {?} blend
         * @return {?}
         */
        function (alpha, blend) { };
        /**
         * @template T
         * @param {?} array
         * @param {?} element
         * @param {?=} identity
         * @return {?}
         */
        Utils.contains = /**
         * @template T
         * @param {?} array
         * @param {?} element
         * @param {?=} identity
         * @return {?}
         */
        function (array, element, identity) {
            if (identity === void 0) { identity = true; }
            for (var i = 0; i < array.length; i++) {
                if (array[i] == element)
                    return true;
            }
            return false;
        };
        Utils.SUPPORTS_TYPED_ARRAYS = typeof Float32Array !== "undefined";
        return Utils;
    }());
    if (false) {
        /** @type {?} */
        Utils.SUPPORTS_TYPED_ARRAYS;
    }
    var DebugUtils = /** @class */ (function () {
        function DebugUtils() {
        }
        /**
         * @param {?} skeleton
         * @return {?}
         */
        DebugUtils.logBones = /**
         * @param {?} skeleton
         * @return {?}
         */
        function (skeleton) {
            for (var i = 0; i < skeleton.bones.length; i++) {
                /** @type {?} */
                var bone = skeleton.bones[i];
                console.log(bone.data.name +
                    ", " +
                    bone.a +
                    ", " +
                    bone.b +
                    ", " +
                    bone.c +
                    ", " +
                    bone.d +
                    ", " +
                    bone.worldX +
                    ", " +
                    bone.worldY);
            }
        };
        return DebugUtils;
    }());
    /**
     * @template T
     */
    var /**
     * @template T
     */
    Pool = /** @class */ (function () {
        function Pool(instantiator) {
            this.items = new Array();
            this.instantiator = instantiator;
        }
        /**
         * @return {?}
         */
        Pool.prototype.obtain = /**
         * @return {?}
         */
        function () {
            return this.items.length > 0 ? this.items.pop() : this.instantiator();
        };
        /**
         * @param {?} item
         * @return {?}
         */
        Pool.prototype.free = /**
         * @param {?} item
         * @return {?}
         */
        function (item) {
            if (((/** @type {?} */ (item))).reset)
                ((/** @type {?} */ (item))).reset();
            this.items.push(item);
        };
        /**
         * @param {?} items
         * @return {?}
         */
        Pool.prototype.freeAll = /**
         * @param {?} items
         * @return {?}
         */
        function (items) {
            for (var i = 0; i < items.length; i++) {
                if (((/** @type {?} */ (items[i]))).reset)
                    ((/** @type {?} */ (items[i]))).reset();
                this.items[i] = items[i];
            }
        };
        /**
         * @return {?}
         */
        Pool.prototype.clear = /**
         * @return {?}
         */
        function () {
            this.items.length = 0;
        };
        return Pool;
    }());
    if (false) {
        /**
         * @type {?}
         * @private
         */
        Pool.prototype.items;
        /**
         * @type {?}
         * @private
         */
        Pool.prototype.instantiator;
    }
    var Vector2 = /** @class */ (function () {
        function Vector2(x, y) {
            if (x === void 0) { x = 0; }
            if (y === void 0) { y = 0; }
            this.x = x;
            this.y = y;
        }
        /**
         * @param {?} x
         * @param {?} y
         * @return {?}
         */
        Vector2.prototype.set = /**
         * @param {?} x
         * @param {?} y
         * @return {?}
         */
        function (x, y) {
            this.x = x;
            this.y = y;
            return this;
        };
        /**
         * @return {?}
         */
        Vector2.prototype.length = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var x = this.x;
            /** @type {?} */
            var y = this.y;
            return Math.sqrt(x * x + y * y);
        };
        /**
         * @template THIS
         * @this {THIS}
         * @return {THIS}
         */
        Vector2.prototype.normalize = /**
         * @template THIS
         * @this {THIS}
         * @return {THIS}
         */
        function () {
            /** @type {?} */
            var len = (/** @type {?} */ (this)).length();
            if (len != 0) {
                (/** @type {?} */ (this)).x /= len;
                (/** @type {?} */ (this)).y /= len;
            }
            return (/** @type {?} */ (this));
        };
        return Vector2;
    }());
    if (false) {
        /** @type {?} */
        Vector2.prototype.x;
        /** @type {?} */
        Vector2.prototype.y;
    }
    var TimeKeeper = /** @class */ (function () {
        function TimeKeeper() {
            this.maxDelta = 0.064;
            this.framesPerSecond = 0;
            this.delta = 0;
            this.totalTime = 0;
            this.lastTime = Date.now() / 1000;
            this.frameCount = 0;
            this.frameTime = 0;
        }
        /**
         * @return {?}
         */
        TimeKeeper.prototype.update = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var now = Date.now() / 1000;
            this.delta = now - this.lastTime;
            this.frameTime += this.delta;
            this.totalTime += this.delta;
            if (this.delta > this.maxDelta)
                this.delta = this.maxDelta;
            this.lastTime = now;
            this.frameCount++;
            if (this.frameTime > 1) {
                this.framesPerSecond = this.frameCount / this.frameTime;
                this.frameTime = 0;
                this.frameCount = 0;
            }
        };
        return TimeKeeper;
    }());
    if (false) {
        /** @type {?} */
        TimeKeeper.prototype.maxDelta;
        /** @type {?} */
        TimeKeeper.prototype.framesPerSecond;
        /** @type {?} */
        TimeKeeper.prototype.delta;
        /** @type {?} */
        TimeKeeper.prototype.totalTime;
        /**
         * @type {?}
         * @private
         */
        TimeKeeper.prototype.lastTime;
        /**
         * @type {?}
         * @private
         */
        TimeKeeper.prototype.frameCount;
        /**
         * @type {?}
         * @private
         */
        TimeKeeper.prototype.frameTime;
    }
    /**
     * @record
     * @template T
     */
    function ArrayLike() { }
    if (false) {
        /** @type {?} */
        ArrayLike.prototype.length;
        /* Skipping unhandled member: [n: number]: T;*/
    }
    var WindowedMean = /** @class */ (function () {
        function WindowedMean(windowSize) {
            if (windowSize === void 0) { windowSize = 32; }
            this.addedValues = 0;
            this.lastValue = 0;
            this.mean = 0;
            this.dirty = true;
            this.values = new Array(windowSize);
        }
        /**
         * @return {?}
         */
        WindowedMean.prototype.hasEnoughData = /**
         * @return {?}
         */
        function () {
            return this.addedValues >= this.values.length;
        };
        /**
         * @param {?} value
         * @return {?}
         */
        WindowedMean.prototype.addValue = /**
         * @param {?} value
         * @return {?}
         */
        function (value) {
            if (this.addedValues < this.values.length)
                this.addedValues++;
            this.values[this.lastValue++] = value;
            if (this.lastValue > this.values.length - 1)
                this.lastValue = 0;
            this.dirty = true;
        };
        /**
         * @return {?}
         */
        WindowedMean.prototype.getMean = /**
         * @return {?}
         */
        function () {
            if (this.hasEnoughData()) {
                if (this.dirty) {
                    /** @type {?} */
                    var mean = 0;
                    for (var i = 0; i < this.values.length; i++) {
                        mean += this.values[i];
                    }
                    this.mean = mean / this.values.length;
                    this.dirty = false;
                }
                return this.mean;
            }
            else {
                return 0;
            }
        };
        return WindowedMean;
    }());
    if (false) {
        /** @type {?} */
        WindowedMean.prototype.values;
        /** @type {?} */
        WindowedMean.prototype.addedValues;
        /** @type {?} */
        WindowedMean.prototype.lastValue;
        /** @type {?} */
        WindowedMean.prototype.mean;
        /** @type {?} */
        WindowedMean.prototype.dirty;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var Input = /** @class */ (function () {
        function Input(element) {
            this.lastX = 0;
            this.lastY = 0;
            this.buttonDown = false;
            this.currTouch = null;
            this.touchesPool = new Pool((/**
             * @return {?}
             */
            function () {
                return new Touch(0, 0, 0);
            }));
            this.listeners = new Array();
            this.element = element;
            this.setupCallbacks(element);
        }
        /**
         * @private
         * @param {?} element
         * @return {?}
         */
        Input.prototype.setupCallbacks = /**
         * @private
         * @param {?} element
         * @return {?}
         */
        function (element) {
            var _this = this;
            /** @type {?} */
            var mouseDown = (/**
             * @param {?} ev
             * @return {?}
             */
            function (ev) {
                if (ev instanceof MouseEvent) {
                    /** @type {?} */
                    var rect = element.getBoundingClientRect();
                    /** @type {?} */
                    var x = ev.clientX - rect.left;
                    /** @type {?} */
                    var y = ev.clientY - rect.top;
                    /** @type {?} */
                    var listeners = _this.listeners;
                    for (var i = 0; i < listeners.length; i++) {
                        listeners[i].down(x, y);
                    }
                    _this.lastX = x;
                    _this.lastY = y;
                    _this.buttonDown = true;
                    document.addEventListener("mousemove", mouseMove);
                    document.addEventListener("mouseup", mouseUp);
                }
            });
            /** @type {?} */
            var mouseMove = (/**
             * @param {?} ev
             * @return {?}
             */
            function (ev) {
                if (ev instanceof MouseEvent) {
                    /** @type {?} */
                    var rect = element.getBoundingClientRect();
                    /** @type {?} */
                    var x = ev.clientX - rect.left;
                    /** @type {?} */
                    var y = ev.clientY - rect.top;
                    /** @type {?} */
                    var listeners = _this.listeners;
                    for (var i = 0; i < listeners.length; i++) {
                        if (_this.buttonDown) {
                            listeners[i].dragged(x, y);
                        }
                        else {
                            listeners[i].moved(x, y);
                        }
                    }
                    _this.lastX = x;
                    _this.lastY = y;
                }
            });
            /** @type {?} */
            var mouseUp = (/**
             * @param {?} ev
             * @return {?}
             */
            function (ev) {
                if (ev instanceof MouseEvent) {
                    /** @type {?} */
                    var rect = element.getBoundingClientRect();
                    /** @type {?} */
                    var x = ev.clientX - rect.left;
                    /** @type {?} */
                    var y = ev.clientY - rect.top;
                    /** @type {?} */
                    var listeners = _this.listeners;
                    for (var i = 0; i < listeners.length; i++) {
                        listeners[i].up(x, y);
                    }
                    _this.lastX = x;
                    _this.lastY = y;
                    _this.buttonDown = false;
                    document.removeEventListener("mousemove", mouseMove);
                    document.removeEventListener("mouseup", mouseUp);
                }
            });
            element.addEventListener("mousedown", mouseDown, true);
            element.addEventListener("mousemove", mouseMove, true);
            element.addEventListener("mouseup", mouseUp, true);
            element.addEventListener("touchstart", (/**
             * @param {?} ev
             * @return {?}
             */
            function (ev) {
                if (_this.currTouch != null)
                    return;
                /** @type {?} */
                var touches = ev.changedTouches;
                for (var i = 0; i < touches.length; i++) {
                    /** @type {?} */
                    var touch = touches[i];
                    /** @type {?} */
                    var rect = element.getBoundingClientRect();
                    /** @type {?} */
                    var x = touch.clientX - rect.left;
                    /** @type {?} */
                    var y = touch.clientY - rect.top;
                    _this.currTouch = _this.touchesPool.obtain();
                    _this.currTouch.identifier = touch.identifier;
                    _this.currTouch.x = x;
                    _this.currTouch.y = y;
                    break;
                }
                /** @type {?} */
                var listeners = _this.listeners;
                for (var i_1 = 0; i_1 < listeners.length; i_1++) {
                    listeners[i_1].down(_this.currTouch.x, _this.currTouch.y);
                }
                console.log("Start " + _this.currTouch.x + ", " + _this.currTouch.y);
                _this.lastX = _this.currTouch.x;
                _this.lastY = _this.currTouch.y;
                _this.buttonDown = true;
                ev.preventDefault();
            }), false);
            element.addEventListener("touchend", (/**
             * @param {?} ev
             * @return {?}
             */
            function (ev) {
                /** @type {?} */
                var touches = ev.changedTouches;
                for (var i = 0; i < touches.length; i++) {
                    /** @type {?} */
                    var touch = touches[i];
                    if (_this.currTouch.identifier === touch.identifier) {
                        /** @type {?} */
                        var rect = element.getBoundingClientRect();
                        /** @type {?} */
                        var x = (_this.currTouch.x = touch.clientX - rect.left);
                        /** @type {?} */
                        var y = (_this.currTouch.y = touch.clientY - rect.top);
                        _this.touchesPool.free(_this.currTouch);
                        /** @type {?} */
                        var listeners = _this.listeners;
                        for (var i_2 = 0; i_2 < listeners.length; i_2++) {
                            listeners[i_2].up(x, y);
                        }
                        console.log("End " + x + ", " + y);
                        _this.lastX = x;
                        _this.lastY = y;
                        _this.buttonDown = false;
                        _this.currTouch = null;
                        break;
                    }
                }
                ev.preventDefault();
            }), false);
            element.addEventListener("touchcancel", (/**
             * @param {?} ev
             * @return {?}
             */
            function (ev) {
                /** @type {?} */
                var touches = ev.changedTouches;
                for (var i = 0; i < touches.length; i++) {
                    /** @type {?} */
                    var touch = touches[i];
                    if (_this.currTouch.identifier === touch.identifier) {
                        /** @type {?} */
                        var rect = element.getBoundingClientRect();
                        /** @type {?} */
                        var x = (_this.currTouch.x = touch.clientX - rect.left);
                        /** @type {?} */
                        var y = (_this.currTouch.y = touch.clientY - rect.top);
                        _this.touchesPool.free(_this.currTouch);
                        /** @type {?} */
                        var listeners = _this.listeners;
                        for (var i_3 = 0; i_3 < listeners.length; i_3++) {
                            listeners[i_3].up(x, y);
                        }
                        console.log("End " + x + ", " + y);
                        _this.lastX = x;
                        _this.lastY = y;
                        _this.buttonDown = false;
                        _this.currTouch = null;
                        break;
                    }
                }
                ev.preventDefault();
            }), false);
            element.addEventListener("touchmove", (/**
             * @param {?} ev
             * @return {?}
             */
            function (ev) {
                if (_this.currTouch == null)
                    return;
                /** @type {?} */
                var touches = ev.changedTouches;
                for (var i = 0; i < touches.length; i++) {
                    /** @type {?} */
                    var touch = touches[i];
                    if (_this.currTouch.identifier === touch.identifier) {
                        /** @type {?} */
                        var rect = element.getBoundingClientRect();
                        /** @type {?} */
                        var x = touch.clientX - rect.left;
                        /** @type {?} */
                        var y = touch.clientY - rect.top;
                        /** @type {?} */
                        var listeners = _this.listeners;
                        for (var i_4 = 0; i_4 < listeners.length; i_4++) {
                            listeners[i_4].dragged(x, y);
                        }
                        console.log("Drag " + x + ", " + y);
                        _this.lastX = _this.currTouch.x = x;
                        _this.lastY = _this.currTouch.y = y;
                        break;
                    }
                }
                ev.preventDefault();
            }), false);
        };
        /**
         * @param {?} listener
         * @return {?}
         */
        Input.prototype.addListener = /**
         * @param {?} listener
         * @return {?}
         */
        function (listener) {
            this.listeners.push(listener);
        };
        /**
         * @param {?} listener
         * @return {?}
         */
        Input.prototype.removeListener = /**
         * @param {?} listener
         * @return {?}
         */
        function (listener) {
            /** @type {?} */
            var idx = this.listeners.indexOf(listener);
            if (idx > -1) {
                this.listeners.splice(idx, 1);
            }
        };
        return Input;
    }());
    if (false) {
        /** @type {?} */
        Input.prototype.element;
        /** @type {?} */
        Input.prototype.lastX;
        /** @type {?} */
        Input.prototype.lastY;
        /** @type {?} */
        Input.prototype.buttonDown;
        /** @type {?} */
        Input.prototype.currTouch;
        /** @type {?} */
        Input.prototype.touchesPool;
        /**
         * @type {?}
         * @private
         */
        Input.prototype.listeners;
    }
    var Touch = /** @class */ (function () {
        function Touch(identifier, x, y) {
            this.identifier = identifier;
            this.x = x;
            this.y = y;
        }
        return Touch;
    }());
    if (false) {
        /** @type {?} */
        Touch.prototype.identifier;
        /** @type {?} */
        Touch.prototype.x;
        /** @type {?} */
        Touch.prototype.y;
    }
    /**
     * @record
     */
    function InputListener() { }
    if (false) {
        /**
         * @param {?} x
         * @param {?} y
         * @return {?}
         */
        InputListener.prototype.down = function (x, y) { };
        /**
         * @param {?} x
         * @param {?} y
         * @return {?}
         */
        InputListener.prototype.up = function (x, y) { };
        /**
         * @param {?} x
         * @param {?} y
         * @return {?}
         */
        InputListener.prototype.moved = function (x, y) { };
        /**
         * @param {?} x
         * @param {?} y
         * @return {?}
         */
        InputListener.prototype.dragged = function (x, y) { };
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var Shader = /** @class */ (function () {
        function Shader(context, vertexShader, fragmentShader) {
            this.vertexShader = vertexShader;
            this.fragmentShader = fragmentShader;
            this.vs = null;
            this.fs = null;
            this.program = null;
            this.tmp2x2 = new Float32Array(2 * 2);
            this.tmp3x3 = new Float32Array(3 * 3);
            this.tmp4x4 = new Float32Array(4 * 4);
            this.vsSource = vertexShader;
            this.fsSource = fragmentShader;
            this.context =
                context instanceof ManagedWebGLRenderingContext
                    ? context
                    : new ManagedWebGLRenderingContext(context);
            this.context.addRestorable(this);
            this.compile();
        }
        /**
         * @return {?}
         */
        Shader.prototype.getProgram = /**
         * @return {?}
         */
        function () {
            return this.program;
        };
        /**
         * @return {?}
         */
        Shader.prototype.getVertexShader = /**
         * @return {?}
         */
        function () {
            return this.vertexShader;
        };
        /**
         * @return {?}
         */
        Shader.prototype.getFragmentShader = /**
         * @return {?}
         */
        function () {
            return this.fragmentShader;
        };
        /**
         * @return {?}
         */
        Shader.prototype.getVertexShaderSource = /**
         * @return {?}
         */
        function () {
            return this.vsSource;
        };
        /**
         * @return {?}
         */
        Shader.prototype.getFragmentSource = /**
         * @return {?}
         */
        function () {
            return this.fsSource;
        };
        /**
         * @private
         * @return {?}
         */
        Shader.prototype.compile = /**
         * @private
         * @return {?}
         */
        function () {
            /** @type {?} */
            var gl = this.context.gl;
            try {
                this.vs = this.compileShader(gl.VERTEX_SHADER, this.vertexShader);
                this.fs = this.compileShader(gl.FRAGMENT_SHADER, this.fragmentShader);
                this.program = this.compileProgram(this.vs, this.fs);
            }
            catch (e) {
                this.dispose();
                throw e;
            }
        };
        /**
         * @private
         * @param {?} type
         * @param {?} source
         * @return {?}
         */
        Shader.prototype.compileShader = /**
         * @private
         * @param {?} type
         * @param {?} source
         * @return {?}
         */
        function (type, source) {
            /** @type {?} */
            var gl = this.context.gl;
            /** @type {?} */
            var shader = gl.createShader(type);
            gl.shaderSource(shader, source);
            gl.compileShader(shader);
            if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                /** @type {?} */
                var error = "Couldn't compile shader: " + gl.getShaderInfoLog(shader);
                gl.deleteShader(shader);
                if (!gl.isContextLost())
                    throw new Error(error);
            }
            return shader;
        };
        /**
         * @private
         * @param {?} vs
         * @param {?} fs
         * @return {?}
         */
        Shader.prototype.compileProgram = /**
         * @private
         * @param {?} vs
         * @param {?} fs
         * @return {?}
         */
        function (vs, fs) {
            /** @type {?} */
            var gl = this.context.gl;
            /** @type {?} */
            var program = gl.createProgram();
            gl.attachShader(program, vs);
            gl.attachShader(program, fs);
            gl.linkProgram(program);
            if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
                /** @type {?} */
                var error = "Couldn't compile shader program: " + gl.getProgramInfoLog(program);
                gl.deleteProgram(program);
                if (!gl.isContextLost())
                    throw new Error(error);
            }
            return program;
        };
        /**
         * @return {?}
         */
        Shader.prototype.restore = /**
         * @return {?}
         */
        function () {
            this.compile();
        };
        /**
         * @return {?}
         */
        Shader.prototype.bind = /**
         * @return {?}
         */
        function () {
            this.context.gl.useProgram(this.program);
        };
        /**
         * @return {?}
         */
        Shader.prototype.unbind = /**
         * @return {?}
         */
        function () {
            this.context.gl.useProgram(null);
        };
        /**
         * @param {?} uniform
         * @param {?} value
         * @return {?}
         */
        Shader.prototype.setUniformi = /**
         * @param {?} uniform
         * @param {?} value
         * @return {?}
         */
        function (uniform, value) {
            this.context.gl.uniform1i(this.getUniformLocation(uniform), value);
        };
        /**
         * @param {?} uniform
         * @param {?} value
         * @return {?}
         */
        Shader.prototype.setUniformf = /**
         * @param {?} uniform
         * @param {?} value
         * @return {?}
         */
        function (uniform, value) {
            this.context.gl.uniform1f(this.getUniformLocation(uniform), value);
        };
        /**
         * @param {?} uniform
         * @param {?} value
         * @param {?} value2
         * @return {?}
         */
        Shader.prototype.setUniform2f = /**
         * @param {?} uniform
         * @param {?} value
         * @param {?} value2
         * @return {?}
         */
        function (uniform, value, value2) {
            this.context.gl.uniform2f(this.getUniformLocation(uniform), value, value2);
        };
        /**
         * @param {?} uniform
         * @param {?} value
         * @param {?} value2
         * @param {?} value3
         * @return {?}
         */
        Shader.prototype.setUniform3f = /**
         * @param {?} uniform
         * @param {?} value
         * @param {?} value2
         * @param {?} value3
         * @return {?}
         */
        function (uniform, value, value2, value3) {
            this.context.gl.uniform3f(this.getUniformLocation(uniform), value, value2, value3);
        };
        /**
         * @param {?} uniform
         * @param {?} value
         * @param {?} value2
         * @param {?} value3
         * @param {?} value4
         * @return {?}
         */
        Shader.prototype.setUniform4f = /**
         * @param {?} uniform
         * @param {?} value
         * @param {?} value2
         * @param {?} value3
         * @param {?} value4
         * @return {?}
         */
        function (uniform, value, value2, value3, value4) {
            this.context.gl.uniform4f(this.getUniformLocation(uniform), value, value2, value3, value4);
        };
        /**
         * @param {?} uniform
         * @param {?} value
         * @return {?}
         */
        Shader.prototype.setUniform2x2f = /**
         * @param {?} uniform
         * @param {?} value
         * @return {?}
         */
        function (uniform, value) {
            /** @type {?} */
            var gl = this.context.gl;
            this.tmp2x2.set(value);
            gl.uniformMatrix2fv(this.getUniformLocation(uniform), false, this.tmp2x2);
        };
        /**
         * @param {?} uniform
         * @param {?} value
         * @return {?}
         */
        Shader.prototype.setUniform3x3f = /**
         * @param {?} uniform
         * @param {?} value
         * @return {?}
         */
        function (uniform, value) {
            /** @type {?} */
            var gl = this.context.gl;
            this.tmp3x3.set(value);
            gl.uniformMatrix3fv(this.getUniformLocation(uniform), false, this.tmp3x3);
        };
        /**
         * @param {?} uniform
         * @param {?} value
         * @return {?}
         */
        Shader.prototype.setUniform4x4f = /**
         * @param {?} uniform
         * @param {?} value
         * @return {?}
         */
        function (uniform, value) {
            /** @type {?} */
            var gl = this.context.gl;
            this.tmp4x4.set(value);
            gl.uniformMatrix4fv(this.getUniformLocation(uniform), false, this.tmp4x4);
        };
        /**
         * @param {?} uniform
         * @return {?}
         */
        Shader.prototype.getUniformLocation = /**
         * @param {?} uniform
         * @return {?}
         */
        function (uniform) {
            /** @type {?} */
            var gl = this.context.gl;
            /** @type {?} */
            var location = gl.getUniformLocation(this.program, uniform);
            if (!location && !gl.isContextLost())
                throw new Error("Couldn't find location for uniform " + uniform);
            return location;
        };
        /**
         * @param {?} attribute
         * @return {?}
         */
        Shader.prototype.getAttributeLocation = /**
         * @param {?} attribute
         * @return {?}
         */
        function (attribute) {
            /** @type {?} */
            var gl = this.context.gl;
            /** @type {?} */
            var location = gl.getAttribLocation(this.program, attribute);
            if (location == -1 && !gl.isContextLost())
                throw new Error("Couldn't find location for attribute " + attribute);
            return location;
        };
        /**
         * @return {?}
         */
        Shader.prototype.dispose = /**
         * @return {?}
         */
        function () {
            this.context.removeRestorable(this);
            /** @type {?} */
            var gl = this.context.gl;
            if (this.vs) {
                gl.deleteShader(this.vs);
                this.vs = null;
            }
            if (this.fs) {
                gl.deleteShader(this.fs);
                this.fs = null;
            }
            if (this.program) {
                gl.deleteProgram(this.program);
                this.program = null;
            }
        };
        /**
         * @param {?} context
         * @return {?}
         */
        Shader.newColoredTextured = /**
         * @param {?} context
         * @return {?}
         */
        function (context) {
            /** @type {?} */
            var vs = "\n\t\t\t\tattribute vec4 " + Shader.POSITION + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR + ";\n\t\t\t\tattribute vec2 " + Shader.TEXCOORDS + ";\n\t\t\t\tuniform mat4 " + Shader.MVP_MATRIX + ";\n\t\t\t\tvarying vec4 v_color;\n\t\t\t\tvarying vec2 v_texCoords;\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_color = " + Shader.COLOR + ";\n\t\t\t\t\tv_texCoords = " + Shader.TEXCOORDS + ";\n\t\t\t\t\tgl_Position = " + Shader.MVP_MATRIX + " * " + Shader.POSITION + ";\n\t\t\t\t}\n\t\t\t";
            /** @type {?} */
            var fs = "\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_color;\n\t\t\t\tvarying vec2 v_texCoords;\n\t\t\t\tuniform sampler2D u_texture;\n\t\t\t\tvoid main () {\n\t\t\t\t\tgl_FragColor = v_color * texture2D(u_texture, v_texCoords);\n\t\t\t\t}\n\t\t\t";
            return new Shader(context, vs, fs);
        };
        /**
         * @param {?} context
         * @return {?}
         */
        Shader.newTwoColoredTextured = /**
         * @param {?} context
         * @return {?}
         */
        function (context) {
            /** @type {?} */
            var vs = "\n\t\t\t\tattribute vec4 " + Shader.POSITION + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR2 + ";\n\t\t\t\tattribute vec2 " + Shader.TEXCOORDS + ";\n\t\t\t\tuniform mat4 " + Shader.MVP_MATRIX + ";\n\t\t\t\tvarying vec4 v_light;\n\t\t\t\tvarying vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_light = " + Shader.COLOR + ";\n\t\t\t\t\tv_dark = " + Shader.COLOR2 + ";\n\t\t\t\t\tv_texCoords = " + Shader.TEXCOORDS + ";\n\t\t\t\t\tgl_Position = " + Shader.MVP_MATRIX + " * " + Shader.POSITION + ";\n\t\t\t\t}\n\t\t\t";
            /** @type {?} */
            var fs = "\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_light;\n\t\t\t\tvarying LOWP vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\t\t\t\tuniform sampler2D u_texture;\n\t\t\t\tvoid main () {\n\t\t\t\t\tvec4 texColor = texture2D(u_texture, v_texCoords);\n\t\t\t\t\tgl_FragColor.a = texColor.a * v_light.a;\n\t\t\t\t\tgl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n\t\t\t\t}\n\t\t\t";
            return new Shader(context, vs, fs);
        };
        /**
         * @param {?} context
         * @return {?}
         */
        Shader.newColored = /**
         * @param {?} context
         * @return {?}
         */
        function (context) {
            /** @type {?} */
            var vs = "\n\t\t\t\tattribute vec4 " + Shader.POSITION + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR + ";\n\t\t\t\tuniform mat4 " + Shader.MVP_MATRIX + ";\n\t\t\t\tvarying vec4 v_color;\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_color = " + Shader.COLOR + ";\n\t\t\t\t\tgl_Position = " + Shader.MVP_MATRIX + " * " + Shader.POSITION + ";\n\t\t\t\t}\n\t\t\t";
            /** @type {?} */
            var fs = "\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_color;\n\t\t\t\tvoid main () {\n\t\t\t\t\tgl_FragColor = v_color;\n\t\t\t\t}\n\t\t\t";
            return new Shader(context, vs, fs);
        };
        Shader.MVP_MATRIX = "u_projTrans";
        Shader.POSITION = "a_position";
        Shader.COLOR = "a_color";
        Shader.COLOR2 = "a_color2";
        Shader.TEXCOORDS = "a_texCoords";
        Shader.SAMPLER = "u_texture";
        return Shader;
    }());
    if (false) {
        /** @type {?} */
        Shader.MVP_MATRIX;
        /** @type {?} */
        Shader.POSITION;
        /** @type {?} */
        Shader.COLOR;
        /** @type {?} */
        Shader.COLOR2;
        /** @type {?} */
        Shader.TEXCOORDS;
        /** @type {?} */
        Shader.SAMPLER;
        /**
         * @type {?}
         * @private
         */
        Shader.prototype.context;
        /**
         * @type {?}
         * @private
         */
        Shader.prototype.vs;
        /**
         * @type {?}
         * @private
         */
        Shader.prototype.vsSource;
        /**
         * @type {?}
         * @private
         */
        Shader.prototype.fs;
        /**
         * @type {?}
         * @private
         */
        Shader.prototype.fsSource;
        /**
         * @type {?}
         * @private
         */
        Shader.prototype.program;
        /**
         * @type {?}
         * @private
         */
        Shader.prototype.tmp2x2;
        /**
         * @type {?}
         * @private
         */
        Shader.prototype.tmp3x3;
        /**
         * @type {?}
         * @private
         */
        Shader.prototype.tmp4x4;
        /**
         * @type {?}
         * @private
         */
        Shader.prototype.vertexShader;
        /**
         * @type {?}
         * @private
         */
        Shader.prototype.fragmentShader;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var Mesh = /** @class */ (function () {
        function Mesh(context, attributes, maxVertices, maxIndices) {
            this.attributes = attributes;
            this.verticesLength = 0;
            this.dirtyVertices = false;
            this.indicesLength = 0;
            this.dirtyIndices = false;
            this.elementsPerVertex = 0;
            this.context =
                context instanceof ManagedWebGLRenderingContext
                    ? context
                    : new ManagedWebGLRenderingContext(context);
            this.elementsPerVertex = 0;
            for (var i = 0; i < attributes.length; i++) {
                this.elementsPerVertex += attributes[i].numElements;
            }
            this.vertices = new Float32Array(maxVertices * this.elementsPerVertex);
            this.indices = new Uint16Array(maxIndices);
            this.context.addRestorable(this);
        }
        /**
         * @return {?}
         */
        Mesh.prototype.getAttributes = /**
         * @return {?}
         */
        function () {
            return this.attributes;
        };
        /**
         * @return {?}
         */
        Mesh.prototype.maxVertices = /**
         * @return {?}
         */
        function () {
            return this.vertices.length / this.elementsPerVertex;
        };
        /**
         * @return {?}
         */
        Mesh.prototype.numVertices = /**
         * @return {?}
         */
        function () {
            return this.verticesLength / this.elementsPerVertex;
        };
        /**
         * @param {?} length
         * @return {?}
         */
        Mesh.prototype.setVerticesLength = /**
         * @param {?} length
         * @return {?}
         */
        function (length) {
            this.dirtyVertices = true;
            this.verticesLength = length;
        };
        /**
         * @return {?}
         */
        Mesh.prototype.getVertices = /**
         * @return {?}
         */
        function () {
            return this.vertices;
        };
        /**
         * @return {?}
         */
        Mesh.prototype.maxIndices = /**
         * @return {?}
         */
        function () {
            return this.indices.length;
        };
        /**
         * @return {?}
         */
        Mesh.prototype.numIndices = /**
         * @return {?}
         */
        function () {
            return this.indicesLength;
        };
        /**
         * @param {?} length
         * @return {?}
         */
        Mesh.prototype.setIndicesLength = /**
         * @param {?} length
         * @return {?}
         */
        function (length) {
            this.dirtyIndices = true;
            this.indicesLength = length;
        };
        /**
         * @return {?}
         */
        Mesh.prototype.getIndices = /**
         * @return {?}
         */
        function () {
            return this.indices;
        };
        /**
         * @return {?}
         */
        Mesh.prototype.getVertexSizeInFloats = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var size = 0;
            for (var i = 0; i < this.attributes.length; i++) {
                /** @type {?} */
                var attribute = this.attributes[i];
                size += attribute.numElements;
            }
            return size;
        };
        /**
         * @param {?} vertices
         * @return {?}
         */
        Mesh.prototype.setVertices = /**
         * @param {?} vertices
         * @return {?}
         */
        function (vertices) {
            this.dirtyVertices = true;
            if (vertices.length > this.vertices.length)
                throw Error("Mesh can't store more than " + this.maxVertices() + " vertices");
            this.vertices.set(vertices, 0);
            this.verticesLength = vertices.length;
        };
        /**
         * @param {?} indices
         * @return {?}
         */
        Mesh.prototype.setIndices = /**
         * @param {?} indices
         * @return {?}
         */
        function (indices) {
            this.dirtyIndices = true;
            if (indices.length > this.indices.length)
                throw Error("Mesh can't store more than " + this.maxIndices() + " indices");
            this.indices.set(indices, 0);
            this.indicesLength = indices.length;
        };
        /**
         * @param {?} shader
         * @param {?} primitiveType
         * @return {?}
         */
        Mesh.prototype.draw = /**
         * @param {?} shader
         * @param {?} primitiveType
         * @return {?}
         */
        function (shader, primitiveType) {
            this.drawWithOffset(shader, primitiveType, 0, this.indicesLength > 0
                ? this.indicesLength
                : this.verticesLength / this.elementsPerVertex);
        };
        /**
         * @param {?} shader
         * @param {?} primitiveType
         * @param {?} offset
         * @param {?} count
         * @return {?}
         */
        Mesh.prototype.drawWithOffset = /**
         * @param {?} shader
         * @param {?} primitiveType
         * @param {?} offset
         * @param {?} count
         * @return {?}
         */
        function (shader, primitiveType, offset, count) {
            /** @type {?} */
            var gl = this.context.gl;
            if (this.dirtyVertices || this.dirtyIndices)
                this.update();
            this.bind(shader);
            if (this.indicesLength > 0) {
                gl.drawElements(primitiveType, count, gl.UNSIGNED_SHORT, offset * 2);
            }
            else {
                gl.drawArrays(primitiveType, offset, count);
            }
            this.unbind(shader);
        };
        /**
         * @param {?} shader
         * @return {?}
         */
        Mesh.prototype.bind = /**
         * @param {?} shader
         * @return {?}
         */
        function (shader) {
            /** @type {?} */
            var gl = this.context.gl;
            gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer);
            /** @type {?} */
            var offset = 0;
            for (var i = 0; i < this.attributes.length; i++) {
                /** @type {?} */
                var attrib = this.attributes[i];
                /** @type {?} */
                var location_1 = shader.getAttributeLocation(attrib.name);
                gl.enableVertexAttribArray(location_1);
                gl.vertexAttribPointer(location_1, attrib.numElements, gl.FLOAT, false, this.elementsPerVertex * 4, offset * 4);
                offset += attrib.numElements;
            }
            if (this.indicesLength > 0)
                gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
        };
        /**
         * @param {?} shader
         * @return {?}
         */
        Mesh.prototype.unbind = /**
         * @param {?} shader
         * @return {?}
         */
        function (shader) {
            /** @type {?} */
            var gl = this.context.gl;
            for (var i = 0; i < this.attributes.length; i++) {
                /** @type {?} */
                var attrib = this.attributes[i];
                /** @type {?} */
                var location_2 = shader.getAttributeLocation(attrib.name);
                gl.disableVertexAttribArray(location_2);
            }
            gl.bindBuffer(gl.ARRAY_BUFFER, null);
            if (this.indicesLength > 0)
                gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
        };
        /**
         * @private
         * @return {?}
         */
        Mesh.prototype.update = /**
         * @private
         * @return {?}
         */
        function () {
            /** @type {?} */
            var gl = this.context.gl;
            if (this.dirtyVertices) {
                if (!this.verticesBuffer) {
                    this.verticesBuffer = gl.createBuffer();
                }
                gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer);
                gl.bufferData(gl.ARRAY_BUFFER, this.vertices.subarray(0, this.verticesLength), gl.DYNAMIC_DRAW);
                this.dirtyVertices = false;
            }
            if (this.dirtyIndices) {
                if (!this.indicesBuffer) {
                    this.indicesBuffer = gl.createBuffer();
                }
                gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
                gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices.subarray(0, this.indicesLength), gl.DYNAMIC_DRAW);
                this.dirtyIndices = false;
            }
        };
        /**
         * @return {?}
         */
        Mesh.prototype.restore = /**
         * @return {?}
         */
        function () {
            this.verticesBuffer = null;
            this.indicesBuffer = null;
            this.update();
        };
        /**
         * @return {?}
         */
        Mesh.prototype.dispose = /**
         * @return {?}
         */
        function () {
            this.context.removeRestorable(this);
            /** @type {?} */
            var gl = this.context.gl;
            gl.deleteBuffer(this.verticesBuffer);
            gl.deleteBuffer(this.indicesBuffer);
        };
        return Mesh;
    }());
    if (false) {
        /**
         * @type {?}
         * @private
         */
        Mesh.prototype.context;
        /**
         * @type {?}
         * @private
         */
        Mesh.prototype.vertices;
        /**
         * @type {?}
         * @private
         */
        Mesh.prototype.verticesBuffer;
        /**
         * @type {?}
         * @private
         */
        Mesh.prototype.verticesLength;
        /**
         * @type {?}
         * @private
         */
        Mesh.prototype.dirtyVertices;
        /**
         * @type {?}
         * @private
         */
        Mesh.prototype.indices;
        /**
         * @type {?}
         * @private
         */
        Mesh.prototype.indicesBuffer;
        /**
         * @type {?}
         * @private
         */
        Mesh.prototype.indicesLength;
        /**
         * @type {?}
         * @private
         */
        Mesh.prototype.dirtyIndices;
        /**
         * @type {?}
         * @private
         */
        Mesh.prototype.elementsPerVertex;
        /**
         * @type {?}
         * @private
         */
        Mesh.prototype.attributes;
    }
    var VertexAttribute = /** @class */ (function () {
        function VertexAttribute(name, type, numElements) {
            this.name = name;
            this.type = type;
            this.numElements = numElements;
        }
        return VertexAttribute;
    }());
    if (false) {
        /** @type {?} */
        VertexAttribute.prototype.name;
        /** @type {?} */
        VertexAttribute.prototype.type;
        /** @type {?} */
        VertexAttribute.prototype.numElements;
    }
    var Position2Attribute = /** @class */ (function (_super) {
        __extends(Position2Attribute, _super);
        function Position2Attribute() {
            return _super.call(this, Shader.POSITION, VertexAttributeType.Float, 2) || this;
        }
        return Position2Attribute;
    }(VertexAttribute));
    var Position3Attribute = /** @class */ (function (_super) {
        __extends(Position3Attribute, _super);
        function Position3Attribute() {
            return _super.call(this, Shader.POSITION, VertexAttributeType.Float, 3) || this;
        }
        return Position3Attribute;
    }(VertexAttribute));
    var TexCoordAttribute = /** @class */ (function (_super) {
        __extends(TexCoordAttribute, _super);
        function TexCoordAttribute(unit) {
            if (unit === void 0) { unit = 0; }
            return _super.call(this, Shader.TEXCOORDS + (unit == 0 ? "" : unit), VertexAttributeType.Float, 2) || this;
        }
        return TexCoordAttribute;
    }(VertexAttribute));
    var ColorAttribute = /** @class */ (function (_super) {
        __extends(ColorAttribute, _super);
        function ColorAttribute() {
            return _super.call(this, Shader.COLOR, VertexAttributeType.Float, 4) || this;
        }
        return ColorAttribute;
    }(VertexAttribute));
    var Color2Attribute = /** @class */ (function (_super) {
        __extends(Color2Attribute, _super);
        function Color2Attribute() {
            return _super.call(this, Shader.COLOR2, VertexAttributeType.Float, 4) || this;
        }
        return Color2Attribute;
    }(VertexAttribute));
    /** @enum {number} */
    var VertexAttributeType = {
        Float: 0,
    };
    VertexAttributeType[VertexAttributeType.Float] = 'Float';

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var PolygonBatcher = /** @class */ (function () {
        function PolygonBatcher(context, twoColorTint, maxVertices) {
            if (twoColorTint === void 0) { twoColorTint = true; }
            if (maxVertices === void 0) { maxVertices = 10920; }
            this.isDrawing = false;
            this.shader = null;
            this.lastTexture = null;
            this.verticesLength = 0;
            this.indicesLength = 0;
            if (maxVertices > 10920)
                throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
            this.context =
                context instanceof ManagedWebGLRenderingContext
                    ? context
                    : new ManagedWebGLRenderingContext(context);
            /** @type {?} */
            var 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);
            this.srcBlend = this.context.gl.SRC_ALPHA;
            this.dstBlend = this.context.gl.ONE_MINUS_SRC_ALPHA;
        }
        /**
         * @param {?} shader
         * @return {?}
         */
        PolygonBatcher.prototype.begin = /**
         * @param {?} shader
         * @return {?}
         */
        function (shader) {
            /** @type {?} */
            var gl = this.context.gl;
            if (this.isDrawing)
                throw new Error("PolygonBatch is already drawing. Call PolygonBatch.end() before calling PolygonBatch.begin()");
            this.drawCalls = 0;
            this.shader = shader;
            this.lastTexture = null;
            this.isDrawing = true;
            gl.enable(gl.BLEND);
            gl.blendFunc(this.srcBlend, this.dstBlend);
        };
        /**
         * @param {?} srcBlend
         * @param {?} dstBlend
         * @return {?}
         */
        PolygonBatcher.prototype.setBlendMode = /**
         * @param {?} srcBlend
         * @param {?} dstBlend
         * @return {?}
         */
        function (srcBlend, dstBlend) {
            /** @type {?} */
            var gl = this.context.gl;
            this.srcBlend = srcBlend;
            this.dstBlend = dstBlend;
            if (this.isDrawing) {
                this.flush();
                gl.blendFunc(this.srcBlend, this.dstBlend);
            }
        };
        /**
         * @param {?} texture
         * @param {?} vertices
         * @param {?} indices
         * @return {?}
         */
        PolygonBatcher.prototype.draw = /**
         * @param {?} texture
         * @param {?} vertices
         * @param {?} indices
         * @return {?}
         */
        function (texture, vertices, indices) {
            if (texture != this.lastTexture) {
                this.flush();
                this.lastTexture = texture;
            }
            else if (this.verticesLength + vertices.length > this.mesh.getVertices().length ||
                this.indicesLength + indices.length > this.mesh.getIndices().length) {
                this.flush();
            }
            /** @type {?} */
            var indexStart = this.mesh.numVertices();
            this.mesh.getVertices().set(vertices, this.verticesLength);
            this.verticesLength += vertices.length;
            this.mesh.setVerticesLength(this.verticesLength);
            /** @type {?} */
            var indicesArray = this.mesh.getIndices();
            for (var i = this.indicesLength, j = 0; j < indices.length; i++, j++)
                indicesArray[i] = indices[j] + indexStart;
            this.indicesLength += indices.length;
            this.mesh.setIndicesLength(this.indicesLength);
        };
        /**
         * @private
         * @return {?}
         */
        PolygonBatcher.prototype.flush = /**
         * @private
         * @return {?}
         */
        function () {
            /** @type {?} */
            var gl = this.context.gl;
            if (this.verticesLength == 0)
                return;
            this.lastTexture.bind();
            this.mesh.draw(this.shader, gl.TRIANGLES);
            this.verticesLength = 0;
            this.indicesLength = 0;
            this.mesh.setVerticesLength(0);
            this.mesh.setIndicesLength(0);
            this.drawCalls++;
        };
        /**
         * @return {?}
         */
        PolygonBatcher.prototype.end = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var gl = this.context.gl;
            if (!this.isDrawing)
                throw new Error("PolygonBatch is not drawing. Call PolygonBatch.begin() before calling PolygonBatch.end()");
            if (this.verticesLength > 0 || this.indicesLength > 0)
                this.flush();
            this.shader = null;
            this.lastTexture = null;
            this.isDrawing = false;
            gl.disable(gl.BLEND);
        };
        /**
         * @return {?}
         */
        PolygonBatcher.prototype.getDrawCalls = /**
         * @return {?}
         */
        function () {
            return this.drawCalls;
        };
        /**
         * @return {?}
         */
        PolygonBatcher.prototype.dispose = /**
         * @return {?}
         */
        function () {
            this.mesh.dispose();
        };
        return PolygonBatcher;
    }());
    if (false) {
        /**
         * @type {?}
         * @private
         */
        PolygonBatcher.prototype.context;
        /**
         * @type {?}
         * @private
         */
        PolygonBatcher.prototype.drawCalls;
        /**
         * @type {?}
         * @private
         */
        PolygonBatcher.prototype.isDrawing;
        /**
         * @type {?}
         * @private
         */
        PolygonBatcher.prototype.mesh;
        /**
         * @type {?}
         * @private
         */
        PolygonBatcher.prototype.shader;
        /**
         * @type {?}
         * @private
         */
        PolygonBatcher.prototype.lastTexture;
        /**
         * @type {?}
         * @private
         */
        PolygonBatcher.prototype.verticesLength;
        /**
         * @type {?}
         * @private
         */
        PolygonBatcher.prototype.indicesLength;
        /**
         * @type {?}
         * @private
         */
        PolygonBatcher.prototype.srcBlend;
        /**
         * @type {?}
         * @private
         */
        PolygonBatcher.prototype.dstBlend;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var ShapeRenderer = /** @class */ (function () {
        function ShapeRenderer(context, maxVertices) {
            if (maxVertices === void 0) { maxVertices = 10920; }
            this.isDrawing = false;
            this.shapeType = ShapeType.Filled;
            this.color = new Color(1, 1, 1, 1);
            this.vertexIndex = 0;
            this.tmp = new Vector2();
            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);
            this.srcBlend = this.context.gl.SRC_ALPHA;
            this.dstBlend = this.context.gl.ONE_MINUS_SRC_ALPHA;
        }
        /**
         * @param {?} shader
         * @return {?}
         */
        ShapeRenderer.prototype.begin = /**
         * @param {?} shader
         * @return {?}
         */
        function (shader) {
            if (this.isDrawing)
                throw new Error("ShapeRenderer.begin() has already been called");
            this.shader = shader;
            this.vertexIndex = 0;
            this.isDrawing = true;
            /** @type {?} */
            var gl = this.context.gl;
            gl.enable(gl.BLEND);
            gl.blendFunc(this.srcBlend, this.dstBlend);
        };
        /**
         * @param {?} srcBlend
         * @param {?} dstBlend
         * @return {?}
         */
        ShapeRenderer.prototype.setBlendMode = /**
         * @param {?} srcBlend
         * @param {?} dstBlend
         * @return {?}
         */
        function (srcBlend, dstBlend) {
            /** @type {?} */
            var gl = this.context.gl;
            this.srcBlend = srcBlend;
            this.dstBlend = dstBlend;
            if (this.isDrawing) {
                this.flush();
                gl.blendFunc(this.srcBlend, this.dstBlend);
            }
        };
        /**
         * @param {?} color
         * @return {?}
         */
        ShapeRenderer.prototype.setColor = /**
         * @param {?} color
         * @return {?}
         */
        function (color) {
            this.color.setFromColor(color);
        };
        /**
         * @param {?} r
         * @param {?} g
         * @param {?} b
         * @param {?} a
         * @return {?}
         */
        ShapeRenderer.prototype.setColorWith = /**
         * @param {?} r
         * @param {?} g
         * @param {?} b
         * @param {?} a
         * @return {?}
         */
        function (r, g, b, a) {
            this.color.set(r, g, b, a);
        };
        /**
         * @param {?} x
         * @param {?} y
         * @param {?=} color
         * @return {?}
         */
        ShapeRenderer.prototype.point = /**
         * @param {?} x
         * @param {?} y
         * @param {?=} color
         * @return {?}
         */
        function (x, y, color) {
            if (color === void 0) { color = null; }
            this.check(ShapeType.Point, 1);
            if (color === null)
                color = this.color;
            this.vertex(x, y, color);
        };
        /**
         * @param {?} x
         * @param {?} y
         * @param {?} x2
         * @param {?} y2
         * @param {?=} color
         * @return {?}
         */
        ShapeRenderer.prototype.line = /**
         * @param {?} x
         * @param {?} y
         * @param {?} x2
         * @param {?} y2
         * @param {?=} color
         * @return {?}
         */
        function (x, y, x2, y2, color) {
            if (color === void 0) { color = null; }
            this.check(ShapeType.Line, 2);
            /** @type {?} */
            var vertices = this.mesh.getVertices();
            /** @type {?} */
            var idx = this.vertexIndex;
            if (color === null)
                color = this.color;
            this.vertex(x, y, color);
            this.vertex(x2, y2, color);
        };
        /**
         * @param {?} filled
         * @param {?} x
         * @param {?} y
         * @param {?} x2
         * @param {?} y2
         * @param {?} x3
         * @param {?} y3
         * @param {?=} color
         * @param {?=} color2
         * @param {?=} color3
         * @return {?}
         */
        ShapeRenderer.prototype.triangle = /**
         * @param {?} filled
         * @param {?} x
         * @param {?} y
         * @param {?} x2
         * @param {?} y2
         * @param {?} x3
         * @param {?} y3
         * @param {?=} color
         * @param {?=} color2
         * @param {?=} color3
         * @return {?}
         */
        function (filled, x, y, x2, y2, x3, y3, color, color2, color3) {
            if (color === void 0) { color = null; }
            if (color2 === void 0) { color2 = null; }
            if (color3 === void 0) { color3 = null; }
            this.check(filled ? ShapeType.Filled : ShapeType.Line, 3);
            /** @type {?} */
            var vertices = this.mesh.getVertices();
            /** @type {?} */
            var idx = this.vertexIndex;
            if (color === null)
                color = this.color;
            if (color2 === null)
                color2 = this.color;
            if (color3 === null)
                color3 = this.color;
            if (filled) {
                this.vertex(x, y, color);
                this.vertex(x2, y2, color2);
                this.vertex(x3, y3, color3);
            }
            else {
                this.vertex(x, y, color);
                this.vertex(x2, y2, color2);
                this.vertex(x2, y2, color);
                this.vertex(x3, y3, color2);
                this.vertex(x3, y3, color);
                this.vertex(x, y, color2);
            }
        };
        /**
         * @param {?} filled
         * @param {?} x
         * @param {?} y
         * @param {?} x2
         * @param {?} y2
         * @param {?} x3
         * @param {?} y3
         * @param {?} x4
         * @param {?} y4
         * @param {?=} color
         * @param {?=} color2
         * @param {?=} color3
         * @param {?=} color4
         * @return {?}
         */
        ShapeRenderer.prototype.quad = /**
         * @param {?} filled
         * @param {?} x
         * @param {?} y
         * @param {?} x2
         * @param {?} y2
         * @param {?} x3
         * @param {?} y3
         * @param {?} x4
         * @param {?} y4
         * @param {?=} color
         * @param {?=} color2
         * @param {?=} color3
         * @param {?=} color4
         * @return {?}
         */
        function (filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4) {
            if (color === void 0) { color = null; }
            if (color2 === void 0) { color2 = null; }
            if (color3 === void 0) { color3 = null; }
            if (color4 === void 0) { color4 = null; }
            this.check(filled ? ShapeType.Filled : ShapeType.Line, 3);
            /** @type {?} */
            var vertices = this.mesh.getVertices();
            /** @type {?} */
            var idx = this.vertexIndex;
            if (color === null)
                color = this.color;
            if (color2 === null)
                color2 = this.color;
            if (color3 === null)
                color3 = this.color;
            if (color4 === null)
                color4 = this.color;
            if (filled) {
                this.vertex(x, y, color);
                this.vertex(x2, y2, color2);
                this.vertex(x3, y3, color3);
                this.vertex(x3, y3, color3);
                this.vertex(x4, y4, color4);
                this.vertex(x, y, color);
            }
            else {
                this.vertex(x, y, color);
                this.vertex(x2, y2, color2);
                this.vertex(x2, y2, color2);
                this.vertex(x3, y3, color3);
                this.vertex(x3, y3, color3);
                this.vertex(x4, y4, color4);
                this.vertex(x4, y4, color4);
                this.vertex(x, y, color);
            }
        };
        /**
         * @param {?} filled
         * @param {?} x
         * @param {?} y
         * @param {?} width
         * @param {?} height
         * @param {?=} color
         * @return {?}
         */
        ShapeRenderer.prototype.rect = /**
         * @param {?} filled
         * @param {?} x
         * @param {?} y
         * @param {?} width
         * @param {?} height
         * @param {?=} color
         * @return {?}
         */
        function (filled, x, y, width, height, color) {
            if (color === void 0) { color = null; }
            this.quad(filled, x, y, x + width, y, x + width, y + height, x, y + height, color, color, color, color);
        };
        /**
         * @param {?} filled
         * @param {?} x1
         * @param {?} y1
         * @param {?} x2
         * @param {?} y2
         * @param {?} width
         * @param {?=} color
         * @return {?}
         */
        ShapeRenderer.prototype.rectLine = /**
         * @param {?} filled
         * @param {?} x1
         * @param {?} y1
         * @param {?} x2
         * @param {?} y2
         * @param {?} width
         * @param {?=} color
         * @return {?}
         */
        function (filled, x1, y1, x2, y2, width, color) {
            if (color === void 0) { color = null; }
            this.check(filled ? ShapeType.Filled : ShapeType.Line, 8);
            if (color === null)
                color = this.color;
            /** @type {?} */
            var t = this.tmp.set(y2 - y1, x1 - x2);
            t.normalize();
            width *= 0.5;
            /** @type {?} */
            var tx = t.x * width;
            /** @type {?} */
            var ty = t.y * width;
            if (!filled) {
                this.vertex(x1 + tx, y1 + ty, color);
                this.vertex(x1 - tx, y1 - ty, color);
                this.vertex(x2 + tx, y2 + ty, color);
                this.vertex(x2 - tx, y2 - ty, color);
                this.vertex(x2 + tx, y2 + ty, color);
                this.vertex(x1 + tx, y1 + ty, color);
                this.vertex(x2 - tx, y2 - ty, color);
                this.vertex(x1 - tx, y1 - ty, color);
            }
            else {
                this.vertex(x1 + tx, y1 + ty, color);
                this.vertex(x1 - tx, y1 - ty, color);
                this.vertex(x2 + tx, y2 + ty, color);
                this.vertex(x2 - tx, y2 - ty, color);
                this.vertex(x2 + tx, y2 + ty, color);
                this.vertex(x1 - tx, y1 - ty, color);
            }
        };
        /**
         * @param {?} x
         * @param {?} y
         * @param {?} size
         * @return {?}
         */
        ShapeRenderer.prototype.x = /**
         * @param {?} x
         * @param {?} y
         * @param {?} size
         * @return {?}
         */
        function (x, y, size) {
            this.line(x - size, y - size, x + size, y + size);
            this.line(x - size, y + size, x + size, y - size);
        };
        /**
         * @param {?} polygonVertices
         * @param {?} offset
         * @param {?} count
         * @param {?=} color
         * @return {?}
         */
        ShapeRenderer.prototype.polygon = /**
         * @param {?} polygonVertices
         * @param {?} offset
         * @param {?} count
         * @param {?=} color
         * @return {?}
         */
        function (polygonVertices, offset, count, color) {
            if (color === void 0) { color = null; }
            if (count < 3)
                throw new Error("Polygon must contain at least 3 vertices");
            this.check(ShapeType.Line, count * 2);
            if (color === null)
                color = this.color;
            /** @type {?} */
            var vertices = this.mesh.getVertices();
            /** @type {?} */
            var idx = this.vertexIndex;
            offset <<= 1;
            count <<= 1;
            /** @type {?} */
            var firstX = polygonVertices[offset];
            /** @type {?} */
            var firstY = polygonVertices[offset + 1];
            /** @type {?} */
            var last = offset + count;
            for (var i = offset, n = offset + count - 2; i < n; i += 2) {
                /** @type {?} */
                var x1 = polygonVertices[i];
                /** @type {?} */
                var y1 = polygonVertices[i + 1];
                /** @type {?} */
                var x2 = 0;
                /** @type {?} */
                var y2 = 0;
                if (i + 2 >= last) {
                    x2 = firstX;
                    y2 = firstY;
                }
                else {
                    x2 = polygonVertices[i + 2];
                    y2 = polygonVertices[i + 3];
                }
                this.vertex(x1, y1, color);
                this.vertex(x2, y2, color);
            }
        };
        /**
         * @param {?} filled
         * @param {?} x
         * @param {?} y
         * @param {?} radius
         * @param {?=} color
         * @param {?=} segments
         * @return {?}
         */
        ShapeRenderer.prototype.circle = /**
         * @param {?} filled
         * @param {?} x
         * @param {?} y
         * @param {?} radius
         * @param {?=} color
         * @param {?=} segments
         * @return {?}
         */
        function (filled, x, y, radius, color, segments) {
            if (color === void 0) { color = null; }
            if (segments === void 0) { segments = 0; }
            if (segments === 0)
                segments = Math.max(1, (6 * MathUtils.cbrt(radius)) | 0);
            if (segments <= 0)
                throw new Error("segments must be > 0.");
            if (color === null)
                color = this.color;
            /** @type {?} */
            var angle = (2 * MathUtils.PI) / segments;
            /** @type {?} */
            var cos = Math.cos(angle);
            /** @type {?} */
            var sin = Math.sin(angle);
            /** @type {?} */
            var cx = radius;
            /** @type {?} */
            var cy = 0;
            if (!filled) {
                this.check(ShapeType.Line, segments * 2 + 2);
                for (var i = 0; i < segments; i++) {
                    this.vertex(x + cx, y + cy, color);
                    /** @type {?} */
                    var temp_1 = cx;
                    cx = cos * cx - sin * cy;
                    cy = sin * temp_1 + cos * cy;
                    this.vertex(x + cx, y + cy, color);
                }
                // Ensure the last segment is identical to the first.
                this.vertex(x + cx, y + cy, color);
            }
            else {
                this.check(ShapeType.Filled, segments * 3 + 3);
                segments--;
                for (var i = 0; i < segments; i++) {
                    this.vertex(x, y, color);
                    this.vertex(x + cx, y + cy, color);
                    /** @type {?} */
                    var temp_2 = cx;
                    cx = cos * cx - sin * cy;
                    cy = sin * temp_2 + cos * cy;
                    this.vertex(x + cx, y + cy, color);
                }
                // Ensure the last segment is identical to the first.
                this.vertex(x, y, color);
                this.vertex(x + cx, y + cy, color);
            }
            /** @type {?} */
            var temp = cx;
            cx = radius;
            cy = 0;
            this.vertex(x + cx, y + cy, color);
        };
        /**
         * @param {?} x1
         * @param {?} y1
         * @param {?} cx1
         * @param {?} cy1
         * @param {?} cx2
         * @param {?} cy2
         * @param {?} x2
         * @param {?} y2
         * @param {?} segments
         * @param {?=} color
         * @return {?}
         */
        ShapeRenderer.prototype.curve = /**
         * @param {?} x1
         * @param {?} y1
         * @param {?} cx1
         * @param {?} cy1
         * @param {?} cx2
         * @param {?} cy2
         * @param {?} x2
         * @param {?} y2
         * @param {?} segments
         * @param {?=} color
         * @return {?}
         */
        function (x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color) {
            if (color === void 0) { color = null; }
            this.check(ShapeType.Line, segments * 2 + 2);
            if (color === null)
                color = this.color;
            // Algorithm from: http://www.antigrain.com/research/bezier_interpolation/index.html#PAGE_BEZIER_INTERPOLATION
            /** @type {?} */
            var subdiv_step = 1 / segments;
            /** @type {?} */
            var subdiv_step2 = subdiv_step * subdiv_step;
            /** @type {?} */
            var subdiv_step3 = subdiv_step * subdiv_step * subdiv_step;
            /** @type {?} */
            var pre1 = 3 * subdiv_step;
            /** @type {?} */
            var pre2 = 3 * subdiv_step2;
            /** @type {?} */
            var pre4 = 6 * subdiv_step2;
            /** @type {?} */
            var pre5 = 6 * subdiv_step3;
            /** @type {?} */
            var tmp1x = x1 - cx1 * 2 + cx2;
            /** @type {?} */
            var tmp1y = y1 - cy1 * 2 + cy2;
            /** @type {?} */
            var tmp2x = (cx1 - cx2) * 3 - x1 + x2;
            /** @type {?} */
            var tmp2y = (cy1 - cy2) * 3 - y1 + y2;
            /** @type {?} */
            var fx = x1;
            /** @type {?} */
            var fy = y1;
            /** @type {?} */
            var dfx = (cx1 - x1) * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3;
            /** @type {?} */
            var dfy = (cy1 - y1) * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3;
            /** @type {?} */
            var ddfx = tmp1x * pre4 + tmp2x * pre5;
            /** @type {?} */
            var ddfy = tmp1y * pre4 + tmp2y * pre5;
            /** @type {?} */
            var dddfx = tmp2x * pre5;
            /** @type {?} */
            var dddfy = tmp2y * pre5;
            while (segments-- > 0) {
                this.vertex(fx, fy, color);
                fx += dfx;
                fy += dfy;
                dfx += ddfx;
                dfy += ddfy;
                ddfx += dddfx;
                ddfy += dddfy;
                this.vertex(fx, fy, color);
            }
            this.vertex(fx, fy, color);
            this.vertex(x2, y2, color);
        };
        /**
         * @private
         * @param {?} x
         * @param {?} y
         * @param {?} color
         * @return {?}
         */
        ShapeRenderer.prototype.vertex = /**
         * @private
         * @param {?} x
         * @param {?} y
         * @param {?} color
         * @return {?}
         */
        function (x, y, color) {
            /** @type {?} */
            var idx = this.vertexIndex;
            /** @type {?} */
            var vertices = this.mesh.getVertices();
            vertices[idx++] = x;
            vertices[idx++] = y;
            vertices[idx++] = color.r;
            vertices[idx++] = color.g;
            vertices[idx++] = color.b;
            vertices[idx++] = color.a;
            this.vertexIndex = idx;
        };
        /**
         * @return {?}
         */
        ShapeRenderer.prototype.end = /**
         * @return {?}
         */
        function () {
            if (!this.isDrawing)
                throw new Error("ShapeRenderer.begin() has not been called");
            this.flush();
            this.context.gl.disable(this.context.gl.BLEND);
            this.isDrawing = false;
        };
        /**
         * @private
         * @return {?}
         */
        ShapeRenderer.prototype.flush = /**
         * @private
         * @return {?}
         */
        function () {
            if (this.vertexIndex == 0)
                return;
            this.mesh.setVerticesLength(this.vertexIndex);
            this.mesh.draw(this.shader, this.shapeType);
            this.vertexIndex = 0;
        };
        /**
         * @private
         * @param {?} shapeType
         * @param {?} numVertices
         * @return {?}
         */
        ShapeRenderer.prototype.check = /**
         * @private
         * @param {?} shapeType
         * @param {?} numVertices
         * @return {?}
         */
        function (shapeType, numVertices) {
            if (!this.isDrawing)
                throw new Error("ShapeRenderer.begin() has not been called");
            if (this.shapeType == shapeType) {
                if (this.mesh.maxVertices() - this.mesh.numVertices() < numVertices)
                    this.flush();
                else
                    return;
            }
            else {
                this.flush();
                this.shapeType = shapeType;
            }
        };
        /**
         * @return {?}
         */
        ShapeRenderer.prototype.dispose = /**
         * @return {?}
         */
        function () {
            this.mesh.dispose();
        };
        return ShapeRenderer;
    }());
    if (false) {
        /**
         * @type {?}
         * @private
         */
        ShapeRenderer.prototype.context;
        /**
         * @type {?}
         * @private
         */
        ShapeRenderer.prototype.isDrawing;
        /**
         * @type {?}
         * @private
         */
        ShapeRenderer.prototype.mesh;
        /**
         * @type {?}
         * @private
         */
        ShapeRenderer.prototype.shapeType;
        /**
         * @type {?}
         * @private
         */
        ShapeRenderer.prototype.color;
        /**
         * @type {?}
         * @private
         */
        ShapeRenderer.prototype.shader;
        /**
         * @type {?}
         * @private
         */
        ShapeRenderer.prototype.vertexIndex;
        /**
         * @type {?}
         * @private
         */
        ShapeRenderer.prototype.tmp;
        /**
         * @type {?}
         * @private
         */
        ShapeRenderer.prototype.srcBlend;
        /**
         * @type {?}
         * @private
         */
        ShapeRenderer.prototype.dstBlend;
    }
    /** @enum {number} */
    var ShapeType = {
        Point: 0,
        Line: 1,
        Filled: 4,
    };
    ShapeType[ShapeType.Point] = 'Point';
    ShapeType[ShapeType.Line] = 'Line';
    ShapeType[ShapeType.Filled] = 'Filled';

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var Triangulator = /** @class */ (function () {
        function Triangulator() {
            this.convexPolygons = new Array();
            this.convexPolygonsIndices = new Array();
            this.indicesArray = new Array();
            this.isConcaveArray = new Array();
            this.triangles = new Array();
            this.polygonPool = new Pool((/**
             * @return {?}
             */
            function () {
                return new Array();
            }));
            this.polygonIndicesPool = new Pool((/**
             * @return {?}
             */
            function () {
                return new Array();
            }));
        }
        /**
         * @param {?} verticesArray
         * @return {?}
         */
        Triangulator.prototype.triangulate = /**
         * @param {?} verticesArray
         * @return {?}
         */
        function (verticesArray) {
            /** @type {?} */
            var vertices = verticesArray;
            /** @type {?} */
            var vertexCount = verticesArray.length >> 1;
            /** @type {?} */
            var indices = this.indicesArray;
            indices.length = 0;
            for (var i = 0; i < vertexCount; i++)
                indices[i] = i;
            /** @type {?} */
            var isConcave = this.isConcaveArray;
            isConcave.length = 0;
            for (var i = 0, n = vertexCount; i < n; ++i)
                isConcave[i] = Triangulator.isConcave(i, vertexCount, vertices, indices);
            /** @type {?} */
            var triangles = this.triangles;
            triangles.length = 0;
            while (vertexCount > 3) {
                // Find ear tip.
                /** @type {?} */
                var previous = vertexCount - 1;
                /** @type {?} */
                var i = 0;
                /** @type {?} */
                var next = 1;
                while (true) {
                    outer: if (!isConcave[i]) {
                        /** @type {?} */
                        var p1 = indices[previous] << 1;
                        /** @type {?} */
                        var p2 = indices[i] << 1;
                        /** @type {?} */
                        var p3 = indices[next] << 1;
                        /** @type {?} */
                        var p1x = vertices[p1];
                        /** @type {?} */
                        var p1y = vertices[p1 + 1];
                        /** @type {?} */
                        var p2x = vertices[p2];
                        /** @type {?} */
                        var p2y = vertices[p2 + 1];
                        /** @type {?} */
                        var p3x = vertices[p3];
                        /** @type {?} */
                        var p3y = vertices[p3 + 1];
                        for (var ii = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount) {
                            if (!isConcave[ii])
                                continue;
                            /** @type {?} */
                            var v = indices[ii] << 1;
                            /** @type {?} */
                            var vx = vertices[v];
                            /** @type {?} */
                            var vy = vertices[v + 1];
                            if (Triangulator.positiveArea(p3x, p3y, p1x, p1y, vx, vy)) {
                                if (Triangulator.positiveArea(p1x, p1y, p2x, p2y, vx, vy)) {
                                    if (Triangulator.positiveArea(p2x, p2y, p3x, p3y, vx, vy))
                                        break outer;
                                }
                            }
                        }
                        break;
                    }
                    if (next == 0) {
                        do {
                            if (!isConcave[i])
                                break;
                            i--;
                        } while (i > 0);
                        break;
                    }
                    previous = i;
                    i = next;
                    next = (next + 1) % vertexCount;
                }
                // Cut ear tip.
                triangles.push(indices[(vertexCount + i - 1) % vertexCount]);
                triangles.push(indices[i]);
                triangles.push(indices[(i + 1) % vertexCount]);
                indices.splice(i, 1);
                isConcave.splice(i, 1);
                vertexCount--;
                /** @type {?} */
                var previousIndex = (vertexCount + i - 1) % vertexCount;
                /** @type {?} */
                var nextIndex = i == vertexCount ? 0 : i;
                isConcave[previousIndex] = Triangulator.isConcave(previousIndex, vertexCount, vertices, indices);
                isConcave[nextIndex] = Triangulator.isConcave(nextIndex, vertexCount, vertices, indices);
            }
            if (vertexCount == 3) {
                triangles.push(indices[2]);
                triangles.push(indices[0]);
                triangles.push(indices[1]);
            }
            return triangles;
        };
        /**
         * @param {?} verticesArray
         * @param {?} triangles
         * @return {?}
         */
        Triangulator.prototype.decompose = /**
         * @param {?} verticesArray
         * @param {?} triangles
         * @return {?}
         */
        function (verticesArray, triangles) {
            /** @type {?} */
            var vertices = verticesArray;
            /** @type {?} */
            var convexPolygons = this.convexPolygons;
            this.polygonPool.freeAll(convexPolygons);
            convexPolygons.length = 0;
            /** @type {?} */
            var convexPolygonsIndices = this.convexPolygonsIndices;
            this.polygonIndicesPool.freeAll(convexPolygonsIndices);
            convexPolygonsIndices.length = 0;
            /** @type {?} */
            var polygonIndices = this.polygonIndicesPool.obtain();
            polygonIndices.length = 0;
            /** @type {?} */
            var polygon = this.polygonPool.obtain();
            polygon.length = 0;
            // Merge subsequent triangles if they form a triangle fan.
            /** @type {?} */
            var fanBaseIndex = -1;
            /** @type {?} */
            var lastWinding = 0;
            for (var i = 0, n = triangles.length; i < n; i += 3) {
                /** @type {?} */
                var t1 = triangles[i] << 1;
                /** @type {?} */
                var t2 = triangles[i + 1] << 1;
                /** @type {?} */
                var t3 = triangles[i + 2] << 1;
                /** @type {?} */
                var x1 = vertices[t1];
                /** @type {?} */
                var y1 = vertices[t1 + 1];
                /** @type {?} */
                var x2 = vertices[t2];
                /** @type {?} */
                var y2 = vertices[t2 + 1];
                /** @type {?} */
                var x3 = vertices[t3];
                /** @type {?} */
                var y3 = vertices[t3 + 1];
                // If the base of the last triangle is the same as this triangle, check if they form a convex polygon (triangle fan).
                /** @type {?} */
                var merged = false;
                if (fanBaseIndex == t1) {
                    /** @type {?} */
                    var o = polygon.length - 4;
                    /** @type {?} */
                    var winding1 = Triangulator.winding(polygon[o], polygon[o + 1], polygon[o + 2], polygon[o + 3], x3, y3);
                    /** @type {?} */
                    var winding2 = Triangulator.winding(x3, y3, polygon[0], polygon[1], polygon[2], polygon[3]);
                    if (winding1 == lastWinding && winding2 == lastWinding) {
                        polygon.push(x3);
                        polygon.push(y3);
                        polygonIndices.push(t3);
                        merged = true;
                    }
                }
                // Otherwise make this triangle the new base.
                if (!merged) {
                    if (polygon.length > 0) {
                        convexPolygons.push(polygon);
                        convexPolygonsIndices.push(polygonIndices);
                    }
                    else {
                        this.polygonPool.free(polygon);
                        this.polygonIndicesPool.free(polygonIndices);
                    }
                    polygon = this.polygonPool.obtain();
                    polygon.length = 0;
                    polygon.push(x1);
                    polygon.push(y1);
                    polygon.push(x2);
                    polygon.push(y2);
                    polygon.push(x3);
                    polygon.push(y3);
                    polygonIndices = this.polygonIndicesPool.obtain();
                    polygonIndices.length = 0;
                    polygonIndices.push(t1);
                    polygonIndices.push(t2);
                    polygonIndices.push(t3);
                    lastWinding = Triangulator.winding(x1, y1, x2, y2, x3, y3);
                    fanBaseIndex = t1;
                }
            }
            if (polygon.length > 0) {
                convexPolygons.push(polygon);
                convexPolygonsIndices.push(polygonIndices);
            }
            // Go through the list of polygons and try to merge the remaining triangles with the found triangle fans.
            for (var i = 0, n = convexPolygons.length; i < n; i++) {
                polygonIndices = convexPolygonsIndices[i];
                if (polygonIndices.length == 0)
                    continue;
                /** @type {?} */
                var firstIndex = polygonIndices[0];
                /** @type {?} */
                var lastIndex = polygonIndices[polygonIndices.length - 1];
                polygon = convexPolygons[i];
                /** @type {?} */
                var o = polygon.length - 4;
                /** @type {?} */
                var prevPrevX = polygon[o];
                /** @type {?} */
                var prevPrevY = polygon[o + 1];
                /** @type {?} */
                var prevX = polygon[o + 2];
                /** @type {?} */
                var prevY = polygon[o + 3];
                /** @type {?} */
                var firstX = polygon[0];
                /** @type {?} */
                var firstY = polygon[1];
                /** @type {?} */
                var secondX = polygon[2];
                /** @type {?} */
                var secondY = polygon[3];
                /** @type {?} */
                var winding = Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY);
                for (var ii = 0; ii < n; ii++) {
                    if (ii == i)
                        continue;
                    /** @type {?} */
                    var otherIndices = convexPolygonsIndices[ii];
                    if (otherIndices.length != 3)
                        continue;
                    /** @type {?} */
                    var otherFirstIndex = otherIndices[0];
                    /** @type {?} */
                    var otherSecondIndex = otherIndices[1];
                    /** @type {?} */
                    var otherLastIndex = otherIndices[2];
                    /** @type {?} */
                    var otherPoly = convexPolygons[ii];
                    /** @type {?} */
                    var x3 = otherPoly[otherPoly.length - 2];
                    /** @type {?} */
                    var y3 = otherPoly[otherPoly.length - 1];
                    if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex)
                        continue;
                    /** @type {?} */
                    var winding1 = Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3);
                    /** @type {?} */
                    var winding2 = Triangulator.winding(x3, y3, firstX, firstY, secondX, secondY);
                    if (winding1 == winding && winding2 == winding) {
                        otherPoly.length = 0;
                        otherIndices.length = 0;
                        polygon.push(x3);
                        polygon.push(y3);
                        polygonIndices.push(otherLastIndex);
                        prevPrevX = prevX;
                        prevPrevY = prevY;
                        prevX = x3;
                        prevY = y3;
                        ii = 0;
                    }
                }
            }
            // Remove empty polygons that resulted from the merge step above.
            for (var i = convexPolygons.length - 1; i >= 0; i--) {
                polygon = convexPolygons[i];
                if (polygon.length == 0) {
                    convexPolygons.splice(i, 1);
                    this.polygonPool.free(polygon);
                    polygonIndices = convexPolygonsIndices[i];
                    convexPolygonsIndices.splice(i, 1);
                    this.polygonIndicesPool.free(polygonIndices);
                }
            }
            return convexPolygons;
        };
        /**
         * @private
         * @param {?} index
         * @param {?} vertexCount
         * @param {?} vertices
         * @param {?} indices
         * @return {?}
         */
        Triangulator.isConcave = /**
         * @private
         * @param {?} index
         * @param {?} vertexCount
         * @param {?} vertices
         * @param {?} indices
         * @return {?}
         */
        function (index, vertexCount, vertices, indices) {
            /** @type {?} */
            var previous = indices[(vertexCount + index - 1) % vertexCount] << 1;
            /** @type {?} */
            var current = indices[index] << 1;
            /** @type {?} */
            var next = indices[(index + 1) % vertexCount] << 1;
            return !this.positiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next], vertices[next + 1]);
        };
        /**
         * @private
         * @param {?} p1x
         * @param {?} p1y
         * @param {?} p2x
         * @param {?} p2y
         * @param {?} p3x
         * @param {?} p3y
         * @return {?}
         */
        Triangulator.positiveArea = /**
         * @private
         * @param {?} p1x
         * @param {?} p1y
         * @param {?} p2x
         * @param {?} p2y
         * @param {?} p3x
         * @param {?} p3y
         * @return {?}
         */
        function (p1x, p1y, p2x, p2y, p3x, p3y) {
            return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0;
        };
        /**
         * @private
         * @param {?} p1x
         * @param {?} p1y
         * @param {?} p2x
         * @param {?} p2y
         * @param {?} p3x
         * @param {?} p3y
         * @return {?}
         */
        Triangulator.winding = /**
         * @private
         * @param {?} p1x
         * @param {?} p1y
         * @param {?} p2x
         * @param {?} p2y
         * @param {?} p3x
         * @param {?} p3y
         * @return {?}
         */
        function (p1x, p1y, p2x, p2y, p3x, p3y) {
            /** @type {?} */
            var px = p2x - p1x;
            /** @type {?} */
            var py = p2y - p1y;
            return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1;
        };
        return Triangulator;
    }());
    if (false) {
        /**
         * @type {?}
         * @private
         */
        Triangulator.prototype.convexPolygons;
        /**
         * @type {?}
         * @private
         */
        Triangulator.prototype.convexPolygonsIndices;
        /**
         * @type {?}
         * @private
         */
        Triangulator.prototype.indicesArray;
        /**
         * @type {?}
         * @private
         */
        Triangulator.prototype.isConcaveArray;
        /**
         * @type {?}
         * @private
         */
        Triangulator.prototype.triangles;
        /**
         * @type {?}
         * @private
         */
        Triangulator.prototype.polygonPool;
        /**
         * @type {?}
         * @private
         */
        Triangulator.prototype.polygonIndicesPool;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var SkeletonClipping = /** @class */ (function () {
        function SkeletonClipping() {
            this.triangulator = new Triangulator();
            this.clippingPolygon = new Array();
            this.clipOutput = new Array();
            this.clippedVertices = new Array();
            this.clippedTriangles = new Array();
            this.scratch = new Array();
        }
        /**
         * @param {?} slot
         * @param {?} clip
         * @return {?}
         */
        SkeletonClipping.prototype.clipStart = /**
         * @param {?} slot
         * @param {?} clip
         * @return {?}
         */
        function (slot, clip) {
            if (this.clipAttachment != null)
                return 0;
            this.clipAttachment = clip;
            /** @type {?} */
            var n = clip.worldVerticesLength;
            /** @type {?} */
            var vertices = Utils.setArraySize(this.clippingPolygon, n);
            clip.computeWorldVertices(slot, 0, n, vertices, 0, 2);
            /** @type {?} */
            var clippingPolygon = this.clippingPolygon;
            SkeletonClipping.makeClockwise(clippingPolygon);
            /** @type {?} */
            var clippingPolygons = (this.clippingPolygons = this.triangulator.decompose(clippingPolygon, this.triangulator.triangulate(clippingPolygon)));
            for (var i = 0, n_1 = clippingPolygons.length; i < n_1; i++) {
                /** @type {?} */
                var polygon = clippingPolygons[i];
                SkeletonClipping.makeClockwise(polygon);
                polygon.push(polygon[0]);
                polygon.push(polygon[1]);
            }
            return clippingPolygons.length;
        };
        /**
         * @param {?} slot
         * @return {?}
         */
        SkeletonClipping.prototype.clipEndWithSlot = /**
         * @param {?} slot
         * @return {?}
         */
        function (slot) {
            if (this.clipAttachment != null && this.clipAttachment.endSlot == slot.data)
                this.clipEnd();
        };
        /**
         * @return {?}
         */
        SkeletonClipping.prototype.clipEnd = /**
         * @return {?}
         */
        function () {
            if (this.clipAttachment == null)
                return;
            this.clipAttachment = null;
            this.clippingPolygons = null;
            this.clippedVertices.length = 0;
            this.clippedTriangles.length = 0;
            this.clippingPolygon.length = 0;
        };
        /**
         * @return {?}
         */
        SkeletonClipping.prototype.isClipping = /**
         * @return {?}
         */
        function () {
            return this.clipAttachment != null;
        };
        /**
         * @param {?} vertices
         * @param {?} verticesLength
         * @param {?} triangles
         * @param {?} trianglesLength
         * @param {?} uvs
         * @param {?} light
         * @param {?} dark
         * @param {?} twoColor
         * @return {?}
         */
        SkeletonClipping.prototype.clipTriangles = /**
         * @param {?} vertices
         * @param {?} verticesLength
         * @param {?} triangles
         * @param {?} trianglesLength
         * @param {?} uvs
         * @param {?} light
         * @param {?} dark
         * @param {?} twoColor
         * @return {?}
         */
        function (vertices, verticesLength, triangles, trianglesLength, uvs, light, dark, twoColor) {
            /** @type {?} */
            var clipOutput = this.clipOutput;
            /** @type {?} */
            var clippedVertices = this.clippedVertices;
            /** @type {?} */
            var clippedTriangles = this.clippedTriangles;
            /** @type {?} */
            var polygons = this.clippingPolygons;
            /** @type {?} */
            var polygonsCount = this.clippingPolygons.length;
            /** @type {?} */
            var vertexSize = twoColor ? 12 : 8;
            /** @type {?} */
            var index = 0;
            clippedVertices.length = 0;
            clippedTriangles.length = 0;
            outer: for (var i = 0; i < trianglesLength; i += 3) {
                /** @type {?} */
                var vertexOffset = triangles[i] << 1;
                /** @type {?} */
                var x1 = vertices[vertexOffset];
                /** @type {?} */
                var y1 = vertices[vertexOffset + 1];
                /** @type {?} */
                var u1 = uvs[vertexOffset];
                /** @type {?} */
                var v1 = uvs[vertexOffset + 1];
                vertexOffset = triangles[i + 1] << 1;
                /** @type {?} */
                var x2 = vertices[vertexOffset];
                /** @type {?} */
                var y2 = vertices[vertexOffset + 1];
                /** @type {?} */
                var u2 = uvs[vertexOffset];
                /** @type {?} */
                var v2 = uvs[vertexOffset + 1];
                vertexOffset = triangles[i + 2] << 1;
                /** @type {?} */
                var x3 = vertices[vertexOffset];
                /** @type {?} */
                var y3 = vertices[vertexOffset + 1];
                /** @type {?} */
                var u3 = uvs[vertexOffset];
                /** @type {?} */
                var v3 = uvs[vertexOffset + 1];
                for (var p = 0; p < polygonsCount; p++) {
                    /** @type {?} */
                    var s = clippedVertices.length;
                    if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) {
                        /** @type {?} */
                        var clipOutputLength = clipOutput.length;
                        if (clipOutputLength == 0)
                            continue;
                        /** @type {?} */
                        var d0 = y2 - y3;
                        /** @type {?} */
                        var d1 = x3 - x2;
                        /** @type {?} */
                        var d2 = x1 - x3;
                        /** @type {?} */
                        var d4 = y3 - y1;
                        /** @type {?} */
                        var d = 1 / (d0 * d2 + d1 * (y1 - y3));
                        /** @type {?} */
                        var clipOutputCount = clipOutputLength >> 1;
                        /** @type {?} */
                        var clipOutputItems = this.clipOutput;
                        /** @type {?} */
                        var clippedVerticesItems = Utils.setArraySize(clippedVertices, s + clipOutputCount * vertexSize);
                        for (var ii = 0; ii < clipOutputLength; ii += 2) {
                            /** @type {?} */
                            var x = clipOutputItems[ii];
                            /** @type {?} */
                            var y = clipOutputItems[ii + 1];
                            clippedVerticesItems[s] = x;
                            clippedVerticesItems[s + 1] = y;
                            clippedVerticesItems[s + 2] = light.r;
                            clippedVerticesItems[s + 3] = light.g;
                            clippedVerticesItems[s + 4] = light.b;
                            clippedVerticesItems[s + 5] = light.a;
                            /** @type {?} */
                            var c0 = x - x3;
                            /** @type {?} */
                            var c1 = y - y3;
                            /** @type {?} */
                            var a = (d0 * c0 + d1 * c1) * d;
                            /** @type {?} */
                            var b = (d4 * c0 + d2 * c1) * d;
                            /** @type {?} */
                            var c = 1 - a - b;
                            clippedVerticesItems[s + 6] = u1 * a + u2 * b + u3 * c;
                            clippedVerticesItems[s + 7] = v1 * a + v2 * b + v3 * c;
                            if (twoColor) {
                                clippedVerticesItems[s + 8] = dark.r;
                                clippedVerticesItems[s + 9] = dark.g;
                                clippedVerticesItems[s + 10] = dark.b;
                                clippedVerticesItems[s + 11] = dark.a;
                            }
                            s += vertexSize;
                        }
                        s = clippedTriangles.length;
                        /** @type {?} */
                        var clippedTrianglesItems = Utils.setArraySize(clippedTriangles, s + 3 * (clipOutputCount - 2));
                        clipOutputCount--;
                        for (var ii = 1; ii < clipOutputCount; ii++) {
                            clippedTrianglesItems[s] = index;
                            clippedTrianglesItems[s + 1] = index + ii;
                            clippedTrianglesItems[s + 2] = index + ii + 1;
                            s += 3;
                        }
                        index += clipOutputCount + 1;
                    }
                    else {
                        /** @type {?} */
                        var clippedVerticesItems = Utils.setArraySize(clippedVertices, s + 3 * vertexSize);
                        clippedVerticesItems[s] = x1;
                        clippedVerticesItems[s + 1] = y1;
                        clippedVerticesItems[s + 2] = light.r;
                        clippedVerticesItems[s + 3] = light.g;
                        clippedVerticesItems[s + 4] = light.b;
                        clippedVerticesItems[s + 5] = light.a;
                        if (!twoColor) {
                            clippedVerticesItems[s + 6] = u1;
                            clippedVerticesItems[s + 7] = v1;
                            clippedVerticesItems[s + 8] = x2;
                            clippedVerticesItems[s + 9] = y2;
                            clippedVerticesItems[s + 10] = light.r;
                            clippedVerticesItems[s + 11] = light.g;
                            clippedVerticesItems[s + 12] = light.b;
                            clippedVerticesItems[s + 13] = light.a;
                            clippedVerticesItems[s + 14] = u2;
                            clippedVerticesItems[s + 15] = v2;
                            clippedVerticesItems[s + 16] = x3;
                            clippedVerticesItems[s + 17] = y3;
                            clippedVerticesItems[s + 18] = light.r;
                            clippedVerticesItems[s + 19] = light.g;
                            clippedVerticesItems[s + 20] = light.b;
                            clippedVerticesItems[s + 21] = light.a;
                            clippedVerticesItems[s + 22] = u3;
                            clippedVerticesItems[s + 23] = v3;
                        }
                        else {
                            clippedVerticesItems[s + 6] = u1;
                            clippedVerticesItems[s + 7] = v1;
                            clippedVerticesItems[s + 8] = dark.r;
                            clippedVerticesItems[s + 9] = dark.g;
                            clippedVerticesItems[s + 10] = dark.b;
                            clippedVerticesItems[s + 11] = dark.a;
                            clippedVerticesItems[s + 12] = x2;
                            clippedVerticesItems[s + 13] = y2;
                            clippedVerticesItems[s + 14] = light.r;
                            clippedVerticesItems[s + 15] = light.g;
                            clippedVerticesItems[s + 16] = light.b;
                            clippedVerticesItems[s + 17] = light.a;
                            clippedVerticesItems[s + 18] = u2;
                            clippedVerticesItems[s + 19] = v2;
                            clippedVerticesItems[s + 20] = dark.r;
                            clippedVerticesItems[s + 21] = dark.g;
                            clippedVerticesItems[s + 22] = dark.b;
                            clippedVerticesItems[s + 23] = dark.a;
                            clippedVerticesItems[s + 24] = x3;
                            clippedVerticesItems[s + 25] = y3;
                            clippedVerticesItems[s + 26] = light.r;
                            clippedVerticesItems[s + 27] = light.g;
                            clippedVerticesItems[s + 28] = light.b;
                            clippedVerticesItems[s + 29] = light.a;
                            clippedVerticesItems[s + 30] = u3;
                            clippedVerticesItems[s + 31] = v3;
                            clippedVerticesItems[s + 32] = dark.r;
                            clippedVerticesItems[s + 33] = dark.g;
                            clippedVerticesItems[s + 34] = dark.b;
                            clippedVerticesItems[s + 35] = dark.a;
                        }
                        s = clippedTriangles.length;
                        /** @type {?} */
                        var clippedTrianglesItems = Utils.setArraySize(clippedTriangles, s + 3);
                        clippedTrianglesItems[s] = index;
                        clippedTrianglesItems[s + 1] = index + 1;
                        clippedTrianglesItems[s + 2] = index + 2;
                        index += 3;
                        continue outer;
                    }
                }
            }
        };
        /** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping
         * area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list. */
        /**
         * Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping
         * area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list.
         * @param {?} x1
         * @param {?} y1
         * @param {?} x2
         * @param {?} y2
         * @param {?} x3
         * @param {?} y3
         * @param {?} clippingArea
         * @param {?} output
         * @return {?}
         */
        SkeletonClipping.prototype.clip = /**
         * Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping
         * area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list.
         * @param {?} x1
         * @param {?} y1
         * @param {?} x2
         * @param {?} y2
         * @param {?} x3
         * @param {?} y3
         * @param {?} clippingArea
         * @param {?} output
         * @return {?}
         */
        function (x1, y1, x2, y2, x3, y3, clippingArea, output) {
            /** @type {?} */
            var originalOutput = output;
            /** @type {?} */
            var clipped = false;
            // Avoid copy at the end.
            /** @type {?} */
            var input = null;
            if (clippingArea.length % 4 >= 2) {
                input = output;
                output = this.scratch;
            }
            else
                input = this.scratch;
            input.length = 0;
            input.push(x1);
            input.push(y1);
            input.push(x2);
            input.push(y2);
            input.push(x3);
            input.push(y3);
            input.push(x1);
            input.push(y1);
            output.length = 0;
            /** @type {?} */
            var clippingVertices = clippingArea;
            /** @type {?} */
            var clippingVerticesLast = clippingArea.length - 4;
            for (var i = 0;; i += 2) {
                /** @type {?} */
                var edgeX = clippingVertices[i];
                /** @type {?} */
                var edgeY = clippingVertices[i + 1];
                /** @type {?} */
                var edgeX2 = clippingVertices[i + 2];
                /** @type {?} */
                var edgeY2 = clippingVertices[i + 3];
                /** @type {?} */
                var deltaX = edgeX - edgeX2;
                /** @type {?} */
                var deltaY = edgeY - edgeY2;
                /** @type {?} */
                var inputVertices = input;
                /** @type {?} */
                var inputVerticesLength = input.length - 2;
                /** @type {?} */
                var outputStart = output.length;
                for (var ii = 0; ii < inputVerticesLength; ii += 2) {
                    /** @type {?} */
                    var inputX = inputVertices[ii];
                    /** @type {?} */
                    var inputY = inputVertices[ii + 1];
                    /** @type {?} */
                    var inputX2 = inputVertices[ii + 2];
                    /** @type {?} */
                    var inputY2 = inputVertices[ii + 3];
                    /** @type {?} */
                    var side2 = deltaX * (inputY2 - edgeY2) - deltaY * (inputX2 - edgeX2) > 0;
                    if (deltaX * (inputY - edgeY2) - deltaY * (inputX - edgeX2) > 0) {
                        if (side2) {
                            // v1 inside, v2 inside
                            output.push(inputX2);
                            output.push(inputY2);
                            continue;
                        }
                        // v1 inside, v2 outside
                        /** @type {?} */
                        var c0 = inputY2 - inputY;
                        /** @type {?} */
                        var c2 = inputX2 - inputX;
                        /** @type {?} */
                        var s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY);
                        if (Math.abs(s) > 0.000001) {
                            /** @type {?} */
                            var ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s;
                            output.push(edgeX + (edgeX2 - edgeX) * ua);
                            output.push(edgeY + (edgeY2 - edgeY) * ua);
                        }
                        else {
                            output.push(edgeX);
                            output.push(edgeY);
                        }
                    }
                    else if (side2) {
                        // v1 outside, v2 inside
                        /** @type {?} */
                        var c0 = inputY2 - inputY;
                        /** @type {?} */
                        var c2 = inputX2 - inputX;
                        /** @type {?} */
                        var s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY);
                        if (Math.abs(s) > 0.000001) {
                            /** @type {?} */
                            var ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s;
                            output.push(edgeX + (edgeX2 - edgeX) * ua);
                            output.push(edgeY + (edgeY2 - edgeY) * ua);
                        }
                        else {
                            output.push(edgeX);
                            output.push(edgeY);
                        }
                        output.push(inputX2);
                        output.push(inputY2);
                    }
                    clipped = true;
                }
                if (outputStart == output.length) {
                    // All edges outside.
                    originalOutput.length = 0;
                    return true;
                }
                output.push(output[0]);
                output.push(output[1]);
                if (i == clippingVerticesLast)
                    break;
                /** @type {?} */
                var temp = output;
                output = input;
                output.length = 0;
                input = temp;
            }
            if (originalOutput != output) {
                originalOutput.length = 0;
                for (var i = 0, n = output.length - 2; i < n; i++)
                    originalOutput[i] = output[i];
            }
            else
                originalOutput.length = originalOutput.length - 2;
            return clipped;
        };
        /**
         * @param {?} polygon
         * @return {?}
         */
        SkeletonClipping.makeClockwise = /**
         * @param {?} polygon
         * @return {?}
         */
        function (polygon) {
            /** @type {?} */
            var vertices = polygon;
            /** @type {?} */
            var verticeslength = polygon.length;
            /** @type {?} */
            var area = vertices[verticeslength - 2] * vertices[1] -
                vertices[0] * vertices[verticeslength - 1];
            /** @type {?} */
            var p1x = 0;
            /** @type {?} */
            var p1y = 0;
            /** @type {?} */
            var p2x = 0;
            /** @type {?} */
            var p2y = 0;
            for (var i = 0, n = verticeslength - 3; i < n; i += 2) {
                p1x = vertices[i];
                p1y = vertices[i + 1];
                p2x = vertices[i + 2];
                p2y = vertices[i + 3];
                area += p1x * p2y - p2x * p1y;
            }
            if (area < 0)
                return;
            for (var i = 0, lastX = verticeslength - 2, n = verticeslength >> 1; i < n; i += 2) {
                /** @type {?} */
                var x = vertices[i];
                /** @type {?} */
                var y = vertices[i + 1];
                /** @type {?} */
                var other = lastX - i;
                vertices[i] = vertices[other];
                vertices[i + 1] = vertices[other + 1];
                vertices[other] = x;
                vertices[other + 1] = y;
            }
        };
        return SkeletonClipping;
    }());
    if (false) {
        /**
         * @type {?}
         * @private
         */
        SkeletonClipping.prototype.triangulator;
        /**
         * @type {?}
         * @private
         */
        SkeletonClipping.prototype.clippingPolygon;
        /**
         * @type {?}
         * @private
         */
        SkeletonClipping.prototype.clipOutput;
        /** @type {?} */
        SkeletonClipping.prototype.clippedVertices;
        /** @type {?} */
        SkeletonClipping.prototype.clippedTriangles;
        /**
         * @type {?}
         * @private
         */
        SkeletonClipping.prototype.scratch;
        /**
         * @type {?}
         * @private
         */
        SkeletonClipping.prototype.clipAttachment;
        /**
         * @type {?}
         * @private
         */
        SkeletonClipping.prototype.clippingPolygons;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    /**
     * @abstract
     */
    var /**
     * @abstract
     */
    Attachment = /** @class */ (function () {
        function Attachment(name) {
            if (name == null)
                throw new Error("name cannot be null.");
            this.name = name;
        }
        return Attachment;
    }());
    if (false) {
        /** @type {?} */
        Attachment.prototype.name;
        /**
         * @abstract
         * @return {?}
         */
        Attachment.prototype.copy = function () { };
    }
    /**
     * @abstract
     */
    var VertexAttachment = /** @class */ (function (_super) {
        __extends(VertexAttachment, _super);
        function VertexAttachment(name) {
            var _this = _super.call(this, name) || this;
            _this.id = (VertexAttachment.nextID++ & 65535) << 11;
            _this.worldVerticesLength = 0;
            _this.deformAttachment = _this;
            return _this;
        }
        /** Transforms local vertices to world coordinates.
         * @param start The index of the first local vertex value to transform. Each vertex has 2 values, x and y.
         * @param count The number of world vertex values to output. Must be <= {@link #getWorldVerticesLength()} - start.
         * @param worldVertices The output world vertices. Must have a length >= offset + count.
         * @param offset The worldVertices index to begin writing values. */
        /**
         * Transforms local vertices to world coordinates.
         * @param {?} slot
         * @param {?} start The index of the first local vertex value to transform. Each vertex has 2 values, x and y.
         * @param {?} count The number of world vertex values to output. Must be <= {\@link #getWorldVerticesLength()} - start.
         * @param {?} worldVertices The output world vertices. Must have a length >= offset + count.
         * @param {?} offset The worldVertices index to begin writing values.
         * @param {?} stride
         * @return {?}
         */
        VertexAttachment.prototype.computeWorldVertices = /**
         * Transforms local vertices to world coordinates.
         * @param {?} slot
         * @param {?} start The index of the first local vertex value to transform. Each vertex has 2 values, x and y.
         * @param {?} count The number of world vertex values to output. Must be <= {\@link #getWorldVerticesLength()} - start.
         * @param {?} worldVertices The output world vertices. Must have a length >= offset + count.
         * @param {?} offset The worldVertices index to begin writing values.
         * @param {?} stride
         * @return {?}
         */
        function (slot, start, count, worldVertices, offset, stride) {
            count = offset + (count >> 1) * stride;
            /** @type {?} */
            var skeleton = slot.bone.skeleton;
            /** @type {?} */
            var deformArray = slot.deform;
            /** @type {?} */
            var vertices = this.vertices;
            /** @type {?} */
            var bones = this.bones;
            if (bones == null) {
                if (deformArray.length > 0)
                    vertices = deformArray;
                /** @type {?} */
                var bone = slot.bone;
                /** @type {?} */
                var x = bone.worldX;
                /** @type {?} */
                var y = bone.worldY;
                /** @type {?} */
                var a = bone.a;
                /** @type {?} */
                var b = bone.b;
                /** @type {?} */
                var c = bone.c;
                /** @type {?} */
                var d = bone.d;
                for (var v_1 = start, w = offset; w < count; v_1 += 2, w += stride) {
                    /** @type {?} */
                    var vx = vertices[v_1];
                    /** @type {?} */
                    var vy = vertices[v_1 + 1];
                    worldVertices[w] = vx * a + vy * b + x;
                    worldVertices[w + 1] = vx * c + vy * d + y;
                }
                return;
            }
            /** @type {?} */
            var v = 0;
            /** @type {?} */
            var skip = 0;
            for (var i = 0; i < start; i += 2) {
                /** @type {?} */
                var n = bones[v];
                v += n + 1;
                skip += n;
            }
            /** @type {?} */
            var skeletonBones = skeleton.bones;
            if (deformArray.length == 0) {
                for (var w = offset, b = skip * 3; w < count; w += stride) {
                    /** @type {?} */
                    var wx = 0;
                    /** @type {?} */
                    var wy = 0;
                    /** @type {?} */
                    var n = bones[v++];
                    n += v;
                    for (; v < n; v++, b += 3) {
                        /** @type {?} */
                        var bone = skeletonBones[bones[v]];
                        /** @type {?} */
                        var vx = vertices[b];
                        /** @type {?} */
                        var vy = vertices[b + 1];
                        /** @type {?} */
                        var 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 {
                /** @type {?} */
                var deform = deformArray;
                for (var w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) {
                    /** @type {?} */
                    var wx = 0;
                    /** @type {?} */
                    var wy = 0;
                    /** @type {?} */
                    var n = bones[v++];
                    n += v;
                    for (; v < n; v++, b += 3, f += 2) {
                        /** @type {?} */
                        var bone = skeletonBones[bones[v]];
                        /** @type {?} */
                        var vx = vertices[b] + deform[f];
                        /** @type {?} */
                        var vy = vertices[b + 1] + deform[f + 1];
                        /** @type {?} */
                        var 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;
                }
            }
        };
        /**
         * @param {?} attachment
         * @return {?}
         */
        VertexAttachment.prototype.copyTo = /**
         * @param {?} attachment
         * @return {?}
         */
        function (attachment) {
            if (this.bones != null) {
                attachment.bones = new Array(this.bones.length);
                Utils.arrayCopy(this.bones, 0, attachment.bones, 0, this.bones.length);
            }
            else
                attachment.bones = null;
            if (this.vertices != null) {
                attachment.vertices = Utils.newFloatArray(this.vertices.length);
                Utils.arrayCopy(this.vertices, 0, attachment.vertices, 0, this.vertices.length);
            }
            else
                attachment.vertices = null;
            attachment.worldVerticesLength = this.worldVerticesLength;
            attachment.deformAttachment = this.deformAttachment;
        };
        VertexAttachment.nextID = 0;
        return VertexAttachment;
    }(Attachment));
    if (false) {
        /**
         * @type {?}
         * @private
         */
        VertexAttachment.nextID;
        /** @type {?} */
        VertexAttachment.prototype.id;
        /** @type {?} */
        VertexAttachment.prototype.bones;
        /** @type {?} */
        VertexAttachment.prototype.vertices;
        /** @type {?} */
        VertexAttachment.prototype.worldVerticesLength;
        /** @type {?} */
        VertexAttachment.prototype.deformAttachment;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var RegionAttachment = /** @class */ (function (_super) {
        __extends(RegionAttachment, _super);
        function RegionAttachment(name) {
            var _this = _super.call(this, name) || this;
            _this.x = 0;
            _this.y = 0;
            _this.scaleX = 1;
            _this.scaleY = 1;
            _this.rotation = 0;
            _this.width = 0;
            _this.height = 0;
            _this.color = new Color(1, 1, 1, 1);
            _this.offset = Utils.newFloatArray(8);
            _this.uvs = Utils.newFloatArray(8);
            _this.tempColor = new Color(1, 1, 1, 1);
            return _this;
        }
        /**
         * @return {?}
         */
        RegionAttachment.prototype.updateOffset = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var regionScaleX = (this.width / this.region.originalWidth) * this.scaleX;
            /** @type {?} */
            var regionScaleY = (this.height / this.region.originalHeight) * this.scaleY;
            /** @type {?} */
            var localX = (-this.width / 2) * this.scaleX + this.region.offsetX * regionScaleX;
            /** @type {?} */
            var localY = (-this.height / 2) * this.scaleY + this.region.offsetY * regionScaleY;
            /** @type {?} */
            var localX2 = localX + this.region.width * regionScaleX;
            /** @type {?} */
            var localY2 = localY + this.region.height * regionScaleY;
            /** @type {?} */
            var radians = (this.rotation * Math.PI) / 180;
            /** @type {?} */
            var cos = Math.cos(radians);
            /** @type {?} */
            var sin = Math.sin(radians);
            /** @type {?} */
            var localXCos = localX * cos + this.x;
            /** @type {?} */
            var localXSin = localX * sin;
            /** @type {?} */
            var localYCos = localY * cos + this.y;
            /** @type {?} */
            var localYSin = localY * sin;
            /** @type {?} */
            var localX2Cos = localX2 * cos + this.x;
            /** @type {?} */
            var localX2Sin = localX2 * sin;
            /** @type {?} */
            var localY2Cos = localY2 * cos + this.y;
            /** @type {?} */
            var localY2Sin = localY2 * sin;
            /** @type {?} */
            var offset = this.offset;
            offset[RegionAttachment.OX1] = localXCos - localYSin;
            offset[RegionAttachment.OY1] = localYCos + localXSin;
            offset[RegionAttachment.OX2] = localXCos - localY2Sin;
            offset[RegionAttachment.OY2] = localY2Cos + localXSin;
            offset[RegionAttachment.OX3] = localX2Cos - localY2Sin;
            offset[RegionAttachment.OY3] = localY2Cos + localX2Sin;
            offset[RegionAttachment.OX4] = localX2Cos - localYSin;
            offset[RegionAttachment.OY4] = localYCos + localX2Sin;
        };
        /**
         * @param {?} region
         * @return {?}
         */
        RegionAttachment.prototype.setRegion = /**
         * @param {?} region
         * @return {?}
         */
        function (region) {
            this.region = region;
            /** @type {?} */
            var uvs = this.uvs;
            if (region.rotate) {
                uvs[2] = region.u;
                uvs[3] = region.v2;
                uvs[4] = region.u;
                uvs[5] = region.v;
                uvs[6] = region.u2;
                uvs[7] = region.v;
                uvs[0] = region.u2;
                uvs[1] = region.v2;
            }
            else {
                uvs[0] = region.u;
                uvs[1] = region.v2;
                uvs[2] = region.u;
                uvs[3] = region.v;
                uvs[4] = region.u2;
                uvs[5] = region.v;
                uvs[6] = region.u2;
                uvs[7] = region.v2;
            }
        };
        /**
         * @param {?} bone
         * @param {?} worldVertices
         * @param {?} offset
         * @param {?} stride
         * @return {?}
         */
        RegionAttachment.prototype.computeWorldVertices = /**
         * @param {?} bone
         * @param {?} worldVertices
         * @param {?} offset
         * @param {?} stride
         * @return {?}
         */
        function (bone, worldVertices, offset, stride) {
            /** @type {?} */
            var vertexOffset = this.offset;
            /** @type {?} */
            var x = bone.worldX;
            /** @type {?} */
            var y = bone.worldY;
            /** @type {?} */
            var a = bone.a;
            /** @type {?} */
            var b = bone.b;
            /** @type {?} */
            var c = bone.c;
            /** @type {?} */
            var d = bone.d;
            /** @type {?} */
            var offsetX = 0;
            /** @type {?} */
            var offsetY = 0;
            offsetX = vertexOffset[RegionAttachment.OX1];
            offsetY = vertexOffset[RegionAttachment.OY1];
            worldVertices[offset] = offsetX * a + offsetY * b + x; // br
            worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
            offset += stride;
            offsetX = vertexOffset[RegionAttachment.OX2];
            offsetY = vertexOffset[RegionAttachment.OY2];
            worldVertices[offset] = offsetX * a + offsetY * b + x; // bl
            worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
            offset += stride;
            offsetX = vertexOffset[RegionAttachment.OX3];
            offsetY = vertexOffset[RegionAttachment.OY3];
            worldVertices[offset] = offsetX * a + offsetY * b + x; // ul
            worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
            offset += stride;
            offsetX = vertexOffset[RegionAttachment.OX4];
            offsetY = vertexOffset[RegionAttachment.OY4];
            worldVertices[offset] = offsetX * a + offsetY * b + x; // ur
            worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
        };
        /**
         * @return {?}
         */
        RegionAttachment.prototype.copy = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var copy = new RegionAttachment(name);
            copy.region = this.region;
            copy.rendererObject = this.rendererObject;
            copy.path = this.path;
            copy.x = this.x;
            copy.y = this.y;
            copy.scaleX = this.scaleX;
            copy.scaleY = this.scaleY;
            copy.rotation = this.rotation;
            copy.width = this.width;
            copy.height = this.height;
            Utils.arrayCopy(this.uvs, 0, copy.uvs, 0, 8);
            Utils.arrayCopy(this.offset, 0, copy.offset, 0, 8);
            copy.color.setFromColor(this.color);
            return copy;
        };
        RegionAttachment.OX1 = 0;
        RegionAttachment.OY1 = 1;
        RegionAttachment.OX2 = 2;
        RegionAttachment.OY2 = 3;
        RegionAttachment.OX3 = 4;
        RegionAttachment.OY3 = 5;
        RegionAttachment.OX4 = 6;
        RegionAttachment.OY4 = 7;
        RegionAttachment.X1 = 0;
        RegionAttachment.Y1 = 1;
        RegionAttachment.C1R = 2;
        RegionAttachment.C1G = 3;
        RegionAttachment.C1B = 4;
        RegionAttachment.C1A = 5;
        RegionAttachment.U1 = 6;
        RegionAttachment.V1 = 7;
        RegionAttachment.X2 = 8;
        RegionAttachment.Y2 = 9;
        RegionAttachment.C2R = 10;
        RegionAttachment.C2G = 11;
        RegionAttachment.C2B = 12;
        RegionAttachment.C2A = 13;
        RegionAttachment.U2 = 14;
        RegionAttachment.V2 = 15;
        RegionAttachment.X3 = 16;
        RegionAttachment.Y3 = 17;
        RegionAttachment.C3R = 18;
        RegionAttachment.C3G = 19;
        RegionAttachment.C3B = 20;
        RegionAttachment.C3A = 21;
        RegionAttachment.U3 = 22;
        RegionAttachment.V3 = 23;
        RegionAttachment.X4 = 24;
        RegionAttachment.Y4 = 25;
        RegionAttachment.C4R = 26;
        RegionAttachment.C4G = 27;
        RegionAttachment.C4B = 28;
        RegionAttachment.C4A = 29;
        RegionAttachment.U4 = 30;
        RegionAttachment.V4 = 31;
        return RegionAttachment;
    }(Attachment));
    if (false) {
        /** @type {?} */
        RegionAttachment.OX1;
        /** @type {?} */
        RegionAttachment.OY1;
        /** @type {?} */
        RegionAttachment.OX2;
        /** @type {?} */
        RegionAttachment.OY2;
        /** @type {?} */
        RegionAttachment.OX3;
        /** @type {?} */
        RegionAttachment.OY3;
        /** @type {?} */
        RegionAttachment.OX4;
        /** @type {?} */
        RegionAttachment.OY4;
        /** @type {?} */
        RegionAttachment.X1;
        /** @type {?} */
        RegionAttachment.Y1;
        /** @type {?} */
        RegionAttachment.C1R;
        /** @type {?} */
        RegionAttachment.C1G;
        /** @type {?} */
        RegionAttachment.C1B;
        /** @type {?} */
        RegionAttachment.C1A;
        /** @type {?} */
        RegionAttachment.U1;
        /** @type {?} */
        RegionAttachment.V1;
        /** @type {?} */
        RegionAttachment.X2;
        /** @type {?} */
        RegionAttachment.Y2;
        /** @type {?} */
        RegionAttachment.C2R;
        /** @type {?} */
        RegionAttachment.C2G;
        /** @type {?} */
        RegionAttachment.C2B;
        /** @type {?} */
        RegionAttachment.C2A;
        /** @type {?} */
        RegionAttachment.U2;
        /** @type {?} */
        RegionAttachment.V2;
        /** @type {?} */
        RegionAttachment.X3;
        /** @type {?} */
        RegionAttachment.Y3;
        /** @type {?} */
        RegionAttachment.C3R;
        /** @type {?} */
        RegionAttachment.C3G;
        /** @type {?} */
        RegionAttachment.C3B;
        /** @type {?} */
        RegionAttachment.C3A;
        /** @type {?} */
        RegionAttachment.U3;
        /** @type {?} */
        RegionAttachment.V3;
        /** @type {?} */
        RegionAttachment.X4;
        /** @type {?} */
        RegionAttachment.Y4;
        /** @type {?} */
        RegionAttachment.C4R;
        /** @type {?} */
        RegionAttachment.C4G;
        /** @type {?} */
        RegionAttachment.C4B;
        /** @type {?} */
        RegionAttachment.C4A;
        /** @type {?} */
        RegionAttachment.U4;
        /** @type {?} */
        RegionAttachment.V4;
        /** @type {?} */
        RegionAttachment.prototype.x;
        /** @type {?} */
        RegionAttachment.prototype.y;
        /** @type {?} */
        RegionAttachment.prototype.scaleX;
        /** @type {?} */
        RegionAttachment.prototype.scaleY;
        /** @type {?} */
        RegionAttachment.prototype.rotation;
        /** @type {?} */
        RegionAttachment.prototype.width;
        /** @type {?} */
        RegionAttachment.prototype.height;
        /** @type {?} */
        RegionAttachment.prototype.color;
        /** @type {?} */
        RegionAttachment.prototype.path;
        /** @type {?} */
        RegionAttachment.prototype.rendererObject;
        /** @type {?} */
        RegionAttachment.prototype.region;
        /** @type {?} */
        RegionAttachment.prototype.offset;
        /** @type {?} */
        RegionAttachment.prototype.uvs;
        /** @type {?} */
        RegionAttachment.prototype.tempColor;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var MeshAttachment = /** @class */ (function (_super) {
        __extends(MeshAttachment, _super);
        function MeshAttachment(name) {
            var _this = _super.call(this, name) || this;
            _this.color = new Color(1, 1, 1, 1);
            _this.tempColor = new Color(0, 0, 0, 0);
            return _this;
        }
        /**
         * @return {?}
         */
        MeshAttachment.prototype.updateUVs = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var regionUVs = this.regionUVs;
            if (this.uvs == null || this.uvs.length != regionUVs.length)
                this.uvs = Utils.newFloatArray(regionUVs.length);
            /** @type {?} */
            var uvs = this.uvs;
            /** @type {?} */
            var n = this.uvs.length;
            /** @type {?} */
            var u = this.region.u;
            /** @type {?} */
            var v = this.region.v;
            /** @type {?} */
            var width = 0;
            /** @type {?} */
            var height = 0;
            if (this.region instanceof TextureAtlasRegion) {
                /** @type {?} */
                var region = this.region;
                /** @type {?} */
                var textureWidth = region.texture.getImage().width;
                /** @type {?} */
                var textureHeight = region.texture.getImage().height;
                switch (region.degrees) {
                    case 90:
                        u -=
                            (region.originalHeight - region.offsetY - region.height) /
                                textureWidth;
                        v -=
                            (region.originalWidth - region.offsetX - region.width) /
                                textureHeight;
                        width = region.originalHeight / textureWidth;
                        height = region.originalWidth / textureHeight;
                        for (var i = 0; i < n; i += 2) {
                            uvs[i] = u + regionUVs[i + 1] * width;
                            uvs[i + 1] = v + (1 - regionUVs[i]) * height;
                        }
                        return;
                    case 180:
                        u -=
                            (region.originalWidth - region.offsetX - region.width) /
                                textureWidth;
                        v -= region.offsetY / textureHeight;
                        width = region.originalWidth / textureWidth;
                        height = region.originalHeight / textureHeight;
                        for (var i = 0; i < n; i += 2) {
                            uvs[i] = u + (1 - regionUVs[i]) * width;
                            uvs[i + 1] = v + (1 - regionUVs[i + 1]) * height;
                        }
                        return;
                    case 270:
                        u -= region.offsetY / textureWidth;
                        v -= region.offsetX / textureHeight;
                        width = region.originalHeight / textureWidth;
                        height = region.originalWidth / textureHeight;
                        for (var i = 0; i < n; i += 2) {
                            uvs[i] = u + (1 - regionUVs[i + 1]) * width;
                            uvs[i + 1] = v + regionUVs[i] * height;
                        }
                        return;
                }
                u -= region.offsetX / textureWidth;
                v -=
                    (region.originalHeight - region.offsetY - region.height) /
                        textureHeight;
                width = region.originalWidth / textureWidth;
                height = region.originalHeight / textureHeight;
            }
            else if (this.region == null) {
                u = v = 0;
                width = height = 1;
            }
            else {
                width = this.region.u2 - u;
                height = this.region.v2 - v;
            }
            for (var i = 0; i < n; i += 2) {
                uvs[i] = u + regionUVs[i] * width;
                uvs[i + 1] = v + regionUVs[i + 1] * height;
            }
        };
        /**
         * @return {?}
         */
        MeshAttachment.prototype.getParentMesh = /**
         * @return {?}
         */
        function () {
            return this.parentMesh;
        };
        /** @param parentMesh May be null. */
        /**
         * @param {?} parentMesh May be null.
         * @return {?}
         */
        MeshAttachment.prototype.setParentMesh = /**
         * @param {?} parentMesh May be null.
         * @return {?}
         */
        function (parentMesh) {
            this.parentMesh = parentMesh;
            if (parentMesh != null) {
                this.bones = parentMesh.bones;
                this.vertices = parentMesh.vertices;
                this.worldVerticesLength = parentMesh.worldVerticesLength;
                this.regionUVs = parentMesh.regionUVs;
                this.triangles = parentMesh.triangles;
                this.hullLength = parentMesh.hullLength;
                this.worldVerticesLength = parentMesh.worldVerticesLength;
            }
        };
        /**
         * @return {?}
         */
        MeshAttachment.prototype.copy = /**
         * @return {?}
         */
        function () {
            if (this.parentMesh != null)
                return this.newLinkedMesh();
            /** @type {?} */
            var copy = new MeshAttachment(this.name);
            copy.region = this.region;
            copy.path = this.path;
            copy.color.setFromColor(this.color);
            this.copyTo(copy);
            copy.regionUVs = new Array(this.regionUVs.length);
            Utils.arrayCopy(this.regionUVs, 0, copy.regionUVs, 0, this.regionUVs.length);
            copy.uvs = new Array(this.uvs.length);
            Utils.arrayCopy(this.uvs, 0, copy.uvs, 0, this.uvs.length);
            copy.triangles = new Array(this.triangles.length);
            Utils.arrayCopy(this.triangles, 0, copy.triangles, 0, this.triangles.length);
            copy.hullLength = this.hullLength;
            // Nonessential.
            if (this.edges != null) {
                copy.edges = new Array(this.edges.length);
                Utils.arrayCopy(this.edges, 0, copy.edges, 0, this.edges.length);
            }
            copy.width = this.width;
            copy.height = this.height;
            return copy;
        };
        /**
         * @return {?}
         */
        MeshAttachment.prototype.newLinkedMesh = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var copy = new MeshAttachment(this.name);
            copy.region = this.region;
            copy.path = this.path;
            copy.color.setFromColor(this.color);
            copy.deformAttachment = this.deformAttachment;
            copy.setParentMesh(this.parentMesh != null ? this.parentMesh : this);
            copy.updateUVs();
            return copy;
        };
        return MeshAttachment;
    }(VertexAttachment));
    if (false) {
        /** @type {?} */
        MeshAttachment.prototype.region;
        /** @type {?} */
        MeshAttachment.prototype.path;
        /** @type {?} */
        MeshAttachment.prototype.regionUVs;
        /** @type {?} */
        MeshAttachment.prototype.uvs;
        /** @type {?} */
        MeshAttachment.prototype.triangles;
        /** @type {?} */
        MeshAttachment.prototype.color;
        /** @type {?} */
        MeshAttachment.prototype.width;
        /** @type {?} */
        MeshAttachment.prototype.height;
        /** @type {?} */
        MeshAttachment.prototype.hullLength;
        /** @type {?} */
        MeshAttachment.prototype.edges;
        /**
         * @type {?}
         * @private
         */
        MeshAttachment.prototype.parentMesh;
        /** @type {?} */
        MeshAttachment.prototype.tempColor;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var ClippingAttachment = /** @class */ (function (_super) {
        __extends(ClippingAttachment, _super);
        function ClippingAttachment(name) {
            var _this = _super.call(this, name) || this;
            // Nonessential.
            _this.color = new Color(0.2275, 0.2275, 0.8078, 1); // ce3a3aff
            return _this;
        }
        /**
         * @return {?}
         */
        ClippingAttachment.prototype.copy = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var copy = new ClippingAttachment(name);
            this.copyTo(copy);
            copy.endSlot = this.endSlot;
            copy.color.setFromColor(this.color);
            return copy;
        };
        return ClippingAttachment;
    }(VertexAttachment));
    if (false) {
        /** @type {?} */
        ClippingAttachment.prototype.endSlot;
        /** @type {?} */
        ClippingAttachment.prototype.color;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var Renderable = /** @class */ (function () {
        function Renderable(vertices, numVertices, numFloats) {
            this.vertices = vertices;
            this.numVertices = numVertices;
            this.numFloats = numFloats;
        }
        return Renderable;
    }());
    if (false) {
        /** @type {?} */
        Renderable.prototype.vertices;
        /** @type {?} */
        Renderable.prototype.numVertices;
        /** @type {?} */
        Renderable.prototype.numFloats;
    }
    var SkeletonRenderer = /** @class */ (function () {
        function SkeletonRenderer(context, twoColorTint) {
            if (twoColorTint === void 0) { twoColorTint = true; }
            this.premultipliedAlpha = false;
            this.vertexEffect = null;
            this.tempColor = new Color();
            this.tempColor2 = new Color();
            this.vertexSize = 2 + 2 + 4;
            this.twoColorTint = false;
            this.renderable = new Renderable(null, 0, 0);
            this.clipper = new SkeletonClipping();
            this.temp = new Vector2();
            this.temp2 = new Vector2();
            this.temp3 = new Color();
            this.temp4 = new Color();
            this.twoColorTint = twoColorTint;
            if (twoColorTint)
                this.vertexSize += 4;
            this.vertices = Utils.newFloatArray(this.vertexSize * 1024);
        }
        /**
         * @param {?} batcher
         * @param {?} skeleton
         * @param {?=} slotRangeStart
         * @param {?=} slotRangeEnd
         * @return {?}
         */
        SkeletonRenderer.prototype.draw = /**
         * @param {?} batcher
         * @param {?} skeleton
         * @param {?=} slotRangeStart
         * @param {?=} slotRangeEnd
         * @return {?}
         */
        function (batcher, skeleton, slotRangeStart, slotRangeEnd) {
            if (slotRangeStart === void 0) { slotRangeStart = -1; }
            if (slotRangeEnd === void 0) { slotRangeEnd = -1; }
            /** @type {?} */
            var clipper = this.clipper;
            /** @type {?} */
            var premultipliedAlpha = this.premultipliedAlpha;
            /** @type {?} */
            var twoColorTint = this.twoColorTint;
            /** @type {?} */
            var blendMode = null;
            /** @type {?} */
            var tempPos = this.temp;
            /** @type {?} */
            var tempUv = this.temp2;
            /** @type {?} */
            var tempLight = this.temp3;
            /** @type {?} */
            var tempDark = this.temp4;
            /** @type {?} */
            var renderable = this.renderable;
            /** @type {?} */
            var uvs = null;
            /** @type {?} */
            var triangles = null;
            /** @type {?} */
            var drawOrder = skeleton.drawOrder;
            /** @type {?} */
            var attachmentColor = null;
            /** @type {?} */
            var skeletonColor = skeleton.color;
            /** @type {?} */
            var vertexSize = twoColorTint ? 12 : 8;
            /** @type {?} */
            var inRange = false;
            if (slotRangeStart == -1)
                inRange = true;
            for (var i = 0, n = drawOrder.length; i < n; i++) {
                /** @type {?} */
                var clippedVertexSize = clipper.isClipping() ? 2 : vertexSize;
                /** @type {?} */
                var slot = drawOrder[i];
                if (slotRangeStart >= 0 && slotRangeStart == slot.data.index) {
                    inRange = true;
                }
                if (!inRange) {
                    clipper.clipEndWithSlot(slot);
                    continue;
                }
                if (slotRangeEnd >= 0 && slotRangeEnd == slot.data.index) {
                    inRange = false;
                }
                /** @type {?} */
                var attachment = slot.getAttachment();
                /** @type {?} */
                var texture = null;
                if (attachment instanceof RegionAttachment) {
                    /** @type {?} */
                    var region = (/** @type {?} */ (attachment));
                    renderable.vertices = this.vertices;
                    renderable.numVertices = 4;
                    renderable.numFloats = clippedVertexSize << 2;
                    region.computeWorldVertices(slot.bone, renderable.vertices, 0, clippedVertexSize);
                    triangles = SkeletonRenderer.QUAD_TRIANGLES;
                    uvs = region.uvs;
                    texture = (/** @type {?} */ ((((/** @type {?} */ (region.region.renderObject))).texture)));
                    attachmentColor = region.color;
                }
                else if (attachment instanceof MeshAttachment) {
                    /** @type {?} */
                    var mesh = (/** @type {?} */ (attachment));
                    renderable.vertices = this.vertices;
                    renderable.numVertices = mesh.worldVerticesLength >> 1;
                    renderable.numFloats = renderable.numVertices * clippedVertexSize;
                    if (renderable.numFloats > renderable.vertices.length) {
                        renderable.vertices = this.vertices = Utils.newFloatArray(renderable.numFloats);
                    }
                    mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, renderable.vertices, 0, clippedVertexSize);
                    triangles = mesh.triangles;
                    texture = (/** @type {?} */ ((((/** @type {?} */ (mesh.region.renderObject))).texture)));
                    uvs = mesh.uvs;
                    attachmentColor = mesh.color;
                }
                else if (attachment instanceof ClippingAttachment) {
                    /** @type {?} */
                    var clip = (/** @type {?} */ (attachment));
                    clipper.clipStart(slot, clip);
                    continue;
                }
                else {
                    clipper.clipEndWithSlot(slot);
                    continue;
                }
                if (texture != null) {
                    /** @type {?} */
                    var slotColor = slot.color;
                    /** @type {?} */
                    var finalColor = this.tempColor;
                    finalColor.r = skeletonColor.r * slotColor.r * attachmentColor.r;
                    finalColor.g = skeletonColor.g * slotColor.g * attachmentColor.g;
                    finalColor.b = skeletonColor.b * slotColor.b * attachmentColor.b;
                    finalColor.a = skeletonColor.a * slotColor.a * attachmentColor.a;
                    if (premultipliedAlpha) {
                        finalColor.r *= finalColor.a;
                        finalColor.g *= finalColor.a;
                        finalColor.b *= finalColor.a;
                    }
                    /** @type {?} */
                    var darkColor = this.tempColor2;
                    if (slot.darkColor == null)
                        darkColor.set(0, 0, 0, 1.0);
                    else {
                        if (premultipliedAlpha) {
                            darkColor.r = slot.darkColor.r * finalColor.a;
                            darkColor.g = slot.darkColor.g * finalColor.a;
                            darkColor.b = slot.darkColor.b * finalColor.a;
                        }
                        else {
                            darkColor.setFromColor(slot.darkColor);
                        }
                        darkColor.a = premultipliedAlpha ? 1.0 : 0.0;
                    }
                    /** @type {?} */
                    var slotBlendMode = slot.data.blendMode;
                    if (slotBlendMode != blendMode) {
                        blendMode = slotBlendMode;
                        batcher.setBlendMode(WebGLBlendModeConverter.getSourceGLBlendMode(blendMode, premultipliedAlpha), WebGLBlendModeConverter.getDestGLBlendMode(blendMode));
                    }
                    if (clipper.isClipping()) {
                        clipper.clipTriangles(renderable.vertices, renderable.numFloats, triangles, triangles.length, uvs, finalColor, darkColor, twoColorTint);
                        /** @type {?} */
                        var clippedVertices = new Float32Array(clipper.clippedVertices);
                        /** @type {?} */
                        var clippedTriangles = clipper.clippedTriangles;
                        if (this.vertexEffect != null) {
                            /** @type {?} */
                            var vertexEffect = this.vertexEffect;
                            /** @type {?} */
                            var verts = clippedVertices;
                            if (!twoColorTint) {
                                for (var v = 0, n_1 = clippedVertices.length; v < n_1; v += vertexSize) {
                                    tempPos.x = verts[v];
                                    tempPos.y = verts[v + 1];
                                    tempLight.set(verts[v + 2], verts[v + 3], verts[v + 4], verts[v + 5]);
                                    tempUv.x = verts[v + 6];
                                    tempUv.y = verts[v + 7];
                                    tempDark.set(0, 0, 0, 0);
                                    vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
                                    verts[v] = tempPos.x;
                                    verts[v + 1] = tempPos.y;
                                    verts[v + 2] = tempLight.r;
                                    verts[v + 3] = tempLight.g;
                                    verts[v + 4] = tempLight.b;
                                    verts[v + 5] = tempLight.a;
                                    verts[v + 6] = tempUv.x;
                                    verts[v + 7] = tempUv.y;
                                }
                            }
                            else {
                                for (var v = 0, n_2 = clippedVertices.length; v < n_2; v += vertexSize) {
                                    tempPos.x = verts[v];
                                    tempPos.y = verts[v + 1];
                                    tempLight.set(verts[v + 2], verts[v + 3], verts[v + 4], verts[v + 5]);
                                    tempUv.x = verts[v + 6];
                                    tempUv.y = verts[v + 7];
                                    tempDark.set(verts[v + 8], verts[v + 9], verts[v + 10], verts[v + 11]);
                                    vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
                                    verts[v] = tempPos.x;
                                    verts[v + 1] = tempPos.y;
                                    verts[v + 2] = tempLight.r;
                                    verts[v + 3] = tempLight.g;
                                    verts[v + 4] = tempLight.b;
                                    verts[v + 5] = tempLight.a;
                                    verts[v + 6] = tempUv.x;
                                    verts[v + 7] = tempUv.y;
                                    verts[v + 8] = tempDark.r;
                                    verts[v + 9] = tempDark.g;
                                    verts[v + 10] = tempDark.b;
                                    verts[v + 11] = tempDark.a;
                                }
                            }
                        }
                        batcher.draw(texture, clippedVertices, clippedTriangles);
                    }
                    else {
                        /** @type {?} */
                        var verts = renderable.vertices;
                        if (this.vertexEffect != null) {
                            /** @type {?} */
                            var vertexEffect = this.vertexEffect;
                            if (!twoColorTint) {
                                for (var v = 0, u = 0, n_3 = renderable.numFloats; v < n_3; v += vertexSize, u += 2) {
                                    tempPos.x = verts[v];
                                    tempPos.y = verts[v + 1];
                                    tempUv.x = uvs[u];
                                    tempUv.y = uvs[u + 1];
                                    tempLight.setFromColor(finalColor);
                                    tempDark.set(0, 0, 0, 0);
                                    vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
                                    verts[v] = tempPos.x;
                                    verts[v + 1] = tempPos.y;
                                    verts[v + 2] = tempLight.r;
                                    verts[v + 3] = tempLight.g;
                                    verts[v + 4] = tempLight.b;
                                    verts[v + 5] = tempLight.a;
                                    verts[v + 6] = tempUv.x;
                                    verts[v + 7] = tempUv.y;
                                }
                            }
                            else {
                                for (var v = 0, u = 0, n_4 = renderable.numFloats; v < n_4; v += vertexSize, u += 2) {
                                    tempPos.x = verts[v];
                                    tempPos.y = verts[v + 1];
                                    tempUv.x = uvs[u];
                                    tempUv.y = uvs[u + 1];
                                    tempLight.setFromColor(finalColor);
                                    tempDark.setFromColor(darkColor);
                                    vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
                                    verts[v] = tempPos.x;
                                    verts[v + 1] = tempPos.y;
                                    verts[v + 2] = tempLight.r;
                                    verts[v + 3] = tempLight.g;
                                    verts[v + 4] = tempLight.b;
                                    verts[v + 5] = tempLight.a;
                                    verts[v + 6] = tempUv.x;
                                    verts[v + 7] = tempUv.y;
                                    verts[v + 8] = tempDark.r;
                                    verts[v + 9] = tempDark.g;
                                    verts[v + 10] = tempDark.b;
                                    verts[v + 11] = tempDark.a;
                                }
                            }
                        }
                        else {
                            if (!twoColorTint) {
                                for (var v = 2, u = 0, n_5 = renderable.numFloats; v < n_5; v += vertexSize, u += 2) {
                                    verts[v] = finalColor.r;
                                    verts[v + 1] = finalColor.g;
                                    verts[v + 2] = finalColor.b;
                                    verts[v + 3] = finalColor.a;
                                    verts[v + 4] = uvs[u];
                                    verts[v + 5] = uvs[u + 1];
                                }
                            }
                            else {
                                for (var v = 2, u = 0, n_6 = renderable.numFloats; v < n_6; 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;
                                }
                            }
                        }
                        /** @type {?} */
                        var view = ((/** @type {?} */ (renderable.vertices))).subarray(0, renderable.numFloats);
                        batcher.draw(texture, view, triangles);
                    }
                }
                clipper.clipEndWithSlot(slot);
            }
            clipper.clipEnd();
        };
        SkeletonRenderer.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
        return SkeletonRenderer;
    }());
    if (false) {
        /** @type {?} */
        SkeletonRenderer.QUAD_TRIANGLES;
        /** @type {?} */
        SkeletonRenderer.prototype.premultipliedAlpha;
        /** @type {?} */
        SkeletonRenderer.prototype.vertexEffect;
        /**
         * @type {?}
         * @private
         */
        SkeletonRenderer.prototype.tempColor;
        /**
         * @type {?}
         * @private
         */
        SkeletonRenderer.prototype.tempColor2;
        /**
         * @type {?}
         * @private
         */
        SkeletonRenderer.prototype.vertices;
        /**
         * @type {?}
         * @private
         */
        SkeletonRenderer.prototype.vertexSize;
        /**
         * @type {?}
         * @private
         */
        SkeletonRenderer.prototype.twoColorTint;
        /**
         * @type {?}
         * @private
         */
        SkeletonRenderer.prototype.renderable;
        /**
         * @type {?}
         * @private
         */
        SkeletonRenderer.prototype.clipper;
        /**
         * @type {?}
         * @private
         */
        SkeletonRenderer.prototype.temp;
        /**
         * @type {?}
         * @private
         */
        SkeletonRenderer.prototype.temp2;
        /**
         * @type {?}
         * @private
         */
        SkeletonRenderer.prototype.temp3;
        /**
         * @type {?}
         * @private
         */
        SkeletonRenderer.prototype.temp4;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var BoundingBoxAttachment = /** @class */ (function (_super) {
        __extends(BoundingBoxAttachment, _super);
        function BoundingBoxAttachment(name) {
            var _this = _super.call(this, name) || this;
            _this.color = new Color(1, 1, 1, 1);
            return _this;
        }
        /**
         * @return {?}
         */
        BoundingBoxAttachment.prototype.copy = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var copy = new BoundingBoxAttachment(name);
            this.copyTo(copy);
            copy.color.setFromColor(this.color);
            return copy;
        };
        return BoundingBoxAttachment;
    }(VertexAttachment));
    if (false) {
        /** @type {?} */
        BoundingBoxAttachment.prototype.color;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var SkeletonBounds = /** @class */ (function () {
        function SkeletonBounds() {
            this.minX = 0;
            this.minY = 0;
            this.maxX = 0;
            this.maxY = 0;
            this.boundingBoxes = new Array();
            this.polygons = new Array();
            this.polygonPool = new Pool((/**
             * @return {?}
             */
            function () {
                return Utils.newFloatArray(16);
            }));
        }
        /**
         * @param {?} skeleton
         * @param {?} updateAabb
         * @return {?}
         */
        SkeletonBounds.prototype.update = /**
         * @param {?} skeleton
         * @param {?} updateAabb
         * @return {?}
         */
        function (skeleton, updateAabb) {
            if (skeleton == null)
                throw new Error("skeleton cannot be null.");
            /** @type {?} */
            var boundingBoxes = this.boundingBoxes;
            /** @type {?} */
            var polygons = this.polygons;
            /** @type {?} */
            var polygonPool = this.polygonPool;
            /** @type {?} */
            var slots = skeleton.slots;
            /** @type {?} */
            var slotCount = slots.length;
            boundingBoxes.length = 0;
            polygonPool.freeAll(polygons);
            polygons.length = 0;
            for (var i = 0; i < slotCount; i++) {
                /** @type {?} */
                var slot = slots[i];
                if (!slot.bone.active)
                    continue;
                /** @type {?} */
                var attachment = slot.getAttachment();
                if (attachment instanceof BoundingBoxAttachment) {
                    /** @type {?} */
                    var boundingBox = (/** @type {?} */ (attachment));
                    boundingBoxes.push(boundingBox);
                    /** @type {?} */
                    var polygon = polygonPool.obtain();
                    if (polygon.length != boundingBox.worldVerticesLength) {
                        polygon = Utils.newFloatArray(boundingBox.worldVerticesLength);
                    }
                    polygons.push(polygon);
                    boundingBox.computeWorldVertices(slot, 0, boundingBox.worldVerticesLength, polygon, 0, 2);
                }
            }
            if (updateAabb) {
                this.aabbCompute();
            }
            else {
                this.minX = Number.POSITIVE_INFINITY;
                this.minY = Number.POSITIVE_INFINITY;
                this.maxX = Number.NEGATIVE_INFINITY;
                this.maxY = Number.NEGATIVE_INFINITY;
            }
        };
        /**
         * @return {?}
         */
        SkeletonBounds.prototype.aabbCompute = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var minX = Number.POSITIVE_INFINITY;
            /** @type {?} */
            var minY = Number.POSITIVE_INFINITY;
            /** @type {?} */
            var maxX = Number.NEGATIVE_INFINITY;
            /** @type {?} */
            var maxY = Number.NEGATIVE_INFINITY;
            /** @type {?} */
            var polygons = this.polygons;
            for (var i = 0, n = polygons.length; i < n; i++) {
                /** @type {?} */
                var polygon = polygons[i];
                /** @type {?} */
                var vertices = polygon;
                for (var ii = 0, nn = polygon.length; ii < nn; ii += 2) {
                    /** @type {?} */
                    var x = vertices[ii];
                    /** @type {?} */
                    var y = vertices[ii + 1];
                    minX = Math.min(minX, x);
                    minY = Math.min(minY, y);
                    maxX = Math.max(maxX, x);
                    maxY = Math.max(maxY, y);
                }
            }
            this.minX = minX;
            this.minY = minY;
            this.maxX = maxX;
            this.maxY = maxY;
        };
        /** Returns true if the axis aligned bounding box contains the point. */
        /**
         * Returns true if the axis aligned bounding box contains the point.
         * @param {?} x
         * @param {?} y
         * @return {?}
         */
        SkeletonBounds.prototype.aabbContainsPoint = /**
         * Returns true if the axis aligned bounding box contains the point.
         * @param {?} x
         * @param {?} y
         * @return {?}
         */
        function (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. */
        /**
         * Returns true if the axis aligned bounding box intersects the line segment.
         * @param {?} x1
         * @param {?} y1
         * @param {?} x2
         * @param {?} y2
         * @return {?}
         */
        SkeletonBounds.prototype.aabbIntersectsSegment = /**
         * Returns true if the axis aligned bounding box intersects the line segment.
         * @param {?} x1
         * @param {?} y1
         * @param {?} x2
         * @param {?} y2
         * @return {?}
         */
        function (x1, y1, x2, y2) {
            /** @type {?} */
            var minX = this.minX;
            /** @type {?} */
            var minY = this.minY;
            /** @type {?} */
            var maxX = this.maxX;
            /** @type {?} */
            var maxY = this.maxY;
            if ((x1 <= minX && x2 <= minX) ||
                (y1 <= minY && y2 <= minY) ||
                (x1 >= maxX && x2 >= maxX) ||
                (y1 >= maxY && y2 >= maxY))
                return false;
            /** @type {?} */
            var m = (y2 - y1) / (x2 - x1);
            /** @type {?} */
            var y = m * (minX - x1) + y1;
            if (y > minY && y < maxY)
                return true;
            y = m * (maxX - x1) + y1;
            if (y > minY && y < maxY)
                return true;
            /** @type {?} */
            var x = (minY - y1) / m + x1;
            if (x > minX && x < maxX)
                return true;
            x = (maxY - y1) / m + x1;
            if (x > minX && x < maxX)
                return true;
            return false;
        };
        /** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */
        /**
         * Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds.
         * @param {?} bounds
         * @return {?}
         */
        SkeletonBounds.prototype.aabbIntersectsSkeleton = /**
         * Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds.
         * @param {?} bounds
         * @return {?}
         */
        function (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(float, float)} returns true. */
        /**
         * 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(float, float)} returns true.
         * @param {?} x
         * @param {?} y
         * @return {?}
         */
        SkeletonBounds.prototype.containsPoint = /**
         * 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(float, float)} returns true.
         * @param {?} x
         * @param {?} y
         * @return {?}
         */
        function (x, y) {
            /** @type {?} */
            var polygons = this.polygons;
            for (var i = 0, n = polygons.length; i < n; i++)
                if (this.containsPointPolygon(polygons[i], x, y))
                    return this.boundingBoxes[i];
            return null;
        };
        /** Returns true if the polygon contains the point. */
        /**
         * Returns true if the polygon contains the point.
         * @param {?} polygon
         * @param {?} x
         * @param {?} y
         * @return {?}
         */
        SkeletonBounds.prototype.containsPointPolygon = /**
         * Returns true if the polygon contains the point.
         * @param {?} polygon
         * @param {?} x
         * @param {?} y
         * @return {?}
         */
        function (polygon, x, y) {
            /** @type {?} */
            var vertices = polygon;
            /** @type {?} */
            var nn = polygon.length;
            /** @type {?} */
            var prevIndex = nn - 2;
            /** @type {?} */
            var inside = false;
            for (var ii = 0; ii < nn; ii += 2) {
                /** @type {?} */
                var vertexY = vertices[ii + 1];
                /** @type {?} */
                var prevY = vertices[prevIndex + 1];
                if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) {
                    /** @type {?} */
                    var 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(float, float, float, float)} returns
         * true. */
        /**
         * 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(float, float, float, float)} returns
         * true.
         * @param {?} x1
         * @param {?} y1
         * @param {?} x2
         * @param {?} y2
         * @return {?}
         */
        SkeletonBounds.prototype.intersectsSegment = /**
         * 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(float, float, float, float)} returns
         * true.
         * @param {?} x1
         * @param {?} y1
         * @param {?} x2
         * @param {?} y2
         * @return {?}
         */
        function (x1, y1, x2, y2) {
            /** @type {?} */
            var polygons = this.polygons;
            for (var i = 0, n = polygons.length; i < n; i++)
                if (this.intersectsSegmentPolygon(polygons[i], x1, y1, x2, y2))
                    return this.boundingBoxes[i];
            return null;
        };
        /** Returns true if the polygon contains any part of the line segment. */
        /**
         * Returns true if the polygon contains any part of the line segment.
         * @param {?} polygon
         * @param {?} x1
         * @param {?} y1
         * @param {?} x2
         * @param {?} y2
         * @return {?}
         */
        SkeletonBounds.prototype.intersectsSegmentPolygon = /**
         * Returns true if the polygon contains any part of the line segment.
         * @param {?} polygon
         * @param {?} x1
         * @param {?} y1
         * @param {?} x2
         * @param {?} y2
         * @return {?}
         */
        function (polygon, x1, y1, x2, y2) {
            /** @type {?} */
            var vertices = polygon;
            /** @type {?} */
            var nn = polygon.length;
            /** @type {?} */
            var width12 = x1 - x2;
            /** @type {?} */
            var height12 = y1 - y2;
            /** @type {?} */
            var det1 = x1 * y2 - y1 * x2;
            /** @type {?} */
            var x3 = vertices[nn - 2];
            /** @type {?} */
            var y3 = vertices[nn - 1];
            for (var ii = 0; ii < nn; ii += 2) {
                /** @type {?} */
                var x4 = vertices[ii];
                /** @type {?} */
                var y4 = vertices[ii + 1];
                /** @type {?} */
                var det2 = x3 * y4 - y3 * x4;
                /** @type {?} */
                var width34 = x3 - x4;
                /** @type {?} */
                var height34 = y3 - y4;
                /** @type {?} */
                var det3 = width12 * height34 - height12 * width34;
                /** @type {?} */
                var x = (det1 * width34 - width12 * det2) / det3;
                if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) &&
                    ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) {
                    /** @type {?} */
                    var y = (det1 * height34 - height12 * det2) / det3;
                    if (((y >= y3 && y <= y4) || (y >= y4 && y <= y3)) &&
                        ((y >= y1 && y <= y2) || (y >= y2 && y <= y1)))
                        return true;
                }
                x3 = x4;
                y3 = y4;
            }
            return false;
        };
        /** Returns the polygon for the specified bounding box, or null. */
        /**
         * Returns the polygon for the specified bounding box, or null.
         * @param {?} boundingBox
         * @return {?}
         */
        SkeletonBounds.prototype.getPolygon = /**
         * Returns the polygon for the specified bounding box, or null.
         * @param {?} boundingBox
         * @return {?}
         */
        function (boundingBox) {
            if (boundingBox == null)
                throw new Error("boundingBox cannot be null.");
            /** @type {?} */
            var index = this.boundingBoxes.indexOf(boundingBox);
            return index == -1 ? null : this.polygons[index];
        };
        /**
         * @return {?}
         */
        SkeletonBounds.prototype.getWidth = /**
         * @return {?}
         */
        function () {
            return this.maxX - this.minX;
        };
        /**
         * @return {?}
         */
        SkeletonBounds.prototype.getHeight = /**
         * @return {?}
         */
        function () {
            return this.maxY - this.minY;
        };
        return SkeletonBounds;
    }());
    if (false) {
        /** @type {?} */
        SkeletonBounds.prototype.minX;
        /** @type {?} */
        SkeletonBounds.prototype.minY;
        /** @type {?} */
        SkeletonBounds.prototype.maxX;
        /** @type {?} */
        SkeletonBounds.prototype.maxY;
        /** @type {?} */
        SkeletonBounds.prototype.boundingBoxes;
        /** @type {?} */
        SkeletonBounds.prototype.polygons;
        /**
         * @type {?}
         * @private
         */
        SkeletonBounds.prototype.polygonPool;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var PathAttachment = /** @class */ (function (_super) {
        __extends(PathAttachment, _super);
        function PathAttachment(name) {
            var _this = _super.call(this, name) || this;
            _this.closed = false;
            _this.constantSpeed = false;
            _this.color = new Color(1, 1, 1, 1);
            return _this;
        }
        /**
         * @return {?}
         */
        PathAttachment.prototype.copy = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var copy = new PathAttachment(name);
            this.copyTo(copy);
            copy.lengths = new Array(this.lengths.length);
            Utils.arrayCopy(this.lengths, 0, copy.lengths, 0, this.lengths.length);
            copy.closed = closed;
            copy.constantSpeed = this.constantSpeed;
            copy.color.setFromColor(this.color);
            return copy;
        };
        return PathAttachment;
    }(VertexAttachment));
    if (false) {
        /** @type {?} */
        PathAttachment.prototype.lengths;
        /** @type {?} */
        PathAttachment.prototype.closed;
        /** @type {?} */
        PathAttachment.prototype.constantSpeed;
        /** @type {?} */
        PathAttachment.prototype.color;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var SkeletonDebugRenderer = /** @class */ (function () {
        function SkeletonDebugRenderer(context) {
            this.boneLineColor = new Color(1, 0, 0, 1);
            this.boneOriginColor = new Color(0, 1, 0, 1);
            this.attachmentLineColor = new Color(0, 0, 1, 0.5);
            this.triangleLineColor = new Color(1, 0.64, 0, 0.5);
            this.pathColor = new Color().setFromString("FF7F00");
            this.clipColor = new Color(0.8, 0, 0, 2);
            this.aabbColor = new Color(0, 1, 0, 0.5);
            this.drawBones = true;
            this.drawRegionAttachments = true;
            this.drawBoundingBoxes = true;
            this.drawMeshHull = true;
            this.drawMeshTriangles = true;
            this.drawPaths = true;
            this.drawSkeletonXY = false;
            this.drawClipping = true;
            this.premultipliedAlpha = false;
            this.scale = 1;
            this.boneWidth = 2;
            this.bounds = new SkeletonBounds();
            this.temp = new Array();
            this.vertices = Utils.newFloatArray(2 * 1024);
            this.context =
                context instanceof ManagedWebGLRenderingContext
                    ? context
                    : new ManagedWebGLRenderingContext(context);
        }
        /**
         * @param {?} shapes
         * @param {?} skeleton
         * @param {?=} ignoredBones
         * @return {?}
         */
        SkeletonDebugRenderer.prototype.draw = /**
         * @param {?} shapes
         * @param {?} skeleton
         * @param {?=} ignoredBones
         * @return {?}
         */
        function (shapes, skeleton, ignoredBones) {
            if (ignoredBones === void 0) { ignoredBones = null; }
            /** @type {?} */
            var skeletonX = skeleton.x;
            /** @type {?} */
            var skeletonY = skeleton.y;
            /** @type {?} */
            var gl = this.context.gl;
            /** @type {?} */
            var srcFunc = this.premultipliedAlpha ? gl.ONE : gl.SRC_ALPHA;
            shapes.setBlendMode(srcFunc, gl.ONE_MINUS_SRC_ALPHA);
            /** @type {?} */
            var bones = skeleton.bones;
            if (this.drawBones) {
                shapes.setColor(this.boneLineColor);
                for (var i = 0, n = bones.length; i < n; i++) {
                    /** @type {?} */
                    var bone = bones[i];
                    if (ignoredBones && ignoredBones.indexOf(bone.data.name) > -1)
                        continue;
                    if (bone.parent == null)
                        continue;
                    /** @type {?} */
                    var x = skeletonX + bone.data.length * bone.a + bone.worldX;
                    /** @type {?} */
                    var y = skeletonY + bone.data.length * bone.c + bone.worldY;
                    shapes.rectLine(true, skeletonX + bone.worldX, skeletonY + bone.worldY, x, y, this.boneWidth * this.scale);
                }
                if (this.drawSkeletonXY)
                    shapes.x(skeletonX, skeletonY, 4 * this.scale);
            }
            if (this.drawRegionAttachments) {
                shapes.setColor(this.attachmentLineColor);
                /** @type {?} */
                var slots = skeleton.slots;
                for (var i = 0, n = slots.length; i < n; i++) {
                    /** @type {?} */
                    var slot = slots[i];
                    /** @type {?} */
                    var attachment = slot.getAttachment();
                    if (attachment instanceof RegionAttachment) {
                        /** @type {?} */
                        var regionAttachment = (/** @type {?} */ (attachment));
                        /** @type {?} */
                        var vertices = this.vertices;
                        regionAttachment.computeWorldVertices(slot.bone, vertices, 0, 2);
                        shapes.line(vertices[0], vertices[1], vertices[2], vertices[3]);
                        shapes.line(vertices[2], vertices[3], vertices[4], vertices[5]);
                        shapes.line(vertices[4], vertices[5], vertices[6], vertices[7]);
                        shapes.line(vertices[6], vertices[7], vertices[0], vertices[1]);
                    }
                }
            }
            if (this.drawMeshHull || this.drawMeshTriangles) {
                /** @type {?} */
                var slots = skeleton.slots;
                for (var i = 0, n = slots.length; i < n; i++) {
                    /** @type {?} */
                    var slot = slots[i];
                    /** @type {?} */
                    var attachment = slot.getAttachment();
                    if (!(attachment instanceof MeshAttachment))
                        continue;
                    /** @type {?} */
                    var mesh = (/** @type {?} */ (attachment));
                    /** @type {?} */
                    var vertices = this.vertices;
                    mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, 2);
                    /** @type {?} */
                    var triangles = mesh.triangles;
                    /** @type {?} */
                    var hullLength = mesh.hullLength;
                    if (this.drawMeshTriangles) {
                        shapes.setColor(this.triangleLineColor);
                        for (var ii = 0, nn = triangles.length; ii < nn; ii += 3) {
                            /** @type {?} */
                            var v1 = triangles[ii] * 2;
                            /** @type {?} */
                            var v2 = triangles[ii + 1] * 2;
                            /** @type {?} */
                            var 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;
                        /** @type {?} */
                        var lastX = vertices[hullLength - 2];
                        /** @type {?} */
                        var lastY = vertices[hullLength - 1];
                        for (var ii = 0, nn = hullLength; ii < nn; ii += 2) {
                            /** @type {?} */
                            var x = vertices[ii];
                            /** @type {?} */
                            var y = vertices[ii + 1];
                            shapes.line(x, y, lastX, lastY);
                            lastX = x;
                            lastY = y;
                        }
                    }
                }
            }
            if (this.drawBoundingBoxes) {
                /** @type {?} */
                var bounds = this.bounds;
                bounds.update(skeleton, true);
                shapes.setColor(this.aabbColor);
                shapes.rect(false, bounds.minX, bounds.minY, bounds.getWidth(), bounds.getHeight());
                /** @type {?} */
                var polygons = bounds.polygons;
                /** @type {?} */
                var boxes = bounds.boundingBoxes;
                for (var i = 0, n = polygons.length; i < n; i++) {
                    /** @type {?} */
                    var polygon = polygons[i];
                    shapes.setColor(boxes[i].color);
                    shapes.polygon(polygon, 0, polygon.length);
                }
            }
            if (this.drawPaths) {
                /** @type {?} */
                var slots = skeleton.slots;
                for (var i = 0, n = slots.length; i < n; i++) {
                    /** @type {?} */
                    var slot = slots[i];
                    /** @type {?} */
                    var attachment = slot.getAttachment();
                    if (!(attachment instanceof PathAttachment))
                        continue;
                    /** @type {?} */
                    var path = (/** @type {?} */ (attachment));
                    /** @type {?} */
                    var nn = path.worldVerticesLength;
                    /** @type {?} */
                    var world = (this.temp = Utils.setArraySize(this.temp, nn, 0));
                    path.computeWorldVertices(slot, 0, nn, world, 0, 2);
                    /** @type {?} */
                    var color = this.pathColor;
                    /** @type {?} */
                    var x1 = world[2];
                    /** @type {?} */
                    var y1 = world[3];
                    /** @type {?} */
                    var x2 = 0;
                    /** @type {?} */
                    var y2 = 0;
                    if (path.closed) {
                        shapes.setColor(color);
                        /** @type {?} */
                        var cx1 = world[0];
                        /** @type {?} */
                        var cy1 = world[1];
                        /** @type {?} */
                        var cx2 = world[nn - 2];
                        /** @type {?} */
                        var cy2 = world[nn - 1];
                        x2 = world[nn - 4];
                        y2 = world[nn - 3];
                        shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, 32);
                        shapes.setColor(SkeletonDebugRenderer.LIGHT_GRAY);
                        shapes.line(x1, y1, cx1, cy1);
                        shapes.line(x2, y2, cx2, cy2);
                    }
                    nn -= 4;
                    for (var ii = 4; ii < nn; ii += 6) {
                        /** @type {?} */
                        var cx1 = world[ii];
                        /** @type {?} */
                        var cy1 = world[ii + 1];
                        /** @type {?} */
                        var cx2 = world[ii + 2];
                        /** @type {?} */
                        var cy2 = world[ii + 3];
                        x2 = world[ii + 4];
                        y2 = world[ii + 5];
                        shapes.setColor(color);
                        shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, 32);
                        shapes.setColor(SkeletonDebugRenderer.LIGHT_GRAY);
                        shapes.line(x1, y1, cx1, cy1);
                        shapes.line(x2, y2, cx2, cy2);
                        x1 = x2;
                        y1 = y2;
                    }
                }
            }
            if (this.drawBones) {
                shapes.setColor(this.boneOriginColor);
                for (var i = 0, n = bones.length; i < n; i++) {
                    /** @type {?} */
                    var bone = bones[i];
                    if (ignoredBones && ignoredBones.indexOf(bone.data.name) > -1)
                        continue;
                    shapes.circle(true, skeletonX + bone.worldX, skeletonY + bone.worldY, 3 * this.scale, SkeletonDebugRenderer.GREEN, 8);
                }
            }
            if (this.drawClipping) {
                /** @type {?} */
                var slots = skeleton.slots;
                shapes.setColor(this.clipColor);
                for (var i = 0, n = slots.length; i < n; i++) {
                    /** @type {?} */
                    var slot = slots[i];
                    /** @type {?} */
                    var attachment = slot.getAttachment();
                    if (!(attachment instanceof ClippingAttachment))
                        continue;
                    /** @type {?} */
                    var clip = (/** @type {?} */ (attachment));
                    /** @type {?} */
                    var nn = clip.worldVerticesLength;
                    /** @type {?} */
                    var world = (this.temp = Utils.setArraySize(this.temp, nn, 0));
                    clip.computeWorldVertices(slot, 0, nn, world, 0, 2);
                    for (var i_1 = 0, n_1 = world.length; i_1 < n_1; i_1 += 2) {
                        /** @type {?} */
                        var x = world[i_1];
                        /** @type {?} */
                        var y = world[i_1 + 1];
                        /** @type {?} */
                        var x2 = world[(i_1 + 2) % world.length];
                        /** @type {?} */
                        var y2 = world[(i_1 + 3) % world.length];
                        shapes.line(x, y, x2, y2);
                    }
                }
            }
        };
        /**
         * @return {?}
         */
        SkeletonDebugRenderer.prototype.dispose = /**
         * @return {?}
         */
        function () { };
        SkeletonDebugRenderer.LIGHT_GRAY = new Color(192 / 255, 192 / 255, 192 / 255, 1);
        SkeletonDebugRenderer.GREEN = new Color(0, 1, 0, 1);
        return SkeletonDebugRenderer;
    }());
    if (false) {
        /**
         * @type {?}
         * @private
         */
        SkeletonDebugRenderer.LIGHT_GRAY;
        /**
         * @type {?}
         * @private
         */
        SkeletonDebugRenderer.GREEN;
        /** @type {?} */
        SkeletonDebugRenderer.prototype.boneLineColor;
        /** @type {?} */
        SkeletonDebugRenderer.prototype.boneOriginColor;
        /** @type {?} */
        SkeletonDebugRenderer.prototype.attachmentLineColor;
        /** @type {?} */
        SkeletonDebugRenderer.prototype.triangleLineColor;
        /** @type {?} */
        SkeletonDebugRenderer.prototype.pathColor;
        /** @type {?} */
        SkeletonDebugRenderer.prototype.clipColor;
        /** @type {?} */
        SkeletonDebugRenderer.prototype.aabbColor;
        /** @type {?} */
        SkeletonDebugRenderer.prototype.drawBones;
        /** @type {?} */
        SkeletonDebugRenderer.prototype.drawRegionAttachments;
        /** @type {?} */
        SkeletonDebugRenderer.prototype.drawBoundingBoxes;
        /** @type {?} */
        SkeletonDebugRenderer.prototype.drawMeshHull;
        /** @type {?} */
        SkeletonDebugRenderer.prototype.drawMeshTriangles;
        /** @type {?} */
        SkeletonDebugRenderer.prototype.drawPaths;
        /** @type {?} */
        SkeletonDebugRenderer.prototype.drawSkeletonXY;
        /** @type {?} */
        SkeletonDebugRenderer.prototype.drawClipping;
        /** @type {?} */
        SkeletonDebugRenderer.prototype.premultipliedAlpha;
        /** @type {?} */
        SkeletonDebugRenderer.prototype.scale;
        /** @type {?} */
        SkeletonDebugRenderer.prototype.boneWidth;
        /**
         * @type {?}
         * @private
         */
        SkeletonDebugRenderer.prototype.context;
        /**
         * @type {?}
         * @private
         */
        SkeletonDebugRenderer.prototype.bounds;
        /**
         * @type {?}
         * @private
         */
        SkeletonDebugRenderer.prototype.temp;
        /**
         * @type {?}
         * @private
         */
        SkeletonDebugRenderer.prototype.vertices;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var SceneRenderer = /** @class */ (function () {
        function SceneRenderer(canvas, context, twoColorTint) {
            if (twoColorTint === void 0) { twoColorTint = true; }
            this.twoColorTint = false;
            this.activeRenderer = null;
            this.QUAD = [
                0,
                0,
                1,
                1,
                1,
                1,
                0,
                0,
                0,
                0,
                1,
                1,
                1,
                1,
                0,
                0,
                0,
                0,
                1,
                1,
                1,
                1,
                0,
                0,
                0,
                0,
                1,
                1,
                1,
                1,
                0,
                0
            ];
            this.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
            this.WHITE = new Color(1, 1, 1, 1);
            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);
        }
        /**
         * @return {?}
         */
        SceneRenderer.prototype.begin = /**
         * @return {?}
         */
        function () {
            this.camera.update();
            this.enableRenderer(this.batcher);
        };
        /**
         * @param {?} skeleton
         * @param {?=} premultipliedAlpha
         * @param {?=} slotRangeStart
         * @param {?=} slotRangeEnd
         * @return {?}
         */
        SceneRenderer.prototype.drawSkeleton = /**
         * @param {?} skeleton
         * @param {?=} premultipliedAlpha
         * @param {?=} slotRangeStart
         * @param {?=} slotRangeEnd
         * @return {?}
         */
        function (skeleton, premultipliedAlpha, slotRangeStart, slotRangeEnd) {
            if (premultipliedAlpha === void 0) { premultipliedAlpha = false; }
            if (slotRangeStart === void 0) { slotRangeStart = -1; }
            if (slotRangeEnd === void 0) { slotRangeEnd = -1; }
            this.enableRenderer(this.batcher);
            this.skeletonRenderer.premultipliedAlpha = premultipliedAlpha;
            this.skeletonRenderer.draw(this.batcher, skeleton, slotRangeStart, slotRangeEnd);
        };
        /**
         * @param {?} skeleton
         * @param {?=} premultipliedAlpha
         * @param {?=} ignoredBones
         * @return {?}
         */
        SceneRenderer.prototype.drawSkeletonDebug = /**
         * @param {?} skeleton
         * @param {?=} premultipliedAlpha
         * @param {?=} ignoredBones
         * @return {?}
         */
        function (skeleton, premultipliedAlpha, ignoredBones) {
            if (premultipliedAlpha === void 0) { premultipliedAlpha = false; }
            if (ignoredBones === void 0) { ignoredBones = null; }
            this.enableRenderer(this.shapes);
            this.skeletonDebugRenderer.premultipliedAlpha = premultipliedAlpha;
            this.skeletonDebugRenderer.draw(this.shapes, skeleton, ignoredBones);
        };
        /**
         * @param {?} texture
         * @param {?} x
         * @param {?} y
         * @param {?} width
         * @param {?} height
         * @param {?=} color
         * @return {?}
         */
        SceneRenderer.prototype.drawTexture = /**
         * @param {?} texture
         * @param {?} x
         * @param {?} y
         * @param {?} width
         * @param {?} height
         * @param {?=} color
         * @return {?}
         */
        function (texture, x, y, width, height, color) {
            if (color === void 0) { color = null; }
            this.enableRenderer(this.batcher);
            if (color === null)
                color = this.WHITE;
            /** @type {?} */
            var quad = this.QUAD;
            /** @type {?} */
            var i = 0;
            quad[i++] = x;
            quad[i++] = y;
            quad[i++] = color.r;
            quad[i++] = color.g;
            quad[i++] = color.b;
            quad[i++] = color.a;
            quad[i++] = 0;
            quad[i++] = 1;
            if (this.twoColorTint) {
                quad[i++] = 0;
                quad[i++] = 0;
                quad[i++] = 0;
                quad[i++] = 0;
            }
            quad[i++] = x + width;
            quad[i++] = y;
            quad[i++] = color.r;
            quad[i++] = color.g;
            quad[i++] = color.b;
            quad[i++] = color.a;
            quad[i++] = 1;
            quad[i++] = 1;
            if (this.twoColorTint) {
                quad[i++] = 0;
                quad[i++] = 0;
                quad[i++] = 0;
                quad[i++] = 0;
            }
            quad[i++] = x + width;
            quad[i++] = y + height;
            quad[i++] = color.r;
            quad[i++] = color.g;
            quad[i++] = color.b;
            quad[i++] = color.a;
            quad[i++] = 1;
            quad[i++] = 0;
            if (this.twoColorTint) {
                quad[i++] = 0;
                quad[i++] = 0;
                quad[i++] = 0;
                quad[i++] = 0;
            }
            quad[i++] = x;
            quad[i++] = y + height;
            quad[i++] = color.r;
            quad[i++] = color.g;
            quad[i++] = color.b;
            quad[i++] = color.a;
            quad[i++] = 0;
            quad[i++] = 0;
            if (this.twoColorTint) {
                quad[i++] = 0;
                quad[i++] = 0;
                quad[i++] = 0;
                quad[i++] = 0;
            }
            this.batcher.draw(texture, quad, this.QUAD_TRIANGLES);
        };
        /**
         * @param {?} texture
         * @param {?} x
         * @param {?} y
         * @param {?} width
         * @param {?} height
         * @param {?} u
         * @param {?} v
         * @param {?} u2
         * @param {?} v2
         * @param {?=} color
         * @return {?}
         */
        SceneRenderer.prototype.drawTextureUV = /**
         * @param {?} texture
         * @param {?} x
         * @param {?} y
         * @param {?} width
         * @param {?} height
         * @param {?} u
         * @param {?} v
         * @param {?} u2
         * @param {?} v2
         * @param {?=} color
         * @return {?}
         */
        function (texture, x, y, width, height, u, v, u2, v2, color) {
            if (color === void 0) { color = null; }
            this.enableRenderer(this.batcher);
            if (color === null)
                color = this.WHITE;
            /** @type {?} */
            var quad = this.QUAD;
            /** @type {?} */
            var i = 0;
            quad[i++] = x;
            quad[i++] = y;
            quad[i++] = color.r;
            quad[i++] = color.g;
            quad[i++] = color.b;
            quad[i++] = color.a;
            quad[i++] = u;
            quad[i++] = v;
            if (this.twoColorTint) {
                quad[i++] = 0;
                quad[i++] = 0;
                quad[i++] = 0;
                quad[i++] = 0;
            }
            quad[i++] = x + width;
            quad[i++] = y;
            quad[i++] = color.r;
            quad[i++] = color.g;
            quad[i++] = color.b;
            quad[i++] = color.a;
            quad[i++] = u2;
            quad[i++] = v;
            if (this.twoColorTint) {
                quad[i++] = 0;
                quad[i++] = 0;
                quad[i++] = 0;
                quad[i++] = 0;
            }
            quad[i++] = x + width;
            quad[i++] = y + height;
            quad[i++] = color.r;
            quad[i++] = color.g;
            quad[i++] = color.b;
            quad[i++] = color.a;
            quad[i++] = u2;
            quad[i++] = v2;
            if (this.twoColorTint) {
                quad[i++] = 0;
                quad[i++] = 0;
                quad[i++] = 0;
                quad[i++] = 0;
            }
            quad[i++] = x;
            quad[i++] = y + height;
            quad[i++] = color.r;
            quad[i++] = color.g;
            quad[i++] = color.b;
            quad[i++] = color.a;
            quad[i++] = u;
            quad[i++] = v2;
            if (this.twoColorTint) {
                quad[i++] = 0;
                quad[i++] = 0;
                quad[i++] = 0;
                quad[i++] = 0;
            }
            this.batcher.draw(texture, quad, this.QUAD_TRIANGLES);
        };
        /**
         * @param {?} texture
         * @param {?} x
         * @param {?} y
         * @param {?} width
         * @param {?} height
         * @param {?} pivotX
         * @param {?} pivotY
         * @param {?} angle
         * @param {?=} color
         * @param {?=} premultipliedAlpha
         * @return {?}
         */
        SceneRenderer.prototype.drawTextureRotated = /**
         * @param {?} texture
         * @param {?} x
         * @param {?} y
         * @param {?} width
         * @param {?} height
         * @param {?} pivotX
         * @param {?} pivotY
         * @param {?} angle
         * @param {?=} color
         * @param {?=} premultipliedAlpha
         * @return {?}
         */
        function (texture, x, y, width, height, pivotX, pivotY, angle, color, premultipliedAlpha) {
            if (color === void 0) { color = null; }
            if (premultipliedAlpha === void 0) { premultipliedAlpha = false; }
            this.enableRenderer(this.batcher);
            if (color === null)
                color = this.WHITE;
            /** @type {?} */
            var quad = this.QUAD;
            // bottom left and top right corner points relative to origin
            /** @type {?} */
            var worldOriginX = x + pivotX;
            /** @type {?} */
            var worldOriginY = y + pivotY;
            /** @type {?} */
            var fx = -pivotX;
            /** @type {?} */
            var fy = -pivotY;
            /** @type {?} */
            var fx2 = width - pivotX;
            /** @type {?} */
            var fy2 = height - pivotY;
            // construct corner points, start from top left and go counter clockwise
            /** @type {?} */
            var p1x = fx;
            /** @type {?} */
            var p1y = fy;
            /** @type {?} */
            var p2x = fx;
            /** @type {?} */
            var p2y = fy2;
            /** @type {?} */
            var p3x = fx2;
            /** @type {?} */
            var p3y = fy2;
            /** @type {?} */
            var p4x = fx2;
            /** @type {?} */
            var p4y = fy;
            /** @type {?} */
            var x1 = 0;
            /** @type {?} */
            var y1 = 0;
            /** @type {?} */
            var x2 = 0;
            /** @type {?} */
            var y2 = 0;
            /** @type {?} */
            var x3 = 0;
            /** @type {?} */
            var y3 = 0;
            /** @type {?} */
            var x4 = 0;
            /** @type {?} */
            var y4 = 0;
            // rotate
            if (angle != 0) {
                /** @type {?} */
                var cos = MathUtils.cosDeg(angle);
                /** @type {?} */
                var 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;
            /** @type {?} */
            var i = 0;
            quad[i++] = x1;
            quad[i++] = y1;
            quad[i++] = color.r;
            quad[i++] = color.g;
            quad[i++] = color.b;
            quad[i++] = color.a;
            quad[i++] = 0;
            quad[i++] = 1;
            if (this.twoColorTint) {
                quad[i++] = 0;
                quad[i++] = 0;
                quad[i++] = 0;
                quad[i++] = 0;
            }
            quad[i++] = x2;
            quad[i++] = y2;
            quad[i++] = color.r;
            quad[i++] = color.g;
            quad[i++] = color.b;
            quad[i++] = color.a;
            quad[i++] = 1;
            quad[i++] = 1;
            if (this.twoColorTint) {
                quad[i++] = 0;
                quad[i++] = 0;
                quad[i++] = 0;
                quad[i++] = 0;
            }
            quad[i++] = x3;
            quad[i++] = y3;
            quad[i++] = color.r;
            quad[i++] = color.g;
            quad[i++] = color.b;
            quad[i++] = color.a;
            quad[i++] = 1;
            quad[i++] = 0;
            if (this.twoColorTint) {
                quad[i++] = 0;
                quad[i++] = 0;
                quad[i++] = 0;
                quad[i++] = 0;
            }
            quad[i++] = x4;
            quad[i++] = y4;
            quad[i++] = color.r;
            quad[i++] = color.g;
            quad[i++] = color.b;
            quad[i++] = color.a;
            quad[i++] = 0;
            quad[i++] = 0;
            if (this.twoColorTint) {
                quad[i++] = 0;
                quad[i++] = 0;
                quad[i++] = 0;
                quad[i++] = 0;
            }
            this.batcher.draw(texture, quad, this.QUAD_TRIANGLES);
        };
        /**
         * @param {?} region
         * @param {?} x
         * @param {?} y
         * @param {?} width
         * @param {?} height
         * @param {?=} color
         * @param {?=} premultipliedAlpha
         * @return {?}
         */
        SceneRenderer.prototype.drawRegion = /**
         * @param {?} region
         * @param {?} x
         * @param {?} y
         * @param {?} width
         * @param {?} height
         * @param {?=} color
         * @param {?=} premultipliedAlpha
         * @return {?}
         */
        function (region, x, y, width, height, color, premultipliedAlpha) {
            if (color === void 0) { color = null; }
            if (premultipliedAlpha === void 0) { premultipliedAlpha = false; }
            this.enableRenderer(this.batcher);
            if (color === null)
                color = this.WHITE;
            /** @type {?} */
            var quad = this.QUAD;
            /** @type {?} */
            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((/** @type {?} */ (region.texture)), quad, this.QUAD_TRIANGLES);
        };
        /**
         * @param {?} x
         * @param {?} y
         * @param {?} x2
         * @param {?} y2
         * @param {?=} color
         * @param {?=} color2
         * @return {?}
         */
        SceneRenderer.prototype.line = /**
         * @param {?} x
         * @param {?} y
         * @param {?} x2
         * @param {?} y2
         * @param {?=} color
         * @param {?=} color2
         * @return {?}
         */
        function (x, y, x2, y2, color, color2) {
            if (color === void 0) { color = null; }
            if (color2 === void 0) { color2 = null; }
            this.enableRenderer(this.shapes);
            this.shapes.line(x, y, x2, y2, color);
        };
        /**
         * @param {?} filled
         * @param {?} x
         * @param {?} y
         * @param {?} x2
         * @param {?} y2
         * @param {?} x3
         * @param {?} y3
         * @param {?=} color
         * @param {?=} color2
         * @param {?=} color3
         * @return {?}
         */
        SceneRenderer.prototype.triangle = /**
         * @param {?} filled
         * @param {?} x
         * @param {?} y
         * @param {?} x2
         * @param {?} y2
         * @param {?} x3
         * @param {?} y3
         * @param {?=} color
         * @param {?=} color2
         * @param {?=} color3
         * @return {?}
         */
        function (filled, x, y, x2, y2, x3, y3, color, color2, color3) {
            if (color === void 0) { color = null; }
            if (color2 === void 0) { color2 = null; }
            if (color3 === void 0) { color3 = null; }
            this.enableRenderer(this.shapes);
            this.shapes.triangle(filled, x, y, x2, y2, x3, y3, color, color2, color3);
        };
        /**
         * @param {?} filled
         * @param {?} x
         * @param {?} y
         * @param {?} x2
         * @param {?} y2
         * @param {?} x3
         * @param {?} y3
         * @param {?} x4
         * @param {?} y4
         * @param {?=} color
         * @param {?=} color2
         * @param {?=} color3
         * @param {?=} color4
         * @return {?}
         */
        SceneRenderer.prototype.quad = /**
         * @param {?} filled
         * @param {?} x
         * @param {?} y
         * @param {?} x2
         * @param {?} y2
         * @param {?} x3
         * @param {?} y3
         * @param {?} x4
         * @param {?} y4
         * @param {?=} color
         * @param {?=} color2
         * @param {?=} color3
         * @param {?=} color4
         * @return {?}
         */
        function (filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4) {
            if (color === void 0) { color = null; }
            if (color2 === void 0) { color2 = null; }
            if (color3 === void 0) { color3 = null; }
            if (color4 === void 0) { color4 = null; }
            this.enableRenderer(this.shapes);
            this.shapes.quad(filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4);
        };
        /**
         * @param {?} filled
         * @param {?} x
         * @param {?} y
         * @param {?} width
         * @param {?} height
         * @param {?=} color
         * @return {?}
         */
        SceneRenderer.prototype.rect = /**
         * @param {?} filled
         * @param {?} x
         * @param {?} y
         * @param {?} width
         * @param {?} height
         * @param {?=} color
         * @return {?}
         */
        function (filled, x, y, width, height, color) {
            if (color === void 0) { color = null; }
            this.enableRenderer(this.shapes);
            this.shapes.rect(filled, x, y, width, height, color);
        };
        /**
         * @param {?} filled
         * @param {?} x1
         * @param {?} y1
         * @param {?} x2
         * @param {?} y2
         * @param {?} width
         * @param {?=} color
         * @return {?}
         */
        SceneRenderer.prototype.rectLine = /**
         * @param {?} filled
         * @param {?} x1
         * @param {?} y1
         * @param {?} x2
         * @param {?} y2
         * @param {?} width
         * @param {?=} color
         * @return {?}
         */
        function (filled, x1, y1, x2, y2, width, color) {
            if (color === void 0) { color = null; }
            this.enableRenderer(this.shapes);
            this.shapes.rectLine(filled, x1, y1, x2, y2, width, color);
        };
        /**
         * @param {?} polygonVertices
         * @param {?} offset
         * @param {?} count
         * @param {?=} color
         * @return {?}
         */
        SceneRenderer.prototype.polygon = /**
         * @param {?} polygonVertices
         * @param {?} offset
         * @param {?} count
         * @param {?=} color
         * @return {?}
         */
        function (polygonVertices, offset, count, color) {
            if (color === void 0) { color = null; }
            this.enableRenderer(this.shapes);
            this.shapes.polygon(polygonVertices, offset, count, color);
        };
        /**
         * @param {?} filled
         * @param {?} x
         * @param {?} y
         * @param {?} radius
         * @param {?=} color
         * @param {?=} segments
         * @return {?}
         */
        SceneRenderer.prototype.circle = /**
         * @param {?} filled
         * @param {?} x
         * @param {?} y
         * @param {?} radius
         * @param {?=} color
         * @param {?=} segments
         * @return {?}
         */
        function (filled, x, y, radius, color, segments) {
            if (color === void 0) { color = null; }
            if (segments === void 0) { segments = 0; }
            this.enableRenderer(this.shapes);
            this.shapes.circle(filled, x, y, radius, color, segments);
        };
        /**
         * @param {?} x1
         * @param {?} y1
         * @param {?} cx1
         * @param {?} cy1
         * @param {?} cx2
         * @param {?} cy2
         * @param {?} x2
         * @param {?} y2
         * @param {?} segments
         * @param {?=} color
         * @return {?}
         */
        SceneRenderer.prototype.curve = /**
         * @param {?} x1
         * @param {?} y1
         * @param {?} cx1
         * @param {?} cy1
         * @param {?} cx2
         * @param {?} cy2
         * @param {?} x2
         * @param {?} y2
         * @param {?} segments
         * @param {?=} color
         * @return {?}
         */
        function (x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color) {
            if (color === void 0) { color = null; }
            this.enableRenderer(this.shapes);
            this.shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color);
        };
        /**
         * @return {?}
         */
        SceneRenderer.prototype.end = /**
         * @return {?}
         */
        function () {
            if (this.activeRenderer === this.batcher)
                this.batcher.end();
            else if (this.activeRenderer === this.shapes)
                this.shapes.end();
            this.activeRenderer = null;
        };
        /**
         * @param {?} resizeMode
         * @return {?}
         */
        SceneRenderer.prototype.resize = /**
         * @param {?} resizeMode
         * @return {?}
         */
        function (resizeMode) {
            /** @type {?} */
            var canvas = this.canvas;
            /** @type {?} */
            var w = canvas.clientWidth;
            /** @type {?} */
            var h = canvas.clientHeight;
            if (canvas.width != w || canvas.height != h) {
                canvas.width = w;
                canvas.height = h;
            }
            this.context.gl.viewport(0, 0, canvas.width, canvas.height);
            if (resizeMode === ResizeMode.Stretch) {
                // nothing to do, we simply apply the viewport size of the camera
            }
            else if (resizeMode === ResizeMode.Expand) {
                this.camera.setViewport(w, h);
            }
            else if (resizeMode === ResizeMode.Fit) {
                /** @type {?} */
                var sourceWidth = canvas.width;
                /** @type {?} */
                var sourceHeight = canvas.height;
                /** @type {?} */
                var targetWidth = this.camera.viewportWidth;
                /** @type {?} */
                var targetHeight = this.camera.viewportHeight;
                /** @type {?} */
                var targetRatio = targetHeight / targetWidth;
                /** @type {?} */
                var sourceRatio = sourceHeight / sourceWidth;
                /** @type {?} */
                var scale = targetRatio < sourceRatio
                    ? targetWidth / sourceWidth
                    : targetHeight / sourceHeight;
                this.camera.viewportWidth = sourceWidth * scale;
                this.camera.viewportHeight = sourceHeight * scale;
            }
            this.camera.update();
        };
        /**
         * @private
         * @param {?} renderer
         * @return {?}
         */
        SceneRenderer.prototype.enableRenderer = /**
         * @private
         * @param {?} renderer
         * @return {?}
         */
        function (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;
            }
        };
        /**
         * @return {?}
         */
        SceneRenderer.prototype.dispose = /**
         * @return {?}
         */
        function () {
            this.batcher.dispose();
            this.batcherShader.dispose();
            this.shapes.dispose();
            this.shapesShader.dispose();
            this.skeletonDebugRenderer.dispose();
        };
        return SceneRenderer;
    }());
    if (false) {
        /** @type {?} */
        SceneRenderer.prototype.context;
        /** @type {?} */
        SceneRenderer.prototype.canvas;
        /** @type {?} */
        SceneRenderer.prototype.camera;
        /** @type {?} */
        SceneRenderer.prototype.batcher;
        /**
         * @type {?}
         * @private
         */
        SceneRenderer.prototype.twoColorTint;
        /**
         * @type {?}
         * @private
         */
        SceneRenderer.prototype.batcherShader;
        /**
         * @type {?}
         * @private
         */
        SceneRenderer.prototype.shapes;
        /**
         * @type {?}
         * @private
         */
        SceneRenderer.prototype.shapesShader;
        /**
         * @type {?}
         * @private
         */
        SceneRenderer.prototype.activeRenderer;
        /** @type {?} */
        SceneRenderer.prototype.skeletonRenderer;
        /** @type {?} */
        SceneRenderer.prototype.skeletonDebugRenderer;
        /**
         * @type {?}
         * @private
         */
        SceneRenderer.prototype.QUAD;
        /**
         * @type {?}
         * @private
         */
        SceneRenderer.prototype.QUAD_TRIANGLES;
        /**
         * @type {?}
         * @private
         */
        SceneRenderer.prototype.WHITE;
    }
    /** @enum {number} */
    var ResizeMode = {
        Stretch: 0,
        Expand: 1,
        Fit: 2,
    };
    ResizeMode[ResizeMode.Stretch] = 'Stretch';
    ResizeMode[ResizeMode.Expand] = 'Expand';
    ResizeMode[ResizeMode.Fit] = 'Fit';

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var LoadingScreen = /** @class */ (function () {
        function LoadingScreen(renderer) {
            this.logo = null;
            this.spinner = null;
            this.angle = 0;
            this.fadeOut = 0;
            this.timeKeeper = new TimeKeeper();
            this.backgroundColor = new Color(0.135, 0.135, 0.135, 1);
            this.tempColor = new Color();
            this.firstDraw = 0;
            this.renderer = renderer;
            this.timeKeeper.maxDelta = 9;
            if (LoadingScreen.logoImg === null) {
                // thank you Apple Inc.
                /** @type {?} */
                var isSafari = navigator.userAgent.indexOf("Safari") > -1;
                LoadingScreen.logoImg = new Image();
                LoadingScreen.logoImg.src = LoadingScreen.SPINE_LOGO_DATA;
                if (!isSafari)
                    LoadingScreen.logoImg.crossOrigin = "anonymous";
                LoadingScreen.logoImg.onload = (/**
                 * @param {?} ev
                 * @return {?}
                 */
                function (ev) {
                    LoadingScreen.loaded++;
                });
                LoadingScreen.spinnerImg = new Image();
                LoadingScreen.spinnerImg.src = LoadingScreen.SPINNER_DATA;
                if (!isSafari)
                    LoadingScreen.spinnerImg.crossOrigin = "anonymous";
                LoadingScreen.spinnerImg.onload = (/**
                 * @param {?} ev
                 * @return {?}
                 */
                function (ev) {
                    LoadingScreen.loaded++;
                });
            }
        }
        /**
         * @param {?=} complete
         * @return {?}
         */
        LoadingScreen.prototype.draw = /**
         * @param {?=} complete
         * @return {?}
         */
        function (complete) {
            if (complete === void 0) { complete = false; }
            if (complete && this.fadeOut > LoadingScreen.FADE_SECONDS)
                return;
            this.timeKeeper.update();
            /** @type {?} */
            var a = Math.abs(Math.sin(this.timeKeeper.totalTime + 0.75));
            this.angle -=
                (this.timeKeeper.delta / 1.4) * 360 * (1 + 1.5 * Math.pow(a, 5));
            /** @type {?} */
            var renderer = this.renderer;
            /** @type {?} */
            var canvas = renderer.canvas;
            /** @type {?} */
            var gl = renderer.context.gl;
            renderer.resize(ResizeMode.Stretch);
            /** @type {?} */
            var oldX = renderer.camera.position.x;
            /** @type {?} */
            var oldY = renderer.camera.position.y;
            renderer.camera.position.set(canvas.width / 2, canvas.height / 2, 0);
            renderer.camera.viewportWidth = canvas.width;
            renderer.camera.viewportHeight = canvas.height;
            if (!complete) {
                gl.clearColor(this.backgroundColor.r, this.backgroundColor.g, this.backgroundColor.b, this.backgroundColor.a);
                gl.clear(gl.COLOR_BUFFER_BIT);
                this.tempColor.a = 1;
            }
            else {
                this.fadeOut +=
                    this.timeKeeper.delta * (this.timeKeeper.totalTime < 1 ? 2 : 1);
                if (this.fadeOut > LoadingScreen.FADE_SECONDS) {
                    renderer.camera.position.set(oldX, oldY, 0);
                    return;
                }
                a = 1 - this.fadeOut / LoadingScreen.FADE_SECONDS;
                this.tempColor.setFromColor(this.backgroundColor);
                this.tempColor.a = 1 - (a - 1) * (a - 1);
                renderer.begin();
                renderer.quad(true, 0, 0, canvas.width, 0, canvas.width, canvas.height, 0, canvas.height, this.tempColor, this.tempColor, this.tempColor, this.tempColor);
                renderer.end();
            }
            this.tempColor.set(1, 1, 1, this.tempColor.a);
            if (LoadingScreen.loaded != 2)
                return;
            if (this.logo === null) {
                this.logo = new GLTexture(renderer.context, LoadingScreen.logoImg);
                this.spinner = new GLTexture(renderer.context, LoadingScreen.spinnerImg);
            }
            this.logo.update(false);
            this.spinner.update(false);
            /** @type {?} */
            var logoWidth = this.logo.getImage().width;
            /** @type {?} */
            var logoHeight = this.logo.getImage().height;
            /** @type {?} */
            var spinnerWidth = this.spinner.getImage().width;
            /** @type {?} */
            var spinnerHeight = this.spinner.getImage().height;
            renderer.batcher.setBlendMode(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
            renderer.begin();
            renderer.drawTexture(this.logo, (canvas.width - logoWidth) / 2, (canvas.height - logoHeight) / 2, logoWidth, logoHeight, this.tempColor);
            renderer.drawTextureRotated(this.spinner, (canvas.width - spinnerWidth) / 2, (canvas.height - spinnerHeight) / 2, spinnerWidth, spinnerHeight, spinnerWidth / 2, spinnerHeight / 2, this.angle, this.tempColor);
            renderer.end();
            renderer.camera.position.set(oldX, oldY, 0);
        };
        LoadingScreen.FADE_SECONDS = 1;
        LoadingScreen.loaded = 0;
        LoadingScreen.spinnerImg = null;
        LoadingScreen.logoImg = null;
        LoadingScreen.SPINNER_DATA = 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        LoadingScreen.SPINE_LOGO_DATA = 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";
        return LoadingScreen;
    }());
    if (false) {
        /** @type {?} */
        LoadingScreen.FADE_SECONDS;
        /**
         * @type {?}
         * @private
         */
        LoadingScreen.loaded;
        /**
         * @type {?}
         * @private
         */
        LoadingScreen.spinnerImg;
        /**
         * @type {?}
         * @private
         */
        LoadingScreen.logoImg;
        /**
         * @type {?}
         * @private
         */
        LoadingScreen.SPINNER_DATA;
        /**
         * @type {?}
         * @private
         */
        LoadingScreen.SPINE_LOGO_DATA;
        /**
         * @type {?}
         * @private
         */
        LoadingScreen.prototype.renderer;
        /**
         * @type {?}
         * @private
         */
        LoadingScreen.prototype.logo;
        /**
         * @type {?}
         * @private
         */
        LoadingScreen.prototype.spinner;
        /**
         * @type {?}
         * @private
         */
        LoadingScreen.prototype.angle;
        /**
         * @type {?}
         * @private
         */
        LoadingScreen.prototype.fadeOut;
        /**
         * @type {?}
         * @private
         */
        LoadingScreen.prototype.timeKeeper;
        /** @type {?} */
        LoadingScreen.prototype.backgroundColor;
        /**
         * @type {?}
         * @private
         */
        LoadingScreen.prototype.tempColor;
        /**
         * @type {?}
         * @private
         */
        LoadingScreen.prototype.firstDraw;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var Animation = /** @class */ (function () {
        function Animation(name, timelines, duration) {
            if (name == null)
                throw new Error("name cannot be null.");
            if (timelines == null)
                throw new Error("timelines cannot be null.");
            this.name = name;
            this.timelines = timelines;
            this.timelineIds = [];
            for (var i = 0; i < timelines.length; i++)
                this.timelineIds[timelines[i].getPropertyId()] = true;
            this.duration = duration;
        }
        /**
         * @param {?} id
         * @return {?}
         */
        Animation.prototype.hasTimeline = /**
         * @param {?} id
         * @return {?}
         */
        function (id) {
            return this.timelineIds[id] == true;
        };
        /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} loop
         * @param {?} events
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        Animation.prototype.apply = /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} loop
         * @param {?} events
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        function (skeleton, lastTime, time, loop, events, alpha, blend, direction) {
            if (skeleton == null)
                throw new Error("skeleton cannot be null.");
            if (loop && this.duration != 0) {
                time %= this.duration;
                if (lastTime > 0)
                    lastTime %= this.duration;
            }
            /** @type {?} */
            var timelines = this.timelines;
            for (var i = 0, n = timelines.length; i < n; i++)
                timelines[i].apply(skeleton, lastTime, time, events, alpha, blend, direction);
        };
        /**
         * @param {?} values
         * @param {?} target
         * @param {?=} step
         * @return {?}
         */
        Animation.binarySearch = /**
         * @param {?} values
         * @param {?} target
         * @param {?=} step
         * @return {?}
         */
        function (values, target, step) {
            if (step === void 0) { step = 1; }
            /** @type {?} */
            var low = 0;
            /** @type {?} */
            var high = values.length / step - 2;
            if (high == 0)
                return step;
            /** @type {?} */
            var current = high >>> 1;
            while (true) {
                if (values[(current + 1) * step] <= target)
                    low = current + 1;
                else
                    high = current;
                if (low == high)
                    return (low + 1) * step;
                current = (low + high) >>> 1;
            }
        };
        /**
         * @param {?} values
         * @param {?} target
         * @param {?} step
         * @return {?}
         */
        Animation.linearSearch = /**
         * @param {?} values
         * @param {?} target
         * @param {?} step
         * @return {?}
         */
        function (values, target, step) {
            for (var i = 0, last = values.length - step; i <= last; i += step)
                if (values[i] > target)
                    return i;
            return -1;
        };
        return Animation;
    }());
    if (false) {
        /** @type {?} */
        Animation.prototype.name;
        /** @type {?} */
        Animation.prototype.timelines;
        /** @type {?} */
        Animation.prototype.timelineIds;
        /** @type {?} */
        Animation.prototype.duration;
    }
    /**
     * @record
     */
    function Timeline() { }
    if (false) {
        /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} events
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        Timeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) { };
        /**
         * @return {?}
         */
        Timeline.prototype.getPropertyId = function () { };
    }
    /** @enum {number} */
    var MixBlend = {
        setup: 0,
        first: 1,
        replace: 2,
        add: 3,
    };
    MixBlend[MixBlend.setup] = 'setup';
    MixBlend[MixBlend.first] = 'first';
    MixBlend[MixBlend.replace] = 'replace';
    MixBlend[MixBlend.add] = 'add';
    /** @enum {number} */
    var MixDirection = {
        mixIn: 0,
        mixOut: 1,
    };
    MixDirection[MixDirection.mixIn] = 'mixIn';
    MixDirection[MixDirection.mixOut] = 'mixOut';
    /** @enum {number} */
    var TimelineType = {
        rotate: 0,
        translate: 1,
        scale: 2,
        shear: 3,
        attachment: 4,
        color: 5,
        deform: 6,
        event: 7,
        drawOrder: 8,
        ikConstraint: 9,
        transformConstraint: 10,
        pathConstraintPosition: 11,
        pathConstraintSpacing: 12,
        pathConstraintMix: 13,
        twoColor: 14,
    };
    TimelineType[TimelineType.rotate] = 'rotate';
    TimelineType[TimelineType.translate] = 'translate';
    TimelineType[TimelineType.scale] = 'scale';
    TimelineType[TimelineType.shear] = 'shear';
    TimelineType[TimelineType.attachment] = 'attachment';
    TimelineType[TimelineType.color] = 'color';
    TimelineType[TimelineType.deform] = 'deform';
    TimelineType[TimelineType.event] = 'event';
    TimelineType[TimelineType.drawOrder] = 'drawOrder';
    TimelineType[TimelineType.ikConstraint] = 'ikConstraint';
    TimelineType[TimelineType.transformConstraint] = 'transformConstraint';
    TimelineType[TimelineType.pathConstraintPosition] = 'pathConstraintPosition';
    TimelineType[TimelineType.pathConstraintSpacing] = 'pathConstraintSpacing';
    TimelineType[TimelineType.pathConstraintMix] = 'pathConstraintMix';
    TimelineType[TimelineType.twoColor] = 'twoColor';
    /**
     * @abstract
     */
    var CurveTimeline = /** @class */ (function () {
        function CurveTimeline(frameCount) {
            if (frameCount <= 0)
                throw new Error("frameCount must be > 0: " + frameCount);
            this.curves = Utils.newFloatArray((frameCount - 1) * CurveTimeline.BEZIER_SIZE);
        }
        /**
         * @return {?}
         */
        CurveTimeline.prototype.getFrameCount = /**
         * @return {?}
         */
        function () {
            return this.curves.length / CurveTimeline.BEZIER_SIZE + 1;
        };
        /**
         * @param {?} frameIndex
         * @return {?}
         */
        CurveTimeline.prototype.setLinear = /**
         * @param {?} frameIndex
         * @return {?}
         */
        function (frameIndex) {
            this.curves[frameIndex * CurveTimeline.BEZIER_SIZE] = CurveTimeline.LINEAR;
        };
        /**
         * @param {?} frameIndex
         * @return {?}
         */
        CurveTimeline.prototype.setStepped = /**
         * @param {?} frameIndex
         * @return {?}
         */
        function (frameIndex) {
            this.curves[frameIndex * CurveTimeline.BEZIER_SIZE] = CurveTimeline.STEPPED;
        };
        /**
         * @param {?} frameIndex
         * @return {?}
         */
        CurveTimeline.prototype.getCurveType = /**
         * @param {?} frameIndex
         * @return {?}
         */
        function (frameIndex) {
            /** @type {?} */
            var index = frameIndex * CurveTimeline.BEZIER_SIZE;
            if (index == this.curves.length)
                return CurveTimeline.LINEAR;
            /** @type {?} */
            var type = this.curves[index];
            if (type == CurveTimeline.LINEAR)
                return CurveTimeline.LINEAR;
            if (type == CurveTimeline.STEPPED)
                return CurveTimeline.STEPPED;
            return CurveTimeline.BEZIER;
        };
        /** Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
         * cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
         * the difference between the keyframe's values. */
        /**
         * Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
         * cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
         * the difference between the keyframe's values.
         * @param {?} frameIndex
         * @param {?} cx1
         * @param {?} cy1
         * @param {?} cx2
         * @param {?} cy2
         * @return {?}
         */
        CurveTimeline.prototype.setCurve = /**
         * Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
         * cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
         * the difference between the keyframe's values.
         * @param {?} frameIndex
         * @param {?} cx1
         * @param {?} cy1
         * @param {?} cx2
         * @param {?} cy2
         * @return {?}
         */
        function (frameIndex, cx1, cy1, cx2, cy2) {
            /** @type {?} */
            var tmpx = (-cx1 * 2 + cx2) * 0.03;
            /** @type {?} */
            var tmpy = (-cy1 * 2 + cy2) * 0.03;
            /** @type {?} */
            var dddfx = ((cx1 - cx2) * 3 + 1) * 0.006;
            /** @type {?} */
            var dddfy = ((cy1 - cy2) * 3 + 1) * 0.006;
            /** @type {?} */
            var ddfx = tmpx * 2 + dddfx;
            /** @type {?} */
            var ddfy = tmpy * 2 + dddfy;
            /** @type {?} */
            var dfx = cx1 * 0.3 + tmpx + dddfx * 0.16666667;
            /** @type {?} */
            var dfy = cy1 * 0.3 + tmpy + dddfy * 0.16666667;
            /** @type {?} */
            var i = frameIndex * CurveTimeline.BEZIER_SIZE;
            /** @type {?} */
            var curves = this.curves;
            curves[i++] = CurveTimeline.BEZIER;
            /** @type {?} */
            var x = dfx;
            /** @type {?} */
            var y = dfy;
            for (var n = i + CurveTimeline.BEZIER_SIZE - 1; i < n; i += 2) {
                curves[i] = x;
                curves[i + 1] = y;
                dfx += ddfx;
                dfy += ddfy;
                ddfx += dddfx;
                ddfy += dddfy;
                x += dfx;
                y += dfy;
            }
        };
        /**
         * @param {?} frameIndex
         * @param {?} percent
         * @return {?}
         */
        CurveTimeline.prototype.getCurvePercent = /**
         * @param {?} frameIndex
         * @param {?} percent
         * @return {?}
         */
        function (frameIndex, percent) {
            percent = MathUtils.clamp(percent, 0, 1);
            /** @type {?} */
            var curves = this.curves;
            /** @type {?} */
            var i = frameIndex * CurveTimeline.BEZIER_SIZE;
            /** @type {?} */
            var type = curves[i];
            if (type == CurveTimeline.LINEAR)
                return percent;
            if (type == CurveTimeline.STEPPED)
                return 0;
            i++;
            /** @type {?} */
            var x = 0;
            for (var start = i, n = i + CurveTimeline.BEZIER_SIZE - 1; i < n; i += 2) {
                x = curves[i];
                if (x >= percent) {
                    /** @type {?} */
                    var prevX = void 0;
                    /** @type {?} */
                    var prevY = void 0;
                    if (i == start) {
                        prevX = 0;
                        prevY = 0;
                    }
                    else {
                        prevX = curves[i - 2];
                        prevY = curves[i - 1];
                    }
                    return (prevY + ((curves[i + 1] - prevY) * (percent - prevX)) / (x - prevX));
                }
            }
            /** @type {?} */
            var y = curves[i - 1];
            return y + ((1 - y) * (percent - x)) / (1 - x); // Last point is 1,1.
        };
        CurveTimeline.LINEAR = 0;
        CurveTimeline.STEPPED = 1;
        CurveTimeline.BEZIER = 2;
        CurveTimeline.BEZIER_SIZE = 10 * 2 - 1;
        return CurveTimeline;
    }());
    if (false) {
        /** @type {?} */
        CurveTimeline.LINEAR;
        /** @type {?} */
        CurveTimeline.STEPPED;
        /** @type {?} */
        CurveTimeline.BEZIER;
        /** @type {?} */
        CurveTimeline.BEZIER_SIZE;
        /**
         * @type {?}
         * @private
         */
        CurveTimeline.prototype.curves;
        /**
         * @abstract
         * @return {?}
         */
        CurveTimeline.prototype.getPropertyId = function () { };
        /**
         * @abstract
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} events
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        CurveTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) { };
    }
    var RotateTimeline = /** @class */ (function (_super) {
        __extends(RotateTimeline, _super);
        function RotateTimeline(frameCount) {
            var _this = _super.call(this, frameCount) || this;
            _this.frames = Utils.newFloatArray(frameCount << 1);
            return _this;
        }
        /**
         * @return {?}
         */
        RotateTimeline.prototype.getPropertyId = /**
         * @return {?}
         */
        function () {
            return (TimelineType.rotate << 24) + this.boneIndex;
        };
        /** Sets the time and angle of the specified keyframe. */
        /**
         * Sets the time and angle of the specified keyframe.
         * @param {?} frameIndex
         * @param {?} time
         * @param {?} degrees
         * @return {?}
         */
        RotateTimeline.prototype.setFrame = /**
         * Sets the time and angle of the specified keyframe.
         * @param {?} frameIndex
         * @param {?} time
         * @param {?} degrees
         * @return {?}
         */
        function (frameIndex, time, degrees) {
            frameIndex <<= 1;
            this.frames[frameIndex] = time;
            this.frames[frameIndex + RotateTimeline.ROTATION] = degrees;
        };
        /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} events
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        RotateTimeline.prototype.apply = /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} events
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        function (skeleton, lastTime, time, events, alpha, blend, direction) {
            /** @type {?} */
            var frames = this.frames;
            /** @type {?} */
            var bone = skeleton.bones[this.boneIndex];
            if (!bone.active)
                return;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        bone.rotation = bone.data.rotation;
                        return;
                    case MixBlend.first:
                        /** @type {?} */
                        var r_1 = bone.data.rotation - bone.rotation;
                        bone.rotation +=
                            (r_1 - (16384 - ((16384.499999999996 - r_1 / 360) | 0)) * 360) * alpha;
                }
                return;
            }
            if (time >= frames[frames.length - RotateTimeline.ENTRIES]) {
                // Time is after last frame.
                /** @type {?} */
                var r_2 = frames[frames.length + RotateTimeline.PREV_ROTATION];
                switch (blend) {
                    case MixBlend.setup:
                        bone.rotation = bone.data.rotation + r_2 * alpha;
                        break;
                    case MixBlend.first:
                    case MixBlend.replace:
                        r_2 += bone.data.rotation - bone.rotation;
                        r_2 -= (16384 - ((16384.499999999996 - r_2 / 360) | 0)) * 360; // Wrap within -180 and 180.
                    case MixBlend.add:
                        bone.rotation += r_2 * alpha;
                }
                return;
            }
            // Interpolate between the previous frame and the current frame.
            /** @type {?} */
            var frame = Animation.binarySearch(frames, time, RotateTimeline.ENTRIES);
            /** @type {?} */
            var prevRotation = frames[frame + RotateTimeline.PREV_ROTATION];
            /** @type {?} */
            var frameTime = frames[frame];
            /** @type {?} */
            var percent = this.getCurvePercent((frame >> 1) - 1, 1 -
                (time - frameTime) /
                    (frames[frame + RotateTimeline.PREV_TIME] - frameTime));
            /** @type {?} */
            var r = frames[frame + RotateTimeline.ROTATION] - prevRotation;
            r =
                prevRotation +
                    (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * percent;
            switch (blend) {
                case MixBlend.setup:
                    bone.rotation =
                        bone.data.rotation +
                            (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * alpha;
                    break;
                case MixBlend.first:
                case MixBlend.replace:
                    r += bone.data.rotation - bone.rotation;
                case MixBlend.add:
                    bone.rotation +=
                        (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * alpha;
            }
        };
        RotateTimeline.ENTRIES = 2;
        RotateTimeline.PREV_TIME = -2;
        RotateTimeline.PREV_ROTATION = -1;
        RotateTimeline.ROTATION = 1;
        return RotateTimeline;
    }(CurveTimeline));
    if (false) {
        /** @type {?} */
        RotateTimeline.ENTRIES;
        /** @type {?} */
        RotateTimeline.PREV_TIME;
        /** @type {?} */
        RotateTimeline.PREV_ROTATION;
        /** @type {?} */
        RotateTimeline.ROTATION;
        /** @type {?} */
        RotateTimeline.prototype.boneIndex;
        /** @type {?} */
        RotateTimeline.prototype.frames;
    }
    var TranslateTimeline = /** @class */ (function (_super) {
        __extends(TranslateTimeline, _super);
        function TranslateTimeline(frameCount) {
            var _this = _super.call(this, frameCount) || this;
            _this.frames = Utils.newFloatArray(frameCount * TranslateTimeline.ENTRIES);
            return _this;
        }
        /**
         * @return {?}
         */
        TranslateTimeline.prototype.getPropertyId = /**
         * @return {?}
         */
        function () {
            return (TimelineType.translate << 24) + this.boneIndex;
        };
        /** Sets the time and value of the specified keyframe. */
        /**
         * Sets the time and value of the specified keyframe.
         * @param {?} frameIndex
         * @param {?} time
         * @param {?} x
         * @param {?} y
         * @return {?}
         */
        TranslateTimeline.prototype.setFrame = /**
         * Sets the time and value of the specified keyframe.
         * @param {?} frameIndex
         * @param {?} time
         * @param {?} x
         * @param {?} y
         * @return {?}
         */
        function (frameIndex, time, x, y) {
            frameIndex *= TranslateTimeline.ENTRIES;
            this.frames[frameIndex] = time;
            this.frames[frameIndex + TranslateTimeline.X] = x;
            this.frames[frameIndex + TranslateTimeline.Y] = y;
        };
        /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} events
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        TranslateTimeline.prototype.apply = /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} events
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        function (skeleton, lastTime, time, events, alpha, blend, direction) {
            /** @type {?} */
            var frames = this.frames;
            /** @type {?} */
            var bone = skeleton.bones[this.boneIndex];
            if (!bone.active)
                return;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        bone.x = bone.data.x;
                        bone.y = bone.data.y;
                        return;
                    case MixBlend.first:
                        bone.x += (bone.data.x - bone.x) * alpha;
                        bone.y += (bone.data.y - bone.y) * alpha;
                }
                return;
            }
            /** @type {?} */
            var x = 0;
            /** @type {?} */
            var y = 0;
            if (time >= frames[frames.length - TranslateTimeline.ENTRIES]) {
                // Time is after last frame.
                x = frames[frames.length + TranslateTimeline.PREV_X];
                y = frames[frames.length + TranslateTimeline.PREV_Y];
            }
            else {
                // Interpolate between the previous frame and the current frame.
                /** @type {?} */
                var frame = Animation.binarySearch(frames, time, TranslateTimeline.ENTRIES);
                x = frames[frame + TranslateTimeline.PREV_X];
                y = frames[frame + TranslateTimeline.PREV_Y];
                /** @type {?} */
                var frameTime = frames[frame];
                /** @type {?} */
                var percent = this.getCurvePercent(frame / TranslateTimeline.ENTRIES - 1, 1 -
                    (time - frameTime) /
                        (frames[frame + TranslateTimeline.PREV_TIME] - frameTime));
                x += (frames[frame + TranslateTimeline.X] - x) * percent;
                y += (frames[frame + TranslateTimeline.Y] - y) * percent;
            }
            switch (blend) {
                case MixBlend.setup:
                    bone.x = bone.data.x + x * alpha;
                    bone.y = bone.data.y + y * alpha;
                    break;
                case MixBlend.first:
                case MixBlend.replace:
                    bone.x += (bone.data.x + x - bone.x) * alpha;
                    bone.y += (bone.data.y + y - bone.y) * alpha;
                    break;
                case MixBlend.add:
                    bone.x += x * alpha;
                    bone.y += y * alpha;
            }
        };
        TranslateTimeline.ENTRIES = 3;
        TranslateTimeline.PREV_TIME = -3;
        TranslateTimeline.PREV_X = -2;
        TranslateTimeline.PREV_Y = -1;
        TranslateTimeline.X = 1;
        TranslateTimeline.Y = 2;
        return TranslateTimeline;
    }(CurveTimeline));
    if (false) {
        /** @type {?} */
        TranslateTimeline.ENTRIES;
        /** @type {?} */
        TranslateTimeline.PREV_TIME;
        /** @type {?} */
        TranslateTimeline.PREV_X;
        /** @type {?} */
        TranslateTimeline.PREV_Y;
        /** @type {?} */
        TranslateTimeline.X;
        /** @type {?} */
        TranslateTimeline.Y;
        /** @type {?} */
        TranslateTimeline.prototype.boneIndex;
        /** @type {?} */
        TranslateTimeline.prototype.frames;
    }
    var ScaleTimeline = /** @class */ (function (_super) {
        __extends(ScaleTimeline, _super);
        function ScaleTimeline(frameCount) {
            return _super.call(this, frameCount) || this;
        }
        /**
         * @return {?}
         */
        ScaleTimeline.prototype.getPropertyId = /**
         * @return {?}
         */
        function () {
            return (TimelineType.scale << 24) + this.boneIndex;
        };
        /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} events
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        ScaleTimeline.prototype.apply = /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} events
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        function (skeleton, lastTime, time, events, alpha, blend, direction) {
            /** @type {?} */
            var frames = this.frames;
            /** @type {?} */
            var bone = skeleton.bones[this.boneIndex];
            if (!bone.active)
                return;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        bone.scaleX = bone.data.scaleX;
                        bone.scaleY = bone.data.scaleY;
                        return;
                    case MixBlend.first:
                        bone.scaleX += (bone.data.scaleX - bone.scaleX) * alpha;
                        bone.scaleY += (bone.data.scaleY - bone.scaleY) * alpha;
                }
                return;
            }
            /** @type {?} */
            var x = 0;
            /** @type {?} */
            var y = 0;
            if (time >= frames[frames.length - ScaleTimeline.ENTRIES]) {
                // Time is after last frame.
                x = frames[frames.length + ScaleTimeline.PREV_X] * bone.data.scaleX;
                y = frames[frames.length + ScaleTimeline.PREV_Y] * bone.data.scaleY;
            }
            else {
                // Interpolate between the previous frame and the current frame.
                /** @type {?} */
                var frame = Animation.binarySearch(frames, time, ScaleTimeline.ENTRIES);
                x = frames[frame + ScaleTimeline.PREV_X];
                y = frames[frame + ScaleTimeline.PREV_Y];
                /** @type {?} */
                var frameTime = frames[frame];
                /** @type {?} */
                var percent = this.getCurvePercent(frame / ScaleTimeline.ENTRIES - 1, 1 -
                    (time - frameTime) /
                        (frames[frame + ScaleTimeline.PREV_TIME] - frameTime));
                x =
                    (x + (frames[frame + ScaleTimeline.X] - x) * percent) *
                        bone.data.scaleX;
                y =
                    (y + (frames[frame + ScaleTimeline.Y] - y) * percent) *
                        bone.data.scaleY;
            }
            if (alpha == 1) {
                if (blend == MixBlend.add) {
                    bone.scaleX += x - bone.data.scaleX;
                    bone.scaleY += y - bone.data.scaleY;
                }
                else {
                    bone.scaleX = x;
                    bone.scaleY = y;
                }
            }
            else {
                /** @type {?} */
                var bx = 0;
                /** @type {?} */
                var by = 0;
                if (direction == MixDirection.mixOut) {
                    switch (blend) {
                        case MixBlend.setup:
                            bx = bone.data.scaleX;
                            by = bone.data.scaleY;
                            bone.scaleX =
                                bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha;
                            bone.scaleY =
                                by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha;
                            break;
                        case MixBlend.first:
                        case MixBlend.replace:
                            bx = bone.scaleX;
                            by = bone.scaleY;
                            bone.scaleX =
                                bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha;
                            bone.scaleY =
                                by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha;
                            break;
                        case MixBlend.add:
                            bx = bone.scaleX;
                            by = bone.scaleY;
                            bone.scaleX =
                                bx +
                                    (Math.abs(x) * MathUtils.signum(bx) - bone.data.scaleX) * alpha;
                            bone.scaleY =
                                by +
                                    (Math.abs(y) * MathUtils.signum(by) - bone.data.scaleY) * alpha;
                    }
                }
                else {
                    switch (blend) {
                        case MixBlend.setup:
                            bx = Math.abs(bone.data.scaleX) * MathUtils.signum(x);
                            by = Math.abs(bone.data.scaleY) * MathUtils.signum(y);
                            bone.scaleX = bx + (x - bx) * alpha;
                            bone.scaleY = by + (y - by) * alpha;
                            break;
                        case MixBlend.first:
                        case MixBlend.replace:
                            bx = Math.abs(bone.scaleX) * MathUtils.signum(x);
                            by = Math.abs(bone.scaleY) * MathUtils.signum(y);
                            bone.scaleX = bx + (x - bx) * alpha;
                            bone.scaleY = by + (y - by) * alpha;
                            break;
                        case MixBlend.add:
                            bx = MathUtils.signum(x);
                            by = MathUtils.signum(y);
                            bone.scaleX =
                                Math.abs(bone.scaleX) * bx +
                                    (x - Math.abs(bone.data.scaleX) * bx) * alpha;
                            bone.scaleY =
                                Math.abs(bone.scaleY) * by +
                                    (y - Math.abs(bone.data.scaleY) * by) * alpha;
                    }
                }
            }
        };
        return ScaleTimeline;
    }(TranslateTimeline));
    var ShearTimeline = /** @class */ (function (_super) {
        __extends(ShearTimeline, _super);
        function ShearTimeline(frameCount) {
            return _super.call(this, frameCount) || this;
        }
        /**
         * @return {?}
         */
        ShearTimeline.prototype.getPropertyId = /**
         * @return {?}
         */
        function () {
            return (TimelineType.shear << 24) + this.boneIndex;
        };
        /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} events
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        ShearTimeline.prototype.apply = /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} events
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        function (skeleton, lastTime, time, events, alpha, blend, direction) {
            /** @type {?} */
            var frames = this.frames;
            /** @type {?} */
            var bone = skeleton.bones[this.boneIndex];
            if (!bone.active)
                return;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        bone.shearX = bone.data.shearX;
                        bone.shearY = bone.data.shearY;
                        return;
                    case MixBlend.first:
                        bone.shearX += (bone.data.shearX - bone.shearX) * alpha;
                        bone.shearY += (bone.data.shearY - bone.shearY) * alpha;
                }
                return;
            }
            /** @type {?} */
            var x = 0;
            /** @type {?} */
            var y = 0;
            if (time >= frames[frames.length - ShearTimeline.ENTRIES]) {
                // Time is after last frame.
                x = frames[frames.length + ShearTimeline.PREV_X];
                y = frames[frames.length + ShearTimeline.PREV_Y];
            }
            else {
                // Interpolate between the previous frame and the current frame.
                /** @type {?} */
                var frame = Animation.binarySearch(frames, time, ShearTimeline.ENTRIES);
                x = frames[frame + ShearTimeline.PREV_X];
                y = frames[frame + ShearTimeline.PREV_Y];
                /** @type {?} */
                var frameTime = frames[frame];
                /** @type {?} */
                var percent = this.getCurvePercent(frame / ShearTimeline.ENTRIES - 1, 1 -
                    (time - frameTime) /
                        (frames[frame + ShearTimeline.PREV_TIME] - frameTime));
                x = x + (frames[frame + ShearTimeline.X] - x) * percent;
                y = y + (frames[frame + ShearTimeline.Y] - y) * percent;
            }
            switch (blend) {
                case MixBlend.setup:
                    bone.shearX = bone.data.shearX + x * alpha;
                    bone.shearY = bone.data.shearY + y * alpha;
                    break;
                case MixBlend.first:
                case MixBlend.replace:
                    bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha;
                    bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha;
                    break;
                case MixBlend.add:
                    bone.shearX += x * alpha;
                    bone.shearY += y * alpha;
            }
        };
        return ShearTimeline;
    }(TranslateTimeline));
    var ColorTimeline = /** @class */ (function (_super) {
        __extends(ColorTimeline, _super);
        function ColorTimeline(frameCount) {
            var _this = _super.call(this, frameCount) || this;
            _this.frames = Utils.newFloatArray(frameCount * ColorTimeline.ENTRIES);
            return _this;
        }
        /**
         * @return {?}
         */
        ColorTimeline.prototype.getPropertyId = /**
         * @return {?}
         */
        function () {
            return (TimelineType.color << 24) + this.slotIndex;
        };
        /** Sets the time and value of the specified keyframe. */
        /**
         * Sets the time and value of the specified keyframe.
         * @param {?} frameIndex
         * @param {?} time
         * @param {?} r
         * @param {?} g
         * @param {?} b
         * @param {?} a
         * @return {?}
         */
        ColorTimeline.prototype.setFrame = /**
         * Sets the time and value of the specified keyframe.
         * @param {?} frameIndex
         * @param {?} time
         * @param {?} r
         * @param {?} g
         * @param {?} b
         * @param {?} a
         * @return {?}
         */
        function (frameIndex, time, r, g, b, a) {
            frameIndex *= ColorTimeline.ENTRIES;
            this.frames[frameIndex] = time;
            this.frames[frameIndex + ColorTimeline.R] = r;
            this.frames[frameIndex + ColorTimeline.G] = g;
            this.frames[frameIndex + ColorTimeline.B] = b;
            this.frames[frameIndex + ColorTimeline.A] = a;
        };
        /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} events
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        ColorTimeline.prototype.apply = /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} events
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        function (skeleton, lastTime, time, events, alpha, blend, direction) {
            /** @type {?} */
            var slot = skeleton.slots[this.slotIndex];
            if (!slot.bone.active)
                return;
            /** @type {?} */
            var frames = this.frames;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        slot.color.setFromColor(slot.data.color);
                        return;
                    case MixBlend.first:
                        /** @type {?} */
                        var color = slot.color;
                        /** @type {?} */
                        var setup = slot.data.color;
                        color.add((setup.r - color.r) * alpha, (setup.g - color.g) * alpha, (setup.b - color.b) * alpha, (setup.a - color.a) * alpha);
                }
                return;
            }
            /** @type {?} */
            var r = 0;
            /** @type {?} */
            var g = 0;
            /** @type {?} */
            var b = 0;
            /** @type {?} */
            var a = 0;
            if (time >= frames[frames.length - ColorTimeline.ENTRIES]) {
                // Time is after last frame.
                /** @type {?} */
                var i = frames.length;
                r = frames[i + ColorTimeline.PREV_R];
                g = frames[i + ColorTimeline.PREV_G];
                b = frames[i + ColorTimeline.PREV_B];
                a = frames[i + ColorTimeline.PREV_A];
            }
            else {
                // Interpolate between the previous frame and the current frame.
                /** @type {?} */
                var frame = Animation.binarySearch(frames, time, ColorTimeline.ENTRIES);
                r = frames[frame + ColorTimeline.PREV_R];
                g = frames[frame + ColorTimeline.PREV_G];
                b = frames[frame + ColorTimeline.PREV_B];
                a = frames[frame + ColorTimeline.PREV_A];
                /** @type {?} */
                var frameTime = frames[frame];
                /** @type {?} */
                var percent = this.getCurvePercent(frame / ColorTimeline.ENTRIES - 1, 1 -
                    (time - frameTime) /
                        (frames[frame + ColorTimeline.PREV_TIME] - frameTime));
                r += (frames[frame + ColorTimeline.R] - r) * percent;
                g += (frames[frame + ColorTimeline.G] - g) * percent;
                b += (frames[frame + ColorTimeline.B] - b) * percent;
                a += (frames[frame + ColorTimeline.A] - a) * percent;
            }
            if (alpha == 1)
                slot.color.set(r, g, b, a);
            else {
                /** @type {?} */
                var color = slot.color;
                if (blend == MixBlend.setup)
                    color.setFromColor(slot.data.color);
                color.add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha);
            }
        };
        ColorTimeline.ENTRIES = 5;
        ColorTimeline.PREV_TIME = -5;
        ColorTimeline.PREV_R = -4;
        ColorTimeline.PREV_G = -3;
        ColorTimeline.PREV_B = -2;
        ColorTimeline.PREV_A = -1;
        ColorTimeline.R = 1;
        ColorTimeline.G = 2;
        ColorTimeline.B = 3;
        ColorTimeline.A = 4;
        return ColorTimeline;
    }(CurveTimeline));
    if (false) {
        /** @type {?} */
        ColorTimeline.ENTRIES;
        /** @type {?} */
        ColorTimeline.PREV_TIME;
        /** @type {?} */
        ColorTimeline.PREV_R;
        /** @type {?} */
        ColorTimeline.PREV_G;
        /** @type {?} */
        ColorTimeline.PREV_B;
        /** @type {?} */
        ColorTimeline.PREV_A;
        /** @type {?} */
        ColorTimeline.R;
        /** @type {?} */
        ColorTimeline.G;
        /** @type {?} */
        ColorTimeline.B;
        /** @type {?} */
        ColorTimeline.A;
        /** @type {?} */
        ColorTimeline.prototype.slotIndex;
        /** @type {?} */
        ColorTimeline.prototype.frames;
    }
    var TwoColorTimeline = /** @class */ (function (_super) {
        __extends(TwoColorTimeline, _super);
        function TwoColorTimeline(frameCount) {
            var _this = _super.call(this, frameCount) || this;
            _this.frames = Utils.newFloatArray(frameCount * TwoColorTimeline.ENTRIES);
            return _this;
        }
        /**
         * @return {?}
         */
        TwoColorTimeline.prototype.getPropertyId = /**
         * @return {?}
         */
        function () {
            return (TimelineType.twoColor << 24) + this.slotIndex;
        };
        /** Sets the time and value of the specified keyframe. */
        /**
         * Sets the time and value of the specified keyframe.
         * @param {?} frameIndex
         * @param {?} time
         * @param {?} r
         * @param {?} g
         * @param {?} b
         * @param {?} a
         * @param {?} r2
         * @param {?} g2
         * @param {?} b2
         * @return {?}
         */
        TwoColorTimeline.prototype.setFrame = /**
         * Sets the time and value of the specified keyframe.
         * @param {?} frameIndex
         * @param {?} time
         * @param {?} r
         * @param {?} g
         * @param {?} b
         * @param {?} a
         * @param {?} r2
         * @param {?} g2
         * @param {?} b2
         * @return {?}
         */
        function (frameIndex, time, r, g, b, a, r2, g2, b2) {
            frameIndex *= TwoColorTimeline.ENTRIES;
            this.frames[frameIndex] = time;
            this.frames[frameIndex + TwoColorTimeline.R] = r;
            this.frames[frameIndex + TwoColorTimeline.G] = g;
            this.frames[frameIndex + TwoColorTimeline.B] = b;
            this.frames[frameIndex + TwoColorTimeline.A] = a;
            this.frames[frameIndex + TwoColorTimeline.R2] = r2;
            this.frames[frameIndex + TwoColorTimeline.G2] = g2;
            this.frames[frameIndex + TwoColorTimeline.B2] = b2;
        };
        /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} events
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        TwoColorTimeline.prototype.apply = /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} events
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        function (skeleton, lastTime, time, events, alpha, blend, direction) {
            /** @type {?} */
            var slot = skeleton.slots[this.slotIndex];
            if (!slot.bone.active)
                return;
            /** @type {?} */
            var frames = this.frames;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        slot.color.setFromColor(slot.data.color);
                        slot.darkColor.setFromColor(slot.data.darkColor);
                        return;
                    case MixBlend.first:
                        /** @type {?} */
                        var light = slot.color;
                        /** @type {?} */
                        var dark = slot.darkColor;
                        /** @type {?} */
                        var setupLight = slot.data.color;
                        /** @type {?} */
                        var setupDark = slot.data.darkColor;
                        light.add((setupLight.r - light.r) * alpha, (setupLight.g - light.g) * alpha, (setupLight.b - light.b) * alpha, (setupLight.a - light.a) * alpha);
                        dark.add((setupDark.r - dark.r) * alpha, (setupDark.g - dark.g) * alpha, (setupDark.b - dark.b) * alpha, 0);
                }
                return;
            }
            /** @type {?} */
            var r = 0;
            /** @type {?} */
            var g = 0;
            /** @type {?} */
            var b = 0;
            /** @type {?} */
            var a = 0;
            /** @type {?} */
            var r2 = 0;
            /** @type {?} */
            var g2 = 0;
            /** @type {?} */
            var b2 = 0;
            if (time >= frames[frames.length - TwoColorTimeline.ENTRIES]) {
                // Time is after last frame.
                /** @type {?} */
                var i = frames.length;
                r = frames[i + TwoColorTimeline.PREV_R];
                g = frames[i + TwoColorTimeline.PREV_G];
                b = frames[i + TwoColorTimeline.PREV_B];
                a = frames[i + TwoColorTimeline.PREV_A];
                r2 = frames[i + TwoColorTimeline.PREV_R2];
                g2 = frames[i + TwoColorTimeline.PREV_G2];
                b2 = frames[i + TwoColorTimeline.PREV_B2];
            }
            else {
                // Interpolate between the previous frame and the current frame.
                /** @type {?} */
                var frame = Animation.binarySearch(frames, time, TwoColorTimeline.ENTRIES);
                r = frames[frame + TwoColorTimeline.PREV_R];
                g = frames[frame + TwoColorTimeline.PREV_G];
                b = frames[frame + TwoColorTimeline.PREV_B];
                a = frames[frame + TwoColorTimeline.PREV_A];
                r2 = frames[frame + TwoColorTimeline.PREV_R2];
                g2 = frames[frame + TwoColorTimeline.PREV_G2];
                b2 = frames[frame + TwoColorTimeline.PREV_B2];
                /** @type {?} */
                var frameTime = frames[frame];
                /** @type {?} */
                var percent = this.getCurvePercent(frame / TwoColorTimeline.ENTRIES - 1, 1 -
                    (time - frameTime) /
                        (frames[frame + TwoColorTimeline.PREV_TIME] - frameTime));
                r += (frames[frame + TwoColorTimeline.R] - r) * percent;
                g += (frames[frame + TwoColorTimeline.G] - g) * percent;
                b += (frames[frame + TwoColorTimeline.B] - b) * percent;
                a += (frames[frame + TwoColorTimeline.A] - a) * percent;
                r2 += (frames[frame + TwoColorTimeline.R2] - r2) * percent;
                g2 += (frames[frame + TwoColorTimeline.G2] - g2) * percent;
                b2 += (frames[frame + TwoColorTimeline.B2] - b2) * percent;
            }
            if (alpha == 1) {
                slot.color.set(r, g, b, a);
                slot.darkColor.set(r2, g2, b2, 1);
            }
            else {
                /** @type {?} */
                var light = slot.color;
                /** @type {?} */
                var dark = slot.darkColor;
                if (blend == MixBlend.setup) {
                    light.setFromColor(slot.data.color);
                    dark.setFromColor(slot.data.darkColor);
                }
                light.add((r - light.r) * alpha, (g - light.g) * alpha, (b - light.b) * alpha, (a - light.a) * alpha);
                dark.add((r2 - dark.r) * alpha, (g2 - dark.g) * alpha, (b2 - dark.b) * alpha, 0);
            }
        };
        TwoColorTimeline.ENTRIES = 8;
        TwoColorTimeline.PREV_TIME = -8;
        TwoColorTimeline.PREV_R = -7;
        TwoColorTimeline.PREV_G = -6;
        TwoColorTimeline.PREV_B = -5;
        TwoColorTimeline.PREV_A = -4;
        TwoColorTimeline.PREV_R2 = -3;
        TwoColorTimeline.PREV_G2 = -2;
        TwoColorTimeline.PREV_B2 = -1;
        TwoColorTimeline.R = 1;
        TwoColorTimeline.G = 2;
        TwoColorTimeline.B = 3;
        TwoColorTimeline.A = 4;
        TwoColorTimeline.R2 = 5;
        TwoColorTimeline.G2 = 6;
        TwoColorTimeline.B2 = 7;
        return TwoColorTimeline;
    }(CurveTimeline));
    if (false) {
        /** @type {?} */
        TwoColorTimeline.ENTRIES;
        /** @type {?} */
        TwoColorTimeline.PREV_TIME;
        /** @type {?} */
        TwoColorTimeline.PREV_R;
        /** @type {?} */
        TwoColorTimeline.PREV_G;
        /** @type {?} */
        TwoColorTimeline.PREV_B;
        /** @type {?} */
        TwoColorTimeline.PREV_A;
        /** @type {?} */
        TwoColorTimeline.PREV_R2;
        /** @type {?} */
        TwoColorTimeline.PREV_G2;
        /** @type {?} */
        TwoColorTimeline.PREV_B2;
        /** @type {?} */
        TwoColorTimeline.R;
        /** @type {?} */
        TwoColorTimeline.G;
        /** @type {?} */
        TwoColorTimeline.B;
        /** @type {?} */
        TwoColorTimeline.A;
        /** @type {?} */
        TwoColorTimeline.R2;
        /** @type {?} */
        TwoColorTimeline.G2;
        /** @type {?} */
        TwoColorTimeline.B2;
        /** @type {?} */
        TwoColorTimeline.prototype.slotIndex;
        /** @type {?} */
        TwoColorTimeline.prototype.frames;
    }
    var AttachmentTimeline = /** @class */ (function () {
        function AttachmentTimeline(frameCount) {
            this.frames = Utils.newFloatArray(frameCount);
            this.attachmentNames = new Array(frameCount);
        }
        /**
         * @return {?}
         */
        AttachmentTimeline.prototype.getPropertyId = /**
         * @return {?}
         */
        function () {
            return (TimelineType.attachment << 24) + this.slotIndex;
        };
        /**
         * @return {?}
         */
        AttachmentTimeline.prototype.getFrameCount = /**
         * @return {?}
         */
        function () {
            return this.frames.length;
        };
        /** Sets the time and value of the specified keyframe. */
        /**
         * Sets the time and value of the specified keyframe.
         * @param {?} frameIndex
         * @param {?} time
         * @param {?} attachmentName
         * @return {?}
         */
        AttachmentTimeline.prototype.setFrame = /**
         * Sets the time and value of the specified keyframe.
         * @param {?} frameIndex
         * @param {?} time
         * @param {?} attachmentName
         * @return {?}
         */
        function (frameIndex, time, attachmentName) {
            this.frames[frameIndex] = time;
            this.attachmentNames[frameIndex] = attachmentName;
        };
        /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} events
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        AttachmentTimeline.prototype.apply = /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} events
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        function (skeleton, lastTime, time, events, alpha, blend, direction) {
            /** @type {?} */
            var slot = skeleton.slots[this.slotIndex];
            if (!slot.bone.active)
                return;
            if (direction == MixDirection.mixOut && blend == MixBlend.setup) {
                /** @type {?} */
                var attachmentName_1 = slot.data.attachmentName;
                slot.setAttachment(attachmentName_1 == null
                    ? null
                    : skeleton.getAttachment(this.slotIndex, attachmentName_1));
                return;
            }
            /** @type {?} */
            var frames = this.frames;
            if (time < frames[0]) {
                if (blend == MixBlend.setup || blend == MixBlend.first) {
                    /** @type {?} */
                    var attachmentName_2 = slot.data.attachmentName;
                    slot.setAttachment(attachmentName_2 == null
                        ? null
                        : skeleton.getAttachment(this.slotIndex, attachmentName_2));
                }
                return;
            }
            /** @type {?} */
            var frameIndex = 0;
            if (time >= frames[frames.length - 1])
                // Time is after last frame.
                frameIndex = frames.length - 1;
            else
                frameIndex = Animation.binarySearch(frames, time, 1) - 1;
            /** @type {?} */
            var attachmentName = this.attachmentNames[frameIndex];
            skeleton.slots[this.slotIndex].setAttachment(attachmentName == null
                ? null
                : skeleton.getAttachment(this.slotIndex, attachmentName));
        };
        return AttachmentTimeline;
    }());
    if (false) {
        /** @type {?} */
        AttachmentTimeline.prototype.slotIndex;
        /** @type {?} */
        AttachmentTimeline.prototype.frames;
        /** @type {?} */
        AttachmentTimeline.prototype.attachmentNames;
    }
    /** @type {?} */
    var zeros = null;
    var DeformTimeline = /** @class */ (function (_super) {
        __extends(DeformTimeline, _super);
        function DeformTimeline(frameCount) {
            var _this = _super.call(this, frameCount) || this;
            _this.frames = Utils.newFloatArray(frameCount);
            _this.frameVertices = new Array(frameCount);
            if (zeros == null)
                zeros = Utils.newFloatArray(64);
            return _this;
        }
        /**
         * @return {?}
         */
        DeformTimeline.prototype.getPropertyId = /**
         * @return {?}
         */
        function () {
            return (TimelineType.deform << 27) + +this.attachment.id + this.slotIndex;
        };
        /** Sets the time of the specified keyframe. */
        /**
         * Sets the time of the specified keyframe.
         * @param {?} frameIndex
         * @param {?} time
         * @param {?} vertices
         * @return {?}
         */
        DeformTimeline.prototype.setFrame = /**
         * Sets the time of the specified keyframe.
         * @param {?} frameIndex
         * @param {?} time
         * @param {?} vertices
         * @return {?}
         */
        function (frameIndex, time, vertices) {
            this.frames[frameIndex] = time;
            this.frameVertices[frameIndex] = vertices;
        };
        /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} firedEvents
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        DeformTimeline.prototype.apply = /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} firedEvents
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
            /** @type {?} */
            var slot = skeleton.slots[this.slotIndex];
            if (!slot.bone.active)
                return;
            /** @type {?} */
            var slotAttachment = slot.getAttachment();
            if (!(slotAttachment instanceof VertexAttachment) ||
                !(((/** @type {?} */ (slotAttachment))).deformAttachment == this.attachment))
                return;
            /** @type {?} */
            var deformArray = slot.deform;
            if (deformArray.length == 0)
                blend = MixBlend.setup;
            /** @type {?} */
            var frameVertices = this.frameVertices;
            /** @type {?} */
            var vertexCount = frameVertices[0].length;
            /** @type {?} */
            var frames = this.frames;
            if (time < frames[0]) {
                /** @type {?} */
                var vertexAttachment = (/** @type {?} */ (slotAttachment));
                switch (blend) {
                    case MixBlend.setup:
                        deformArray.length = 0;
                        return;
                    case MixBlend.first:
                        if (alpha == 1) {
                            deformArray.length = 0;
                            break;
                        }
                        /** @type {?} */
                        var deform_1 = Utils.setArraySize(deformArray, vertexCount);
                        if (vertexAttachment.bones == null) {
                            // Unweighted vertex positions.
                            /** @type {?} */
                            var setupVertices = vertexAttachment.vertices;
                            for (var i = 0; i < vertexCount; i++)
                                deform_1[i] += (setupVertices[i] - deform_1[i]) * alpha;
                        }
                        else {
                            // Weighted deform offsets.
                            alpha = 1 - alpha;
                            for (var i = 0; i < vertexCount; i++)
                                deform_1[i] *= alpha;
                        }
                }
                return;
            }
            /** @type {?} */
            var deform = Utils.setArraySize(deformArray, vertexCount);
            if (time >= frames[frames.length - 1]) {
                // Time is after last frame.
                /** @type {?} */
                var lastVertices = frameVertices[frames.length - 1];
                if (alpha == 1) {
                    if (blend == MixBlend.add) {
                        /** @type {?} */
                        var vertexAttachment = (/** @type {?} */ (slotAttachment));
                        if (vertexAttachment.bones == null) {
                            // Unweighted vertex positions, with alpha.
                            /** @type {?} */
                            var setupVertices = vertexAttachment.vertices;
                            for (var i_1 = 0; i_1 < vertexCount; i_1++) {
                                deform[i_1] += lastVertices[i_1] - setupVertices[i_1];
                            }
                        }
                        else {
                            // Weighted deform offsets, with alpha.
                            for (var i_2 = 0; i_2 < vertexCount; i_2++)
                                deform[i_2] += lastVertices[i_2];
                        }
                    }
                    else {
                        Utils.arrayCopy(lastVertices, 0, deform, 0, vertexCount);
                    }
                }
                else {
                    switch (blend) {
                        case MixBlend.setup: {
                            /** @type {?} */
                            var vertexAttachment_1 = (/** @type {?} */ (slotAttachment));
                            if (vertexAttachment_1.bones == null) {
                                // Unweighted vertex positions, with alpha.
                                /** @type {?} */
                                var setupVertices = vertexAttachment_1.vertices;
                                for (var i_3 = 0; i_3 < vertexCount; i_3++) {
                                    /** @type {?} */
                                    var setup = setupVertices[i_3];
                                    deform[i_3] = setup + (lastVertices[i_3] - setup) * alpha;
                                }
                            }
                            else {
                                // Weighted deform offsets, with alpha.
                                for (var i_4 = 0; i_4 < vertexCount; i_4++)
                                    deform[i_4] = lastVertices[i_4] * alpha;
                            }
                            break;
                        }
                        case MixBlend.first:
                        case MixBlend.replace:
                            for (var i_5 = 0; i_5 < vertexCount; i_5++)
                                deform[i_5] += (lastVertices[i_5] - deform[i_5]) * alpha;
                        case MixBlend.add:
                            /** @type {?} */
                            var vertexAttachment = (/** @type {?} */ (slotAttachment));
                            if (vertexAttachment.bones == null) {
                                // Unweighted vertex positions, with alpha.
                                /** @type {?} */
                                var setupVertices = vertexAttachment.vertices;
                                for (var i_6 = 0; i_6 < vertexCount; i_6++) {
                                    deform[i_6] += (lastVertices[i_6] - setupVertices[i_6]) * alpha;
                                }
                            }
                            else {
                                // Weighted deform offsets, with alpha.
                                for (var i_7 = 0; i_7 < vertexCount; i_7++)
                                    deform[i_7] += lastVertices[i_7] * alpha;
                            }
                    }
                }
                return;
            }
            // Interpolate between the previous frame and the current frame.
            /** @type {?} */
            var frame = Animation.binarySearch(frames, time);
            /** @type {?} */
            var prevVertices = frameVertices[frame - 1];
            /** @type {?} */
            var nextVertices = frameVertices[frame];
            /** @type {?} */
            var frameTime = frames[frame];
            /** @type {?} */
            var percent = this.getCurvePercent(frame - 1, 1 - (time - frameTime) / (frames[frame - 1] - frameTime));
            if (alpha == 1) {
                if (blend == MixBlend.add) {
                    /** @type {?} */
                    var vertexAttachment = (/** @type {?} */ (slotAttachment));
                    if (vertexAttachment.bones == null) {
                        // Unweighted vertex positions, with alpha.
                        /** @type {?} */
                        var setupVertices = vertexAttachment.vertices;
                        for (var i_8 = 0; i_8 < vertexCount; i_8++) {
                            /** @type {?} */
                            var prev = prevVertices[i_8];
                            deform[i_8] +=
                                prev + (nextVertices[i_8] - prev) * percent - setupVertices[i_8];
                        }
                    }
                    else {
                        // Weighted deform offsets, with alpha.
                        for (var i_9 = 0; i_9 < vertexCount; i_9++) {
                            /** @type {?} */
                            var prev = prevVertices[i_9];
                            deform[i_9] += prev + (nextVertices[i_9] - prev) * percent;
                        }
                    }
                }
                else {
                    for (var i_10 = 0; i_10 < vertexCount; i_10++) {
                        /** @type {?} */
                        var prev = prevVertices[i_10];
                        deform[i_10] = prev + (nextVertices[i_10] - prev) * percent;
                    }
                }
            }
            else {
                switch (blend) {
                    case MixBlend.setup: {
                        /** @type {?} */
                        var vertexAttachment_2 = (/** @type {?} */ (slotAttachment));
                        if (vertexAttachment_2.bones == null) {
                            // Unweighted vertex positions, with alpha.
                            /** @type {?} */
                            var setupVertices = vertexAttachment_2.vertices;
                            for (var i_11 = 0; i_11 < vertexCount; i_11++) {
                                /** @type {?} */
                                var prev = prevVertices[i_11];
                                /** @type {?} */
                                var setup = setupVertices[i_11];
                                deform[i_11] =
                                    setup +
                                        (prev + (nextVertices[i_11] - prev) * percent - setup) * alpha;
                            }
                        }
                        else {
                            // Weighted deform offsets, with alpha.
                            for (var i_12 = 0; i_12 < vertexCount; i_12++) {
                                /** @type {?} */
                                var prev = prevVertices[i_12];
                                deform[i_12] = (prev + (nextVertices[i_12] - prev) * percent) * alpha;
                            }
                        }
                        break;
                    }
                    case MixBlend.first:
                    case MixBlend.replace:
                        for (var i_13 = 0; i_13 < vertexCount; i_13++) {
                            /** @type {?} */
                            var prev = prevVertices[i_13];
                            deform[i_13] +=
                                (prev + (nextVertices[i_13] - prev) * percent - deform[i_13]) * alpha;
                        }
                        break;
                    case MixBlend.add:
                        /** @type {?} */
                        var vertexAttachment = (/** @type {?} */ (slotAttachment));
                        if (vertexAttachment.bones == null) {
                            // Unweighted vertex positions, with alpha.
                            /** @type {?} */
                            var setupVertices = vertexAttachment.vertices;
                            for (var i_14 = 0; i_14 < vertexCount; i_14++) {
                                /** @type {?} */
                                var prev = prevVertices[i_14];
                                deform[i_14] +=
                                    (prev + (nextVertices[i_14] - prev) * percent - setupVertices[i_14]) *
                                        alpha;
                            }
                        }
                        else {
                            // Weighted deform offsets, with alpha.
                            for (var i_15 = 0; i_15 < vertexCount; i_15++) {
                                /** @type {?} */
                                var prev = prevVertices[i_15];
                                deform[i_15] += (prev + (nextVertices[i_15] - prev) * percent) * alpha;
                            }
                        }
                }
            }
        };
        return DeformTimeline;
    }(CurveTimeline));
    if (false) {
        /** @type {?} */
        DeformTimeline.prototype.slotIndex;
        /** @type {?} */
        DeformTimeline.prototype.attachment;
        /** @type {?} */
        DeformTimeline.prototype.frames;
        /** @type {?} */
        DeformTimeline.prototype.frameVertices;
    }
    var EventTimeline = /** @class */ (function () {
        function EventTimeline(frameCount) {
            this.frames = Utils.newFloatArray(frameCount);
            this.events = new Array(frameCount);
        }
        /**
         * @return {?}
         */
        EventTimeline.prototype.getPropertyId = /**
         * @return {?}
         */
        function () {
            return TimelineType.event << 24;
        };
        /**
         * @return {?}
         */
        EventTimeline.prototype.getFrameCount = /**
         * @return {?}
         */
        function () {
            return this.frames.length;
        };
        /** Sets the time of the specified keyframe. */
        /**
         * Sets the time of the specified keyframe.
         * @param {?} frameIndex
         * @param {?} event
         * @return {?}
         */
        EventTimeline.prototype.setFrame = /**
         * Sets the time of the specified keyframe.
         * @param {?} frameIndex
         * @param {?} event
         * @return {?}
         */
        function (frameIndex, event) {
            this.frames[frameIndex] = event.time;
            this.events[frameIndex] = event;
        };
        /** Fires events for frames > lastTime and <= time. */
        /**
         * Fires events for frames > lastTime and <= time.
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} firedEvents
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        EventTimeline.prototype.apply = /**
         * Fires events for frames > lastTime and <= time.
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} firedEvents
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
            if (firedEvents == null)
                return;
            /** @type {?} */
            var frames = this.frames;
            /** @type {?} */
            var frameCount = this.frames.length;
            if (lastTime > time) {
                // Fire events after last time for looped animations.
                this.apply(skeleton, lastTime, Number.MAX_VALUE, firedEvents, alpha, blend, direction);
                lastTime = -1;
            }
            else if (lastTime >= frames[frameCount - 1])
                // Last time is after last frame.
                return;
            if (time < frames[0])
                return; // Time is before first frame.
            // Time is before first frame.
            /** @type {?} */
            var frame = 0;
            if (lastTime < frames[0])
                frame = 0;
            else {
                frame = Animation.binarySearch(frames, lastTime);
                /** @type {?} */
                var frameTime = frames[frame];
                while (frame > 0) {
                    // Fire multiple events with the same frame.
                    if (frames[frame - 1] != frameTime)
                        break;
                    frame--;
                }
            }
            for (; frame < frameCount && time >= frames[frame]; frame++)
                firedEvents.push(this.events[frame]);
        };
        return EventTimeline;
    }());
    if (false) {
        /** @type {?} */
        EventTimeline.prototype.frames;
        /** @type {?} */
        EventTimeline.prototype.events;
    }
    var DrawOrderTimeline = /** @class */ (function () {
        function DrawOrderTimeline(frameCount) {
            this.frames = Utils.newFloatArray(frameCount);
            this.drawOrders = new Array(frameCount);
        }
        /**
         * @return {?}
         */
        DrawOrderTimeline.prototype.getPropertyId = /**
         * @return {?}
         */
        function () {
            return TimelineType.drawOrder << 24;
        };
        /**
         * @return {?}
         */
        DrawOrderTimeline.prototype.getFrameCount = /**
         * @return {?}
         */
        function () {
            return this.frames.length;
        };
        /** Sets the time of the specified keyframe.
         * @param drawOrder May be null to use bind pose draw order. */
        /**
         * Sets the time of the specified keyframe.
         * @param {?} frameIndex
         * @param {?} time
         * @param {?} drawOrder May be null to use bind pose draw order.
         * @return {?}
         */
        DrawOrderTimeline.prototype.setFrame = /**
         * Sets the time of the specified keyframe.
         * @param {?} frameIndex
         * @param {?} time
         * @param {?} drawOrder May be null to use bind pose draw order.
         * @return {?}
         */
        function (frameIndex, time, drawOrder) {
            this.frames[frameIndex] = time;
            this.drawOrders[frameIndex] = drawOrder;
        };
        /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} firedEvents
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        DrawOrderTimeline.prototype.apply = /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} firedEvents
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
            /** @type {?} */
            var drawOrder = skeleton.drawOrder;
            /** @type {?} */
            var slots = skeleton.slots;
            if (direction == MixDirection.mixOut && blend == MixBlend.setup) {
                Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length);
                return;
            }
            /** @type {?} */
            var frames = this.frames;
            if (time < frames[0]) {
                if (blend == MixBlend.setup || blend == MixBlend.first)
                    Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length);
                return;
            }
            /** @type {?} */
            var frame = 0;
            if (time >= frames[frames.length - 1])
                // Time is after last frame.
                frame = frames.length - 1;
            else
                frame = Animation.binarySearch(frames, time) - 1;
            /** @type {?} */
            var drawOrderToSetupIndex = this.drawOrders[frame];
            if (drawOrderToSetupIndex == null)
                Utils.arrayCopy(slots, 0, drawOrder, 0, slots.length);
            else {
                for (var i = 0, n = drawOrderToSetupIndex.length; i < n; i++)
                    drawOrder[i] = slots[drawOrderToSetupIndex[i]];
            }
        };
        return DrawOrderTimeline;
    }());
    if (false) {
        /** @type {?} */
        DrawOrderTimeline.prototype.frames;
        /** @type {?} */
        DrawOrderTimeline.prototype.drawOrders;
    }
    var IkConstraintTimeline = /** @class */ (function (_super) {
        __extends(IkConstraintTimeline, _super);
        function IkConstraintTimeline(frameCount) {
            var _this = _super.call(this, frameCount) || this;
            _this.frames = Utils.newFloatArray(frameCount * IkConstraintTimeline.ENTRIES);
            return _this;
        }
        /**
         * @return {?}
         */
        IkConstraintTimeline.prototype.getPropertyId = /**
         * @return {?}
         */
        function () {
            return (TimelineType.ikConstraint << 24) + this.ikConstraintIndex;
        };
        /** Sets the time, mix, softness, and bend direction of the specified keyframe. */
        /**
         * Sets the time, mix, softness, and bend direction of the specified keyframe.
         * @param {?} frameIndex
         * @param {?} time
         * @param {?} mix
         * @param {?} softness
         * @param {?} bendDirection
         * @param {?} compress
         * @param {?} stretch
         * @return {?}
         */
        IkConstraintTimeline.prototype.setFrame = /**
         * Sets the time, mix, softness, and bend direction of the specified keyframe.
         * @param {?} frameIndex
         * @param {?} time
         * @param {?} mix
         * @param {?} softness
         * @param {?} bendDirection
         * @param {?} compress
         * @param {?} stretch
         * @return {?}
         */
        function (frameIndex, time, mix, softness, bendDirection, compress, stretch) {
            frameIndex *= IkConstraintTimeline.ENTRIES;
            this.frames[frameIndex] = time;
            this.frames[frameIndex + IkConstraintTimeline.MIX] = mix;
            this.frames[frameIndex + IkConstraintTimeline.SOFTNESS] = softness;
            this.frames[frameIndex + IkConstraintTimeline.BEND_DIRECTION] = bendDirection;
            this.frames[frameIndex + IkConstraintTimeline.COMPRESS] = compress ? 1 : 0;
            this.frames[frameIndex + IkConstraintTimeline.STRETCH] = stretch ? 1 : 0;
        };
        /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} firedEvents
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        IkConstraintTimeline.prototype.apply = /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} firedEvents
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
            /** @type {?} */
            var frames = this.frames;
            /** @type {?} */
            var constraint = skeleton.ikConstraints[this.ikConstraintIndex];
            if (!constraint.active)
                return;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        constraint.mix = constraint.data.mix;
                        constraint.softness = constraint.data.softness;
                        constraint.bendDirection = constraint.data.bendDirection;
                        constraint.compress = constraint.data.compress;
                        constraint.stretch = constraint.data.stretch;
                        return;
                    case MixBlend.first:
                        constraint.mix += (constraint.data.mix - constraint.mix) * alpha;
                        constraint.softness +=
                            (constraint.data.softness - constraint.softness) * alpha;
                        constraint.bendDirection = constraint.data.bendDirection;
                        constraint.compress = constraint.data.compress;
                        constraint.stretch = constraint.data.stretch;
                }
                return;
            }
            if (time >= frames[frames.length - IkConstraintTimeline.ENTRIES]) {
                // Time is after last frame.
                if (blend == MixBlend.setup) {
                    constraint.mix =
                        constraint.data.mix +
                            (frames[frames.length + IkConstraintTimeline.PREV_MIX] -
                                constraint.data.mix) *
                                alpha;
                    constraint.softness =
                        constraint.data.softness +
                            (frames[frames.length + IkConstraintTimeline.PREV_SOFTNESS] -
                                constraint.data.softness) *
                                alpha;
                    if (direction == MixDirection.mixOut) {
                        constraint.bendDirection = constraint.data.bendDirection;
                        constraint.compress = constraint.data.compress;
                        constraint.stretch = constraint.data.stretch;
                    }
                    else {
                        constraint.bendDirection =
                            frames[frames.length + IkConstraintTimeline.PREV_BEND_DIRECTION];
                        constraint.compress =
                            frames[frames.length + IkConstraintTimeline.PREV_COMPRESS] != 0;
                        constraint.stretch =
                            frames[frames.length + IkConstraintTimeline.PREV_STRETCH] != 0;
                    }
                }
                else {
                    constraint.mix +=
                        (frames[frames.length + IkConstraintTimeline.PREV_MIX] -
                            constraint.mix) *
                            alpha;
                    constraint.softness +=
                        (frames[frames.length + IkConstraintTimeline.PREV_SOFTNESS] -
                            constraint.softness) *
                            alpha;
                    if (direction == MixDirection.mixIn) {
                        constraint.bendDirection =
                            frames[frames.length + IkConstraintTimeline.PREV_BEND_DIRECTION];
                        constraint.compress =
                            frames[frames.length + IkConstraintTimeline.PREV_COMPRESS] != 0;
                        constraint.stretch =
                            frames[frames.length + IkConstraintTimeline.PREV_STRETCH] != 0;
                    }
                }
                return;
            }
            // Interpolate between the previous frame and the current frame.
            /** @type {?} */
            var frame = Animation.binarySearch(frames, time, IkConstraintTimeline.ENTRIES);
            /** @type {?} */
            var mix = frames[frame + IkConstraintTimeline.PREV_MIX];
            /** @type {?} */
            var softness = frames[frame + IkConstraintTimeline.PREV_SOFTNESS];
            /** @type {?} */
            var frameTime = frames[frame];
            /** @type {?} */
            var percent = this.getCurvePercent(frame / IkConstraintTimeline.ENTRIES - 1, 1 -
                (time - frameTime) /
                    (frames[frame + IkConstraintTimeline.PREV_TIME] - frameTime));
            if (blend == MixBlend.setup) {
                constraint.mix =
                    constraint.data.mix +
                        (mix +
                            (frames[frame + IkConstraintTimeline.MIX] - mix) * percent -
                            constraint.data.mix) *
                            alpha;
                constraint.softness =
                    constraint.data.softness +
                        (softness +
                            (frames[frame + IkConstraintTimeline.SOFTNESS] - softness) * percent -
                            constraint.data.softness) *
                            alpha;
                if (direction == MixDirection.mixOut) {
                    constraint.bendDirection = constraint.data.bendDirection;
                    constraint.compress = constraint.data.compress;
                    constraint.stretch = constraint.data.stretch;
                }
                else {
                    constraint.bendDirection =
                        frames[frame + IkConstraintTimeline.PREV_BEND_DIRECTION];
                    constraint.compress =
                        frames[frame + IkConstraintTimeline.PREV_COMPRESS] != 0;
                    constraint.stretch =
                        frames[frame + IkConstraintTimeline.PREV_STRETCH] != 0;
                }
            }
            else {
                constraint.mix +=
                    (mix +
                        (frames[frame + IkConstraintTimeline.MIX] - mix) * percent -
                        constraint.mix) *
                        alpha;
                constraint.softness +=
                    (softness +
                        (frames[frame + IkConstraintTimeline.SOFTNESS] - softness) * percent -
                        constraint.softness) *
                        alpha;
                if (direction == MixDirection.mixIn) {
                    constraint.bendDirection =
                        frames[frame + IkConstraintTimeline.PREV_BEND_DIRECTION];
                    constraint.compress =
                        frames[frame + IkConstraintTimeline.PREV_COMPRESS] != 0;
                    constraint.stretch =
                        frames[frame + IkConstraintTimeline.PREV_STRETCH] != 0;
                }
            }
        };
        IkConstraintTimeline.ENTRIES = 6;
        IkConstraintTimeline.PREV_TIME = -6;
        IkConstraintTimeline.PREV_MIX = -5;
        IkConstraintTimeline.PREV_SOFTNESS = -4;
        IkConstraintTimeline.PREV_BEND_DIRECTION = -3;
        IkConstraintTimeline.PREV_COMPRESS = -2;
        IkConstraintTimeline.PREV_STRETCH = -1;
        IkConstraintTimeline.MIX = 1;
        IkConstraintTimeline.SOFTNESS = 2;
        IkConstraintTimeline.BEND_DIRECTION = 3;
        IkConstraintTimeline.COMPRESS = 4;
        IkConstraintTimeline.STRETCH = 5;
        return IkConstraintTimeline;
    }(CurveTimeline));
    if (false) {
        /** @type {?} */
        IkConstraintTimeline.ENTRIES;
        /** @type {?} */
        IkConstraintTimeline.PREV_TIME;
        /** @type {?} */
        IkConstraintTimeline.PREV_MIX;
        /** @type {?} */
        IkConstraintTimeline.PREV_SOFTNESS;
        /** @type {?} */
        IkConstraintTimeline.PREV_BEND_DIRECTION;
        /** @type {?} */
        IkConstraintTimeline.PREV_COMPRESS;
        /** @type {?} */
        IkConstraintTimeline.PREV_STRETCH;
        /** @type {?} */
        IkConstraintTimeline.MIX;
        /** @type {?} */
        IkConstraintTimeline.SOFTNESS;
        /** @type {?} */
        IkConstraintTimeline.BEND_DIRECTION;
        /** @type {?} */
        IkConstraintTimeline.COMPRESS;
        /** @type {?} */
        IkConstraintTimeline.STRETCH;
        /** @type {?} */
        IkConstraintTimeline.prototype.ikConstraintIndex;
        /** @type {?} */
        IkConstraintTimeline.prototype.frames;
    }
    var TransformConstraintTimeline = /** @class */ (function (_super) {
        __extends(TransformConstraintTimeline, _super);
        function TransformConstraintTimeline(frameCount) {
            var _this = _super.call(this, frameCount) || this;
            _this.frames = Utils.newFloatArray(frameCount * TransformConstraintTimeline.ENTRIES);
            return _this;
        }
        /**
         * @return {?}
         */
        TransformConstraintTimeline.prototype.getPropertyId = /**
         * @return {?}
         */
        function () {
            return ((TimelineType.transformConstraint << 24) + this.transformConstraintIndex);
        };
        /** Sets the time and mixes of the specified keyframe. */
        /**
         * Sets the time and mixes of the specified keyframe.
         * @param {?} frameIndex
         * @param {?} time
         * @param {?} rotateMix
         * @param {?} translateMix
         * @param {?} scaleMix
         * @param {?} shearMix
         * @return {?}
         */
        TransformConstraintTimeline.prototype.setFrame = /**
         * Sets the time and mixes of the specified keyframe.
         * @param {?} frameIndex
         * @param {?} time
         * @param {?} rotateMix
         * @param {?} translateMix
         * @param {?} scaleMix
         * @param {?} shearMix
         * @return {?}
         */
        function (frameIndex, time, rotateMix, translateMix, scaleMix, shearMix) {
            frameIndex *= TransformConstraintTimeline.ENTRIES;
            this.frames[frameIndex] = time;
            this.frames[frameIndex + TransformConstraintTimeline.ROTATE] = rotateMix;
            this.frames[frameIndex + TransformConstraintTimeline.TRANSLATE] = translateMix;
            this.frames[frameIndex + TransformConstraintTimeline.SCALE] = scaleMix;
            this.frames[frameIndex + TransformConstraintTimeline.SHEAR] = shearMix;
        };
        /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} firedEvents
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        TransformConstraintTimeline.prototype.apply = /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} firedEvents
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
            /** @type {?} */
            var frames = this.frames;
            /** @type {?} */
            var constraint = skeleton.transformConstraints[this.transformConstraintIndex];
            if (!constraint.active)
                return;
            if (time < frames[0]) {
                /** @type {?} */
                var data = constraint.data;
                switch (blend) {
                    case MixBlend.setup:
                        constraint.rotateMix = data.rotateMix;
                        constraint.translateMix = data.translateMix;
                        constraint.scaleMix = data.scaleMix;
                        constraint.shearMix = data.shearMix;
                        return;
                    case MixBlend.first:
                        constraint.rotateMix +=
                            (data.rotateMix - constraint.rotateMix) * alpha;
                        constraint.translateMix +=
                            (data.translateMix - constraint.translateMix) * alpha;
                        constraint.scaleMix += (data.scaleMix - constraint.scaleMix) * alpha;
                        constraint.shearMix += (data.shearMix - constraint.shearMix) * alpha;
                }
                return;
            }
            /** @type {?} */
            var rotate = 0;
            /** @type {?} */
            var translate = 0;
            /** @type {?} */
            var scale = 0;
            /** @type {?} */
            var shear = 0;
            if (time >= frames[frames.length - TransformConstraintTimeline.ENTRIES]) {
                // Time is after last frame.
                /** @type {?} */
                var i = frames.length;
                rotate = frames[i + TransformConstraintTimeline.PREV_ROTATE];
                translate = frames[i + TransformConstraintTimeline.PREV_TRANSLATE];
                scale = frames[i + TransformConstraintTimeline.PREV_SCALE];
                shear = frames[i + TransformConstraintTimeline.PREV_SHEAR];
            }
            else {
                // Interpolate between the previous frame and the current frame.
                /** @type {?} */
                var frame = Animation.binarySearch(frames, time, TransformConstraintTimeline.ENTRIES);
                rotate = frames[frame + TransformConstraintTimeline.PREV_ROTATE];
                translate = frames[frame + TransformConstraintTimeline.PREV_TRANSLATE];
                scale = frames[frame + TransformConstraintTimeline.PREV_SCALE];
                shear = frames[frame + TransformConstraintTimeline.PREV_SHEAR];
                /** @type {?} */
                var frameTime = frames[frame];
                /** @type {?} */
                var percent = this.getCurvePercent(frame / TransformConstraintTimeline.ENTRIES - 1, 1 -
                    (time - frameTime) /
                        (frames[frame + TransformConstraintTimeline.PREV_TIME] - frameTime));
                rotate +=
                    (frames[frame + TransformConstraintTimeline.ROTATE] - rotate) * percent;
                translate +=
                    (frames[frame + TransformConstraintTimeline.TRANSLATE] - translate) *
                        percent;
                scale +=
                    (frames[frame + TransformConstraintTimeline.SCALE] - scale) * percent;
                shear +=
                    (frames[frame + TransformConstraintTimeline.SHEAR] - shear) * percent;
            }
            if (blend == MixBlend.setup) {
                /** @type {?} */
                var data = constraint.data;
                constraint.rotateMix = data.rotateMix + (rotate - data.rotateMix) * alpha;
                constraint.translateMix =
                    data.translateMix + (translate - data.translateMix) * alpha;
                constraint.scaleMix = data.scaleMix + (scale - data.scaleMix) * alpha;
                constraint.shearMix = data.shearMix + (shear - data.shearMix) * alpha;
            }
            else {
                constraint.rotateMix += (rotate - constraint.rotateMix) * alpha;
                constraint.translateMix += (translate - constraint.translateMix) * alpha;
                constraint.scaleMix += (scale - constraint.scaleMix) * alpha;
                constraint.shearMix += (shear - constraint.shearMix) * alpha;
            }
        };
        TransformConstraintTimeline.ENTRIES = 5;
        TransformConstraintTimeline.PREV_TIME = -5;
        TransformConstraintTimeline.PREV_ROTATE = -4;
        TransformConstraintTimeline.PREV_TRANSLATE = -3;
        TransformConstraintTimeline.PREV_SCALE = -2;
        TransformConstraintTimeline.PREV_SHEAR = -1;
        TransformConstraintTimeline.ROTATE = 1;
        TransformConstraintTimeline.TRANSLATE = 2;
        TransformConstraintTimeline.SCALE = 3;
        TransformConstraintTimeline.SHEAR = 4;
        return TransformConstraintTimeline;
    }(CurveTimeline));
    if (false) {
        /** @type {?} */
        TransformConstraintTimeline.ENTRIES;
        /** @type {?} */
        TransformConstraintTimeline.PREV_TIME;
        /** @type {?} */
        TransformConstraintTimeline.PREV_ROTATE;
        /** @type {?} */
        TransformConstraintTimeline.PREV_TRANSLATE;
        /** @type {?} */
        TransformConstraintTimeline.PREV_SCALE;
        /** @type {?} */
        TransformConstraintTimeline.PREV_SHEAR;
        /** @type {?} */
        TransformConstraintTimeline.ROTATE;
        /** @type {?} */
        TransformConstraintTimeline.TRANSLATE;
        /** @type {?} */
        TransformConstraintTimeline.SCALE;
        /** @type {?} */
        TransformConstraintTimeline.SHEAR;
        /** @type {?} */
        TransformConstraintTimeline.prototype.transformConstraintIndex;
        /** @type {?} */
        TransformConstraintTimeline.prototype.frames;
    }
    var PathConstraintPositionTimeline = /** @class */ (function (_super) {
        __extends(PathConstraintPositionTimeline, _super);
        function PathConstraintPositionTimeline(frameCount) {
            var _this = _super.call(this, frameCount) || this;
            _this.frames = Utils.newFloatArray(frameCount * PathConstraintPositionTimeline.ENTRIES);
            return _this;
        }
        /**
         * @return {?}
         */
        PathConstraintPositionTimeline.prototype.getPropertyId = /**
         * @return {?}
         */
        function () {
            return ((TimelineType.pathConstraintPosition << 24) + this.pathConstraintIndex);
        };
        /** Sets the time and value of the specified keyframe. */
        /**
         * Sets the time and value of the specified keyframe.
         * @param {?} frameIndex
         * @param {?} time
         * @param {?} value
         * @return {?}
         */
        PathConstraintPositionTimeline.prototype.setFrame = /**
         * Sets the time and value of the specified keyframe.
         * @param {?} frameIndex
         * @param {?} time
         * @param {?} value
         * @return {?}
         */
        function (frameIndex, time, value) {
            frameIndex *= PathConstraintPositionTimeline.ENTRIES;
            this.frames[frameIndex] = time;
            this.frames[frameIndex + PathConstraintPositionTimeline.VALUE] = value;
        };
        /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} firedEvents
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        PathConstraintPositionTimeline.prototype.apply = /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} firedEvents
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
            /** @type {?} */
            var frames = this.frames;
            /** @type {?} */
            var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
            if (!constraint.active)
                return;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        constraint.position = constraint.data.position;
                        return;
                    case MixBlend.first:
                        constraint.position +=
                            (constraint.data.position - constraint.position) * alpha;
                }
                return;
            }
            /** @type {?} */
            var position = 0;
            if (time >= frames[frames.length - PathConstraintPositionTimeline.ENTRIES])
                // Time is after last frame.
                position =
                    frames[frames.length + PathConstraintPositionTimeline.PREV_VALUE];
            else {
                // Interpolate between the previous frame and the current frame.
                /** @type {?} */
                var frame = Animation.binarySearch(frames, time, PathConstraintPositionTimeline.ENTRIES);
                position = frames[frame + PathConstraintPositionTimeline.PREV_VALUE];
                /** @type {?} */
                var frameTime = frames[frame];
                /** @type {?} */
                var percent = this.getCurvePercent(frame / PathConstraintPositionTimeline.ENTRIES - 1, 1 -
                    (time - frameTime) /
                        (frames[frame + PathConstraintPositionTimeline.PREV_TIME] -
                            frameTime));
                position +=
                    (frames[frame + PathConstraintPositionTimeline.VALUE] - position) *
                        percent;
            }
            if (blend == MixBlend.setup)
                constraint.position =
                    constraint.data.position +
                        (position - constraint.data.position) * alpha;
            else
                constraint.position += (position - constraint.position) * alpha;
        };
        PathConstraintPositionTimeline.ENTRIES = 2;
        PathConstraintPositionTimeline.PREV_TIME = -2;
        PathConstraintPositionTimeline.PREV_VALUE = -1;
        PathConstraintPositionTimeline.VALUE = 1;
        return PathConstraintPositionTimeline;
    }(CurveTimeline));
    if (false) {
        /** @type {?} */
        PathConstraintPositionTimeline.ENTRIES;
        /** @type {?} */
        PathConstraintPositionTimeline.PREV_TIME;
        /** @type {?} */
        PathConstraintPositionTimeline.PREV_VALUE;
        /** @type {?} */
        PathConstraintPositionTimeline.VALUE;
        /** @type {?} */
        PathConstraintPositionTimeline.prototype.pathConstraintIndex;
        /** @type {?} */
        PathConstraintPositionTimeline.prototype.frames;
    }
    var PathConstraintSpacingTimeline = /** @class */ (function (_super) {
        __extends(PathConstraintSpacingTimeline, _super);
        function PathConstraintSpacingTimeline(frameCount) {
            return _super.call(this, frameCount) || this;
        }
        /**
         * @return {?}
         */
        PathConstraintSpacingTimeline.prototype.getPropertyId = /**
         * @return {?}
         */
        function () {
            return ((TimelineType.pathConstraintSpacing << 24) + this.pathConstraintIndex);
        };
        /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} firedEvents
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        PathConstraintSpacingTimeline.prototype.apply = /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} firedEvents
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
            /** @type {?} */
            var frames = this.frames;
            /** @type {?} */
            var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
            if (!constraint.active)
                return;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        constraint.spacing = constraint.data.spacing;
                        return;
                    case MixBlend.first:
                        constraint.spacing +=
                            (constraint.data.spacing - constraint.spacing) * alpha;
                }
                return;
            }
            /** @type {?} */
            var spacing = 0;
            if (time >= frames[frames.length - PathConstraintSpacingTimeline.ENTRIES])
                // Time is after last frame.
                spacing =
                    frames[frames.length + PathConstraintSpacingTimeline.PREV_VALUE];
            else {
                // Interpolate between the previous frame and the current frame.
                /** @type {?} */
                var frame = Animation.binarySearch(frames, time, PathConstraintSpacingTimeline.ENTRIES);
                spacing = frames[frame + PathConstraintSpacingTimeline.PREV_VALUE];
                /** @type {?} */
                var frameTime = frames[frame];
                /** @type {?} */
                var percent = this.getCurvePercent(frame / PathConstraintSpacingTimeline.ENTRIES - 1, 1 -
                    (time - frameTime) /
                        (frames[frame + PathConstraintSpacingTimeline.PREV_TIME] -
                            frameTime));
                spacing +=
                    (frames[frame + PathConstraintSpacingTimeline.VALUE] - spacing) *
                        percent;
            }
            if (blend == MixBlend.setup)
                constraint.spacing =
                    constraint.data.spacing + (spacing - constraint.data.spacing) * alpha;
            else
                constraint.spacing += (spacing - constraint.spacing) * alpha;
        };
        return PathConstraintSpacingTimeline;
    }(PathConstraintPositionTimeline));
    var PathConstraintMixTimeline = /** @class */ (function (_super) {
        __extends(PathConstraintMixTimeline, _super);
        function PathConstraintMixTimeline(frameCount) {
            var _this = _super.call(this, frameCount) || this;
            _this.frames = Utils.newFloatArray(frameCount * PathConstraintMixTimeline.ENTRIES);
            return _this;
        }
        /**
         * @return {?}
         */
        PathConstraintMixTimeline.prototype.getPropertyId = /**
         * @return {?}
         */
        function () {
            return (TimelineType.pathConstraintMix << 24) + this.pathConstraintIndex;
        };
        /** Sets the time and mixes of the specified keyframe. */
        /**
         * Sets the time and mixes of the specified keyframe.
         * @param {?} frameIndex
         * @param {?} time
         * @param {?} rotateMix
         * @param {?} translateMix
         * @return {?}
         */
        PathConstraintMixTimeline.prototype.setFrame = /**
         * Sets the time and mixes of the specified keyframe.
         * @param {?} frameIndex
         * @param {?} time
         * @param {?} rotateMix
         * @param {?} translateMix
         * @return {?}
         */
        function (frameIndex, time, rotateMix, translateMix) {
            frameIndex *= PathConstraintMixTimeline.ENTRIES;
            this.frames[frameIndex] = time;
            this.frames[frameIndex + PathConstraintMixTimeline.ROTATE] = rotateMix;
            this.frames[frameIndex + PathConstraintMixTimeline.TRANSLATE] = translateMix;
        };
        /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} firedEvents
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        PathConstraintMixTimeline.prototype.apply = /**
         * @param {?} skeleton
         * @param {?} lastTime
         * @param {?} time
         * @param {?} firedEvents
         * @param {?} alpha
         * @param {?} blend
         * @param {?} direction
         * @return {?}
         */
        function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
            /** @type {?} */
            var frames = this.frames;
            /** @type {?} */
            var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
            if (!constraint.active)
                return;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        constraint.rotateMix = constraint.data.rotateMix;
                        constraint.translateMix = constraint.data.translateMix;
                        return;
                    case MixBlend.first:
                        constraint.rotateMix +=
                            (constraint.data.rotateMix - constraint.rotateMix) * alpha;
                        constraint.translateMix +=
                            (constraint.data.translateMix - constraint.translateMix) * alpha;
                }
                return;
            }
            /** @type {?} */
            var rotate = 0;
            /** @type {?} */
            var translate = 0;
            if (time >= frames[frames.length - PathConstraintMixTimeline.ENTRIES]) {
                // Time is after last frame.
                rotate = frames[frames.length + PathConstraintMixTimeline.PREV_ROTATE];
                translate =
                    frames[frames.length + PathConstraintMixTimeline.PREV_TRANSLATE];
            }
            else {
                // Interpolate between the previous frame and the current frame.
                /** @type {?} */
                var frame = Animation.binarySearch(frames, time, PathConstraintMixTimeline.ENTRIES);
                rotate = frames[frame + PathConstraintMixTimeline.PREV_ROTATE];
                translate = frames[frame + PathConstraintMixTimeline.PREV_TRANSLATE];
                /** @type {?} */
                var frameTime = frames[frame];
                /** @type {?} */
                var percent = this.getCurvePercent(frame / PathConstraintMixTimeline.ENTRIES - 1, 1 -
                    (time - frameTime) /
                        (frames[frame + PathConstraintMixTimeline.PREV_TIME] - frameTime));
                rotate +=
                    (frames[frame + PathConstraintMixTimeline.ROTATE] - rotate) * percent;
                translate +=
                    (frames[frame + PathConstraintMixTimeline.TRANSLATE] - translate) *
                        percent;
            }
            if (blend == MixBlend.setup) {
                constraint.rotateMix =
                    constraint.data.rotateMix +
                        (rotate - constraint.data.rotateMix) * alpha;
                constraint.translateMix =
                    constraint.data.translateMix +
                        (translate - constraint.data.translateMix) * alpha;
            }
            else {
                constraint.rotateMix += (rotate - constraint.rotateMix) * alpha;
                constraint.translateMix += (translate - constraint.translateMix) * alpha;
            }
        };
        PathConstraintMixTimeline.ENTRIES = 3;
        PathConstraintMixTimeline.PREV_TIME = -3;
        PathConstraintMixTimeline.PREV_ROTATE = -2;
        PathConstraintMixTimeline.PREV_TRANSLATE = -1;
        PathConstraintMixTimeline.ROTATE = 1;
        PathConstraintMixTimeline.TRANSLATE = 2;
        return PathConstraintMixTimeline;
    }(CurveTimeline));
    if (false) {
        /** @type {?} */
        PathConstraintMixTimeline.ENTRIES;
        /** @type {?} */
        PathConstraintMixTimeline.PREV_TIME;
        /** @type {?} */
        PathConstraintMixTimeline.PREV_ROTATE;
        /** @type {?} */
        PathConstraintMixTimeline.PREV_TRANSLATE;
        /** @type {?} */
        PathConstraintMixTimeline.ROTATE;
        /** @type {?} */
        PathConstraintMixTimeline.TRANSLATE;
        /** @type {?} */
        PathConstraintMixTimeline.prototype.pathConstraintIndex;
        /** @type {?} */
        PathConstraintMixTimeline.prototype.frames;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var AnimationState = /** @class */ (function () {
        function AnimationState(data) {
            this.tracks = new Array();
            this.events = new Array();
            this.listeners = new Array();
            this.queue = new EventQueue(this);
            this.propertyIDs = new IntSet();
            this.animationsChanged = false;
            this.timeScale = 1;
            this.trackEntryPool = new Pool((/**
             * @return {?}
             */
            function () { return new TrackEntry(); }));
            this.data = data;
        }
        /**
         * @param {?} delta
         * @return {?}
         */
        AnimationState.prototype.update = /**
         * @param {?} delta
         * @return {?}
         */
        function (delta) {
            delta *= this.timeScale;
            /** @type {?} */
            var tracks = this.tracks;
            for (var i = 0, n = tracks.length; i < n; i++) {
                /** @type {?} */
                var current = tracks[i];
                if (current == null)
                    continue;
                current.animationLast = current.nextAnimationLast;
                current.trackLast = current.nextTrackLast;
                /** @type {?} */
                var currentDelta = delta * current.timeScale;
                if (current.delay > 0) {
                    current.delay -= currentDelta;
                    if (current.delay > 0)
                        continue;
                    currentDelta = -current.delay;
                    current.delay = 0;
                }
                /** @type {?} */
                var next = current.next;
                if (next != null) {
                    // When the next entry's delay is passed, change to the next entry, preserving leftover time.
                    /** @type {?} */
                    var nextTime = current.trackLast - next.delay;
                    if (nextTime >= 0) {
                        next.delay = 0;
                        next.trackTime +=
                            current.timeScale == 0
                                ? 0
                                : (nextTime / current.timeScale + delta) * next.timeScale;
                        current.trackTime += currentDelta;
                        this.setCurrent(i, next, true);
                        while (next.mixingFrom != null) {
                            next.mixTime += delta;
                            next = next.mixingFrom;
                        }
                        continue;
                    }
                }
                else if (current.trackLast >= current.trackEnd &&
                    current.mixingFrom == null) {
                    tracks[i] = null;
                    this.queue.end(current);
                    this.disposeNext(current);
                    continue;
                }
                if (current.mixingFrom != null && this.updateMixingFrom(current, delta)) {
                    // End mixing from entries once all have completed.
                    /** @type {?} */
                    var from = current.mixingFrom;
                    current.mixingFrom = null;
                    if (from != null)
                        from.mixingTo = null;
                    while (from != null) {
                        this.queue.end(from);
                        from = from.mixingFrom;
                    }
                }
                current.trackTime += currentDelta;
            }
            this.queue.drain();
        };
        /**
         * @param {?} to
         * @param {?} delta
         * @return {?}
         */
        AnimationState.prototype.updateMixingFrom = /**
         * @param {?} to
         * @param {?} delta
         * @return {?}
         */
        function (to, delta) {
            /** @type {?} */
            var from = to.mixingFrom;
            if (from == null)
                return true;
            /** @type {?} */
            var finished = this.updateMixingFrom(from, delta);
            from.animationLast = from.nextAnimationLast;
            from.trackLast = from.nextTrackLast;
            // Require mixTime > 0 to ensure the mixing from entry was applied at least once.
            if (to.mixTime > 0 && to.mixTime >= to.mixDuration) {
                // Require totalAlpha == 0 to ensure mixing is complete, unless mixDuration == 0 (the transition is a single frame).
                if (from.totalAlpha == 0 || to.mixDuration == 0) {
                    to.mixingFrom = from.mixingFrom;
                    if (from.mixingFrom != null)
                        from.mixingFrom.mixingTo = to;
                    to.interruptAlpha = from.interruptAlpha;
                    this.queue.end(from);
                }
                return finished;
            }
            from.trackTime += delta * from.timeScale;
            to.mixTime += delta;
            return false;
        };
        /**
         * @param {?} skeleton
         * @return {?}
         */
        AnimationState.prototype.apply = /**
         * @param {?} skeleton
         * @return {?}
         */
        function (skeleton) {
            if (skeleton == null)
                throw new Error("skeleton cannot be null.");
            if (this.animationsChanged)
                this._animationsChanged();
            /** @type {?} */
            var events = this.events;
            /** @type {?} */
            var tracks = this.tracks;
            /** @type {?} */
            var applied = false;
            for (var i = 0, n = tracks.length; i < n; i++) {
                /** @type {?} */
                var current = tracks[i];
                if (current == null || current.delay > 0)
                    continue;
                applied = true;
                /** @type {?} */
                var blend = i == 0 ? MixBlend.first : current.mixBlend;
                // Apply mixing from entries first.
                /** @type {?} */
                var mix = current.alpha;
                if (current.mixingFrom != null)
                    mix *= this.applyMixingFrom(current, skeleton, blend);
                else if (current.trackTime >= current.trackEnd && current.next == null)
                    mix = 0;
                // Apply current entry.
                /** @type {?} */
                var animationLast = current.animationLast;
                /** @type {?} */
                var animationTime = current.getAnimationTime();
                /** @type {?} */
                var timelineCount = current.animation.timelines.length;
                /** @type {?} */
                var timelines = current.animation.timelines;
                if ((i == 0 && mix == 1) || blend == MixBlend.add) {
                    for (var ii = 0; ii < timelineCount; ii++) {
                        // Fixes issue #302 on IOS9 where mix, blend sometimes became undefined and caused assets
                        // to sometimes stop rendering when using color correction, as their RGBA values become NaN.
                        // (https://github.com/pixijs/pixi-spine/issues/302)
                        Utils.webkit602BugfixHelper(mix, blend);
                        timelines[ii].apply(skeleton, animationLast, animationTime, events, mix, blend, MixDirection.mixIn);
                    }
                }
                else {
                    /** @type {?} */
                    var timelineMode = current.timelineMode;
                    /** @type {?} */
                    var firstFrame = current.timelinesRotation.length == 0;
                    if (firstFrame)
                        Utils.setArraySize(current.timelinesRotation, timelineCount << 1, null);
                    /** @type {?} */
                    var timelinesRotation = current.timelinesRotation;
                    for (var ii = 0; ii < timelineCount; ii++) {
                        /** @type {?} */
                        var timeline = timelines[ii];
                        /** @type {?} */
                        var timelineBlend = (timelineMode[ii] & (AnimationState.NOT_LAST - 1)) ==
                            AnimationState.SUBSEQUENT
                            ? blend
                            : MixBlend.setup;
                        if (timeline instanceof RotateTimeline) {
                            this.applyRotateTimeline(timeline, skeleton, animationTime, mix, timelineBlend, timelinesRotation, ii << 1, firstFrame);
                        }
                        else {
                            // This fixes the WebKit 602 specific issue described at http://esotericsoftware.com/forum/iOS-10-disappearing-graphics-10109
                            Utils.webkit602BugfixHelper(mix, blend);
                            timeline.apply(skeleton, animationLast, animationTime, events, mix, timelineBlend, MixDirection.mixIn);
                        }
                    }
                }
                this.queueEvents(current, animationTime);
                events.length = 0;
                current.nextAnimationLast = animationTime;
                current.nextTrackLast = current.trackTime;
            }
            this.queue.drain();
            return applied;
        };
        /**
         * @param {?} to
         * @param {?} skeleton
         * @param {?} blend
         * @return {?}
         */
        AnimationState.prototype.applyMixingFrom = /**
         * @param {?} to
         * @param {?} skeleton
         * @param {?} blend
         * @return {?}
         */
        function (to, skeleton, blend) {
            /** @type {?} */
            var from = to.mixingFrom;
            if (from.mixingFrom != null)
                this.applyMixingFrom(from, skeleton, blend);
            /** @type {?} */
            var mix = 0;
            if (to.mixDuration == 0) {
                // Single frame mix to undo mixingFrom changes.
                mix = 1;
                if (blend == MixBlend.first)
                    blend = MixBlend.setup;
            }
            else {
                mix = to.mixTime / to.mixDuration;
                if (mix > 1)
                    mix = 1;
                if (blend != MixBlend.first)
                    blend = from.mixBlend;
            }
            /** @type {?} */
            var events = mix < from.eventThreshold ? this.events : null;
            /** @type {?} */
            var attachments = mix < from.attachmentThreshold;
            /** @type {?} */
            var drawOrder = mix < from.drawOrderThreshold;
            /** @type {?} */
            var animationLast = from.animationLast;
            /** @type {?} */
            var animationTime = from.getAnimationTime();
            /** @type {?} */
            var timelineCount = from.animation.timelines.length;
            /** @type {?} */
            var timelines = from.animation.timelines;
            /** @type {?} */
            var alphaHold = from.alpha * to.interruptAlpha;
            /** @type {?} */
            var alphaMix = alphaHold * (1 - mix);
            if (blend == MixBlend.add) {
                for (var i = 0; i < timelineCount; i++)
                    timelines[i].apply(skeleton, animationLast, animationTime, events, alphaMix, blend, MixDirection.mixOut);
            }
            else {
                /** @type {?} */
                var timelineMode = from.timelineMode;
                /** @type {?} */
                var timelineHoldMix = from.timelineHoldMix;
                /** @type {?} */
                var firstFrame = from.timelinesRotation.length == 0;
                if (firstFrame)
                    Utils.setArraySize(from.timelinesRotation, timelineCount << 1, null);
                /** @type {?} */
                var timelinesRotation = from.timelinesRotation;
                from.totalAlpha = 0;
                for (var i = 0; i < timelineCount; i++) {
                    /** @type {?} */
                    var timeline = timelines[i];
                    /** @type {?} */
                    var direction = MixDirection.mixOut;
                    /** @type {?} */
                    var timelineBlend = void 0;
                    /** @type {?} */
                    var alpha = 0;
                    switch (timelineMode[i] & (AnimationState.NOT_LAST - 1)) {
                        case AnimationState.SUBSEQUENT:
                            timelineBlend = blend;
                            if (!attachments && timeline instanceof AttachmentTimeline) {
                                if ((timelineMode[i] & AnimationState.NOT_LAST) ==
                                    AnimationState.NOT_LAST)
                                    continue;
                                timelineBlend = MixBlend.setup;
                            }
                            if (!drawOrder && timeline instanceof DrawOrderTimeline)
                                continue;
                            alpha = alphaMix;
                            break;
                        case AnimationState.FIRST:
                            timelineBlend = MixBlend.setup;
                            alpha = alphaMix;
                            break;
                        case AnimationState.HOLD:
                            timelineBlend = MixBlend.setup;
                            alpha = alphaHold;
                            break;
                        default:
                            timelineBlend = MixBlend.setup;
                            /** @type {?} */
                            var holdMix = timelineHoldMix[i];
                            alpha =
                                alphaHold *
                                    Math.max(0, 1 - holdMix.mixTime / holdMix.mixDuration);
                            break;
                    }
                    from.totalAlpha += alpha;
                    if (timeline instanceof RotateTimeline)
                        this.applyRotateTimeline(timeline, skeleton, animationTime, alpha, timelineBlend, timelinesRotation, i << 1, firstFrame);
                    else {
                        // This fixes the WebKit 602 specific issue described at http://esotericsoftware.com/forum/iOS-10-disappearing-graphics-10109
                        Utils.webkit602BugfixHelper(alpha, blend);
                        if (timelineBlend == MixBlend.setup) {
                            if (timeline instanceof AttachmentTimeline) {
                                if (attachments ||
                                    (timelineMode[i] & AnimationState.NOT_LAST) ==
                                        AnimationState.NOT_LAST)
                                    direction = MixDirection.mixIn;
                            }
                            else if (timeline instanceof DrawOrderTimeline) {
                                if (drawOrder)
                                    direction = MixDirection.mixIn;
                            }
                        }
                        timeline.apply(skeleton, animationLast, animationTime, events, alpha, timelineBlend, direction);
                    }
                }
            }
            if (to.mixDuration > 0)
                this.queueEvents(from, animationTime);
            this.events.length = 0;
            from.nextAnimationLast = animationTime;
            from.nextTrackLast = from.trackTime;
            return mix;
        };
        /**
         * @param {?} timeline
         * @param {?} skeleton
         * @param {?} time
         * @param {?} alpha
         * @param {?} blend
         * @param {?} timelinesRotation
         * @param {?} i
         * @param {?} firstFrame
         * @return {?}
         */
        AnimationState.prototype.applyRotateTimeline = /**
         * @param {?} timeline
         * @param {?} skeleton
         * @param {?} time
         * @param {?} alpha
         * @param {?} blend
         * @param {?} timelinesRotation
         * @param {?} i
         * @param {?} firstFrame
         * @return {?}
         */
        function (timeline, skeleton, time, alpha, blend, timelinesRotation, i, firstFrame) {
            if (firstFrame)
                timelinesRotation[i] = 0;
            if (alpha == 1) {
                timeline.apply(skeleton, 0, time, null, 1, blend, MixDirection.mixIn);
                return;
            }
            /** @type {?} */
            var rotateTimeline = (/** @type {?} */ (timeline));
            /** @type {?} */
            var frames = rotateTimeline.frames;
            /** @type {?} */
            var bone = skeleton.bones[rotateTimeline.boneIndex];
            if (!bone.active)
                return;
            /** @type {?} */
            var r1 = 0;
            /** @type {?} */
            var r2 = 0;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        bone.rotation = bone.data.rotation;
                    default:
                        return;
                    case MixBlend.first:
                        r1 = bone.rotation;
                        r2 = bone.data.rotation;
                }
            }
            else {
                r1 = blend == MixBlend.setup ? bone.data.rotation : bone.rotation;
                if (time >= frames[frames.length - RotateTimeline.ENTRIES])
                    // Time is after last frame.
                    r2 =
                        bone.data.rotation +
                            frames[frames.length + RotateTimeline.PREV_ROTATION];
                else {
                    // Interpolate between the previous frame and the current frame.
                    /** @type {?} */
                    var frame = Animation.binarySearch(frames, time, RotateTimeline.ENTRIES);
                    /** @type {?} */
                    var prevRotation = frames[frame + RotateTimeline.PREV_ROTATION];
                    /** @type {?} */
                    var frameTime = frames[frame];
                    /** @type {?} */
                    var percent = rotateTimeline.getCurvePercent((frame >> 1) - 1, 1 -
                        (time - frameTime) /
                            (frames[frame + RotateTimeline.PREV_TIME] - frameTime));
                    r2 = frames[frame + RotateTimeline.ROTATION] - prevRotation;
                    r2 -= (16384 - ((16384.499999999996 - r2 / 360) | 0)) * 360;
                    r2 = prevRotation + r2 * percent + bone.data.rotation;
                    r2 -= (16384 - ((16384.499999999996 - r2 / 360) | 0)) * 360;
                }
            }
            // Mix between rotations using the direction of the shortest route on the first frame while detecting crosses.
            /** @type {?} */
            var total = 0;
            /** @type {?} */
            var diff = r2 - r1;
            diff -= (16384 - ((16384.499999999996 - diff / 360) | 0)) * 360;
            if (diff == 0) {
                total = timelinesRotation[i];
            }
            else {
                /** @type {?} */
                var lastTotal = 0;
                /** @type {?} */
                var lastDiff = 0;
                if (firstFrame) {
                    lastTotal = 0;
                    lastDiff = diff;
                }
                else {
                    lastTotal = timelinesRotation[i]; // Angle and direction of mix, including loops.
                    lastDiff = timelinesRotation[i + 1]; // Difference between bones.
                }
                /** @type {?} */
                var current = diff > 0;
                /** @type {?} */
                var dir = lastTotal >= 0;
                // Detect cross at 0 (not 180).
                if (MathUtils.signum(lastDiff) != MathUtils.signum(diff) &&
                    Math.abs(lastDiff) <= 90) {
                    // A cross after a 360 rotation is a loop.
                    if (Math.abs(lastTotal) > 180)
                        lastTotal += 360 * MathUtils.signum(lastTotal);
                    dir = current;
                }
                total = diff + lastTotal - (lastTotal % 360); // Store loops as part of lastTotal.
                if (dir != current)
                    total += 360 * MathUtils.signum(lastTotal);
                timelinesRotation[i] = total;
            }
            timelinesRotation[i + 1] = diff;
            r1 += total * alpha;
            bone.rotation = r1 - (16384 - ((16384.499999999996 - r1 / 360) | 0)) * 360;
        };
        /**
         * @param {?} entry
         * @param {?} animationTime
         * @return {?}
         */
        AnimationState.prototype.queueEvents = /**
         * @param {?} entry
         * @param {?} animationTime
         * @return {?}
         */
        function (entry, animationTime) {
            /** @type {?} */
            var animationStart = entry.animationStart;
            /** @type {?} */
            var animationEnd = entry.animationEnd;
            /** @type {?} */
            var duration = animationEnd - animationStart;
            /** @type {?} */
            var trackLastWrapped = entry.trackLast % duration;
            // Queue events before complete.
            /** @type {?} */
            var events = this.events;
            /** @type {?} */
            var i = 0;
            /** @type {?} */
            var n = events.length;
            for (; i < n; i++) {
                /** @type {?} */
                var event_1 = events[i];
                if (event_1.time < trackLastWrapped)
                    break;
                if (event_1.time > animationEnd)
                    continue; // Discard events outside animation start/end.
                this.queue.event(entry, event_1);
            }
            // Queue complete if completed a loop iteration or the animation.
            /** @type {?} */
            var complete = false;
            if (entry.loop)
                complete = duration == 0 || trackLastWrapped > entry.trackTime % duration;
            else
                complete =
                    animationTime >= animationEnd && entry.animationLast < animationEnd;
            if (complete)
                this.queue.complete(entry);
            // Queue events after complete.
            for (; i < n; i++) {
                /** @type {?} */
                var event_2 = events[i];
                if (event_2.time < animationStart)
                    continue; // Discard events outside animation start/end.
                this.queue.event(entry, events[i]);
            }
        };
        /**
         * @return {?}
         */
        AnimationState.prototype.clearTracks = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var oldDrainDisabled = this.queue.drainDisabled;
            this.queue.drainDisabled = true;
            for (var i = 0, n = this.tracks.length; i < n; i++)
                this.clearTrack(i);
            this.tracks.length = 0;
            this.queue.drainDisabled = oldDrainDisabled;
            this.queue.drain();
        };
        /**
         * @param {?} trackIndex
         * @return {?}
         */
        AnimationState.prototype.clearTrack = /**
         * @param {?} trackIndex
         * @return {?}
         */
        function (trackIndex) {
            if (trackIndex >= this.tracks.length)
                return;
            /** @type {?} */
            var current = this.tracks[trackIndex];
            if (current == null)
                return;
            this.queue.end(current);
            this.disposeNext(current);
            /** @type {?} */
            var entry = current;
            while (true) {
                /** @type {?} */
                var from = entry.mixingFrom;
                if (from == null)
                    break;
                this.queue.end(from);
                entry.mixingFrom = null;
                entry.mixingTo = null;
                entry = from;
            }
            this.tracks[current.trackIndex] = null;
            this.queue.drain();
        };
        /**
         * @param {?} index
         * @param {?} current
         * @param {?} interrupt
         * @return {?}
         */
        AnimationState.prototype.setCurrent = /**
         * @param {?} index
         * @param {?} current
         * @param {?} interrupt
         * @return {?}
         */
        function (index, current, interrupt) {
            /** @type {?} */
            var from = this.expandToIndex(index);
            this.tracks[index] = current;
            if (from != null) {
                if (interrupt)
                    this.queue.interrupt(from);
                current.mixingFrom = from;
                from.mixingTo = current;
                current.mixTime = 0;
                // Store the interrupted mix percentage.
                if (from.mixingFrom != null && from.mixDuration > 0)
                    current.interruptAlpha *= Math.min(1, from.mixTime / from.mixDuration);
                from.timelinesRotation.length = 0; // Reset rotation for mixing out, in case entry was mixed in.
            }
            this.queue.start(current);
        };
        /**
         * @param {?} trackIndex
         * @param {?} animationName
         * @param {?} loop
         * @return {?}
         */
        AnimationState.prototype.setAnimation = /**
         * @param {?} trackIndex
         * @param {?} animationName
         * @param {?} loop
         * @return {?}
         */
        function (trackIndex, animationName, loop) {
            /** @type {?} */
            var animation = this.data.skeletonData.findAnimation(animationName);
            if (animation == null)
                throw new Error("Animation not found: " + animationName);
            return this.setAnimationWith(trackIndex, animation, loop);
        };
        /**
         * @param {?} trackIndex
         * @param {?} animation
         * @param {?} loop
         * @return {?}
         */
        AnimationState.prototype.setAnimationWith = /**
         * @param {?} trackIndex
         * @param {?} animation
         * @param {?} loop
         * @return {?}
         */
        function (trackIndex, animation, loop) {
            if (animation == null)
                throw new Error("animation cannot be null.");
            /** @type {?} */
            var interrupt = true;
            /** @type {?} */
            var current = this.expandToIndex(trackIndex);
            if (current != null) {
                if (current.nextTrackLast == -1) {
                    // Don't mix from an entry that was never applied.
                    this.tracks[trackIndex] = current.mixingFrom;
                    this.queue.interrupt(current);
                    this.queue.end(current);
                    this.disposeNext(current);
                    current = current.mixingFrom;
                    interrupt = false;
                }
                else
                    this.disposeNext(current);
            }
            /** @type {?} */
            var entry = this.trackEntry(trackIndex, animation, loop, current);
            this.setCurrent(trackIndex, entry, interrupt);
            this.queue.drain();
            return entry;
        };
        /**
         * @param {?} trackIndex
         * @param {?} animationName
         * @param {?} loop
         * @param {?} delay
         * @return {?}
         */
        AnimationState.prototype.addAnimation = /**
         * @param {?} trackIndex
         * @param {?} animationName
         * @param {?} loop
         * @param {?} delay
         * @return {?}
         */
        function (trackIndex, animationName, loop, delay) {
            /** @type {?} */
            var animation = this.data.skeletonData.findAnimation(animationName);
            if (animation == null)
                throw new Error("Animation not found: " + animationName);
            return this.addAnimationWith(trackIndex, animation, loop, delay);
        };
        /**
         * @param {?} trackIndex
         * @param {?} animation
         * @param {?} loop
         * @param {?} delay
         * @return {?}
         */
        AnimationState.prototype.addAnimationWith = /**
         * @param {?} trackIndex
         * @param {?} animation
         * @param {?} loop
         * @param {?} delay
         * @return {?}
         */
        function (trackIndex, animation, loop, delay) {
            if (animation == null)
                throw new Error("animation cannot be null.");
            /** @type {?} */
            var last = this.expandToIndex(trackIndex);
            if (last != null) {
                while (last.next != null)
                    last = last.next;
            }
            /** @type {?} */
            var entry = this.trackEntry(trackIndex, animation, loop, last);
            if (last == null) {
                this.setCurrent(trackIndex, entry, true);
                this.queue.drain();
            }
            else {
                last.next = entry;
                if (delay <= 0) {
                    /** @type {?} */
                    var duration = last.animationEnd - last.animationStart;
                    if (duration != 0) {
                        if (last.loop)
                            delay += duration * (1 + ((last.trackTime / duration) | 0));
                        else
                            delay += Math.max(duration, last.trackTime);
                        delay -= this.data.getMix(last.animation, animation);
                    }
                    else
                        delay = last.trackTime;
                }
            }
            entry.delay = delay;
            return entry;
        };
        /**
         * @param {?} trackIndex
         * @param {?} mixDuration
         * @return {?}
         */
        AnimationState.prototype.setEmptyAnimation = /**
         * @param {?} trackIndex
         * @param {?} mixDuration
         * @return {?}
         */
        function (trackIndex, mixDuration) {
            /** @type {?} */
            var entry = this.setAnimationWith(trackIndex, AnimationState.emptyAnimation, false);
            entry.mixDuration = mixDuration;
            entry.trackEnd = mixDuration;
            return entry;
        };
        /**
         * @param {?} trackIndex
         * @param {?} mixDuration
         * @param {?} delay
         * @return {?}
         */
        AnimationState.prototype.addEmptyAnimation = /**
         * @param {?} trackIndex
         * @param {?} mixDuration
         * @param {?} delay
         * @return {?}
         */
        function (trackIndex, mixDuration, delay) {
            if (delay <= 0)
                delay -= mixDuration;
            /** @type {?} */
            var entry = this.addAnimationWith(trackIndex, AnimationState.emptyAnimation, false, delay);
            entry.mixDuration = mixDuration;
            entry.trackEnd = mixDuration;
            return entry;
        };
        /**
         * @param {?} mixDuration
         * @return {?}
         */
        AnimationState.prototype.setEmptyAnimations = /**
         * @param {?} mixDuration
         * @return {?}
         */
        function (mixDuration) {
            /** @type {?} */
            var oldDrainDisabled = this.queue.drainDisabled;
            this.queue.drainDisabled = true;
            for (var i = 0, n = this.tracks.length; i < n; i++) {
                /** @type {?} */
                var current = this.tracks[i];
                if (current != null)
                    this.setEmptyAnimation(current.trackIndex, mixDuration);
            }
            this.queue.drainDisabled = oldDrainDisabled;
            this.queue.drain();
        };
        /**
         * @param {?} index
         * @return {?}
         */
        AnimationState.prototype.expandToIndex = /**
         * @param {?} index
         * @return {?}
         */
        function (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 {?} trackIndex
         * @param {?} animation
         * @param {?} loop
         * @param {?} last
         * @return {?}
         */
        AnimationState.prototype.trackEntry = /**
         * @param {?} trackIndex
         * @param {?} animation
         * @param {?} loop
         * @param {?} last
         * @return {?}
         */
        function (trackIndex, animation, loop, last) {
            /** @type {?} */
            var entry = this.trackEntryPool.obtain();
            entry.trackIndex = trackIndex;
            entry.animation = animation;
            entry.loop = loop;
            entry.holdPrevious = false;
            entry.eventThreshold = 0;
            entry.attachmentThreshold = 0;
            entry.drawOrderThreshold = 0;
            entry.animationStart = 0;
            entry.animationEnd = animation.duration;
            entry.animationLast = -1;
            entry.nextAnimationLast = -1;
            entry.delay = 0;
            entry.trackTime = 0;
            entry.trackLast = -1;
            entry.nextTrackLast = -1;
            entry.trackEnd = Number.MAX_VALUE;
            entry.timeScale = 1;
            entry.alpha = 1;
            entry.interruptAlpha = 1;
            entry.mixTime = 0;
            entry.mixDuration =
                last == null ? 0 : this.data.getMix(last.animation, animation);
            return entry;
        };
        /**
         * @param {?} entry
         * @return {?}
         */
        AnimationState.prototype.disposeNext = /**
         * @param {?} entry
         * @return {?}
         */
        function (entry) {
            /** @type {?} */
            var next = entry.next;
            while (next != null) {
                this.queue.dispose(next);
                next = next.next;
            }
            entry.next = null;
        };
        /**
         * @return {?}
         */
        AnimationState.prototype._animationsChanged = /**
         * @return {?}
         */
        function () {
            this.animationsChanged = false;
            this.propertyIDs.clear();
            for (var i = 0, n = this.tracks.length; i < n; i++) {
                /** @type {?} */
                var entry = this.tracks[i];
                if (entry == null)
                    continue;
                while (entry.mixingFrom != null)
                    entry = entry.mixingFrom;
                do {
                    if (entry.mixingFrom == null || entry.mixBlend != MixBlend.add)
                        this.computeHold(entry);
                    entry = entry.mixingTo;
                } while (entry != null);
            }
            this.propertyIDs.clear();
            for (var i = this.tracks.length - 1; i >= 0; i--) {
                /** @type {?} */
                var entry = this.tracks[i];
                while (entry != null) {
                    this.computeNotLast(entry);
                    entry = entry.mixingFrom;
                }
            }
        };
        /**
         * @param {?} entry
         * @return {?}
         */
        AnimationState.prototype.computeHold = /**
         * @param {?} entry
         * @return {?}
         */
        function (entry) {
            /** @type {?} */
            var to = entry.mixingTo;
            /** @type {?} */
            var timelines = entry.animation.timelines;
            /** @type {?} */
            var timelinesCount = entry.animation.timelines.length;
            /** @type {?} */
            var timelineMode = Utils.setArraySize(entry.timelineMode, timelinesCount);
            entry.timelineHoldMix.length = 0;
            /** @type {?} */
            var timelineDipMix = Utils.setArraySize(entry.timelineHoldMix, timelinesCount);
            /** @type {?} */
            var propertyIDs = this.propertyIDs;
            if (to != null && to.holdPrevious) {
                for (var i = 0; i < timelinesCount; i++) {
                    propertyIDs.add(timelines[i].getPropertyId());
                    timelineMode[i] = AnimationState.HOLD;
                }
                return;
            }
            outer: for (var i = 0; i < timelinesCount; i++) {
                /** @type {?} */
                var timeline = timelines[i];
                /** @type {?} */
                var id = timeline.getPropertyId();
                if (!propertyIDs.add(id))
                    timelineMode[i] = AnimationState.SUBSEQUENT;
                else if (to == null ||
                    timeline instanceof AttachmentTimeline ||
                    timeline instanceof DrawOrderTimeline ||
                    timeline instanceof EventTimeline ||
                    !to.animation.hasTimeline(id)) {
                    timelineMode[i] = AnimationState.FIRST;
                }
                else {
                    for (var next = to.mixingTo; next != null; next = next.mixingTo) {
                        if (next.animation.hasTimeline(id))
                            continue;
                        if (entry.mixDuration > 0) {
                            timelineMode[i] = AnimationState.HOLD_MIX;
                            timelineDipMix[i] = next;
                            continue outer;
                        }
                        break;
                    }
                    timelineMode[i] = AnimationState.HOLD;
                }
            }
        };
        /**
         * @param {?} entry
         * @return {?}
         */
        AnimationState.prototype.computeNotLast = /**
         * @param {?} entry
         * @return {?}
         */
        function (entry) {
            /** @type {?} */
            var timelines = entry.animation.timelines;
            /** @type {?} */
            var timelinesCount = entry.animation.timelines.length;
            /** @type {?} */
            var timelineMode = entry.timelineMode;
            /** @type {?} */
            var propertyIDs = this.propertyIDs;
            for (var i = 0; i < timelinesCount; i++) {
                if (timelines[i] instanceof AttachmentTimeline) {
                    /** @type {?} */
                    var timeline = (/** @type {?} */ (timelines[i]));
                    if (!propertyIDs.add(timeline.slotIndex))
                        timelineMode[i] |= AnimationState.NOT_LAST;
                }
            }
        };
        /**
         * @param {?} trackIndex
         * @return {?}
         */
        AnimationState.prototype.getCurrent = /**
         * @param {?} trackIndex
         * @return {?}
         */
        function (trackIndex) {
            if (trackIndex >= this.tracks.length)
                return null;
            return this.tracks[trackIndex];
        };
        /**
         * @param {?} listener
         * @return {?}
         */
        AnimationState.prototype.addListener = /**
         * @param {?} listener
         * @return {?}
         */
        function (listener) {
            if (listener == null)
                throw new Error("listener cannot be null.");
            this.listeners.push(listener);
        };
        /** Removes the listener added with {@link #addListener(AnimationStateListener)}. */
        /**
         * Removes the listener added with {\@link #addListener(AnimationStateListener)}.
         * @param {?} listener
         * @return {?}
         */
        AnimationState.prototype.removeListener = /**
         * Removes the listener added with {\@link #addListener(AnimationStateListener)}.
         * @param {?} listener
         * @return {?}
         */
        function (listener) {
            /** @type {?} */
            var index = this.listeners.indexOf(listener);
            if (index >= 0)
                this.listeners.splice(index, 1);
        };
        /**
         * @return {?}
         */
        AnimationState.prototype.clearListeners = /**
         * @return {?}
         */
        function () {
            this.listeners.length = 0;
        };
        /**
         * @return {?}
         */
        AnimationState.prototype.clearListenerNotifications = /**
         * @return {?}
         */
        function () {
            this.queue.clear();
        };
        AnimationState.emptyAnimation = new Animation("<empty>", [], 0);
        AnimationState.SUBSEQUENT = 0;
        AnimationState.FIRST = 1;
        AnimationState.HOLD = 2;
        AnimationState.HOLD_MIX = 3;
        AnimationState.NOT_LAST = 4;
        return AnimationState;
    }());
    if (false) {
        /** @type {?} */
        AnimationState.emptyAnimation;
        /** @type {?} */
        AnimationState.SUBSEQUENT;
        /** @type {?} */
        AnimationState.FIRST;
        /** @type {?} */
        AnimationState.HOLD;
        /** @type {?} */
        AnimationState.HOLD_MIX;
        /** @type {?} */
        AnimationState.NOT_LAST;
        /** @type {?} */
        AnimationState.prototype.data;
        /** @type {?} */
        AnimationState.prototype.tracks;
        /** @type {?} */
        AnimationState.prototype.events;
        /** @type {?} */
        AnimationState.prototype.listeners;
        /** @type {?} */
        AnimationState.prototype.queue;
        /** @type {?} */
        AnimationState.prototype.propertyIDs;
        /** @type {?} */
        AnimationState.prototype.animationsChanged;
        /** @type {?} */
        AnimationState.prototype.timeScale;
        /** @type {?} */
        AnimationState.prototype.trackEntryPool;
    }
    var TrackEntry = /** @class */ (function () {
        function TrackEntry() {
            this.mixBlend = MixBlend.replace;
            this.timelineMode = new Array();
            this.timelineHoldMix = new Array();
            this.timelinesRotation = new Array();
        }
        /**
         * @return {?}
         */
        TrackEntry.prototype.reset = /**
         * @return {?}
         */
        function () {
            this.next = null;
            this.mixingFrom = null;
            this.mixingTo = null;
            this.animation = null;
            this.listener = null;
            this.timelineMode.length = 0;
            this.timelineHoldMix.length = 0;
            this.timelinesRotation.length = 0;
        };
        /**
         * @return {?}
         */
        TrackEntry.prototype.getAnimationTime = /**
         * @return {?}
         */
        function () {
            if (this.loop) {
                /** @type {?} */
                var duration = this.animationEnd - this.animationStart;
                if (duration == 0)
                    return this.animationStart;
                return (this.trackTime % duration) + this.animationStart;
            }
            return Math.min(this.trackTime + this.animationStart, this.animationEnd);
        };
        /**
         * @param {?} animationLast
         * @return {?}
         */
        TrackEntry.prototype.setAnimationLast = /**
         * @param {?} animationLast
         * @return {?}
         */
        function (animationLast) {
            this.animationLast = animationLast;
            this.nextAnimationLast = animationLast;
        };
        /**
         * @return {?}
         */
        TrackEntry.prototype.isComplete = /**
         * @return {?}
         */
        function () {
            return this.trackTime >= this.animationEnd - this.animationStart;
        };
        /**
         * @return {?}
         */
        TrackEntry.prototype.resetRotationDirections = /**
         * @return {?}
         */
        function () {
            this.timelinesRotation.length = 0;
        };
        return TrackEntry;
    }());
    if (false) {
        /** @type {?} */
        TrackEntry.prototype.animation;
        /** @type {?} */
        TrackEntry.prototype.next;
        /** @type {?} */
        TrackEntry.prototype.mixingFrom;
        /** @type {?} */
        TrackEntry.prototype.mixingTo;
        /** @type {?} */
        TrackEntry.prototype.listener;
        /** @type {?} */
        TrackEntry.prototype.trackIndex;
        /** @type {?} */
        TrackEntry.prototype.loop;
        /** @type {?} */
        TrackEntry.prototype.holdPrevious;
        /** @type {?} */
        TrackEntry.prototype.eventThreshold;
        /** @type {?} */
        TrackEntry.prototype.attachmentThreshold;
        /** @type {?} */
        TrackEntry.prototype.drawOrderThreshold;
        /** @type {?} */
        TrackEntry.prototype.animationStart;
        /** @type {?} */
        TrackEntry.prototype.animationEnd;
        /** @type {?} */
        TrackEntry.prototype.animationLast;
        /** @type {?} */
        TrackEntry.prototype.nextAnimationLast;
        /** @type {?} */
        TrackEntry.prototype.delay;
        /** @type {?} */
        TrackEntry.prototype.trackTime;
        /** @type {?} */
        TrackEntry.prototype.trackLast;
        /** @type {?} */
        TrackEntry.prototype.nextTrackLast;
        /** @type {?} */
        TrackEntry.prototype.trackEnd;
        /** @type {?} */
        TrackEntry.prototype.timeScale;
        /** @type {?} */
        TrackEntry.prototype.alpha;
        /** @type {?} */
        TrackEntry.prototype.mixTime;
        /** @type {?} */
        TrackEntry.prototype.mixDuration;
        /** @type {?} */
        TrackEntry.prototype.interruptAlpha;
        /** @type {?} */
        TrackEntry.prototype.totalAlpha;
        /** @type {?} */
        TrackEntry.prototype.mixBlend;
        /** @type {?} */
        TrackEntry.prototype.timelineMode;
        /** @type {?} */
        TrackEntry.prototype.timelineHoldMix;
        /** @type {?} */
        TrackEntry.prototype.timelinesRotation;
    }
    var EventQueue = /** @class */ (function () {
        function EventQueue(animState) {
            this.objects = [];
            this.drainDisabled = false;
            this.animState = animState;
        }
        /**
         * @param {?} entry
         * @return {?}
         */
        EventQueue.prototype.start = /**
         * @param {?} entry
         * @return {?}
         */
        function (entry) {
            this.objects.push(EventType.start);
            this.objects.push(entry);
            this.animState.animationsChanged = true;
        };
        /**
         * @param {?} entry
         * @return {?}
         */
        EventQueue.prototype.interrupt = /**
         * @param {?} entry
         * @return {?}
         */
        function (entry) {
            this.objects.push(EventType.interrupt);
            this.objects.push(entry);
        };
        /**
         * @param {?} entry
         * @return {?}
         */
        EventQueue.prototype.end = /**
         * @param {?} entry
         * @return {?}
         */
        function (entry) {
            this.objects.push(EventType.end);
            this.objects.push(entry);
            this.animState.animationsChanged = true;
        };
        /**
         * @param {?} entry
         * @return {?}
         */
        EventQueue.prototype.dispose = /**
         * @param {?} entry
         * @return {?}
         */
        function (entry) {
            this.objects.push(EventType.dispose);
            this.objects.push(entry);
        };
        /**
         * @param {?} entry
         * @return {?}
         */
        EventQueue.prototype.complete = /**
         * @param {?} entry
         * @return {?}
         */
        function (entry) {
            this.objects.push(EventType.complete);
            this.objects.push(entry);
        };
        /**
         * @param {?} entry
         * @param {?} event
         * @return {?}
         */
        EventQueue.prototype.event = /**
         * @param {?} entry
         * @param {?} event
         * @return {?}
         */
        function (entry, event) {
            this.objects.push(EventType.event);
            this.objects.push(entry);
            this.objects.push(event);
        };
        /**
         * @return {?}
         */
        EventQueue.prototype.drain = /**
         * @return {?}
         */
        function () {
            if (this.drainDisabled)
                return;
            this.drainDisabled = true;
            /** @type {?} */
            var objects = this.objects;
            /** @type {?} */
            var listeners = this.animState.listeners;
            for (var i = 0; i < objects.length; i += 2) {
                /** @type {?} */
                var type = (/** @type {?} */ (objects[i]));
                /** @type {?} */
                var entry = (/** @type {?} */ (objects[i + 1]));
                switch (type) {
                    case EventType.start:
                        if (entry.listener != null && entry.listener.start)
                            entry.listener.start(entry);
                        for (var ii = 0; ii < listeners.length; ii++)
                            if (listeners[ii].start)
                                listeners[ii].start(entry);
                        break;
                    case EventType.interrupt:
                        if (entry.listener != null && entry.listener.interrupt)
                            entry.listener.interrupt(entry);
                        for (var ii = 0; ii < listeners.length; ii++)
                            if (listeners[ii].interrupt)
                                listeners[ii].interrupt(entry);
                        break;
                    case EventType.end:
                        if (entry.listener != null && entry.listener.end)
                            entry.listener.end(entry);
                        for (var ii = 0; ii < listeners.length; ii++)
                            if (listeners[ii].end)
                                listeners[ii].end(entry);
                    // Fall through.
                    case EventType.dispose:
                        if (entry.listener != null && entry.listener.dispose)
                            entry.listener.dispose(entry);
                        for (var ii = 0; ii < listeners.length; ii++)
                            if (listeners[ii].dispose)
                                listeners[ii].dispose(entry);
                        this.animState.trackEntryPool.free(entry);
                        break;
                    case EventType.complete:
                        if (entry.listener != null && entry.listener.complete)
                            entry.listener.complete(entry);
                        for (var ii = 0; ii < listeners.length; ii++)
                            if (listeners[ii].complete)
                                listeners[ii].complete(entry);
                        break;
                    case EventType.event:
                        /** @type {?} */
                        var event_3 = (/** @type {?} */ (objects[i++ + 2]));
                        if (entry.listener != null && entry.listener.event)
                            entry.listener.event(entry, event_3);
                        for (var ii = 0; ii < listeners.length; ii++)
                            if (listeners[ii].event)
                                listeners[ii].event(entry, event_3);
                        break;
                }
            }
            this.clear();
            this.drainDisabled = false;
        };
        /**
         * @return {?}
         */
        EventQueue.prototype.clear = /**
         * @return {?}
         */
        function () {
            this.objects.length = 0;
        };
        return EventQueue;
    }());
    if (false) {
        /** @type {?} */
        EventQueue.prototype.objects;
        /** @type {?} */
        EventQueue.prototype.drainDisabled;
        /** @type {?} */
        EventQueue.prototype.animState;
    }
    /** @enum {number} */
    var EventType = {
        start: 0,
        interrupt: 1,
        end: 2,
        dispose: 3,
        complete: 4,
        event: 5,
    };
    EventType[EventType.start] = 'start';
    EventType[EventType.interrupt] = 'interrupt';
    EventType[EventType.end] = 'end';
    EventType[EventType.dispose] = 'dispose';
    EventType[EventType.complete] = 'complete';
    EventType[EventType.event] = 'event';
    /**
     * @record
     */
    function AnimationStateListener2() { }
    if (false) {
        /**
         * Invoked when this entry has been set as the current entry.
         * @param {?} entry
         * @return {?}
         */
        AnimationStateListener2.prototype.start = function (entry) { };
        /**
         * Invoked when another entry has replaced this entry as the current entry. This entry may continue being applied for
         * mixing.
         * @param {?} entry
         * @return {?}
         */
        AnimationStateListener2.prototype.interrupt = function (entry) { };
        /**
         * Invoked when this entry is no longer the current entry and will never be applied again.
         * @param {?} entry
         * @return {?}
         */
        AnimationStateListener2.prototype.end = function (entry) { };
        /**
         * Invoked when this entry will be disposed. This may occur without the entry ever being set as the current entry.
         * References to the entry should not be kept after dispose is called, as it may be destroyed or reused.
         * @param {?} entry
         * @return {?}
         */
        AnimationStateListener2.prototype.dispose = function (entry) { };
        /**
         * Invoked every time this entry's animation completes a loop.
         * @param {?} entry
         * @return {?}
         */
        AnimationStateListener2.prototype.complete = function (entry) { };
        /**
         * Invoked when this entry's animation triggers an event.
         * @param {?} entry
         * @param {?} event
         * @return {?}
         */
        AnimationStateListener2.prototype.event = function (entry, event) { };
    }
    /**
     * @abstract
     */
    var /**
     * @abstract
     */
    AnimationStateAdapter2 = /** @class */ (function () {
        function AnimationStateAdapter2() {
        }
        /**
         * @param {?} entry
         * @return {?}
         */
        AnimationStateAdapter2.prototype.start = /**
         * @param {?} entry
         * @return {?}
         */
        function (entry) { };
        /**
         * @param {?} entry
         * @return {?}
         */
        AnimationStateAdapter2.prototype.interrupt = /**
         * @param {?} entry
         * @return {?}
         */
        function (entry) { };
        /**
         * @param {?} entry
         * @return {?}
         */
        AnimationStateAdapter2.prototype.end = /**
         * @param {?} entry
         * @return {?}
         */
        function (entry) { };
        /**
         * @param {?} entry
         * @return {?}
         */
        AnimationStateAdapter2.prototype.dispose = /**
         * @param {?} entry
         * @return {?}
         */
        function (entry) { };
        /**
         * @param {?} entry
         * @return {?}
         */
        AnimationStateAdapter2.prototype.complete = /**
         * @param {?} entry
         * @return {?}
         */
        function (entry) { };
        /**
         * @param {?} entry
         * @param {?} event
         * @return {?}
         */
        AnimationStateAdapter2.prototype.event = /**
         * @param {?} entry
         * @param {?} event
         * @return {?}
         */
        function (entry, event) { };
        return AnimationStateAdapter2;
    }());

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    /******************************************************************************
     * Spine Runtimes License Agreement
     * Last updated May 1, 2019. Replaces all prior versions.
     *
     * Copyright (c) 2013-2019, Esoteric Software LLC
     *
     * Integration of the Spine Runtimes into software or otherwise creating
     * derivative works of the Spine Runtimes is permitted under the terms and
     * conditions of Section 2 of the Spine Editor License Agreement:
     * http://esotericsoftware.com/spine-editor-license
     *
     * Otherwise, it is permitted to integrate the Spine Runtimes into software
     * or otherwise create derivative works of the Spine Runtimes (collectively,
     * "Products"), provided that each user of the Products must obtain their own
     * Spine Editor license and redistribution of the Products in any form must
     * include this license and copyright notice.
     *
     * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
     * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
     * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
     * NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
     * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
     * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
     * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
     * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
     * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
     * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     *****************************************************************************/
    var AnimationStateData = /** @class */ (function () {
        function AnimationStateData(skeletonData) {
            this.animationToMixTime = {};
            this.defaultMix = 0;
            if (skeletonData == null)
                throw new Error("skeletonData cannot be null.");
            this.skeletonData = skeletonData;
        }
        /**
         * @param {?} fromName
         * @param {?} toName
         * @param {?} duration
         * @return {?}
         */
        AnimationStateData.prototype.setMix = /**
         * @param {?} fromName
         * @param {?} toName
         * @param {?} duration
         * @return {?}
         */
        function (fromName, toName, duration) {
            /** @type {?} */
            var from = this.skeletonData.findAnimation(fromName);
            if (from == null)
                throw new Error("Animation not found: " + fromName);
            /** @type {?} */
            var to = this.skeletonData.findAnimation(toName);
            if (to == null)
                throw new Error("Animation not found: " + toName);
            this.setMixWith(from, to, duration);
        };
        /**
         * @param {?} from
         * @param {?} to
         * @param {?} duration
         * @return {?}
         */
        AnimationStateData.prototype.setMixWith = /**
         * @param {?} from
         * @param {?} to
         * @param {?} duration
         * @return {?}
         */
        function (from, to, duration) {
            if (from == null)
                throw new Error("from cannot be null.");
            if (to == null)
                throw new Error("to cannot be null.");
            /** @type {?} */
            var key = from.name + "." + to.name;
            this.animationToMixTime[key] = duration;
        };
        /**
         * @param {?} from
         * @param {?} to
         * @return {?}
         */
        AnimationStateData.prototype.getMix = /**
         * @param {?} from
         * @param {?} to
         * @return {?}
         */
        function (from, to) {
            /** @type {?} */
            var key = from.name + "." + to.name;
            /** @type {?} */
            var value = this.animationToMixTime[key];
            return value === undefined ? this.defaultMix : value;
        };
        return AnimationStateData;
    }());
    if (false) {
        /** @type {?} */
        AnimationStateData.prototype.skeletonData;
        /** @type {?} */
        AnimationStateData.prototype.animationToMixTime;
        /** @type {?} */
        AnimationStateData.prototype.defaultMix;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var PointAttachment = /** @class */ (function (_super) {
        __extends(PointAttachment, _super);
        function PointAttachment(name) {
            var _this = _super.call(this, name) || this;
            _this.color = new Color(0.38, 0.94, 0, 1);
            return _this;
        }
        /**
         * @param {?} bone
         * @param {?} point
         * @return {?}
         */
        PointAttachment.prototype.computeWorldPosition = /**
         * @param {?} bone
         * @param {?} point
         * @return {?}
         */
        function (bone, point) {
            point.x = this.x * bone.a + this.y * bone.b + bone.worldX;
            point.y = this.x * bone.c + this.y * bone.d + bone.worldY;
            return point;
        };
        /**
         * @param {?} bone
         * @return {?}
         */
        PointAttachment.prototype.computeWorldRotation = /**
         * @param {?} bone
         * @return {?}
         */
        function (bone) {
            /** @type {?} */
            var cos = MathUtils.cosDeg(this.rotation);
            /** @type {?} */
            var sin = MathUtils.sinDeg(this.rotation);
            /** @type {?} */
            var x = cos * bone.a + sin * bone.b;
            /** @type {?} */
            var y = cos * bone.c + sin * bone.d;
            return Math.atan2(y, x) * MathUtils.radDeg;
        };
        /**
         * @return {?}
         */
        PointAttachment.prototype.copy = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var copy = new PointAttachment(name);
            copy.x = this.x;
            copy.y = this.y;
            copy.rotation = this.rotation;
            copy.color.setFromColor(this.color);
            return copy;
        };
        return PointAttachment;
    }(VertexAttachment));
    if (false) {
        /** @type {?} */
        PointAttachment.prototype.x;
        /** @type {?} */
        PointAttachment.prototype.y;
        /** @type {?} */
        PointAttachment.prototype.rotation;
        /** @type {?} */
        PointAttachment.prototype.color;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var AtlasAttachmentLoader = /** @class */ (function () {
        function AtlasAttachmentLoader(atlas) {
            this.atlas = atlas;
        }
        /** @return May be null to not load an attachment. */
        /**
         * @param {?} skin
         * @param {?} name
         * @param {?} path
         * @return {?} May be null to not load an attachment.
         */
        AtlasAttachmentLoader.prototype.newRegionAttachment = /**
         * @param {?} skin
         * @param {?} name
         * @param {?} path
         * @return {?} May be null to not load an attachment.
         */
        function (skin, name, path) {
            /** @type {?} */
            var region = this.atlas.findRegion(path);
            if (region == null)
                throw new Error("Region not found in atlas: " +
                    path +
                    " (region attachment: " +
                    name +
                    ")");
            region.renderObject = region;
            /** @type {?} */
            var attachment = new RegionAttachment(name);
            attachment.setRegion(region);
            return attachment;
        };
        /** @return May be null to not load an attachment. */
        /**
         * @param {?} skin
         * @param {?} name
         * @param {?} path
         * @return {?} May be null to not load an attachment.
         */
        AtlasAttachmentLoader.prototype.newMeshAttachment = /**
         * @param {?} skin
         * @param {?} name
         * @param {?} path
         * @return {?} May be null to not load an attachment.
         */
        function (skin, name, path) {
            /** @type {?} */
            var region = this.atlas.findRegion(path);
            if (region == null)
                throw new Error("Region not found in atlas: " +
                    path +
                    " (mesh attachment: " +
                    name +
                    ")");
            region.renderObject = region;
            /** @type {?} */
            var attachment = new MeshAttachment(name);
            attachment.region = region;
            return attachment;
        };
        /** @return May be null to not load an attachment. */
        /**
         * @param {?} skin
         * @param {?} name
         * @return {?} May be null to not load an attachment.
         */
        AtlasAttachmentLoader.prototype.newBoundingBoxAttachment = /**
         * @param {?} skin
         * @param {?} name
         * @return {?} May be null to not load an attachment.
         */
        function (skin, name) {
            return new BoundingBoxAttachment(name);
        };
        /** @return May be null to not load an attachment */
        /**
         * @param {?} skin
         * @param {?} name
         * @return {?} May be null to not load an attachment
         */
        AtlasAttachmentLoader.prototype.newPathAttachment = /**
         * @param {?} skin
         * @param {?} name
         * @return {?} May be null to not load an attachment
         */
        function (skin, name) {
            return new PathAttachment(name);
        };
        /**
         * @param {?} skin
         * @param {?} name
         * @return {?}
         */
        AtlasAttachmentLoader.prototype.newPointAttachment = /**
         * @param {?} skin
         * @param {?} name
         * @return {?}
         */
        function (skin, name) {
            return new PointAttachment(name);
        };
        /**
         * @param {?} skin
         * @param {?} name
         * @return {?}
         */
        AtlasAttachmentLoader.prototype.newClippingAttachment = /**
         * @param {?} skin
         * @param {?} name
         * @return {?}
         */
        function (skin, name) {
            return new ClippingAttachment(name);
        };
        return AtlasAttachmentLoader;
    }());
    if (false) {
        /** @type {?} */
        AtlasAttachmentLoader.prototype.atlas;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var BoneData = /** @class */ (function () {
        function BoneData(index, name, parent) {
            this.x = 0;
            this.y = 0;
            this.rotation = 0;
            this.scaleX = 1;
            this.scaleY = 1;
            this.shearX = 0;
            this.shearY = 0;
            this.transformMode = TransformMode.Normal;
            this.skinRequired = false;
            this.color = new Color();
            if (index < 0)
                throw new Error("index must be >= 0.");
            if (name == null)
                throw new Error("name cannot be null.");
            this.index = index;
            this.name = name;
            this.parent = parent;
        }
        return BoneData;
    }());
    if (false) {
        /** @type {?} */
        BoneData.prototype.index;
        /** @type {?} */
        BoneData.prototype.name;
        /** @type {?} */
        BoneData.prototype.parent;
        /** @type {?} */
        BoneData.prototype.length;
        /** @type {?} */
        BoneData.prototype.x;
        /** @type {?} */
        BoneData.prototype.y;
        /** @type {?} */
        BoneData.prototype.rotation;
        /** @type {?} */
        BoneData.prototype.scaleX;
        /** @type {?} */
        BoneData.prototype.scaleY;
        /** @type {?} */
        BoneData.prototype.shearX;
        /** @type {?} */
        BoneData.prototype.shearY;
        /** @type {?} */
        BoneData.prototype.transformMode;
        /** @type {?} */
        BoneData.prototype.skinRequired;
        /** @type {?} */
        BoneData.prototype.color;
    }
    /** @enum {number} */
    var TransformMode = {
        Normal: 0,
        OnlyTranslation: 1,
        NoRotationOrReflection: 2,
        NoScale: 3,
        NoScaleOrReflection: 4,
    };
    TransformMode[TransformMode.Normal] = 'Normal';
    TransformMode[TransformMode.OnlyTranslation] = 'OnlyTranslation';
    TransformMode[TransformMode.NoRotationOrReflection] = 'NoRotationOrReflection';
    TransformMode[TransformMode.NoScale] = 'NoScale';
    TransformMode[TransformMode.NoScaleOrReflection] = 'NoScaleOrReflection';

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var Bone = /** @class */ (function () {
        /** @param parent May be null. */
        function Bone(data, skeleton, parent) {
            this.children = new Array();
            this.x = 0;
            this.y = 0;
            this.rotation = 0;
            this.scaleX = 0;
            this.scaleY = 0;
            this.shearX = 0;
            this.shearY = 0;
            this.ax = 0;
            this.ay = 0;
            this.arotation = 0;
            this.ascaleX = 0;
            this.ascaleY = 0;
            this.ashearX = 0;
            this.ashearY = 0;
            this.appliedValid = false;
            this.a = 0;
            this.b = 0;
            this.worldX = 0;
            this.c = 0;
            this.d = 0;
            this.worldY = 0;
            this.sorted = false;
            this.active = false;
            if (data == null)
                throw new Error("data cannot be null.");
            if (skeleton == null)
                throw new Error("skeleton cannot be null.");
            this.data = data;
            this.skeleton = skeleton;
            this.parent = parent;
            this.setToSetupPose();
        }
        /**
         * @return {?}
         */
        Bone.prototype.isActive = /**
         * @return {?}
         */
        function () {
            return this.active;
        };
        /** Same as {@link #updateWorldTransform()}. This method exists for Bone to implement {@link Updatable}. */
        /**
         * Same as {\@link #updateWorldTransform()}. This method exists for Bone to implement {\@link Updatable}.
         * @return {?}
         */
        Bone.prototype.update = /**
         * Same as {\@link #updateWorldTransform()}. This method exists for Bone to implement {\@link Updatable}.
         * @return {?}
         */
        function () {
            this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
        };
        /** Computes the world transform using the parent bone and this bone's local transform. */
        /**
         * Computes the world transform using the parent bone and this bone's local transform.
         * @return {?}
         */
        Bone.prototype.updateWorldTransform = /**
         * Computes the world transform using the parent bone and this bone's local transform.
         * @return {?}
         */
        function () {
            this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
        };
        /** Computes the world transform using the parent bone and the specified local transform. */
        /**
         * Computes the world transform using the parent bone and the specified local transform.
         * @param {?} x
         * @param {?} y
         * @param {?} rotation
         * @param {?} scaleX
         * @param {?} scaleY
         * @param {?} shearX
         * @param {?} shearY
         * @return {?}
         */
        Bone.prototype.updateWorldTransformWith = /**
         * Computes the world transform using the parent bone and the specified local transform.
         * @param {?} x
         * @param {?} y
         * @param {?} rotation
         * @param {?} scaleX
         * @param {?} scaleY
         * @param {?} shearX
         * @param {?} shearY
         * @return {?}
         */
        function (x, y, rotation, scaleX, scaleY, shearX, shearY) {
            this.ax = x;
            this.ay = y;
            this.arotation = rotation;
            this.ascaleX = scaleX;
            this.ascaleY = scaleY;
            this.ashearX = shearX;
            this.ashearY = shearY;
            this.appliedValid = true;
            /** @type {?} */
            var parent = this.parent;
            if (parent == null) {
                // Root bone.
                /** @type {?} */
                var skeleton = this.skeleton;
                /** @type {?} */
                var rotationY = rotation + 90 + shearY;
                /** @type {?} */
                var sx = skeleton.scaleX;
                /** @type {?} */
                var sy = skeleton.scaleY;
                this.a = MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
                this.b = MathUtils.cosDeg(rotationY) * scaleY * sx;
                this.c = MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
                this.d = MathUtils.sinDeg(rotationY) * scaleY * sy;
                this.worldX = x * sx + skeleton.x;
                this.worldY = y * sy + skeleton.y;
                return;
            }
            /** @type {?} */
            var pa = parent.a;
            /** @type {?} */
            var pb = parent.b;
            /** @type {?} */
            var pc = parent.c;
            /** @type {?} */
            var pd = parent.d;
            this.worldX = pa * x + pb * y + parent.worldX;
            this.worldY = pc * x + pd * y + parent.worldY;
            switch (this.data.transformMode) {
                case TransformMode.Normal: {
                    /** @type {?} */
                    var rotationY = rotation + 90 + shearY;
                    /** @type {?} */
                    var la = MathUtils.cosDeg(rotation + shearX) * scaleX;
                    /** @type {?} */
                    var lb = MathUtils.cosDeg(rotationY) * scaleY;
                    /** @type {?} */
                    var lc = MathUtils.sinDeg(rotation + shearX) * scaleX;
                    /** @type {?} */
                    var ld = MathUtils.sinDeg(rotationY) * scaleY;
                    this.a = pa * la + pb * lc;
                    this.b = pa * lb + pb * ld;
                    this.c = pc * la + pd * lc;
                    this.d = pc * lb + pd * ld;
                    return;
                }
                case TransformMode.OnlyTranslation: {
                    /** @type {?} */
                    var rotationY = rotation + 90 + shearY;
                    this.a = MathUtils.cosDeg(rotation + shearX) * scaleX;
                    this.b = MathUtils.cosDeg(rotationY) * scaleY;
                    this.c = MathUtils.sinDeg(rotation + shearX) * scaleX;
                    this.d = MathUtils.sinDeg(rotationY) * scaleY;
                    break;
                }
                case TransformMode.NoRotationOrReflection: {
                    /** @type {?} */
                    var s = pa * pa + pc * pc;
                    /** @type {?} */
                    var prx = 0;
                    if (s > 0.0001) {
                        s = Math.abs(pa * pd - pb * pc) / s;
                        pb = pc * s;
                        pd = pa * s;
                        prx = Math.atan2(pc, pa) * MathUtils.radDeg;
                    }
                    else {
                        pa = 0;
                        pc = 0;
                        prx = 90 - Math.atan2(pd, pb) * MathUtils.radDeg;
                    }
                    /** @type {?} */
                    var rx = rotation + shearX - prx;
                    /** @type {?} */
                    var ry = rotation + shearY - prx + 90;
                    /** @type {?} */
                    var la = MathUtils.cosDeg(rx) * scaleX;
                    /** @type {?} */
                    var lb = MathUtils.cosDeg(ry) * scaleY;
                    /** @type {?} */
                    var lc = MathUtils.sinDeg(rx) * scaleX;
                    /** @type {?} */
                    var ld = MathUtils.sinDeg(ry) * scaleY;
                    this.a = pa * la - pb * lc;
                    this.b = pa * lb - pb * ld;
                    this.c = pc * la + pd * lc;
                    this.d = pc * lb + pd * ld;
                    break;
                }
                case TransformMode.NoScale:
                case TransformMode.NoScaleOrReflection: {
                    /** @type {?} */
                    var cos = MathUtils.cosDeg(rotation);
                    /** @type {?} */
                    var sin = MathUtils.sinDeg(rotation);
                    /** @type {?} */
                    var za = (pa * cos + pb * sin) / this.skeleton.scaleX;
                    /** @type {?} */
                    var zc = (pc * cos + pd * sin) / this.skeleton.scaleY;
                    /** @type {?} */
                    var s = Math.sqrt(za * za + zc * zc);
                    if (s > 0.00001)
                        s = 1 / s;
                    za *= s;
                    zc *= s;
                    s = Math.sqrt(za * za + zc * zc);
                    if (this.data.transformMode == TransformMode.NoScale &&
                        pa * pd - pb * pc < 0 !=
                            (this.skeleton.scaleX < 0 != this.skeleton.scaleY < 0))
                        s = -s;
                    /** @type {?} */
                    var r = Math.PI / 2 + Math.atan2(zc, za);
                    /** @type {?} */
                    var zb = Math.cos(r) * s;
                    /** @type {?} */
                    var zd = Math.sin(r) * s;
                    /** @type {?} */
                    var la = MathUtils.cosDeg(shearX) * scaleX;
                    /** @type {?} */
                    var lb = MathUtils.cosDeg(90 + shearY) * scaleY;
                    /** @type {?} */
                    var lc = MathUtils.sinDeg(shearX) * scaleX;
                    /** @type {?} */
                    var ld = MathUtils.sinDeg(90 + shearY) * scaleY;
                    this.a = za * la + zb * lc;
                    this.b = za * lb + zb * ld;
                    this.c = zc * la + zd * lc;
                    this.d = zc * lb + zd * ld;
                    break;
                }
            }
            this.a *= this.skeleton.scaleX;
            this.b *= this.skeleton.scaleX;
            this.c *= this.skeleton.scaleY;
            this.d *= this.skeleton.scaleY;
        };
        /**
         * @return {?}
         */
        Bone.prototype.setToSetupPose = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var data = this.data;
            this.x = data.x;
            this.y = data.y;
            this.rotation = data.rotation;
            this.scaleX = data.scaleX;
            this.scaleY = data.scaleY;
            this.shearX = data.shearX;
            this.shearY = data.shearY;
        };
        /**
         * @return {?}
         */
        Bone.prototype.getWorldRotationX = /**
         * @return {?}
         */
        function () {
            return Math.atan2(this.c, this.a) * MathUtils.radDeg;
        };
        /**
         * @return {?}
         */
        Bone.prototype.getWorldRotationY = /**
         * @return {?}
         */
        function () {
            return Math.atan2(this.d, this.b) * MathUtils.radDeg;
        };
        /**
         * @return {?}
         */
        Bone.prototype.getWorldScaleX = /**
         * @return {?}
         */
        function () {
            return Math.sqrt(this.a * this.a + this.c * this.c);
        };
        /**
         * @return {?}
         */
        Bone.prototype.getWorldScaleY = /**
         * @return {?}
         */
        function () {
            return Math.sqrt(this.b * this.b + this.d * this.d);
        };
        /** Computes the individual applied transform values from the world transform. This can be useful to perform processing using
         * the applied transform after the world transform has been modified directly (eg, by a constraint).
         * <p>
         * Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. */
        /**
         * Computes the individual applied transform values from the world transform. This can be useful to perform processing using
         * the applied transform after the world transform has been modified directly (eg, by a constraint).
         * <p>
         * Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation.
         * @return {?}
         */
        Bone.prototype.updateAppliedTransform = /**
         * Computes the individual applied transform values from the world transform. This can be useful to perform processing using
         * the applied transform after the world transform has been modified directly (eg, by a constraint).
         * <p>
         * Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation.
         * @return {?}
         */
        function () {
            this.appliedValid = true;
            /** @type {?} */
            var parent = this.parent;
            if (parent == null) {
                this.ax = this.worldX;
                this.ay = this.worldY;
                this.arotation = Math.atan2(this.c, this.a) * MathUtils.radDeg;
                this.ascaleX = Math.sqrt(this.a * this.a + this.c * this.c);
                this.ascaleY = Math.sqrt(this.b * this.b + this.d * this.d);
                this.ashearX = 0;
                this.ashearY =
                    Math.atan2(this.a * this.b + this.c * this.d, this.a * this.d - this.b * this.c) * MathUtils.radDeg;
                return;
            }
            /** @type {?} */
            var pa = parent.a;
            /** @type {?} */
            var pb = parent.b;
            /** @type {?} */
            var pc = parent.c;
            /** @type {?} */
            var pd = parent.d;
            /** @type {?} */
            var pid = 1 / (pa * pd - pb * pc);
            /** @type {?} */
            var dx = this.worldX - parent.worldX;
            /** @type {?} */
            var dy = this.worldY - parent.worldY;
            this.ax = dx * pd * pid - dy * pb * pid;
            this.ay = dy * pa * pid - dx * pc * pid;
            /** @type {?} */
            var ia = pid * pd;
            /** @type {?} */
            var id = pid * pa;
            /** @type {?} */
            var ib = pid * pb;
            /** @type {?} */
            var ic = pid * pc;
            /** @type {?} */
            var ra = ia * this.a - ib * this.c;
            /** @type {?} */
            var rb = ia * this.b - ib * this.d;
            /** @type {?} */
            var rc = id * this.c - ic * this.a;
            /** @type {?} */
            var rd = id * this.d - ic * this.b;
            this.ashearX = 0;
            this.ascaleX = Math.sqrt(ra * ra + rc * rc);
            if (this.ascaleX > 0.0001) {
                /** @type {?} */
                var det = ra * rd - rb * rc;
                this.ascaleY = det / this.ascaleX;
                this.ashearY = Math.atan2(ra * rb + rc * rd, det) * MathUtils.radDeg;
                this.arotation = Math.atan2(rc, ra) * MathUtils.radDeg;
            }
            else {
                this.ascaleX = 0;
                this.ascaleY = Math.sqrt(rb * rb + rd * rd);
                this.ashearY = 0;
                this.arotation = 90 - Math.atan2(rd, rb) * MathUtils.radDeg;
            }
        };
        /**
         * @param {?} world
         * @return {?}
         */
        Bone.prototype.worldToLocal = /**
         * @param {?} world
         * @return {?}
         */
        function (world) {
            /** @type {?} */
            var a = this.a;
            /** @type {?} */
            var b = this.b;
            /** @type {?} */
            var c = this.c;
            /** @type {?} */
            var d = this.d;
            /** @type {?} */
            var invDet = 1 / (a * d - b * c);
            /** @type {?} */
            var x = world.x - this.worldX;
            /** @type {?} */
            var y = world.y - this.worldY;
            world.x = x * d * invDet - y * b * invDet;
            world.y = y * a * invDet - x * c * invDet;
            return world;
        };
        /**
         * @param {?} local
         * @return {?}
         */
        Bone.prototype.localToWorld = /**
         * @param {?} local
         * @return {?}
         */
        function (local) {
            /** @type {?} */
            var x = local.x;
            /** @type {?} */
            var 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;
        };
        /**
         * @param {?} worldRotation
         * @return {?}
         */
        Bone.prototype.worldToLocalRotation = /**
         * @param {?} worldRotation
         * @return {?}
         */
        function (worldRotation) {
            /** @type {?} */
            var sin = MathUtils.sinDeg(worldRotation);
            /** @type {?} */
            var cos = MathUtils.cosDeg(worldRotation);
            return (Math.atan2(this.a * sin - this.c * cos, this.d * cos - this.b * sin) *
                MathUtils.radDeg +
                this.rotation -
                this.shearX);
        };
        /**
         * @param {?} localRotation
         * @return {?}
         */
        Bone.prototype.localToWorldRotation = /**
         * @param {?} localRotation
         * @return {?}
         */
        function (localRotation) {
            localRotation -= this.rotation - this.shearX;
            /** @type {?} */
            var sin = MathUtils.sinDeg(localRotation);
            /** @type {?} */
            var cos = MathUtils.cosDeg(localRotation);
            return (Math.atan2(cos * this.c + sin * this.d, cos * this.a + sin * this.b) *
                MathUtils.radDeg);
        };
        /**
         * @param {?} degrees
         * @return {?}
         */
        Bone.prototype.rotateWorld = /**
         * @param {?} degrees
         * @return {?}
         */
        function (degrees) {
            /** @type {?} */
            var a = this.a;
            /** @type {?} */
            var b = this.b;
            /** @type {?} */
            var c = this.c;
            /** @type {?} */
            var d = this.d;
            /** @type {?} */
            var cos = MathUtils.cosDeg(degrees);
            /** @type {?} */
            var sin = MathUtils.sinDeg(degrees);
            this.a = cos * a - sin * c;
            this.b = cos * b - sin * d;
            this.c = sin * a + cos * c;
            this.d = sin * b + cos * d;
            this.appliedValid = false;
        };
        return Bone;
    }());
    if (false) {
        /** @type {?} */
        Bone.prototype.data;
        /** @type {?} */
        Bone.prototype.skeleton;
        /** @type {?} */
        Bone.prototype.parent;
        /** @type {?} */
        Bone.prototype.children;
        /** @type {?} */
        Bone.prototype.x;
        /** @type {?} */
        Bone.prototype.y;
        /** @type {?} */
        Bone.prototype.rotation;
        /** @type {?} */
        Bone.prototype.scaleX;
        /** @type {?} */
        Bone.prototype.scaleY;
        /** @type {?} */
        Bone.prototype.shearX;
        /** @type {?} */
        Bone.prototype.shearY;
        /** @type {?} */
        Bone.prototype.ax;
        /** @type {?} */
        Bone.prototype.ay;
        /** @type {?} */
        Bone.prototype.arotation;
        /** @type {?} */
        Bone.prototype.ascaleX;
        /** @type {?} */
        Bone.prototype.ascaleY;
        /** @type {?} */
        Bone.prototype.ashearX;
        /** @type {?} */
        Bone.prototype.ashearY;
        /** @type {?} */
        Bone.prototype.appliedValid;
        /** @type {?} */
        Bone.prototype.a;
        /** @type {?} */
        Bone.prototype.b;
        /** @type {?} */
        Bone.prototype.worldX;
        /** @type {?} */
        Bone.prototype.c;
        /** @type {?} */
        Bone.prototype.d;
        /** @type {?} */
        Bone.prototype.worldY;
        /** @type {?} */
        Bone.prototype.sorted;
        /** @type {?} */
        Bone.prototype.active;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    /******************************************************************************
     * Spine Runtimes License Agreement
     * Last updated May 1, 2019. Replaces all prior versions.
     *
     * Copyright (c) 2013-2019, Esoteric Software LLC
     *
     * Integration of the Spine Runtimes into software or otherwise creating
     * derivative works of the Spine Runtimes is permitted under the terms and
     * conditions of Section 2 of the Spine Editor License Agreement:
     * http://esotericsoftware.com/spine-editor-license
     *
     * Otherwise, it is permitted to integrate the Spine Runtimes into software
     * or otherwise create derivative works of the Spine Runtimes (collectively,
     * "Products"), provided that each user of the Products must obtain their own
     * Spine Editor license and redistribution of the Products in any form must
     * include this license and copyright notice.
     *
     * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
     * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
     * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
     * NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
     * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
     * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
     * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
     * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
     * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
     * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     *****************************************************************************/
    /**
     * @abstract
     */
    var /**
     * @abstract
     */
    ConstraintData = /** @class */ (function () {
        function ConstraintData(name, order, skinRequired) {
            this.name = name;
            this.order = order;
            this.skinRequired = skinRequired;
        }
        return ConstraintData;
    }());
    if (false) {
        /** @type {?} */
        ConstraintData.prototype.name;
        /** @type {?} */
        ConstraintData.prototype.order;
        /** @type {?} */
        ConstraintData.prototype.skinRequired;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var Event = /** @class */ (function () {
        function Event(time, data) {
            if (data == null)
                throw new Error("data cannot be null.");
            this.time = time;
            this.data = data;
        }
        return Event;
    }());
    if (false) {
        /** @type {?} */
        Event.prototype.data;
        /** @type {?} */
        Event.prototype.intValue;
        /** @type {?} */
        Event.prototype.floatValue;
        /** @type {?} */
        Event.prototype.stringValue;
        /** @type {?} */
        Event.prototype.time;
        /** @type {?} */
        Event.prototype.volume;
        /** @type {?} */
        Event.prototype.balance;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    /**
     * ***************************************************************************
     * Spine Runtimes License Agreement
     * Last updated May 1, 2019. Replaces all prior versions.
     *
     * Copyright (c) 2013-2019, Esoteric Software LLC
     *
     * Integration of the Spine Runtimes into software or otherwise creating
     * derivative works of the Spine Runtimes is permitted under the terms and
     * conditions of Section 2 of the Spine Editor License Agreement:
     * http://esotericsoftware.com/spine-editor-license
     *
     * Otherwise, it is permitted to integrate the Spine Runtimes into software
     * or otherwise create derivative works of the Spine Runtimes (collectively,
     * "Products"), provided that each user of the Products must obtain their own
     * Spine Editor license and redistribution of the Products in any form must
     * include this license and copyright notice.
     *
     * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
     * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
     * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
     * NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
     * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
     * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
     * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
     * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
     * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
     * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     * ***************************************************************************
     */
    var /**
     * ***************************************************************************
     * Spine Runtimes License Agreement
     * Last updated May 1, 2019. Replaces all prior versions.
     *
     * Copyright (c) 2013-2019, Esoteric Software LLC
     *
     * Integration of the Spine Runtimes into software or otherwise creating
     * derivative works of the Spine Runtimes is permitted under the terms and
     * conditions of Section 2 of the Spine Editor License Agreement:
     * http://esotericsoftware.com/spine-editor-license
     *
     * Otherwise, it is permitted to integrate the Spine Runtimes into software
     * or otherwise create derivative works of the Spine Runtimes (collectively,
     * "Products"), provided that each user of the Products must obtain their own
     * Spine Editor license and redistribution of the Products in any form must
     * include this license and copyright notice.
     *
     * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
     * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
     * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
     * NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
     * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
     * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
     * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
     * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
     * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
     * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     * ***************************************************************************
     */
    EventData = /** @class */ (function () {
        function EventData(name) {
            this.name = name;
        }
        return EventData;
    }());
    if (false) {
        /** @type {?} */
        EventData.prototype.name;
        /** @type {?} */
        EventData.prototype.intValue;
        /** @type {?} */
        EventData.prototype.floatValue;
        /** @type {?} */
        EventData.prototype.stringValue;
        /** @type {?} */
        EventData.prototype.audioPath;
        /** @type {?} */
        EventData.prototype.volume;
        /** @type {?} */
        EventData.prototype.balance;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var IkConstraint = /** @class */ (function () {
        function IkConstraint(data, skeleton) {
            this.bendDirection = 0;
            this.compress = false;
            this.stretch = false;
            this.mix = 1;
            this.softness = 0;
            this.active = false;
            if (data == null)
                throw new Error("data cannot be null.");
            if (skeleton == null)
                throw new Error("skeleton cannot be null.");
            this.data = data;
            this.mix = data.mix;
            this.softness = data.softness;
            this.bendDirection = data.bendDirection;
            this.compress = data.compress;
            this.stretch = data.stretch;
            this.bones = new Array();
            for (var i = 0; i < data.bones.length; i++)
                this.bones.push(skeleton.findBone(data.bones[i].name));
            this.target = skeleton.findBone(data.target.name);
        }
        /**
         * @return {?}
         */
        IkConstraint.prototype.isActive = /**
         * @return {?}
         */
        function () {
            return this.active;
        };
        /**
         * @return {?}
         */
        IkConstraint.prototype.apply = /**
         * @return {?}
         */
        function () {
            this.update();
        };
        /**
         * @return {?}
         */
        IkConstraint.prototype.update = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var target = this.target;
            /** @type {?} */
            var bones = this.bones;
            switch (bones.length) {
                case 1:
                    this.apply1(bones[0], target.worldX, target.worldY, this.compress, this.stretch, this.data.uniform, this.mix);
                    break;
                case 2:
                    this.apply2(bones[0], bones[1], target.worldX, target.worldY, this.bendDirection, this.stretch, this.softness, this.mix);
                    break;
            }
        };
        /** Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified in the world
         * coordinate system. */
        /**
         * Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified in the world
         * coordinate system.
         * @param {?} bone
         * @param {?} targetX
         * @param {?} targetY
         * @param {?} compress
         * @param {?} stretch
         * @param {?} uniform
         * @param {?} alpha
         * @return {?}
         */
        IkConstraint.prototype.apply1 = /**
         * Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified in the world
         * coordinate system.
         * @param {?} bone
         * @param {?} targetX
         * @param {?} targetY
         * @param {?} compress
         * @param {?} stretch
         * @param {?} uniform
         * @param {?} alpha
         * @return {?}
         */
        function (bone, targetX, targetY, compress, stretch, uniform, alpha) {
            if (!bone.appliedValid)
                bone.updateAppliedTransform();
            /** @type {?} */
            var p = bone.parent;
            /** @type {?} */
            var id = 1 / (p.a * p.d - p.b * p.c);
            /** @type {?} */
            var x = targetX - p.worldX;
            /** @type {?} */
            var y = targetY - p.worldY;
            /** @type {?} */
            var tx = (x * p.d - y * p.b) * id - bone.ax;
            /** @type {?} */
            var ty = (y * p.a - x * p.c) * id - bone.ay;
            /** @type {?} */
            var rotationIK = Math.atan2(ty, tx) * MathUtils.radDeg - bone.ashearX - bone.arotation;
            if (bone.ascaleX < 0)
                rotationIK += 180;
            if (rotationIK > 180)
                rotationIK -= 360;
            else if (rotationIK < -180)
                rotationIK += 360;
            /** @type {?} */
            var sx = bone.ascaleX;
            /** @type {?} */
            var sy = bone.ascaleY;
            if (compress || stretch) {
                /** @type {?} */
                var b = bone.data.length * sx;
                /** @type {?} */
                var dd = Math.sqrt(tx * tx + ty * ty);
                if ((compress && dd < b) || (stretch && dd > b && b > 0.0001)) {
                    /** @type {?} */
                    var s = (dd / b - 1) * alpha + 1;
                    sx *= s;
                    if (uniform)
                        sy *= s;
                }
            }
            bone.updateWorldTransformWith(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, sy, bone.ashearX, bone.ashearY);
        };
        /** Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as possible. The
         * target is specified in the world coordinate system.
         * @param child A direct descendant of the parent bone. */
        /**
         * Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as possible. The
         * target is specified in the world coordinate system.
         * @param {?} parent
         * @param {?} child A direct descendant of the parent bone.
         * @param {?} targetX
         * @param {?} targetY
         * @param {?} bendDir
         * @param {?} stretch
         * @param {?} softness
         * @param {?} alpha
         * @return {?}
         */
        IkConstraint.prototype.apply2 = /**
         * Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as possible. The
         * target is specified in the world coordinate system.
         * @param {?} parent
         * @param {?} child A direct descendant of the parent bone.
         * @param {?} targetX
         * @param {?} targetY
         * @param {?} bendDir
         * @param {?} stretch
         * @param {?} softness
         * @param {?} alpha
         * @return {?}
         */
        function (parent, child, targetX, targetY, bendDir, stretch, softness, alpha) {
            if (alpha == 0) {
                child.updateWorldTransform();
                return;
            }
            if (!parent.appliedValid)
                parent.updateAppliedTransform();
            if (!child.appliedValid)
                child.updateAppliedTransform();
            /** @type {?} */
            var px = parent.ax;
            /** @type {?} */
            var py = parent.ay;
            /** @type {?} */
            var psx = parent.ascaleX;
            /** @type {?} */
            var sx = psx;
            /** @type {?} */
            var psy = parent.ascaleY;
            /** @type {?} */
            var csx = child.ascaleX;
            /** @type {?} */
            var os1 = 0;
            /** @type {?} */
            var os2 = 0;
            /** @type {?} */
            var 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;
            /** @type {?} */
            var cx = child.ax;
            /** @type {?} */
            var cy = 0;
            /** @type {?} */
            var cwx = 0;
            /** @type {?} */
            var cwy = 0;
            /** @type {?} */
            var a = parent.a;
            /** @type {?} */
            var b = parent.b;
            /** @type {?} */
            var c = parent.c;
            /** @type {?} */
            var d = parent.d;
            /** @type {?} */
            var u = Math.abs(psx - psy) <= 0.0001;
            if (!u) {
                cy = 0;
                cwx = a * cx + parent.worldX;
                cwy = c * cx + parent.worldY;
            }
            else {
                cy = child.ay;
                cwx = a * cx + b * cy + parent.worldX;
                cwy = c * cx + d * cy + parent.worldY;
            }
            /** @type {?} */
            var pp = parent.parent;
            a = pp.a;
            b = pp.b;
            c = pp.c;
            d = pp.d;
            /** @type {?} */
            var id = 1 / (a * d - b * c);
            /** @type {?} */
            var x = cwx - pp.worldX;
            /** @type {?} */
            var y = cwy - pp.worldY;
            /** @type {?} */
            var dx = (x * d - y * b) * id - px;
            /** @type {?} */
            var dy = (y * a - x * c) * id - py;
            /** @type {?} */
            var l1 = Math.sqrt(dx * dx + dy * dy);
            /** @type {?} */
            var l2 = child.data.length * csx;
            /** @type {?} */
            var a1;
            /** @type {?} */
            var a2;
            if (l1 < 0.0001) {
                this.apply1(parent, targetX, targetY, false, stretch, false, alpha);
                child.updateWorldTransformWith(cx, cy, 0, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY);
                return;
            }
            x = targetX - pp.worldX;
            y = targetY - pp.worldY;
            /** @type {?} */
            var tx = (x * d - y * b) * id - px;
            /** @type {?} */
            var ty = (y * a - x * c) * id - py;
            /** @type {?} */
            var dd = tx * tx + ty * ty;
            if (softness != 0) {
                softness *= (psx * (csx + 1)) / 2;
                /** @type {?} */
                var td = Math.sqrt(dd);
                /** @type {?} */
                var sd = td - l1 - l2 * psx + softness;
                if (sd > 0) {
                    /** @type {?} */
                    var p = Math.min(1, sd / (softness * 2)) - 1;
                    p = (sd - softness * (1 - p * p)) / td;
                    tx -= p * tx;
                    ty -= p * ty;
                    dd = tx * tx + ty * ty;
                }
            }
            outer: if (u) {
                l2 *= psx;
                /** @type {?} */
                var cos = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2);
                if (cos < -1)
                    cos = -1;
                else if (cos > 1) {
                    cos = 1;
                    if (stretch)
                        sx *= (Math.sqrt(dd) / (l1 + l2) - 1) * alpha + 1;
                }
                a2 = Math.acos(cos) * bendDir;
                a = l1 + l2 * cos;
                b = l2 * Math.sin(a2);
                a1 = Math.atan2(ty * a - tx * b, tx * a + ty * b);
            }
            else {
                a = psx * l2;
                b = psy * l2;
                /** @type {?} */
                var aa = a * a;
                /** @type {?} */
                var bb = b * b;
                /** @type {?} */
                var ta = Math.atan2(ty, tx);
                c = bb * l1 * l1 + aa * dd - aa * bb;
                /** @type {?} */
                var c1 = -2 * bb * l1;
                /** @type {?} */
                var c2 = bb - aa;
                d = c1 * c1 - 4 * c2 * c;
                if (d >= 0) {
                    /** @type {?} */
                    var q = Math.sqrt(d);
                    if (c1 < 0)
                        q = -q;
                    q = -(c1 + q) / 2;
                    /** @type {?} */
                    var r0 = q / c2;
                    /** @type {?} */
                    var r1 = c / q;
                    /** @type {?} */
                    var r = Math.abs(r0) < Math.abs(r1) ? r0 : r1;
                    if (r * r <= dd) {
                        y = Math.sqrt(dd - r * r) * bendDir;
                        a1 = ta - Math.atan2(y, r);
                        a2 = Math.atan2(y / psy, (r - l1) / psx);
                        break outer;
                    }
                }
                /** @type {?} */
                var minAngle = MathUtils.PI;
                /** @type {?} */
                var minX = l1 - a;
                /** @type {?} */
                var minDist = minX * minX;
                /** @type {?} */
                var minY = 0;
                /** @type {?} */
                var maxAngle = 0;
                /** @type {?} */
                var maxX = l1 + a;
                /** @type {?} */
                var maxDist = maxX * maxX;
                /** @type {?} */
                var maxY = 0;
                c = (-a * l1) / (aa - bb);
                if (c >= -1 && c <= 1) {
                    c = Math.acos(c);
                    x = a * Math.cos(c) + l1;
                    y = b * Math.sin(c);
                    d = x * x + y * y;
                    if (d < minDist) {
                        minAngle = c;
                        minDist = d;
                        minX = x;
                        minY = y;
                    }
                    if (d > maxDist) {
                        maxAngle = c;
                        maxDist = d;
                        maxX = x;
                        maxY = y;
                    }
                }
                if (dd <= (minDist + maxDist) / 2) {
                    a1 = ta - Math.atan2(minY * bendDir, minX);
                    a2 = minAngle * bendDir;
                }
                else {
                    a1 = ta - Math.atan2(maxY * bendDir, maxX);
                    a2 = maxAngle * bendDir;
                }
            }
            /** @type {?} */
            var os = Math.atan2(cy, cx) * s2;
            /** @type {?} */
            var rotation = parent.arotation;
            a1 = (a1 - os) * MathUtils.radDeg + os1 - rotation;
            if (a1 > 180)
                a1 -= 360;
            else if (a1 < -180)
                a1 += 360;
            parent.updateWorldTransformWith(px, py, rotation + a1 * alpha, sx, parent.ascaleY, 0, 0);
            rotation = child.arotation;
            a2 = ((a2 + os) * MathUtils.radDeg - child.ashearX) * s2 + os2 - rotation;
            if (a2 > 180)
                a2 -= 360;
            else if (a2 < -180)
                a2 += 360;
            child.updateWorldTransformWith(cx, cy, rotation + a2 * alpha, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY);
        };
        return IkConstraint;
    }());
    if (false) {
        /** @type {?} */
        IkConstraint.prototype.data;
        /** @type {?} */
        IkConstraint.prototype.bones;
        /** @type {?} */
        IkConstraint.prototype.target;
        /** @type {?} */
        IkConstraint.prototype.bendDirection;
        /** @type {?} */
        IkConstraint.prototype.compress;
        /** @type {?} */
        IkConstraint.prototype.stretch;
        /** @type {?} */
        IkConstraint.prototype.mix;
        /** @type {?} */
        IkConstraint.prototype.softness;
        /** @type {?} */
        IkConstraint.prototype.active;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var IkConstraintData = /** @class */ (function (_super) {
        __extends(IkConstraintData, _super);
        function IkConstraintData(name) {
            var _this = _super.call(this, name, 0, false) || this;
            _this.bones = new Array();
            _this.bendDirection = 1;
            _this.compress = false;
            _this.stretch = false;
            _this.uniform = false;
            _this.mix = 1;
            _this.softness = 0;
            return _this;
        }
        return IkConstraintData;
    }(ConstraintData));
    if (false) {
        /** @type {?} */
        IkConstraintData.prototype.bones;
        /** @type {?} */
        IkConstraintData.prototype.target;
        /** @type {?} */
        IkConstraintData.prototype.bendDirection;
        /** @type {?} */
        IkConstraintData.prototype.compress;
        /** @type {?} */
        IkConstraintData.prototype.stretch;
        /** @type {?} */
        IkConstraintData.prototype.uniform;
        /** @type {?} */
        IkConstraintData.prototype.mix;
        /** @type {?} */
        IkConstraintData.prototype.softness;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var PathConstraintData = /** @class */ (function (_super) {
        __extends(PathConstraintData, _super);
        function PathConstraintData(name) {
            var _this = _super.call(this, name, 0, false) || this;
            _this.bones = new Array();
            return _this;
        }
        return PathConstraintData;
    }(ConstraintData));
    if (false) {
        /** @type {?} */
        PathConstraintData.prototype.bones;
        /** @type {?} */
        PathConstraintData.prototype.target;
        /** @type {?} */
        PathConstraintData.prototype.positionMode;
        /** @type {?} */
        PathConstraintData.prototype.spacingMode;
        /** @type {?} */
        PathConstraintData.prototype.rotateMode;
        /** @type {?} */
        PathConstraintData.prototype.offsetRotation;
        /** @type {?} */
        PathConstraintData.prototype.position;
        /** @type {?} */
        PathConstraintData.prototype.spacing;
        /** @type {?} */
        PathConstraintData.prototype.rotateMix;
        /** @type {?} */
        PathConstraintData.prototype.translateMix;
    }
    /** @enum {number} */
    var PositionMode = {
        Fixed: 0,
        Percent: 1,
    };
    PositionMode[PositionMode.Fixed] = 'Fixed';
    PositionMode[PositionMode.Percent] = 'Percent';
    /** @enum {number} */
    var SpacingMode = {
        Length: 0,
        Fixed: 1,
        Percent: 2,
    };
    SpacingMode[SpacingMode.Length] = 'Length';
    SpacingMode[SpacingMode.Fixed] = 'Fixed';
    SpacingMode[SpacingMode.Percent] = 'Percent';
    /** @enum {number} */
    var RotateMode = {
        Tangent: 0,
        Chain: 1,
        ChainScale: 2,
    };
    RotateMode[RotateMode.Tangent] = 'Tangent';
    RotateMode[RotateMode.Chain] = 'Chain';
    RotateMode[RotateMode.ChainScale] = 'ChainScale';

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var PathConstraint = /** @class */ (function () {
        function PathConstraint(data, skeleton) {
            this.position = 0;
            this.spacing = 0;
            this.rotateMix = 0;
            this.translateMix = 0;
            this.spaces = new Array();
            this.positions = new Array();
            this.world = new Array();
            this.curves = new Array();
            this.lengths = new Array();
            this.segments = new Array();
            this.active = false;
            if (data == null)
                throw new Error("data cannot be null.");
            if (skeleton == null)
                throw new Error("skeleton cannot be null.");
            this.data = data;
            this.bones = new Array();
            for (var i = 0, n = data.bones.length; i < n; i++)
                this.bones.push(skeleton.findBone(data.bones[i].name));
            this.target = skeleton.findSlot(data.target.name);
            this.position = data.position;
            this.spacing = data.spacing;
            this.rotateMix = data.rotateMix;
            this.translateMix = data.translateMix;
        }
        /**
         * @return {?}
         */
        PathConstraint.prototype.isActive = /**
         * @return {?}
         */
        function () {
            return this.active;
        };
        /**
         * @return {?}
         */
        PathConstraint.prototype.apply = /**
         * @return {?}
         */
        function () {
            this.update();
        };
        /**
         * @return {?}
         */
        PathConstraint.prototype.update = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var attachment = this.target.getAttachment();
            if (!(attachment instanceof PathAttachment))
                return;
            /** @type {?} */
            var rotateMix = this.rotateMix;
            /** @type {?} */
            var translateMix = this.translateMix;
            /** @type {?} */
            var translate = translateMix > 0;
            /** @type {?} */
            var rotate = rotateMix > 0;
            if (!translate && !rotate)
                return;
            /** @type {?} */
            var data = this.data;
            /** @type {?} */
            var percentSpacing = data.spacingMode == SpacingMode.Percent;
            /** @type {?} */
            var rotateMode = data.rotateMode;
            /** @type {?} */
            var tangents = rotateMode == RotateMode.Tangent;
            /** @type {?} */
            var scale = rotateMode == RotateMode.ChainScale;
            /** @type {?} */
            var boneCount = this.bones.length;
            /** @type {?} */
            var spacesCount = tangents ? boneCount : boneCount + 1;
            /** @type {?} */
            var bones = this.bones;
            /** @type {?} */
            var spaces = Utils.setArraySize(this.spaces, spacesCount);
            /** @type {?} */
            var lengths = null;
            /** @type {?} */
            var spacing = this.spacing;
            if (scale || !percentSpacing) {
                if (scale)
                    lengths = Utils.setArraySize(this.lengths, boneCount);
                /** @type {?} */
                var lengthSpacing = data.spacingMode == SpacingMode.Length;
                for (var i = 0, n = spacesCount - 1; i < n;) {
                    /** @type {?} */
                    var bone = bones[i];
                    /** @type {?} */
                    var setupLength = bone.data.length;
                    if (setupLength < PathConstraint.epsilon) {
                        if (scale)
                            lengths[i] = 0;
                        spaces[++i] = 0;
                    }
                    else if (percentSpacing) {
                        if (scale) {
                            /** @type {?} */
                            var x = setupLength * bone.a;
                            /** @type {?} */
                            var y = setupLength * bone.c;
                            /** @type {?} */
                            var length_1 = Math.sqrt(x * x + y * y);
                            lengths[i] = length_1;
                        }
                        spaces[++i] = spacing;
                    }
                    else {
                        /** @type {?} */
                        var x = setupLength * bone.a;
                        /** @type {?} */
                        var y = setupLength * bone.c;
                        /** @type {?} */
                        var length_2 = Math.sqrt(x * x + y * y);
                        if (scale)
                            lengths[i] = length_2;
                        spaces[++i] =
                            ((lengthSpacing ? setupLength + spacing : spacing) * length_2) /
                                setupLength;
                    }
                }
            }
            else {
                for (var i = 1; i < spacesCount; i++)
                    spaces[i] = spacing;
            }
            /** @type {?} */
            var positions = this.computeWorldPositions((/** @type {?} */ (attachment)), spacesCount, tangents, data.positionMode == PositionMode.Percent, percentSpacing);
            /** @type {?} */
            var boneX = positions[0];
            /** @type {?} */
            var boneY = positions[1];
            /** @type {?} */
            var offsetRotation = data.offsetRotation;
            /** @type {?} */
            var tip = false;
            if (offsetRotation == 0)
                tip = rotateMode == RotateMode.Chain;
            else {
                tip = false;
                /** @type {?} */
                var p = this.target.bone;
                offsetRotation *=
                    p.a * p.d - p.b * p.c > 0 ? MathUtils.degRad : -MathUtils.degRad;
            }
            for (var i = 0, p = 3; i < boneCount; i++, p += 3) {
                /** @type {?} */
                var bone = bones[i];
                bone.worldX += (boneX - bone.worldX) * translateMix;
                bone.worldY += (boneY - bone.worldY) * translateMix;
                /** @type {?} */
                var x = positions[p];
                /** @type {?} */
                var y = positions[p + 1];
                /** @type {?} */
                var dx = x - boneX;
                /** @type {?} */
                var dy = y - boneY;
                if (scale) {
                    /** @type {?} */
                    var length_3 = lengths[i];
                    if (length_3 != 0) {
                        /** @type {?} */
                        var s = (Math.sqrt(dx * dx + dy * dy) / length_3 - 1) * rotateMix + 1;
                        bone.a *= s;
                        bone.c *= s;
                    }
                }
                boneX = x;
                boneY = y;
                if (rotate) {
                    /** @type {?} */
                    var a = bone.a;
                    /** @type {?} */
                    var b = bone.b;
                    /** @type {?} */
                    var c = bone.c;
                    /** @type {?} */
                    var d = bone.d;
                    /** @type {?} */
                    var r = 0;
                    /** @type {?} */
                    var cos = 0;
                    /** @type {?} */
                    var sin = 0;
                    if (tangents)
                        r = positions[p - 1];
                    else if (spaces[i + 1] == 0)
                        r = positions[p + 2];
                    else
                        r = Math.atan2(dy, dx);
                    r -= Math.atan2(c, a);
                    if (tip) {
                        cos = Math.cos(r);
                        sin = Math.sin(r);
                        /** @type {?} */
                        var length_4 = bone.data.length;
                        boneX += (length_4 * (cos * a - sin * c) - dx) * rotateMix;
                        boneY += (length_4 * (sin * a + cos * c) - dy) * rotateMix;
                    }
                    else {
                        r += offsetRotation;
                    }
                    if (r > MathUtils.PI)
                        r -= MathUtils.PI2;
                    else if (r < -MathUtils.PI)
                        //
                        r += MathUtils.PI2;
                    r *= rotateMix;
                    cos = Math.cos(r);
                    sin = Math.sin(r);
                    bone.a = cos * a - sin * c;
                    bone.b = cos * b - sin * d;
                    bone.c = sin * a + cos * c;
                    bone.d = sin * b + cos * d;
                }
                bone.appliedValid = false;
            }
        };
        /**
         * @param {?} path
         * @param {?} spacesCount
         * @param {?} tangents
         * @param {?} percentPosition
         * @param {?} percentSpacing
         * @return {?}
         */
        PathConstraint.prototype.computeWorldPositions = /**
         * @param {?} path
         * @param {?} spacesCount
         * @param {?} tangents
         * @param {?} percentPosition
         * @param {?} percentSpacing
         * @return {?}
         */
        function (path, spacesCount, tangents, percentPosition, percentSpacing) {
            /** @type {?} */
            var target = this.target;
            /** @type {?} */
            var position = this.position;
            /** @type {?} */
            var spaces = this.spaces;
            /** @type {?} */
            var out = Utils.setArraySize(this.positions, spacesCount * 3 + 2);
            /** @type {?} */
            var world = null;
            /** @type {?} */
            var closed = path.closed;
            /** @type {?} */
            var verticesLength = path.worldVerticesLength;
            /** @type {?} */
            var curveCount = verticesLength / 6;
            /** @type {?} */
            var prevCurve = PathConstraint.NONE;
            if (!path.constantSpeed) {
                /** @type {?} */
                var lengths = path.lengths;
                curveCount -= closed ? 1 : 2;
                /** @type {?} */
                var pathLength_1 = lengths[curveCount];
                if (percentPosition)
                    position *= pathLength_1;
                if (percentSpacing) {
                    for (var i = 1; i < spacesCount; i++)
                        spaces[i] *= pathLength_1;
                }
                world = Utils.setArraySize(this.world, 8);
                for (var i = 0, o = 0, curve = 0; i < spacesCount; i++, o += 3) {
                    /** @type {?} */
                    var space = spaces[i];
                    position += space;
                    /** @type {?} */
                    var p = position;
                    if (closed) {
                        p %= pathLength_1;
                        if (p < 0)
                            p += pathLength_1;
                        curve = 0;
                    }
                    else if (p < 0) {
                        if (prevCurve != PathConstraint.BEFORE) {
                            prevCurve = PathConstraint.BEFORE;
                            path.computeWorldVertices(target, 2, 4, world, 0, 2);
                        }
                        this.addBeforePosition(p, world, 0, out, o);
                        continue;
                    }
                    else if (p > pathLength_1) {
                        if (prevCurve != PathConstraint.AFTER) {
                            prevCurve = PathConstraint.AFTER;
                            path.computeWorldVertices(target, verticesLength - 6, 4, world, 0, 2);
                        }
                        this.addAfterPosition(p - pathLength_1, world, 0, out, o);
                        continue;
                    }
                    // Determine curve containing position.
                    for (;; curve++) {
                        /** @type {?} */
                        var length_5 = lengths[curve];
                        if (p > length_5)
                            continue;
                        if (curve == 0)
                            p /= length_5;
                        else {
                            /** @type {?} */
                            var prev = lengths[curve - 1];
                            p = (p - prev) / (length_5 - prev);
                        }
                        break;
                    }
                    if (curve != prevCurve) {
                        prevCurve = curve;
                        if (closed && curve == curveCount) {
                            path.computeWorldVertices(target, verticesLength - 4, 4, world, 0, 2);
                            path.computeWorldVertices(target, 0, 4, world, 4, 2);
                        }
                        else
                            path.computeWorldVertices(target, curve * 6 + 2, 8, world, 0, 2);
                    }
                    this.addCurvePosition(p, world[0], world[1], world[2], world[3], world[4], world[5], world[6], world[7], out, o, tangents || (i > 0 && space == 0));
                }
                return out;
            }
            // World vertices.
            if (closed) {
                verticesLength += 2;
                world = Utils.setArraySize(this.world, verticesLength);
                path.computeWorldVertices(target, 2, verticesLength - 4, world, 0, 2);
                path.computeWorldVertices(target, 0, 2, world, verticesLength - 4, 2);
                world[verticesLength - 2] = world[0];
                world[verticesLength - 1] = world[1];
            }
            else {
                curveCount--;
                verticesLength -= 4;
                world = Utils.setArraySize(this.world, verticesLength);
                path.computeWorldVertices(target, 2, verticesLength, world, 0, 2);
            }
            // Curve lengths.
            /** @type {?} */
            var curves = Utils.setArraySize(this.curves, curveCount);
            /** @type {?} */
            var pathLength = 0;
            /** @type {?} */
            var x1 = world[0];
            /** @type {?} */
            var y1 = world[1];
            /** @type {?} */
            var cx1 = 0;
            /** @type {?} */
            var cy1 = 0;
            /** @type {?} */
            var cx2 = 0;
            /** @type {?} */
            var cy2 = 0;
            /** @type {?} */
            var x2 = 0;
            /** @type {?} */
            var y2 = 0;
            /** @type {?} */
            var tmpx = 0;
            /** @type {?} */
            var tmpy = 0;
            /** @type {?} */
            var dddfx = 0;
            /** @type {?} */
            var dddfy = 0;
            /** @type {?} */
            var ddfx = 0;
            /** @type {?} */
            var ddfy = 0;
            /** @type {?} */
            var dfx = 0;
            /** @type {?} */
            var dfy = 0;
            for (var i = 0, w = 2; i < curveCount; i++, w += 6) {
                cx1 = world[w];
                cy1 = world[w + 1];
                cx2 = world[w + 2];
                cy2 = world[w + 3];
                x2 = world[w + 4];
                y2 = world[w + 5];
                tmpx = (x1 - cx1 * 2 + cx2) * 0.1875;
                tmpy = (y1 - cy1 * 2 + cy2) * 0.1875;
                dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.09375;
                dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.09375;
                ddfx = tmpx * 2 + dddfx;
                ddfy = tmpy * 2 + dddfy;
                dfx = (cx1 - x1) * 0.75 + tmpx + dddfx * 0.16666667;
                dfy = (cy1 - y1) * 0.75 + tmpy + dddfy * 0.16666667;
                pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
                dfx += ddfx;
                dfy += ddfy;
                ddfx += dddfx;
                ddfy += dddfy;
                pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
                dfx += ddfx;
                dfy += ddfy;
                pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
                dfx += ddfx + dddfx;
                dfy += ddfy + dddfy;
                pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
                curves[i] = pathLength;
                x1 = x2;
                y1 = y2;
            }
            if (percentPosition)
                position *= pathLength;
            else
                position *= pathLength / path.lengths[curveCount - 1];
            if (percentSpacing) {
                for (var i = 1; i < spacesCount; i++)
                    spaces[i] *= pathLength;
            }
            /** @type {?} */
            var segments = this.segments;
            /** @type {?} */
            var curveLength = 0;
            for (var i = 0, o = 0, curve = 0, segment = 0; i < spacesCount; i++, o += 3) {
                /** @type {?} */
                var space = spaces[i];
                position += space;
                /** @type {?} */
                var p = position;
                if (closed) {
                    p %= pathLength;
                    if (p < 0)
                        p += pathLength;
                    curve = 0;
                }
                else if (p < 0) {
                    this.addBeforePosition(p, world, 0, out, o);
                    continue;
                }
                else if (p > pathLength) {
                    this.addAfterPosition(p - pathLength, world, verticesLength - 4, out, o);
                    continue;
                }
                // Determine curve containing position.
                for (;; curve++) {
                    /** @type {?} */
                    var length_6 = curves[curve];
                    if (p > length_6)
                        continue;
                    if (curve == 0)
                        p /= length_6;
                    else {
                        /** @type {?} */
                        var prev = curves[curve - 1];
                        p = (p - prev) / (length_6 - prev);
                    }
                    break;
                }
                // Curve segment lengths.
                if (curve != prevCurve) {
                    prevCurve = curve;
                    /** @type {?} */
                    var ii = curve * 6;
                    x1 = world[ii];
                    y1 = world[ii + 1];
                    cx1 = world[ii + 2];
                    cy1 = world[ii + 3];
                    cx2 = world[ii + 4];
                    cy2 = world[ii + 5];
                    x2 = world[ii + 6];
                    y2 = world[ii + 7];
                    tmpx = (x1 - cx1 * 2 + cx2) * 0.03;
                    tmpy = (y1 - cy1 * 2 + cy2) * 0.03;
                    dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.006;
                    dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.006;
                    ddfx = tmpx * 2 + dddfx;
                    ddfy = tmpy * 2 + dddfy;
                    dfx = (cx1 - x1) * 0.3 + tmpx + dddfx * 0.16666667;
                    dfy = (cy1 - y1) * 0.3 + tmpy + dddfy * 0.16666667;
                    curveLength = Math.sqrt(dfx * dfx + dfy * dfy);
                    segments[0] = curveLength;
                    for (ii = 1; ii < 8; ii++) {
                        dfx += ddfx;
                        dfy += ddfy;
                        ddfx += dddfx;
                        ddfy += dddfy;
                        curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
                        segments[ii] = curveLength;
                    }
                    dfx += ddfx;
                    dfy += ddfy;
                    curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
                    segments[8] = curveLength;
                    dfx += ddfx + dddfx;
                    dfy += ddfy + dddfy;
                    curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
                    segments[9] = curveLength;
                    segment = 0;
                }
                // Weight by segment length.
                p *= curveLength;
                for (;; segment++) {
                    /** @type {?} */
                    var length_7 = segments[segment];
                    if (p > length_7)
                        continue;
                    if (segment == 0)
                        p /= length_7;
                    else {
                        /** @type {?} */
                        var prev = segments[segment - 1];
                        p = segment + (p - prev) / (length_7 - prev);
                    }
                    break;
                }
                this.addCurvePosition(p * 0.1, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents || (i > 0 && space == 0));
            }
            return out;
        };
        /**
         * @param {?} p
         * @param {?} temp
         * @param {?} i
         * @param {?} out
         * @param {?} o
         * @return {?}
         */
        PathConstraint.prototype.addBeforePosition = /**
         * @param {?} p
         * @param {?} temp
         * @param {?} i
         * @param {?} out
         * @param {?} o
         * @return {?}
         */
        function (p, temp, i, out, o) {
            /** @type {?} */
            var x1 = temp[i];
            /** @type {?} */
            var y1 = temp[i + 1];
            /** @type {?} */
            var dx = temp[i + 2] - x1;
            /** @type {?} */
            var dy = temp[i + 3] - y1;
            /** @type {?} */
            var r = Math.atan2(dy, dx);
            out[o] = x1 + p * Math.cos(r);
            out[o + 1] = y1 + p * Math.sin(r);
            out[o + 2] = r;
        };
        /**
         * @param {?} p
         * @param {?} temp
         * @param {?} i
         * @param {?} out
         * @param {?} o
         * @return {?}
         */
        PathConstraint.prototype.addAfterPosition = /**
         * @param {?} p
         * @param {?} temp
         * @param {?} i
         * @param {?} out
         * @param {?} o
         * @return {?}
         */
        function (p, temp, i, out, o) {
            /** @type {?} */
            var x1 = temp[i + 2];
            /** @type {?} */
            var y1 = temp[i + 3];
            /** @type {?} */
            var dx = x1 - temp[i];
            /** @type {?} */
            var dy = y1 - temp[i + 1];
            /** @type {?} */
            var r = Math.atan2(dy, dx);
            out[o] = x1 + p * Math.cos(r);
            out[o + 1] = y1 + p * Math.sin(r);
            out[o + 2] = r;
        };
        /**
         * @param {?} p
         * @param {?} x1
         * @param {?} y1
         * @param {?} cx1
         * @param {?} cy1
         * @param {?} cx2
         * @param {?} cy2
         * @param {?} x2
         * @param {?} y2
         * @param {?} out
         * @param {?} o
         * @param {?} tangents
         * @return {?}
         */
        PathConstraint.prototype.addCurvePosition = /**
         * @param {?} p
         * @param {?} x1
         * @param {?} y1
         * @param {?} cx1
         * @param {?} cy1
         * @param {?} cx2
         * @param {?} cy2
         * @param {?} x2
         * @param {?} y2
         * @param {?} out
         * @param {?} o
         * @param {?} tangents
         * @return {?}
         */
        function (p, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents) {
            if (p == 0 || isNaN(p)) {
                out[o] = x1;
                out[o + 1] = y1;
                out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1);
                return;
            }
            /** @type {?} */
            var tt = p * p;
            /** @type {?} */
            var ttt = tt * p;
            /** @type {?} */
            var u = 1 - p;
            /** @type {?} */
            var uu = u * u;
            /** @type {?} */
            var uuu = uu * u;
            /** @type {?} */
            var ut = u * p;
            /** @type {?} */
            var ut3 = ut * 3;
            /** @type {?} */
            var uut3 = u * ut3;
            /** @type {?} */
            var utt3 = ut3 * p;
            /** @type {?} */
            var x = x1 * uuu + cx1 * uut3 + cx2 * utt3 + x2 * ttt;
            /** @type {?} */
            var y = y1 * uuu + cy1 * uut3 + cy2 * utt3 + y2 * ttt;
            out[o] = x;
            out[o + 1] = y;
            if (tangents) {
                if (p < 0.001)
                    out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1);
                else
                    out[o + 2] = Math.atan2(y - (y1 * uu + cy1 * ut * 2 + cy2 * tt), x - (x1 * uu + cx1 * ut * 2 + cx2 * tt));
            }
        };
        PathConstraint.NONE = -1;
        PathConstraint.BEFORE = -2;
        PathConstraint.AFTER = -3;
        PathConstraint.epsilon = 0.00001;
        return PathConstraint;
    }());
    if (false) {
        /** @type {?} */
        PathConstraint.NONE;
        /** @type {?} */
        PathConstraint.BEFORE;
        /** @type {?} */
        PathConstraint.AFTER;
        /** @type {?} */
        PathConstraint.epsilon;
        /** @type {?} */
        PathConstraint.prototype.data;
        /** @type {?} */
        PathConstraint.prototype.bones;
        /** @type {?} */
        PathConstraint.prototype.target;
        /** @type {?} */
        PathConstraint.prototype.position;
        /** @type {?} */
        PathConstraint.prototype.spacing;
        /** @type {?} */
        PathConstraint.prototype.rotateMix;
        /** @type {?} */
        PathConstraint.prototype.translateMix;
        /** @type {?} */
        PathConstraint.prototype.spaces;
        /** @type {?} */
        PathConstraint.prototype.positions;
        /** @type {?} */
        PathConstraint.prototype.world;
        /** @type {?} */
        PathConstraint.prototype.curves;
        /** @type {?} */
        PathConstraint.prototype.lengths;
        /** @type {?} */
        PathConstraint.prototype.segments;
        /** @type {?} */
        PathConstraint.prototype.active;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    /******************************************************************************
     * Spine Runtimes License Agreement
     * Last updated May 1, 2019. Replaces all prior versions.
     *
     * Copyright (c) 2013-2019, Esoteric Software LLC
     *
     * Integration of the Spine Runtimes into software or otherwise creating
     * derivative works of the Spine Runtimes is permitted under the terms and
     * conditions of Section 2 of the Spine Editor License Agreement:
     * http://esotericsoftware.com/spine-editor-license
     *
     * Otherwise, it is permitted to integrate the Spine Runtimes into software
     * or otherwise create derivative works of the Spine Runtimes (collectively,
     * "Products"), provided that each user of the Products must obtain their own
     * Spine Editor license and redistribution of the Products in any form must
     * include this license and copyright notice.
     *
     * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
     * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
     * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
     * NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
     * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
     * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
     * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
     * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
     * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
     * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     *****************************************************************************/
    var Assets = /** @class */ (function () {
        function Assets(clientId) {
            this.toLoad = new Array();
            this.assets = {};
            this.clientId = clientId;
        }
        /**
         * @return {?}
         */
        Assets.prototype.loaded = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var i = 0;
            for (var v in this.assets)
                i++;
            return i;
        };
        return Assets;
    }());
    if (false) {
        /** @type {?} */
        Assets.prototype.clientId;
        /** @type {?} */
        Assets.prototype.toLoad;
        /** @type {?} */
        Assets.prototype.assets;
        /** @type {?} */
        Assets.prototype.textureLoader;
    }
    var SharedAssetManager = /** @class */ (function () {
        function SharedAssetManager(pathPrefix) {
            if (pathPrefix === void 0) { pathPrefix = ""; }
            this.clientAssets = {};
            this.queuedAssets = {};
            this.rawAssets = {};
            this.errors = {};
            this.pathPrefix = pathPrefix;
        }
        /**
         * @private
         * @param {?} clientId
         * @param {?} textureLoader
         * @param {?} path
         * @return {?}
         */
        SharedAssetManager.prototype.queueAsset = /**
         * @private
         * @param {?} clientId
         * @param {?} textureLoader
         * @param {?} path
         * @return {?}
         */
        function (clientId, textureLoader, path) {
            /** @type {?} */
            var clientAssets = this.clientAssets[clientId];
            if (clientAssets === null || clientAssets === undefined) {
                clientAssets = new Assets(clientId);
                this.clientAssets[clientId] = clientAssets;
            }
            if (textureLoader !== null)
                clientAssets.textureLoader = textureLoader;
            clientAssets.toLoad.push(path);
            // check if already queued, in which case we can skip actual
            // loading
            if (this.queuedAssets[path] === path) {
                return false;
            }
            else {
                this.queuedAssets[path] = path;
                return true;
            }
        };
        /**
         * @param {?} clientId
         * @param {?} path
         * @return {?}
         */
        SharedAssetManager.prototype.loadText = /**
         * @param {?} clientId
         * @param {?} path
         * @return {?}
         */
        function (clientId, path) {
            var _this = this;
            path = this.pathPrefix + path;
            if (!this.queueAsset(clientId, null, path))
                return;
            /** @type {?} */
            var request = new XMLHttpRequest();
            request.onreadystatechange = (/**
             * @return {?}
             */
            function () {
                if (request.readyState == XMLHttpRequest.DONE) {
                    if (request.status >= 200 && request.status < 300) {
                        _this.rawAssets[path] = request.responseText;
                    }
                    else {
                        _this.errors[path] = "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText;
                    }
                }
            });
            request.open("GET", path, true);
            request.send();
        };
        /**
         * @param {?} clientId
         * @param {?} path
         * @return {?}
         */
        SharedAssetManager.prototype.loadJson = /**
         * @param {?} clientId
         * @param {?} path
         * @return {?}
         */
        function (clientId, path) {
            var _this = this;
            path = this.pathPrefix + path;
            if (!this.queueAsset(clientId, null, path))
                return;
            /** @type {?} */
            var request = new XMLHttpRequest();
            request.onreadystatechange = (/**
             * @return {?}
             */
            function () {
                if (request.readyState == XMLHttpRequest.DONE) {
                    if (request.status >= 200 && request.status < 300) {
                        _this.rawAssets[path] = JSON.parse(request.responseText);
                    }
                    else {
                        _this.errors[path] = "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText;
                    }
                }
            });
            request.open("GET", path, true);
            request.send();
        };
        /**
         * @param {?} clientId
         * @param {?} textureLoader
         * @param {?} path
         * @return {?}
         */
        SharedAssetManager.prototype.loadTexture = /**
         * @param {?} clientId
         * @param {?} textureLoader
         * @param {?} path
         * @return {?}
         */
        function (clientId, textureLoader, path) {
            var _this = this;
            path = this.pathPrefix + path;
            if (!this.queueAsset(clientId, textureLoader, path))
                return;
            /** @type {?} */
            var img = new Image();
            img.src = path;
            img.crossOrigin = "anonymous";
            img.onload = (/**
             * @param {?} ev
             * @return {?}
             */
            function (ev) {
                _this.rawAssets[path] = img;
            });
            img.onerror = (/**
             * @param {?} ev
             * @return {?}
             */
            function (ev) {
                _this.errors[path] = "Couldn't load image " + path;
            });
        };
        /**
         * @param {?} clientId
         * @param {?} path
         * @return {?}
         */
        SharedAssetManager.prototype.get = /**
         * @param {?} clientId
         * @param {?} path
         * @return {?}
         */
        function (clientId, path) {
            path = this.pathPrefix + path;
            /** @type {?} */
            var clientAssets = this.clientAssets[clientId];
            if (clientAssets === null || clientAssets === undefined)
                return true;
            return clientAssets.assets[path];
        };
        /**
         * @private
         * @param {?} clientAssets
         * @return {?}
         */
        SharedAssetManager.prototype.updateClientAssets = /**
         * @private
         * @param {?} clientAssets
         * @return {?}
         */
        function (clientAssets) {
            for (var i = 0; i < clientAssets.toLoad.length; i++) {
                /** @type {?} */
                var path = clientAssets.toLoad[i];
                /** @type {?} */
                var asset = clientAssets.assets[path];
                if (asset === null || asset === undefined) {
                    /** @type {?} */
                    var rawAsset = this.rawAssets[path];
                    if (rawAsset === null || rawAsset === undefined)
                        continue;
                    if (rawAsset instanceof HTMLImageElement) {
                        clientAssets.assets[path] = clientAssets.textureLoader((/** @type {?} */ (rawAsset)));
                    }
                    else {
                        clientAssets.assets[path] = rawAsset;
                    }
                }
            }
        };
        /**
         * @param {?} clientId
         * @return {?}
         */
        SharedAssetManager.prototype.isLoadingComplete = /**
         * @param {?} clientId
         * @return {?}
         */
        function (clientId) {
            /** @type {?} */
            var clientAssets = this.clientAssets[clientId];
            if (clientAssets === null || clientAssets === undefined)
                return true;
            this.updateClientAssets(clientAssets);
            return clientAssets.toLoad.length == clientAssets.loaded();
        };
        /*remove (clientId: string, path: string) {
                  path = this.pathPrefix + path;
                  let asset = this.assets[path];
                  if ((<any>asset).dispose) (<any>asset).dispose();
                  this.assets[path] = null;
              }
              removeAll () {
                  for (let key in this.assets) {
                      let asset = this.assets[key];
                      if ((<any>asset).dispose) (<any>asset).dispose();
                  }
                  this.assets = {};
              }*/
        /*remove (clientId: string, path: string) {
                    path = this.pathPrefix + path;
                    let asset = this.assets[path];
                    if ((<any>asset).dispose) (<any>asset).dispose();
                    this.assets[path] = null;
                }
                removeAll () {
                    for (let key in this.assets) {
                        let asset = this.assets[key];
                        if ((<any>asset).dispose) (<any>asset).dispose();
                    }
                    this.assets = {};
                }*/
        /**
         * @return {?}
         */
        SharedAssetManager.prototype.dispose = /*remove (clientId: string, path: string) {
                    path = this.pathPrefix + path;
                    let asset = this.assets[path];
                    if ((<any>asset).dispose) (<any>asset).dispose();
                    this.assets[path] = null;
                }
                removeAll () {
                    for (let key in this.assets) {
                        let asset = this.assets[key];
                        if ((<any>asset).dispose) (<any>asset).dispose();
                    }
                    this.assets = {};
                }*/
        /**
         * @return {?}
         */
        function () {
            // this.removeAll();
        };
        /**
         * @return {?}
         */
        SharedAssetManager.prototype.hasErrors = /**
         * @return {?}
         */
        function () {
            return Object.keys(this.errors).length > 0;
        };
        /**
         * @return {?}
         */
        SharedAssetManager.prototype.getErrors = /**
         * @return {?}
         */
        function () {
            return this.errors;
        };
        return SharedAssetManager;
    }());
    if (false) {
        /**
         * @type {?}
         * @private
         */
        SharedAssetManager.prototype.pathPrefix;
        /**
         * @type {?}
         * @private
         */
        SharedAssetManager.prototype.clientAssets;
        /**
         * @type {?}
         * @private
         */
        SharedAssetManager.prototype.queuedAssets;
        /**
         * @type {?}
         * @private
         */
        SharedAssetManager.prototype.rawAssets;
        /**
         * @type {?}
         * @private
         */
        SharedAssetManager.prototype.errors;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var Slot = /** @class */ (function () {
        function Slot(data, bone) {
            this.deform = new Array();
            if (data == null)
                throw new Error("data cannot be null.");
            if (bone == null)
                throw new Error("bone cannot be null.");
            this.data = data;
            this.bone = bone;
            this.color = new Color();
            this.darkColor = data.darkColor == null ? null : new Color();
            this.setToSetupPose();
        }
        /** @return May be null. */
        /**
         * @return {?} May be null.
         */
        Slot.prototype.getAttachment = /**
         * @return {?} May be null.
         */
        function () {
            return this.attachment;
        };
        /** Sets the attachment and if it changed, resets {@link #getAttachmentTime()} and clears {@link #getAttachmentVertices()}.
         * @param attachment May be null. */
        /**
         * Sets the attachment and if it changed, resets {\@link #getAttachmentTime()} and clears {\@link #getAttachmentVertices()}.
         * @param {?} attachment May be null.
         * @return {?}
         */
        Slot.prototype.setAttachment = /**
         * Sets the attachment and if it changed, resets {\@link #getAttachmentTime()} and clears {\@link #getAttachmentVertices()}.
         * @param {?} attachment May be null.
         * @return {?}
         */
        function (attachment) {
            if (this.attachment == attachment)
                return;
            this.attachment = attachment;
            this.attachmentTime = this.bone.skeleton.time;
            this.deform.length = 0;
        };
        /**
         * @param {?} time
         * @return {?}
         */
        Slot.prototype.setAttachmentTime = /**
         * @param {?} time
         * @return {?}
         */
        function (time) {
            this.attachmentTime = this.bone.skeleton.time - time;
        };
        /** Returns the time since the attachment was set. */
        /**
         * Returns the time since the attachment was set.
         * @return {?}
         */
        Slot.prototype.getAttachmentTime = /**
         * Returns the time since the attachment was set.
         * @return {?}
         */
        function () {
            return this.bone.skeleton.time - this.attachmentTime;
        };
        /**
         * @return {?}
         */
        Slot.prototype.setToSetupPose = /**
         * @return {?}
         */
        function () {
            this.color.setFromColor(this.data.color);
            if (this.darkColor != null)
                this.darkColor.setFromColor(this.data.darkColor);
            if (this.data.attachmentName == null)
                this.attachment = null;
            else {
                this.attachment = null;
                this.setAttachment(this.bone.skeleton.getAttachment(this.data.index, this.data.attachmentName));
            }
        };
        return Slot;
    }());
    if (false) {
        /** @type {?} */
        Slot.prototype.data;
        /** @type {?} */
        Slot.prototype.bone;
        /** @type {?} */
        Slot.prototype.color;
        /** @type {?} */
        Slot.prototype.darkColor;
        /**
         * @type {?}
         * @private
         */
        Slot.prototype.attachment;
        /**
         * @type {?}
         * @private
         */
        Slot.prototype.attachmentTime;
        /** @type {?} */
        Slot.prototype.deform;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var TransformConstraint = /** @class */ (function () {
        function TransformConstraint(data, skeleton) {
            this.rotateMix = 0;
            this.translateMix = 0;
            this.scaleMix = 0;
            this.shearMix = 0;
            this.temp = new Vector2();
            this.active = false;
            if (data == null)
                throw new Error("data cannot be null.");
            if (skeleton == null)
                throw new Error("skeleton cannot be null.");
            this.data = data;
            this.rotateMix = data.rotateMix;
            this.translateMix = data.translateMix;
            this.scaleMix = data.scaleMix;
            this.shearMix = data.shearMix;
            this.bones = new Array();
            for (var i = 0; i < data.bones.length; i++)
                this.bones.push(skeleton.findBone(data.bones[i].name));
            this.target = skeleton.findBone(data.target.name);
        }
        /**
         * @return {?}
         */
        TransformConstraint.prototype.isActive = /**
         * @return {?}
         */
        function () {
            return this.active;
        };
        /**
         * @return {?}
         */
        TransformConstraint.prototype.apply = /**
         * @return {?}
         */
        function () {
            this.update();
        };
        /**
         * @return {?}
         */
        TransformConstraint.prototype.update = /**
         * @return {?}
         */
        function () {
            if (this.data.local) {
                if (this.data.relative)
                    this.applyRelativeLocal();
                else
                    this.applyAbsoluteLocal();
            }
            else {
                if (this.data.relative)
                    this.applyRelativeWorld();
                else
                    this.applyAbsoluteWorld();
            }
        };
        /**
         * @return {?}
         */
        TransformConstraint.prototype.applyAbsoluteWorld = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var rotateMix = this.rotateMix;
            /** @type {?} */
            var translateMix = this.translateMix;
            /** @type {?} */
            var scaleMix = this.scaleMix;
            /** @type {?} */
            var shearMix = this.shearMix;
            /** @type {?} */
            var target = this.target;
            /** @type {?} */
            var ta = target.a;
            /** @type {?} */
            var tb = target.b;
            /** @type {?} */
            var tc = target.c;
            /** @type {?} */
            var td = target.d;
            /** @type {?} */
            var degRadReflect = ta * td - tb * tc > 0 ? MathUtils.degRad : -MathUtils.degRad;
            /** @type {?} */
            var offsetRotation = this.data.offsetRotation * degRadReflect;
            /** @type {?} */
            var offsetShearY = this.data.offsetShearY * degRadReflect;
            /** @type {?} */
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++) {
                /** @type {?} */
                var bone = bones[i];
                /** @type {?} */
                var modified = false;
                if (rotateMix != 0) {
                    /** @type {?} */
                    var a = bone.a;
                    /** @type {?} */
                    var b = bone.b;
                    /** @type {?} */
                    var c = bone.c;
                    /** @type {?} */
                    var d = bone.d;
                    /** @type {?} */
                    var r = Math.atan2(tc, ta) - Math.atan2(c, a) + offsetRotation;
                    if (r > MathUtils.PI)
                        r -= MathUtils.PI2;
                    else if (r < -MathUtils.PI)
                        r += MathUtils.PI2;
                    r *= rotateMix;
                    /** @type {?} */
                    var cos = Math.cos(r);
                    /** @type {?} */
                    var sin = Math.sin(r);
                    bone.a = cos * a - sin * c;
                    bone.b = cos * b - sin * d;
                    bone.c = sin * a + cos * c;
                    bone.d = sin * b + cos * d;
                    modified = true;
                }
                if (translateMix != 0) {
                    /** @type {?} */
                    var temp = this.temp;
                    target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY));
                    bone.worldX += (temp.x - bone.worldX) * translateMix;
                    bone.worldY += (temp.y - bone.worldY) * translateMix;
                    modified = true;
                }
                if (scaleMix > 0) {
                    /** @type {?} */
                    var s = Math.sqrt(bone.a * bone.a + bone.c * bone.c);
                    /** @type {?} */
                    var ts = Math.sqrt(ta * ta + tc * tc);
                    if (s > 0.00001)
                        s = (s + (ts - s + this.data.offsetScaleX) * scaleMix) / s;
                    bone.a *= s;
                    bone.c *= s;
                    s = Math.sqrt(bone.b * bone.b + bone.d * bone.d);
                    ts = Math.sqrt(tb * tb + td * td);
                    if (s > 0.00001)
                        s = (s + (ts - s + this.data.offsetScaleY) * scaleMix) / s;
                    bone.b *= s;
                    bone.d *= s;
                    modified = true;
                }
                if (shearMix > 0) {
                    /** @type {?} */
                    var b = bone.b;
                    /** @type {?} */
                    var d = bone.d;
                    /** @type {?} */
                    var by = Math.atan2(d, b);
                    /** @type {?} */
                    var r = Math.atan2(td, tb) -
                        Math.atan2(tc, ta) -
                        (by - Math.atan2(bone.c, bone.a));
                    if (r > MathUtils.PI)
                        r -= MathUtils.PI2;
                    else if (r < -MathUtils.PI)
                        r += MathUtils.PI2;
                    r = by + (r + offsetShearY) * shearMix;
                    /** @type {?} */
                    var s = Math.sqrt(b * b + d * d);
                    bone.b = Math.cos(r) * s;
                    bone.d = Math.sin(r) * s;
                    modified = true;
                }
                if (modified)
                    bone.appliedValid = false;
            }
        };
        /**
         * @return {?}
         */
        TransformConstraint.prototype.applyRelativeWorld = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var rotateMix = this.rotateMix;
            /** @type {?} */
            var translateMix = this.translateMix;
            /** @type {?} */
            var scaleMix = this.scaleMix;
            /** @type {?} */
            var shearMix = this.shearMix;
            /** @type {?} */
            var target = this.target;
            /** @type {?} */
            var ta = target.a;
            /** @type {?} */
            var tb = target.b;
            /** @type {?} */
            var tc = target.c;
            /** @type {?} */
            var td = target.d;
            /** @type {?} */
            var degRadReflect = ta * td - tb * tc > 0 ? MathUtils.degRad : -MathUtils.degRad;
            /** @type {?} */
            var offsetRotation = this.data.offsetRotation * degRadReflect;
            /** @type {?} */
            var offsetShearY = this.data.offsetShearY * degRadReflect;
            /** @type {?} */
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++) {
                /** @type {?} */
                var bone = bones[i];
                /** @type {?} */
                var modified = false;
                if (rotateMix != 0) {
                    /** @type {?} */
                    var a = bone.a;
                    /** @type {?} */
                    var b = bone.b;
                    /** @type {?} */
                    var c = bone.c;
                    /** @type {?} */
                    var d = bone.d;
                    /** @type {?} */
                    var r = Math.atan2(tc, ta) + offsetRotation;
                    if (r > MathUtils.PI)
                        r -= MathUtils.PI2;
                    else if (r < -MathUtils.PI)
                        r += MathUtils.PI2;
                    r *= rotateMix;
                    /** @type {?} */
                    var cos = Math.cos(r);
                    /** @type {?} */
                    var sin = Math.sin(r);
                    bone.a = cos * a - sin * c;
                    bone.b = cos * b - sin * d;
                    bone.c = sin * a + cos * c;
                    bone.d = sin * b + cos * d;
                    modified = true;
                }
                if (translateMix != 0) {
                    /** @type {?} */
                    var temp = this.temp;
                    target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY));
                    bone.worldX += temp.x * translateMix;
                    bone.worldY += temp.y * translateMix;
                    modified = true;
                }
                if (scaleMix > 0) {
                    /** @type {?} */
                    var s = (Math.sqrt(ta * ta + tc * tc) - 1 + this.data.offsetScaleX) *
                        scaleMix +
                        1;
                    bone.a *= s;
                    bone.c *= s;
                    s =
                        (Math.sqrt(tb * tb + td * td) - 1 + this.data.offsetScaleY) *
                            scaleMix +
                            1;
                    bone.b *= s;
                    bone.d *= s;
                    modified = true;
                }
                if (shearMix > 0) {
                    /** @type {?} */
                    var r = Math.atan2(td, tb) - Math.atan2(tc, ta);
                    if (r > MathUtils.PI)
                        r -= MathUtils.PI2;
                    else if (r < -MathUtils.PI)
                        r += MathUtils.PI2;
                    /** @type {?} */
                    var b = bone.b;
                    /** @type {?} */
                    var d = bone.d;
                    r = Math.atan2(d, b) + (r - MathUtils.PI / 2 + offsetShearY) * shearMix;
                    /** @type {?} */
                    var s = Math.sqrt(b * b + d * d);
                    bone.b = Math.cos(r) * s;
                    bone.d = Math.sin(r) * s;
                    modified = true;
                }
                if (modified)
                    bone.appliedValid = false;
            }
        };
        /**
         * @return {?}
         */
        TransformConstraint.prototype.applyAbsoluteLocal = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var rotateMix = this.rotateMix;
            /** @type {?} */
            var translateMix = this.translateMix;
            /** @type {?} */
            var scaleMix = this.scaleMix;
            /** @type {?} */
            var shearMix = this.shearMix;
            /** @type {?} */
            var target = this.target;
            if (!target.appliedValid)
                target.updateAppliedTransform();
            /** @type {?} */
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++) {
                /** @type {?} */
                var bone = bones[i];
                if (!bone.appliedValid)
                    bone.updateAppliedTransform();
                /** @type {?} */
                var rotation = bone.arotation;
                if (rotateMix != 0) {
                    /** @type {?} */
                    var r = target.arotation - rotation + this.data.offsetRotation;
                    r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360;
                    rotation += r * rotateMix;
                }
                /** @type {?} */
                var x = bone.ax;
                /** @type {?} */
                var y = bone.ay;
                if (translateMix != 0) {
                    x += (target.ax - x + this.data.offsetX) * translateMix;
                    y += (target.ay - y + this.data.offsetY) * translateMix;
                }
                /** @type {?} */
                var scaleX = bone.ascaleX;
                /** @type {?} */
                var scaleY = bone.ascaleY;
                if (scaleMix != 0) {
                    if (scaleX > 0.00001)
                        scaleX =
                            (scaleX +
                                (target.ascaleX - scaleX + this.data.offsetScaleX) * scaleMix) /
                                scaleX;
                    if (scaleY > 0.00001)
                        scaleY =
                            (scaleY +
                                (target.ascaleY - scaleY + this.data.offsetScaleY) * scaleMix) /
                                scaleY;
                }
                /** @type {?} */
                var shearY = bone.ashearY;
                if (shearMix != 0) {
                    /** @type {?} */
                    var r = target.ashearY - shearY + this.data.offsetShearY;
                    r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360;
                    bone.shearY += r * shearMix;
                }
                bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
            }
        };
        /**
         * @return {?}
         */
        TransformConstraint.prototype.applyRelativeLocal = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var rotateMix = this.rotateMix;
            /** @type {?} */
            var translateMix = this.translateMix;
            /** @type {?} */
            var scaleMix = this.scaleMix;
            /** @type {?} */
            var shearMix = this.shearMix;
            /** @type {?} */
            var target = this.target;
            if (!target.appliedValid)
                target.updateAppliedTransform();
            /** @type {?} */
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++) {
                /** @type {?} */
                var bone = bones[i];
                if (!bone.appliedValid)
                    bone.updateAppliedTransform();
                /** @type {?} */
                var rotation = bone.arotation;
                if (rotateMix != 0)
                    rotation += (target.arotation + this.data.offsetRotation) * rotateMix;
                /** @type {?} */
                var x = bone.ax;
                /** @type {?} */
                var y = bone.ay;
                if (translateMix != 0) {
                    x += (target.ax + this.data.offsetX) * translateMix;
                    y += (target.ay + this.data.offsetY) * translateMix;
                }
                /** @type {?} */
                var scaleX = bone.ascaleX;
                /** @type {?} */
                var scaleY = bone.ascaleY;
                if (scaleMix != 0) {
                    if (scaleX > 0.00001)
                        scaleX *=
                            (target.ascaleX - 1 + this.data.offsetScaleX) * scaleMix + 1;
                    if (scaleY > 0.00001)
                        scaleY *=
                            (target.ascaleY - 1 + this.data.offsetScaleY) * scaleMix + 1;
                }
                /** @type {?} */
                var shearY = bone.ashearY;
                if (shearMix != 0)
                    shearY += (target.ashearY + this.data.offsetShearY) * shearMix;
                bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
            }
        };
        return TransformConstraint;
    }());
    if (false) {
        /** @type {?} */
        TransformConstraint.prototype.data;
        /** @type {?} */
        TransformConstraint.prototype.bones;
        /** @type {?} */
        TransformConstraint.prototype.target;
        /** @type {?} */
        TransformConstraint.prototype.rotateMix;
        /** @type {?} */
        TransformConstraint.prototype.translateMix;
        /** @type {?} */
        TransformConstraint.prototype.scaleMix;
        /** @type {?} */
        TransformConstraint.prototype.shearMix;
        /** @type {?} */
        TransformConstraint.prototype.temp;
        /** @type {?} */
        TransformConstraint.prototype.active;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var Skeleton = /** @class */ (function () {
        function Skeleton(data) {
            this._updateCache = new Array();
            this.updateCacheReset = new Array();
            this.time = 0;
            this.scaleX = 1;
            this.scaleY = 1;
            this.x = 0;
            this.y = 0;
            if (data == null)
                throw new Error("data cannot be null.");
            this.data = data;
            this.bones = new Array();
            for (var i = 0; i < data.bones.length; i++) {
                /** @type {?} */
                var boneData = data.bones[i];
                /** @type {?} */
                var bone = void 0;
                if (boneData.parent == null)
                    bone = new Bone(boneData, this, null);
                else {
                    /** @type {?} */
                    var parent_1 = this.bones[boneData.parent.index];
                    bone = new Bone(boneData, this, parent_1);
                    parent_1.children.push(bone);
                }
                this.bones.push(bone);
            }
            this.slots = new Array();
            this.drawOrder = new Array();
            for (var i = 0; i < data.slots.length; i++) {
                /** @type {?} */
                var slotData = data.slots[i];
                /** @type {?} */
                var bone = this.bones[slotData.boneData.index];
                /** @type {?} */
                var slot = new Slot(slotData, bone);
                this.slots.push(slot);
                this.drawOrder.push(slot);
            }
            this.ikConstraints = new Array();
            for (var i = 0; i < data.ikConstraints.length; i++) {
                /** @type {?} */
                var ikConstraintData = data.ikConstraints[i];
                this.ikConstraints.push(new IkConstraint(ikConstraintData, this));
            }
            this.transformConstraints = new Array();
            for (var i = 0; i < data.transformConstraints.length; i++) {
                /** @type {?} */
                var transformConstraintData = data.transformConstraints[i];
                this.transformConstraints.push(new TransformConstraint(transformConstraintData, this));
            }
            this.pathConstraints = new Array();
            for (var i = 0; i < data.pathConstraints.length; i++) {
                /** @type {?} */
                var pathConstraintData = data.pathConstraints[i];
                this.pathConstraints.push(new PathConstraint(pathConstraintData, this));
            }
            this.color = new Color(1, 1, 1, 1);
            this.updateCache();
        }
        /**
         * @return {?}
         */
        Skeleton.prototype.updateCache = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var updateCache = this._updateCache;
            updateCache.length = 0;
            this.updateCacheReset.length = 0;
            /** @type {?} */
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++) {
                /** @type {?} */
                var bone = bones[i];
                bone.sorted = bone.data.skinRequired;
                bone.active = !bone.sorted;
            }
            if (this.skin != null) {
                /** @type {?} */
                var skinBones = this.skin.bones;
                for (var i = 0, n = this.skin.bones.length; i < n; i++) {
                    /** @type {?} */
                    var bone = this.bones[skinBones[i].index];
                    do {
                        bone.sorted = false;
                        bone.active = true;
                        bone = bone.parent;
                    } while (bone != null);
                }
            }
            // IK first, lowest hierarchy depth first.
            /** @type {?} */
            var ikConstraints = this.ikConstraints;
            /** @type {?} */
            var transformConstraints = this.transformConstraints;
            /** @type {?} */
            var pathConstraints = this.pathConstraints;
            /** @type {?} */
            var ikCount = ikConstraints.length;
            /** @type {?} */
            var transformCount = transformConstraints.length;
            /** @type {?} */
            var pathCount = pathConstraints.length;
            /** @type {?} */
            var constraintCount = ikCount + transformCount + pathCount;
            outer: for (var i = 0; i < constraintCount; i++) {
                for (var ii = 0; ii < ikCount; ii++) {
                    /** @type {?} */
                    var constraint = ikConstraints[ii];
                    if (constraint.data.order == i) {
                        this.sortIkConstraint(constraint);
                        continue outer;
                    }
                }
                for (var ii = 0; ii < transformCount; ii++) {
                    /** @type {?} */
                    var constraint = transformConstraints[ii];
                    if (constraint.data.order == i) {
                        this.sortTransformConstraint(constraint);
                        continue outer;
                    }
                }
                for (var ii = 0; ii < pathCount; ii++) {
                    /** @type {?} */
                    var constraint = pathConstraints[ii];
                    if (constraint.data.order == i) {
                        this.sortPathConstraint(constraint);
                        continue outer;
                    }
                }
            }
            for (var i = 0, n = bones.length; i < n; i++)
                this.sortBone(bones[i]);
        };
        /**
         * @param {?} constraint
         * @return {?}
         */
        Skeleton.prototype.sortIkConstraint = /**
         * @param {?} constraint
         * @return {?}
         */
        function (constraint) {
            constraint.active =
                constraint.target.isActive() &&
                    (!constraint.data.skinRequired ||
                        (this.skin != null &&
                            Utils.contains(this.skin.constraints, constraint.data, true)));
            if (!constraint.active)
                return;
            /** @type {?} */
            var target = constraint.target;
            this.sortBone(target);
            /** @type {?} */
            var constrained = constraint.bones;
            /** @type {?} */
            var parent = constrained[0];
            this.sortBone(parent);
            if (constrained.length > 1) {
                /** @type {?} */
                var child = constrained[constrained.length - 1];
                if (!(this._updateCache.indexOf(child) > -1))
                    this.updateCacheReset.push(child);
            }
            this._updateCache.push(constraint);
            this.sortReset(parent.children);
            constrained[constrained.length - 1].sorted = true;
        };
        /**
         * @param {?} constraint
         * @return {?}
         */
        Skeleton.prototype.sortPathConstraint = /**
         * @param {?} constraint
         * @return {?}
         */
        function (constraint) {
            constraint.active =
                constraint.target.bone.isActive() &&
                    (!constraint.data.skinRequired ||
                        (this.skin != null &&
                            Utils.contains(this.skin.constraints, constraint.data, true)));
            if (!constraint.active)
                return;
            /** @type {?} */
            var slot = constraint.target;
            /** @type {?} */
            var slotIndex = slot.data.index;
            /** @type {?} */
            var slotBone = slot.bone;
            if (this.skin != null)
                this.sortPathConstraintAttachment(this.skin, slotIndex, slotBone);
            if (this.data.defaultSkin != null && this.data.defaultSkin != this.skin)
                this.sortPathConstraintAttachment(this.data.defaultSkin, slotIndex, slotBone);
            for (var i = 0, n = this.data.skins.length; i < n; i++)
                this.sortPathConstraintAttachment(this.data.skins[i], slotIndex, slotBone);
            /** @type {?} */
            var attachment = slot.getAttachment();
            if (attachment instanceof PathAttachment)
                this.sortPathConstraintAttachmentWith(attachment, slotBone);
            /** @type {?} */
            var constrained = constraint.bones;
            /** @type {?} */
            var boneCount = constrained.length;
            for (var i = 0; i < boneCount; i++)
                this.sortBone(constrained[i]);
            this._updateCache.push(constraint);
            for (var i = 0; i < boneCount; i++)
                this.sortReset(constrained[i].children);
            for (var i = 0; i < boneCount; i++)
                constrained[i].sorted = true;
        };
        /**
         * @param {?} constraint
         * @return {?}
         */
        Skeleton.prototype.sortTransformConstraint = /**
         * @param {?} constraint
         * @return {?}
         */
        function (constraint) {
            constraint.active =
                constraint.target.isActive() &&
                    (!constraint.data.skinRequired ||
                        (this.skin != null &&
                            Utils.contains(this.skin.constraints, constraint.data, true)));
            if (!constraint.active)
                return;
            this.sortBone(constraint.target);
            /** @type {?} */
            var constrained = constraint.bones;
            /** @type {?} */
            var boneCount = constrained.length;
            if (constraint.data.local) {
                for (var i = 0; i < boneCount; i++) {
                    /** @type {?} */
                    var child = constrained[i];
                    this.sortBone(child.parent);
                    if (!(this._updateCache.indexOf(child) > -1))
                        this.updateCacheReset.push(child);
                }
            }
            else {
                for (var i = 0; i < boneCount; i++) {
                    this.sortBone(constrained[i]);
                }
            }
            this._updateCache.push(constraint);
            for (var ii = 0; ii < boneCount; ii++)
                this.sortReset(constrained[ii].children);
            for (var ii = 0; ii < boneCount; ii++)
                constrained[ii].sorted = true;
        };
        /**
         * @param {?} skin
         * @param {?} slotIndex
         * @param {?} slotBone
         * @return {?}
         */
        Skeleton.prototype.sortPathConstraintAttachment = /**
         * @param {?} skin
         * @param {?} slotIndex
         * @param {?} slotBone
         * @return {?}
         */
        function (skin, slotIndex, slotBone) {
            /** @type {?} */
            var attachments = skin.attachments[slotIndex];
            if (!attachments)
                return;
            for (var key in attachments) {
                this.sortPathConstraintAttachmentWith(attachments[key], slotBone);
            }
        };
        /**
         * @param {?} attachment
         * @param {?} slotBone
         * @return {?}
         */
        Skeleton.prototype.sortPathConstraintAttachmentWith = /**
         * @param {?} attachment
         * @param {?} slotBone
         * @return {?}
         */
        function (attachment, slotBone) {
            if (!(attachment instanceof PathAttachment))
                return;
            /** @type {?} */
            var pathBones = ((/** @type {?} */ (attachment))).bones;
            if (pathBones == null)
                this.sortBone(slotBone);
            else {
                /** @type {?} */
                var bones = this.bones;
                /** @type {?} */
                var i = 0;
                while (i < pathBones.length) {
                    /** @type {?} */
                    var boneCount = pathBones[i++];
                    for (var n = i + boneCount; i < n; i++) {
                        /** @type {?} */
                        var boneIndex = pathBones[i];
                        this.sortBone(bones[boneIndex]);
                    }
                }
            }
        };
        /**
         * @param {?} bone
         * @return {?}
         */
        Skeleton.prototype.sortBone = /**
         * @param {?} bone
         * @return {?}
         */
        function (bone) {
            if (bone.sorted)
                return;
            /** @type {?} */
            var parent = bone.parent;
            if (parent != null)
                this.sortBone(parent);
            bone.sorted = true;
            this._updateCache.push(bone);
        };
        /**
         * @param {?} bones
         * @return {?}
         */
        Skeleton.prototype.sortReset = /**
         * @param {?} bones
         * @return {?}
         */
        function (bones) {
            for (var i = 0, n = bones.length; i < n; i++) {
                /** @type {?} */
                var bone = bones[i];
                if (!bone.active)
                    continue;
                if (bone.sorted)
                    this.sortReset(bone.children);
                bone.sorted = false;
            }
        };
        /** Updates the world transform for each bone and applies constraints. */
        /**
         * Updates the world transform for each bone and applies constraints.
         * @return {?}
         */
        Skeleton.prototype.updateWorldTransform = /**
         * Updates the world transform for each bone and applies constraints.
         * @return {?}
         */
        function () {
            /** @type {?} */
            var updateCacheReset = this.updateCacheReset;
            for (var i = 0, n = updateCacheReset.length; i < n; i++) {
                /** @type {?} */
                var bone = (/** @type {?} */ (updateCacheReset[i]));
                bone.ax = bone.x;
                bone.ay = bone.y;
                bone.arotation = bone.rotation;
                bone.ascaleX = bone.scaleX;
                bone.ascaleY = bone.scaleY;
                bone.ashearX = bone.shearX;
                bone.ashearY = bone.shearY;
                bone.appliedValid = true;
            }
            /** @type {?} */
            var updateCache = this._updateCache;
            for (var i = 0, n = updateCache.length; i < n; i++)
                updateCache[i].update();
        };
        /** Sets the bones, constraints, and slots to their setup pose values. */
        /**
         * Sets the bones, constraints, and slots to their setup pose values.
         * @return {?}
         */
        Skeleton.prototype.setToSetupPose = /**
         * Sets the bones, constraints, and slots to their setup pose values.
         * @return {?}
         */
        function () {
            this.setBonesToSetupPose();
            this.setSlotsToSetupPose();
        };
        /** Sets the bones and constraints to their setup pose values. */
        /**
         * Sets the bones and constraints to their setup pose values.
         * @return {?}
         */
        Skeleton.prototype.setBonesToSetupPose = /**
         * Sets the bones and constraints to their setup pose values.
         * @return {?}
         */
        function () {
            /** @type {?} */
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++)
                bones[i].setToSetupPose();
            /** @type {?} */
            var ikConstraints = this.ikConstraints;
            for (var i = 0, n = ikConstraints.length; i < n; i++) {
                /** @type {?} */
                var constraint = ikConstraints[i];
                constraint.mix = constraint.data.mix;
                constraint.softness = constraint.data.softness;
                constraint.bendDirection = constraint.data.bendDirection;
                constraint.compress = constraint.data.compress;
                constraint.stretch = constraint.data.stretch;
            }
            /** @type {?} */
            var transformConstraints = this.transformConstraints;
            for (var i = 0, n = transformConstraints.length; i < n; i++) {
                /** @type {?} */
                var constraint = transformConstraints[i];
                /** @type {?} */
                var data = constraint.data;
                constraint.rotateMix = data.rotateMix;
                constraint.translateMix = data.translateMix;
                constraint.scaleMix = data.scaleMix;
                constraint.shearMix = data.shearMix;
            }
            /** @type {?} */
            var pathConstraints = this.pathConstraints;
            for (var i = 0, n = pathConstraints.length; i < n; i++) {
                /** @type {?} */
                var constraint = pathConstraints[i];
                /** @type {?} */
                var data = constraint.data;
                constraint.position = data.position;
                constraint.spacing = data.spacing;
                constraint.rotateMix = data.rotateMix;
                constraint.translateMix = data.translateMix;
            }
        };
        /**
         * @return {?}
         */
        Skeleton.prototype.setSlotsToSetupPose = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var slots = this.slots;
            Utils.arrayCopy(slots, 0, this.drawOrder, 0, slots.length);
            for (var i = 0, n = slots.length; i < n; i++)
                slots[i].setToSetupPose();
        };
        /** @return May return null. */
        /**
         * @return {?} May return null.
         */
        Skeleton.prototype.getRootBone = /**
         * @return {?} May return null.
         */
        function () {
            if (this.bones.length == 0)
                return null;
            return this.bones[0];
        };
        /** @return May be null. */
        /**
         * @param {?} boneName
         * @return {?} May be null.
         */
        Skeleton.prototype.findBone = /**
         * @param {?} boneName
         * @return {?} May be null.
         */
        function (boneName) {
            if (boneName == null)
                throw new Error("boneName cannot be null.");
            /** @type {?} */
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++) {
                /** @type {?} */
                var bone = bones[i];
                if (bone.data.name == boneName)
                    return bone;
            }
            return null;
        };
        /** @return -1 if the bone was not found. */
        /**
         * @param {?} boneName
         * @return {?} -1 if the bone was not found.
         */
        Skeleton.prototype.findBoneIndex = /**
         * @param {?} boneName
         * @return {?} -1 if the bone was not found.
         */
        function (boneName) {
            if (boneName == null)
                throw new Error("boneName cannot be null.");
            /** @type {?} */
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++)
                if (bones[i].data.name == boneName)
                    return i;
            return -1;
        };
        /** @return May be null. */
        /**
         * @param {?} slotName
         * @return {?} May be null.
         */
        Skeleton.prototype.findSlot = /**
         * @param {?} slotName
         * @return {?} May be null.
         */
        function (slotName) {
            if (slotName == null)
                throw new Error("slotName cannot be null.");
            /** @type {?} */
            var slots = this.slots;
            for (var i = 0, n = slots.length; i < n; i++) {
                /** @type {?} */
                var slot = slots[i];
                if (slot.data.name == slotName)
                    return slot;
            }
            return null;
        };
        /** @return -1 if the bone was not found. */
        /**
         * @param {?} slotName
         * @return {?} -1 if the bone was not found.
         */
        Skeleton.prototype.findSlotIndex = /**
         * @param {?} slotName
         * @return {?} -1 if the bone was not found.
         */
        function (slotName) {
            if (slotName == null)
                throw new Error("slotName cannot be null.");
            /** @type {?} */
            var slots = this.slots;
            for (var i = 0, n = slots.length; i < n; i++)
                if (slots[i].data.name == slotName)
                    return i;
            return -1;
        };
        /** Sets a skin by name.
         * @see #setSkin(Skin) */
        /**
         * Sets a skin by name.
         * @see #setSkin(Skin)
         * @param {?} skinName
         * @return {?}
         */
        Skeleton.prototype.setSkinByName = /**
         * Sets a skin by name.
         * @see #setSkin(Skin)
         * @param {?} skinName
         * @return {?}
         */
        function (skinName) {
            /** @type {?} */
            var skin = this.data.findSkin(skinName);
            if (skin == null)
                throw new Error("Skin not found: " + skinName);
            this.setSkin(skin);
        };
        /** Sets the skin used to look up attachments before looking in the {@link SkeletonData#getDefaultSkin() default skin}.
         * Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no
         * old skin, each slot's setup mode attachment is attached from the new skin.
         * @param newSkin May be null. */
        /**
         * Sets the skin used to look up attachments before looking in the {\@link SkeletonData#getDefaultSkin() default skin}.
         * Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no
         * old skin, each slot's setup mode attachment is attached from the new skin.
         * @param {?} newSkin May be null.
         * @return {?}
         */
        Skeleton.prototype.setSkin = /**
         * Sets the skin used to look up attachments before looking in the {\@link SkeletonData#getDefaultSkin() default skin}.
         * Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no
         * old skin, each slot's setup mode attachment is attached from the new skin.
         * @param {?} newSkin May be null.
         * @return {?}
         */
        function (newSkin) {
            if (newSkin == this.skin)
                return;
            if (newSkin != null) {
                if (this.skin != null)
                    newSkin.attachAll(this, this.skin);
                else {
                    /** @type {?} */
                    var slots = this.slots;
                    for (var i = 0, n = slots.length; i < n; i++) {
                        /** @type {?} */
                        var slot = slots[i];
                        /** @type {?} */
                        var name_1 = slot.data.attachmentName;
                        if (name_1 != null) {
                            /** @type {?} */
                            var attachment = newSkin.getAttachment(i, name_1);
                            if (attachment != null)
                                slot.setAttachment(attachment);
                        }
                    }
                }
            }
            this.skin = newSkin;
            this.updateCache();
        };
        /** @return May be null. */
        /**
         * @param {?} slotName
         * @param {?} attachmentName
         * @return {?} May be null.
         */
        Skeleton.prototype.getAttachmentByName = /**
         * @param {?} slotName
         * @param {?} attachmentName
         * @return {?} May be null.
         */
        function (slotName, attachmentName) {
            return this.getAttachment(this.data.findSlotIndex(slotName), attachmentName);
        };
        /** @return May be null. */
        /**
         * @param {?} slotIndex
         * @param {?} attachmentName
         * @return {?} May be null.
         */
        Skeleton.prototype.getAttachment = /**
         * @param {?} slotIndex
         * @param {?} attachmentName
         * @return {?} May be null.
         */
        function (slotIndex, attachmentName) {
            if (attachmentName == null)
                throw new Error("attachmentName cannot be null.");
            if (this.skin != null) {
                /** @type {?} */
                var attachment = this.skin.getAttachment(slotIndex, attachmentName);
                if (attachment != null)
                    return attachment;
            }
            if (this.data.defaultSkin != null)
                return this.data.defaultSkin.getAttachment(slotIndex, attachmentName);
            return null;
        };
        /** @param attachmentName May be null. */
        /**
         * @param {?} slotName
         * @param {?} attachmentName May be null.
         * @return {?}
         */
        Skeleton.prototype.setAttachment = /**
         * @param {?} slotName
         * @param {?} attachmentName May be null.
         * @return {?}
         */
        function (slotName, attachmentName) {
            if (slotName == null)
                throw new Error("slotName cannot be null.");
            /** @type {?} */
            var slots = this.slots;
            for (var i = 0, n = slots.length; i < n; i++) {
                /** @type {?} */
                var slot = slots[i];
                if (slot.data.name == slotName) {
                    /** @type {?} */
                    var attachment = null;
                    if (attachmentName != null) {
                        attachment = this.getAttachment(i, attachmentName);
                        if (attachment == null)
                            throw new Error("Attachment not found: " +
                                attachmentName +
                                ", for slot: " +
                                slotName);
                    }
                    slot.setAttachment(attachment);
                    return;
                }
            }
            throw new Error("Slot not found: " + slotName);
        };
        /** @return May be null. */
        /**
         * @param {?} constraintName
         * @return {?} May be null.
         */
        Skeleton.prototype.findIkConstraint = /**
         * @param {?} constraintName
         * @return {?} May be null.
         */
        function (constraintName) {
            if (constraintName == null)
                throw new Error("constraintName cannot be null.");
            /** @type {?} */
            var ikConstraints = this.ikConstraints;
            for (var i = 0, n = ikConstraints.length; i < n; i++) {
                /** @type {?} */
                var ikConstraint = ikConstraints[i];
                if (ikConstraint.data.name == constraintName)
                    return ikConstraint;
            }
            return null;
        };
        /** @return May be null. */
        /**
         * @param {?} constraintName
         * @return {?} May be null.
         */
        Skeleton.prototype.findTransformConstraint = /**
         * @param {?} constraintName
         * @return {?} May be null.
         */
        function (constraintName) {
            if (constraintName == null)
                throw new Error("constraintName cannot be null.");
            /** @type {?} */
            var transformConstraints = this.transformConstraints;
            for (var i = 0, n = transformConstraints.length; i < n; i++) {
                /** @type {?} */
                var constraint = transformConstraints[i];
                if (constraint.data.name == constraintName)
                    return constraint;
            }
            return null;
        };
        /** @return May be null. */
        /**
         * @param {?} constraintName
         * @return {?} May be null.
         */
        Skeleton.prototype.findPathConstraint = /**
         * @param {?} constraintName
         * @return {?} May be null.
         */
        function (constraintName) {
            if (constraintName == null)
                throw new Error("constraintName cannot be null.");
            /** @type {?} */
            var pathConstraints = this.pathConstraints;
            for (var i = 0, n = pathConstraints.length; i < n; i++) {
                /** @type {?} */
                var constraint = pathConstraints[i];
                if (constraint.data.name == constraintName)
                    return constraint;
            }
            return null;
        };
        /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
         * @param offset The distance from the skeleton origin to the bottom left corner of the AABB.
         * @param size The width and height of the AABB.
         * @param temp Working memory */
        /**
         * Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
         * @param {?} offset The distance from the skeleton origin to the bottom left corner of the AABB.
         * @param {?} size The width and height of the AABB.
         * @param {?=} temp Working memory
         * @return {?}
         */
        Skeleton.prototype.getBounds = /**
         * Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
         * @param {?} offset The distance from the skeleton origin to the bottom left corner of the AABB.
         * @param {?} size The width and height of the AABB.
         * @param {?=} temp Working memory
         * @return {?}
         */
        function (offset, size, temp) {
            if (temp === void 0) { temp = new Array(2); }
            if (offset == null)
                throw new Error("offset cannot be null.");
            if (size == null)
                throw new Error("size cannot be null.");
            /** @type {?} */
            var drawOrder = this.drawOrder;
            /** @type {?} */
            var minX = Number.POSITIVE_INFINITY;
            /** @type {?} */
            var minY = Number.POSITIVE_INFINITY;
            /** @type {?} */
            var maxX = Number.NEGATIVE_INFINITY;
            /** @type {?} */
            var maxY = Number.NEGATIVE_INFINITY;
            for (var i = 0, n = drawOrder.length; i < n; i++) {
                /** @type {?} */
                var slot = drawOrder[i];
                if (!slot.bone.active)
                    continue;
                /** @type {?} */
                var verticesLength = 0;
                /** @type {?} */
                var vertices = null;
                /** @type {?} */
                var attachment = slot.getAttachment();
                if (attachment instanceof RegionAttachment) {
                    verticesLength = 8;
                    vertices = Utils.setArraySize(temp, verticesLength, 0);
                    ((/** @type {?} */ (attachment))).computeWorldVertices(slot.bone, vertices, 0, 2);
                }
                else if (attachment instanceof MeshAttachment) {
                    /** @type {?} */
                    var mesh = (/** @type {?} */ (attachment));
                    verticesLength = mesh.worldVerticesLength;
                    vertices = Utils.setArraySize(temp, verticesLength, 0);
                    mesh.computeWorldVertices(slot, 0, verticesLength, vertices, 0, 2);
                }
                if (vertices != null) {
                    for (var ii = 0, nn = vertices.length; ii < nn; ii += 2) {
                        /** @type {?} */
                        var x = vertices[ii];
                        /** @type {?} */
                        var y = vertices[ii + 1];
                        minX = Math.min(minX, x);
                        minY = Math.min(minY, y);
                        maxX = Math.max(maxX, x);
                        maxY = Math.max(maxY, y);
                    }
                }
            }
            offset.set(minX, minY);
            size.set(maxX - minX, maxY - minY);
        };
        /**
         * @param {?} delta
         * @return {?}
         */
        Skeleton.prototype.update = /**
         * @param {?} delta
         * @return {?}
         */
        function (delta) {
            this.time += delta;
        };
        return Skeleton;
    }());
    if (false) {
        /** @type {?} */
        Skeleton.prototype.data;
        /** @type {?} */
        Skeleton.prototype.bones;
        /** @type {?} */
        Skeleton.prototype.slots;
        /** @type {?} */
        Skeleton.prototype.drawOrder;
        /** @type {?} */
        Skeleton.prototype.ikConstraints;
        /** @type {?} */
        Skeleton.prototype.transformConstraints;
        /** @type {?} */
        Skeleton.prototype.pathConstraints;
        /** @type {?} */
        Skeleton.prototype._updateCache;
        /** @type {?} */
        Skeleton.prototype.updateCacheReset;
        /** @type {?} */
        Skeleton.prototype.skin;
        /** @type {?} */
        Skeleton.prototype.color;
        /** @type {?} */
        Skeleton.prototype.time;
        /** @type {?} */
        Skeleton.prototype.scaleX;
        /** @type {?} */
        Skeleton.prototype.scaleY;
        /** @type {?} */
        Skeleton.prototype.x;
        /** @type {?} */
        Skeleton.prototype.y;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    /******************************************************************************
     * Spine Runtimes License Agreement
     * Last updated May 1, 2019. Replaces all prior versions.
     *
     * Copyright (c) 2013-2019, Esoteric Software LLC
     *
     * Integration of the Spine Runtimes into software or otherwise creating
     * derivative works of the Spine Runtimes is permitted under the terms and
     * conditions of Section 2 of the Spine Editor License Agreement:
     * http://esotericsoftware.com/spine-editor-license
     *
     * Otherwise, it is permitted to integrate the Spine Runtimes into software
     * or otherwise create derivative works of the Spine Runtimes (collectively,
     * "Products"), provided that each user of the Products must obtain their own
     * Spine Editor license and redistribution of the Products in any form must
     * include this license and copyright notice.
     *
     * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
     * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
     * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
     * NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
     * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
     * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
     * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
     * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
     * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
     * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     *****************************************************************************/
    var SkeletonData = /** @class */ (function () {
        function SkeletonData() {
            this.bones = new Array(); // Ordered parents first.
            // Ordered parents first.
            this.slots = new Array(); // Setup pose draw order.
            // Setup pose draw order.
            this.skins = new Array();
            this.events = new Array();
            this.animations = new Array();
            this.ikConstraints = new Array();
            this.transformConstraints = new Array();
            this.pathConstraints = new Array();
            // Nonessential
            this.fps = 0;
        }
        /**
         * @param {?} boneName
         * @return {?}
         */
        SkeletonData.prototype.findBone = /**
         * @param {?} boneName
         * @return {?}
         */
        function (boneName) {
            if (boneName == null)
                throw new Error("boneName cannot be null.");
            /** @type {?} */
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++) {
                /** @type {?} */
                var bone = bones[i];
                if (bone.name == boneName)
                    return bone;
            }
            return null;
        };
        /**
         * @param {?} boneName
         * @return {?}
         */
        SkeletonData.prototype.findBoneIndex = /**
         * @param {?} boneName
         * @return {?}
         */
        function (boneName) {
            if (boneName == null)
                throw new Error("boneName cannot be null.");
            /** @type {?} */
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++)
                if (bones[i].name == boneName)
                    return i;
            return -1;
        };
        /**
         * @param {?} slotName
         * @return {?}
         */
        SkeletonData.prototype.findSlot = /**
         * @param {?} slotName
         * @return {?}
         */
        function (slotName) {
            if (slotName == null)
                throw new Error("slotName cannot be null.");
            /** @type {?} */
            var slots = this.slots;
            for (var i = 0, n = slots.length; i < n; i++) {
                /** @type {?} */
                var slot = slots[i];
                if (slot.name == slotName)
                    return slot;
            }
            return null;
        };
        /**
         * @param {?} slotName
         * @return {?}
         */
        SkeletonData.prototype.findSlotIndex = /**
         * @param {?} slotName
         * @return {?}
         */
        function (slotName) {
            if (slotName == null)
                throw new Error("slotName cannot be null.");
            /** @type {?} */
            var slots = this.slots;
            for (var i = 0, n = slots.length; i < n; i++)
                if (slots[i].name == slotName)
                    return i;
            return -1;
        };
        /**
         * @param {?} skinName
         * @return {?}
         */
        SkeletonData.prototype.findSkin = /**
         * @param {?} skinName
         * @return {?}
         */
        function (skinName) {
            if (skinName == null)
                throw new Error("skinName cannot be null.");
            /** @type {?} */
            var skins = this.skins;
            for (var i = 0, n = skins.length; i < n; i++) {
                /** @type {?} */
                var skin = skins[i];
                if (skin.name == skinName)
                    return skin;
            }
            return null;
        };
        /**
         * @param {?} eventDataName
         * @return {?}
         */
        SkeletonData.prototype.findEvent = /**
         * @param {?} eventDataName
         * @return {?}
         */
        function (eventDataName) {
            if (eventDataName == null)
                throw new Error("eventDataName cannot be null.");
            /** @type {?} */
            var events = this.events;
            for (var i = 0, n = events.length; i < n; i++) {
                /** @type {?} */
                var event_1 = events[i];
                if (event_1.name == eventDataName)
                    return event_1;
            }
            return null;
        };
        /**
         * @param {?} animationName
         * @return {?}
         */
        SkeletonData.prototype.findAnimation = /**
         * @param {?} animationName
         * @return {?}
         */
        function (animationName) {
            if (animationName == null)
                throw new Error("animationName cannot be null.");
            /** @type {?} */
            var animations = this.animations;
            for (var i = 0, n = animations.length; i < n; i++) {
                /** @type {?} */
                var animation = animations[i];
                if (animation.name == animationName)
                    return animation;
            }
            return null;
        };
        /**
         * @param {?} constraintName
         * @return {?}
         */
        SkeletonData.prototype.findIkConstraint = /**
         * @param {?} constraintName
         * @return {?}
         */
        function (constraintName) {
            if (constraintName == null)
                throw new Error("constraintName cannot be null.");
            /** @type {?} */
            var ikConstraints = this.ikConstraints;
            for (var i = 0, n = ikConstraints.length; i < n; i++) {
                /** @type {?} */
                var constraint = ikConstraints[i];
                if (constraint.name == constraintName)
                    return constraint;
            }
            return null;
        };
        /**
         * @param {?} constraintName
         * @return {?}
         */
        SkeletonData.prototype.findTransformConstraint = /**
         * @param {?} constraintName
         * @return {?}
         */
        function (constraintName) {
            if (constraintName == null)
                throw new Error("constraintName cannot be null.");
            /** @type {?} */
            var transformConstraints = this.transformConstraints;
            for (var i = 0, n = transformConstraints.length; i < n; i++) {
                /** @type {?} */
                var constraint = transformConstraints[i];
                if (constraint.name == constraintName)
                    return constraint;
            }
            return null;
        };
        /**
         * @param {?} constraintName
         * @return {?}
         */
        SkeletonData.prototype.findPathConstraint = /**
         * @param {?} constraintName
         * @return {?}
         */
        function (constraintName) {
            if (constraintName == null)
                throw new Error("constraintName cannot be null.");
            /** @type {?} */
            var pathConstraints = this.pathConstraints;
            for (var i = 0, n = pathConstraints.length; i < n; i++) {
                /** @type {?} */
                var constraint = pathConstraints[i];
                if (constraint.name == constraintName)
                    return constraint;
            }
            return null;
        };
        /**
         * @param {?} pathConstraintName
         * @return {?}
         */
        SkeletonData.prototype.findPathConstraintIndex = /**
         * @param {?} pathConstraintName
         * @return {?}
         */
        function (pathConstraintName) {
            if (pathConstraintName == null)
                throw new Error("pathConstraintName cannot be null.");
            /** @type {?} */
            var pathConstraints = this.pathConstraints;
            for (var i = 0, n = pathConstraints.length; i < n; i++)
                if (pathConstraints[i].name == pathConstraintName)
                    return i;
            return -1;
        };
        return SkeletonData;
    }());
    if (false) {
        /** @type {?} */
        SkeletonData.prototype.name;
        /** @type {?} */
        SkeletonData.prototype.bones;
        /** @type {?} */
        SkeletonData.prototype.slots;
        /** @type {?} */
        SkeletonData.prototype.skins;
        /** @type {?} */
        SkeletonData.prototype.defaultSkin;
        /** @type {?} */
        SkeletonData.prototype.events;
        /** @type {?} */
        SkeletonData.prototype.animations;
        /** @type {?} */
        SkeletonData.prototype.ikConstraints;
        /** @type {?} */
        SkeletonData.prototype.transformConstraints;
        /** @type {?} */
        SkeletonData.prototype.pathConstraints;
        /** @type {?} */
        SkeletonData.prototype.x;
        /** @type {?} */
        SkeletonData.prototype.y;
        /** @type {?} */
        SkeletonData.prototype.width;
        /** @type {?} */
        SkeletonData.prototype.height;
        /** @type {?} */
        SkeletonData.prototype.version;
        /** @type {?} */
        SkeletonData.prototype.hash;
        /** @type {?} */
        SkeletonData.prototype.fps;
        /** @type {?} */
        SkeletonData.prototype.imagesPath;
        /** @type {?} */
        SkeletonData.prototype.audioPath;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var SlotData = /** @class */ (function () {
        function SlotData(index, name, boneData) {
            this.color = new Color(1, 1, 1, 1);
            if (index < 0)
                throw new Error("index must be >= 0.");
            if (name == null)
                throw new Error("name cannot be null.");
            if (boneData == null)
                throw new Error("boneData cannot be null.");
            this.index = index;
            this.name = name;
            this.boneData = boneData;
        }
        return SlotData;
    }());
    if (false) {
        /** @type {?} */
        SlotData.prototype.index;
        /** @type {?} */
        SlotData.prototype.name;
        /** @type {?} */
        SlotData.prototype.boneData;
        /** @type {?} */
        SlotData.prototype.color;
        /** @type {?} */
        SlotData.prototype.darkColor;
        /** @type {?} */
        SlotData.prototype.attachmentName;
        /** @type {?} */
        SlotData.prototype.blendMode;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var SkinEntry = /** @class */ (function () {
        function SkinEntry(slotIndex, name, attachment) {
            this.slotIndex = slotIndex;
            this.name = name;
            this.attachment = attachment;
        }
        return SkinEntry;
    }());
    if (false) {
        /** @type {?} */
        SkinEntry.prototype.slotIndex;
        /** @type {?} */
        SkinEntry.prototype.name;
        /** @type {?} */
        SkinEntry.prototype.attachment;
    }
    var Skin = /** @class */ (function () {
        function Skin(name) {
            this.attachments = new Array();
            this.bones = Array();
            this.constraints = new Array();
            if (name == null)
                throw new Error("name cannot be null.");
            this.name = name;
        }
        /**
         * @param {?} slotIndex
         * @param {?} name
         * @param {?} attachment
         * @return {?}
         */
        Skin.prototype.setAttachment = /**
         * @param {?} slotIndex
         * @param {?} name
         * @param {?} attachment
         * @return {?}
         */
        function (slotIndex, name, attachment) {
            if (attachment == null)
                throw new Error("attachment cannot be null.");
            /** @type {?} */
            var attachments = this.attachments;
            if (slotIndex >= attachments.length)
                attachments.length = slotIndex + 1;
            if (!attachments[slotIndex])
                attachments[slotIndex] = {};
            attachments[slotIndex][name] = attachment;
        };
        /**
         * @param {?} skin
         * @return {?}
         */
        Skin.prototype.addSkin = /**
         * @param {?} skin
         * @return {?}
         */
        function (skin) {
            for (var i = 0; i < skin.bones.length; i++) {
                /** @type {?} */
                var bone = skin.bones[i];
                /** @type {?} */
                var contained = false;
                for (var j = 0; j < this.bones.length; j++) {
                    if (this.bones[j] == bone) {
                        contained = true;
                        break;
                    }
                }
                if (!contained)
                    this.bones.push(bone);
            }
            for (var i = 0; i < skin.constraints.length; i++) {
                /** @type {?} */
                var constraint = skin.constraints[i];
                /** @type {?} */
                var contained = false;
                for (var j = 0; j < this.constraints.length; j++) {
                    if (this.constraints[j] == constraint) {
                        contained = true;
                        break;
                    }
                }
                if (!contained)
                    this.constraints.push(constraint);
            }
            /** @type {?} */
            var attachments = skin.getAttachments();
            for (var i = 0; i < attachments.length; i++) {
                /** @type {?} */
                var attachment = attachments[i];
                this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment);
            }
        };
        /**
         * @param {?} skin
         * @return {?}
         */
        Skin.prototype.copySkin = /**
         * @param {?} skin
         * @return {?}
         */
        function (skin) {
            for (var i = 0; i < skin.bones.length; i++) {
                /** @type {?} */
                var bone = skin.bones[i];
                /** @type {?} */
                var contained = false;
                for (var j = 0; j < this.bones.length; j++) {
                    if (this.bones[j] == bone) {
                        contained = true;
                        break;
                    }
                }
                if (!contained)
                    this.bones.push(bone);
            }
            for (var i = 0; i < skin.constraints.length; i++) {
                /** @type {?} */
                var constraint = skin.constraints[i];
                /** @type {?} */
                var contained = false;
                for (var j = 0; j < this.constraints.length; j++) {
                    if (this.constraints[j] == constraint) {
                        contained = true;
                        break;
                    }
                }
                if (!contained)
                    this.constraints.push(constraint);
            }
            /** @type {?} */
            var attachments = skin.getAttachments();
            for (var i = 0; i < attachments.length; i++) {
                /** @type {?} */
                var attachment = attachments[i];
                if (attachment.attachment == null)
                    continue;
                if (attachment.attachment instanceof MeshAttachment) {
                    attachment.attachment = attachment.attachment.newLinkedMesh();
                    this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment);
                }
                else {
                    attachment.attachment = attachment.attachment.copy();
                    this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment);
                }
            }
        };
        /** @return May be null. */
        /**
         * @param {?} slotIndex
         * @param {?} name
         * @return {?} May be null.
         */
        Skin.prototype.getAttachment = /**
         * @param {?} slotIndex
         * @param {?} name
         * @return {?} May be null.
         */
        function (slotIndex, name) {
            /** @type {?} */
            var dictionary = this.attachments[slotIndex];
            return dictionary ? dictionary[name] : null;
        };
        /**
         * @param {?} slotIndex
         * @param {?} name
         * @return {?}
         */
        Skin.prototype.removeAttachment = /**
         * @param {?} slotIndex
         * @param {?} name
         * @return {?}
         */
        function (slotIndex, name) {
            /** @type {?} */
            var dictionary = this.attachments[slotIndex];
            if (dictionary)
                dictionary[name] = null;
        };
        /**
         * @return {?}
         */
        Skin.prototype.getAttachments = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var entries = new Array();
            for (var i = 0; i < this.attachments.length; i++) {
                /** @type {?} */
                var slotAttachments = this.attachments[i];
                if (slotAttachments) {
                    for (var name_1 in slotAttachments) {
                        /** @type {?} */
                        var attachment = slotAttachments[name_1];
                        if (attachment)
                            entries.push(new SkinEntry(i, name_1, attachment));
                    }
                }
            }
            return entries;
        };
        /**
         * @param {?} slotIndex
         * @param {?} attachments
         * @return {?}
         */
        Skin.prototype.getAttachmentsForSlot = /**
         * @param {?} slotIndex
         * @param {?} attachments
         * @return {?}
         */
        function (slotIndex, attachments) {
            /** @type {?} */
            var slotAttachments = this.attachments[slotIndex];
            if (slotAttachments) {
                for (var name_2 in slotAttachments) {
                    /** @type {?} */
                    var attachment = slotAttachments[name_2];
                    if (attachment)
                        attachments.push(new SkinEntry(slotIndex, name_2, attachment));
                }
            }
        };
        /**
         * @return {?}
         */
        Skin.prototype.clear = /**
         * @return {?}
         */
        function () {
            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. */
        /**
         * Attach each attachment in this skin if the corresponding attachment in the old skin is currently attached.
         * @param {?} skeleton
         * @param {?} oldSkin
         * @return {?}
         */
        Skin.prototype.attachAll = /**
         * Attach each attachment in this skin if the corresponding attachment in the old skin is currently attached.
         * @param {?} skeleton
         * @param {?} oldSkin
         * @return {?}
         */
        function (skeleton, oldSkin) {
            /** @type {?} */
            var slotIndex = 0;
            for (var i = 0; i < skeleton.slots.length; i++) {
                /** @type {?} */
                var slot = skeleton.slots[i];
                /** @type {?} */
                var slotAttachment = slot.getAttachment();
                if (slotAttachment && slotIndex < oldSkin.attachments.length) {
                    /** @type {?} */
                    var dictionary = oldSkin.attachments[slotIndex];
                    for (var key in dictionary) {
                        /** @type {?} */
                        var skinAttachment = dictionary[key];
                        if (slotAttachment == skinAttachment) {
                            /** @type {?} */
                            var attachment = this.getAttachment(slotIndex, key);
                            if (attachment != null)
                                slot.setAttachment(attachment);
                            break;
                        }
                    }
                }
                slotIndex++;
            }
        };
        return Skin;
    }());
    if (false) {
        /** @type {?} */
        Skin.prototype.name;
        /** @type {?} */
        Skin.prototype.attachments;
        /** @type {?} */
        Skin.prototype.bones;
        /** @type {?} */
        Skin.prototype.constraints;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var TransformConstraintData = /** @class */ (function (_super) {
        __extends(TransformConstraintData, _super);
        function TransformConstraintData(name) {
            var _this = _super.call(this, name, 0, false) || this;
            _this.bones = new Array();
            _this.rotateMix = 0;
            _this.translateMix = 0;
            _this.scaleMix = 0;
            _this.shearMix = 0;
            _this.offsetRotation = 0;
            _this.offsetX = 0;
            _this.offsetY = 0;
            _this.offsetScaleX = 0;
            _this.offsetScaleY = 0;
            _this.offsetShearY = 0;
            _this.relative = false;
            _this.local = false;
            return _this;
        }
        return TransformConstraintData;
    }(ConstraintData));
    if (false) {
        /** @type {?} */
        TransformConstraintData.prototype.bones;
        /** @type {?} */
        TransformConstraintData.prototype.target;
        /** @type {?} */
        TransformConstraintData.prototype.rotateMix;
        /** @type {?} */
        TransformConstraintData.prototype.translateMix;
        /** @type {?} */
        TransformConstraintData.prototype.scaleMix;
        /** @type {?} */
        TransformConstraintData.prototype.shearMix;
        /** @type {?} */
        TransformConstraintData.prototype.offsetRotation;
        /** @type {?} */
        TransformConstraintData.prototype.offsetX;
        /** @type {?} */
        TransformConstraintData.prototype.offsetY;
        /** @type {?} */
        TransformConstraintData.prototype.offsetScaleX;
        /** @type {?} */
        TransformConstraintData.prototype.offsetScaleY;
        /** @type {?} */
        TransformConstraintData.prototype.offsetShearY;
        /** @type {?} */
        TransformConstraintData.prototype.relative;
        /** @type {?} */
        TransformConstraintData.prototype.local;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    /******************************************************************************
     * Spine Runtimes License Agreement
     * Last updated May 1, 2019. Replaces all prior versions.
     *
     * Copyright (c) 2013-2019, Esoteric Software LLC
     *
     * Integration of the Spine Runtimes into software or otherwise creating
     * derivative works of the Spine Runtimes is permitted under the terms and
     * conditions of Section 2 of the Spine Editor License Agreement:
     * http://esotericsoftware.com/spine-editor-license
     *
     * Otherwise, it is permitted to integrate the Spine Runtimes into software
     * or otherwise create derivative works of the Spine Runtimes (collectively,
     * "Products"), provided that each user of the Products must obtain their own
     * Spine Editor license and redistribution of the Products in any form must
     * include this license and copyright notice.
     *
     * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
     * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
     * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
     * NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
     * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
     * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
     * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
     * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
     * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
     * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     *****************************************************************************/
    /** @enum {number} */
    var AttachmentType = {
        Region: 0,
        BoundingBox: 1,
        Mesh: 2,
        LinkedMesh: 3,
        Path: 4,
        Point: 5,
        Clipping: 6,
    };
    AttachmentType[AttachmentType.Region] = 'Region';
    AttachmentType[AttachmentType.BoundingBox] = 'BoundingBox';
    AttachmentType[AttachmentType.Mesh] = 'Mesh';
    AttachmentType[AttachmentType.LinkedMesh] = 'LinkedMesh';
    AttachmentType[AttachmentType.Path] = 'Path';
    AttachmentType[AttachmentType.Point] = 'Point';
    AttachmentType[AttachmentType.Clipping] = 'Clipping';

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var SkeletonBinary = /** @class */ (function () {
        function SkeletonBinary(attachmentLoader) {
            this.scale = 1;
            this.linkedMeshes = new Array();
            this.attachmentLoader = attachmentLoader;
        }
        /**
         * @param {?} binary
         * @return {?}
         */
        SkeletonBinary.prototype.readSkeletonData = /**
         * @param {?} binary
         * @return {?}
         */
        function (binary) {
            /** @type {?} */
            var scale = this.scale;
            /** @type {?} */
            var input = new BinaryInput(binary);
            /** @type {?} */
            var hash = input.readString();
            /** @type {?} */
            var version = input.readString();
            if (version.startsWith("3.6")) {
                return new SkeletonBinary36(this.attachmentLoader).readSkeletonData(binary);
            }
            else if (version.startsWith("3.7")) {
                return new SkeletonBinary37(this.attachmentLoader).readSkeletonData(binary);
            }
            /** @type {?} */
            var skeletonData = new SkeletonData();
            skeletonData.name = ""; // BOZO
            skeletonData.hash = hash;
            skeletonData.version = version;
            skeletonData.x = input.readFloat();
            skeletonData.y = input.readFloat();
            skeletonData.width = input.readFloat();
            skeletonData.height = input.readFloat();
            /** @type {?} */
            var nonessential = input.readBoolean();
            if (nonessential) {
                skeletonData.fps = input.readFloat();
                skeletonData.imagesPath = input.readString();
                skeletonData.audioPath = input.readString();
            }
            /** @type {?} */
            var n = 0;
            // Strings.
            n = input.readInt(true);
            for (var i = 0; i < n; i++)
                input.strings.push(input.readString());
            // Bones.
            n = input.readInt(true);
            for (var i = 0; i < n; i++) {
                /** @type {?} */
                var name_1 = input.readString();
                /** @type {?} */
                var parent_1 = i == 0 ? null : skeletonData.bones[input.readInt(true)];
                /** @type {?} */
                var data = new BoneData(i, name_1, parent_1);
                data.rotation = input.readFloat();
                data.x = input.readFloat() * scale;
                data.y = input.readFloat() * scale;
                data.scaleX = input.readFloat();
                data.scaleY = input.readFloat();
                data.shearX = input.readFloat();
                data.shearY = input.readFloat();
                data.length = input.readFloat() * scale;
                data.transformMode =
                    SkeletonBinary.TransformModeValues[input.readInt(true)];
                data.skinRequired = input.readBoolean();
                if (nonessential)
                    Color.rgba8888ToColor(data.color, input.readInt32());
                skeletonData.bones.push(data);
            }
            // Slots.
            n = input.readInt(true);
            for (var i = 0; i < n; i++) {
                /** @type {?} */
                var slotName = input.readString();
                /** @type {?} */
                var boneData = skeletonData.bones[input.readInt(true)];
                /** @type {?} */
                var data = new SlotData(i, slotName, boneData);
                Color.rgba8888ToColor(data.color, input.readInt32());
                /** @type {?} */
                var darkColor = input.readInt32();
                if (darkColor != -1)
                    Color.rgb888ToColor((data.darkColor = new Color()), darkColor);
                data.attachmentName = input.readStringRef();
                data.blendMode = SkeletonBinary.BlendModeValues[input.readInt(true)];
                skeletonData.slots.push(data);
            }
            // IK constraints.
            n = input.readInt(true);
            for (var i = 0, nn = void 0; i < n; i++) {
                /** @type {?} */
                var data = new IkConstraintData(input.readString());
                data.order = input.readInt(true);
                data.skinRequired = input.readBoolean();
                nn = input.readInt(true);
                for (var ii = 0; ii < nn; ii++)
                    data.bones.push(skeletonData.bones[input.readInt(true)]);
                data.target = skeletonData.bones[input.readInt(true)];
                data.mix = input.readFloat();
                data.softness = input.readFloat() * scale;
                data.bendDirection = input.readByte();
                data.compress = input.readBoolean();
                data.stretch = input.readBoolean();
                data.uniform = input.readBoolean();
                skeletonData.ikConstraints.push(data);
            }
            // Transform constraints.
            n = input.readInt(true);
            for (var i = 0, nn = void 0; i < n; i++) {
                /** @type {?} */
                var data = new TransformConstraintData(input.readString());
                data.order = input.readInt(true);
                data.skinRequired = input.readBoolean();
                nn = input.readInt(true);
                for (var ii = 0; ii < nn; ii++)
                    data.bones.push(skeletonData.bones[input.readInt(true)]);
                data.target = skeletonData.bones[input.readInt(true)];
                data.local = input.readBoolean();
                data.relative = input.readBoolean();
                data.offsetRotation = input.readFloat();
                data.offsetX = input.readFloat() * scale;
                data.offsetY = input.readFloat() * scale;
                data.offsetScaleX = input.readFloat();
                data.offsetScaleY = input.readFloat();
                data.offsetShearY = input.readFloat();
                data.rotateMix = input.readFloat();
                data.translateMix = input.readFloat();
                data.scaleMix = input.readFloat();
                data.shearMix = input.readFloat();
                skeletonData.transformConstraints.push(data);
            }
            // Path constraints.
            n = input.readInt(true);
            for (var i = 0, nn = void 0; i < n; i++) {
                /** @type {?} */
                var data = new PathConstraintData(input.readString());
                data.order = input.readInt(true);
                data.skinRequired = input.readBoolean();
                nn = input.readInt(true);
                for (var ii = 0; ii < nn; ii++)
                    data.bones.push(skeletonData.bones[input.readInt(true)]);
                data.target = skeletonData.slots[input.readInt(true)];
                data.positionMode =
                    SkeletonBinary.PositionModeValues[input.readInt(true)];
                data.spacingMode = SkeletonBinary.SpacingModeValues[input.readInt(true)];
                data.rotateMode = SkeletonBinary.RotateModeValues[input.readInt(true)];
                data.offsetRotation = input.readFloat();
                data.position = input.readFloat();
                if (data.positionMode == PositionMode.Fixed)
                    data.position *= scale;
                data.spacing = input.readFloat();
                if (data.spacingMode == SpacingMode.Length ||
                    data.spacingMode == SpacingMode.Fixed)
                    data.spacing *= scale;
                data.rotateMix = input.readFloat();
                data.translateMix = input.readFloat();
                skeletonData.pathConstraints.push(data);
            }
            // Default skin.
            /** @type {?} */
            var defaultSkin = this.readSkin(input, skeletonData, true, nonessential);
            if (defaultSkin != null) {
                skeletonData.defaultSkin = defaultSkin;
                skeletonData.skins.push(defaultSkin);
            }
            // Skins.
            {
                /** @type {?} */
                var i = skeletonData.skins.length;
                Utils.setArraySize(skeletonData.skins, (n = i + input.readInt(true)));
                for (; i < n; i++)
                    skeletonData.skins[i] = this.readSkin(input, skeletonData, false, nonessential);
            }
            // Linked meshes.
            n = this.linkedMeshes.length;
            for (var i = 0; i < n; i++) {
                /** @type {?} */
                var linkedMesh = this.linkedMeshes[i];
                /** @type {?} */
                var skin = linkedMesh.skin == null
                    ? skeletonData.defaultSkin
                    : skeletonData.findSkin(linkedMesh.skin);
                if (skin == null)
                    throw new Error("Skin not found: " + linkedMesh.skin);
                /** @type {?} */
                var parent_2 = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent);
                if (parent_2 == null)
                    throw new Error("Parent mesh not found: " + linkedMesh.parent);
                linkedMesh.mesh.deformAttachment = linkedMesh.inheritDeform
                    ? ((/** @type {?} */ (parent_2)))
                    : linkedMesh.mesh;
                linkedMesh.mesh.setParentMesh((/** @type {?} */ (parent_2)));
                linkedMesh.mesh.updateUVs();
            }
            this.linkedMeshes.length = 0;
            // Events.
            n = input.readInt(true);
            for (var i = 0; i < n; i++) {
                /** @type {?} */
                var data = new EventData(input.readStringRef());
                data.intValue = input.readInt(false);
                data.floatValue = input.readFloat();
                data.stringValue = input.readString();
                data.audioPath = input.readString();
                if (data.audioPath != null) {
                    data.volume = input.readFloat();
                    data.balance = input.readFloat();
                }
                skeletonData.events.push(data);
            }
            // Animations.
            n = input.readInt(true);
            for (var i = 0; i < n; i++)
                skeletonData.animations.push(this.readAnimation(input, input.readString(), skeletonData));
            return skeletonData;
        };
        /**
         * @protected
         * @param {?} input
         * @param {?} skeletonData
         * @param {?} defaultSkin
         * @param {?} nonessential
         * @return {?}
         */
        SkeletonBinary.prototype.readSkin = /**
         * @protected
         * @param {?} input
         * @param {?} skeletonData
         * @param {?} defaultSkin
         * @param {?} nonessential
         * @return {?}
         */
        function (input, skeletonData, defaultSkin, nonessential) {
            /** @type {?} */
            var skin = null;
            /** @type {?} */
            var slotCount = 0;
            if (defaultSkin) {
                slotCount = input.readInt(true);
                if (slotCount == 0)
                    return null;
                skin = new Skin("default");
            }
            else {
                skin = new Skin(input.readStringRef());
                skin.bones.length = input.readInt(true);
                for (var i = 0, n = skin.bones.length; i < n; i++)
                    skin.bones[i] = skeletonData.bones[input.readInt(true)];
                for (var i = 0, n = input.readInt(true); i < n; i++)
                    skin.constraints.push(skeletonData.ikConstraints[input.readInt(true)]);
                for (var i = 0, n = input.readInt(true); i < n; i++)
                    skin.constraints.push(skeletonData.transformConstraints[input.readInt(true)]);
                for (var i = 0, n = input.readInt(true); i < n; i++)
                    skin.constraints.push(skeletonData.pathConstraints[input.readInt(true)]);
                slotCount = input.readInt(true);
            }
            for (var i = 0; i < slotCount; i++) {
                /** @type {?} */
                var slotIndex = input.readInt(true);
                for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
                    /** @type {?} */
                    var name_2 = input.readStringRef();
                    /** @type {?} */
                    var attachment = this.readAttachment(input, skeletonData, skin, slotIndex, name_2, nonessential);
                    if (attachment != null)
                        skin.setAttachment(slotIndex, name_2, attachment);
                }
            }
            return skin;
        };
        /**
         * @protected
         * @param {?} input
         * @param {?} skeletonData
         * @param {?} skin
         * @param {?} slotIndex
         * @param {?} attachmentName
         * @param {?} nonessential
         * @return {?}
         */
        SkeletonBinary.prototype.readAttachment = /**
         * @protected
         * @param {?} input
         * @param {?} skeletonData
         * @param {?} skin
         * @param {?} slotIndex
         * @param {?} attachmentName
         * @param {?} nonessential
         * @return {?}
         */
        function (input, skeletonData, skin, slotIndex, attachmentName, nonessential) {
            /** @type {?} */
            var scale = this.scale;
            /** @type {?} */
            var name = input.readStringRef();
            if (name == null)
                name = attachmentName;
            /** @type {?} */
            var typeIndex = input.readByte();
            /** @type {?} */
            var type = SkeletonBinary.AttachmentTypeValues[typeIndex];
            switch (type) {
                case AttachmentType.Region: {
                    /** @type {?} */
                    var path = input.readStringRef();
                    /** @type {?} */
                    var rotation = input.readFloat();
                    /** @type {?} */
                    var x = input.readFloat();
                    /** @type {?} */
                    var y = input.readFloat();
                    /** @type {?} */
                    var scaleX = input.readFloat();
                    /** @type {?} */
                    var scaleY = input.readFloat();
                    /** @type {?} */
                    var width = input.readFloat();
                    /** @type {?} */
                    var height = input.readFloat();
                    /** @type {?} */
                    var color = input.readInt32();
                    if (path == null)
                        path = name;
                    /** @type {?} */
                    var region = this.attachmentLoader.newRegionAttachment(skin, name, path);
                    if (region == null)
                        return null;
                    region.path = path;
                    region.x = x * scale;
                    region.y = y * scale;
                    region.scaleX = scaleX;
                    region.scaleY = scaleY;
                    region.rotation = rotation;
                    region.width = width * scale;
                    region.height = height * scale;
                    Color.rgba8888ToColor(region.color, color);
                    region.updateOffset();
                    return region;
                }
                case AttachmentType.BoundingBox: {
                    /** @type {?} */
                    var vertexCount = input.readInt(true);
                    /** @type {?} */
                    var vertices = this.readVertices(input, vertexCount);
                    /** @type {?} */
                    var color = nonessential ? input.readInt32() : 0;
                    /** @type {?} */
                    var box = this.attachmentLoader.newBoundingBoxAttachment(skin, name);
                    if (box == null)
                        return null;
                    box.worldVerticesLength = vertexCount << 1;
                    box.vertices = vertices.vertices;
                    box.bones = vertices.bones;
                    if (nonessential)
                        Color.rgba8888ToColor(box.color, color);
                    return box;
                }
                case AttachmentType.Mesh: {
                    /** @type {?} */
                    var path = input.readStringRef();
                    /** @type {?} */
                    var color = input.readInt32();
                    /** @type {?} */
                    var vertexCount = input.readInt(true);
                    /** @type {?} */
                    var uvs = this.readFloatArray(input, vertexCount << 1, 1);
                    /** @type {?} */
                    var triangles = this.readShortArray(input);
                    /** @type {?} */
                    var vertices = this.readVertices(input, vertexCount);
                    /** @type {?} */
                    var hullLength = input.readInt(true);
                    /** @type {?} */
                    var edges = null;
                    /** @type {?} */
                    var width = 0;
                    /** @type {?} */
                    var height = 0;
                    if (nonessential) {
                        edges = this.readShortArray(input);
                        width = input.readFloat();
                        height = input.readFloat();
                    }
                    if (path == null)
                        path = name;
                    /** @type {?} */
                    var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
                    if (mesh == null)
                        return null;
                    mesh.path = path;
                    Color.rgba8888ToColor(mesh.color, color);
                    mesh.bones = vertices.bones;
                    mesh.vertices = vertices.vertices;
                    mesh.worldVerticesLength = vertexCount << 1;
                    mesh.triangles = triangles;
                    mesh.regionUVs = uvs;
                    mesh.updateUVs();
                    mesh.hullLength = hullLength << 1;
                    if (nonessential) {
                        mesh.edges = edges;
                        mesh.width = width * scale;
                        mesh.height = height * scale;
                    }
                    return mesh;
                }
                case AttachmentType.LinkedMesh: {
                    /** @type {?} */
                    var path = input.readStringRef();
                    /** @type {?} */
                    var color = input.readInt32();
                    /** @type {?} */
                    var skinName = input.readStringRef();
                    /** @type {?} */
                    var parent_3 = input.readStringRef();
                    /** @type {?} */
                    var inheritDeform = input.readBoolean();
                    /** @type {?} */
                    var width = 0;
                    /** @type {?} */
                    var height = 0;
                    if (nonessential) {
                        width = input.readFloat();
                        height = input.readFloat();
                    }
                    if (path == null)
                        path = name;
                    /** @type {?} */
                    var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
                    if (mesh == null)
                        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, skinName, slotIndex, parent_3, inheritDeform));
                    return mesh;
                }
                case AttachmentType.Path: {
                    /** @type {?} */
                    var closed_1 = input.readBoolean();
                    /** @type {?} */
                    var constantSpeed = input.readBoolean();
                    /** @type {?} */
                    var vertexCount = input.readInt(true);
                    /** @type {?} */
                    var vertices = this.readVertices(input, vertexCount);
                    /** @type {?} */
                    var lengths = Utils.newArray(vertexCount / 3, 0);
                    for (var i = 0, n = lengths.length; i < n; i++)
                        lengths[i] = input.readFloat() * scale;
                    /** @type {?} */
                    var color = nonessential ? input.readInt32() : 0;
                    /** @type {?} */
                    var path = this.attachmentLoader.newPathAttachment(skin, name);
                    if (path == null)
                        return null;
                    path.closed = closed_1;
                    path.constantSpeed = constantSpeed;
                    path.worldVerticesLength = vertexCount << 1;
                    path.vertices = vertices.vertices;
                    path.bones = vertices.bones;
                    path.lengths = lengths;
                    if (nonessential)
                        Color.rgba8888ToColor(path.color, color);
                    return path;
                }
                case AttachmentType.Point: {
                    /** @type {?} */
                    var rotation = input.readFloat();
                    /** @type {?} */
                    var x = input.readFloat();
                    /** @type {?} */
                    var y = input.readFloat();
                    /** @type {?} */
                    var color = nonessential ? input.readInt32() : 0;
                    /** @type {?} */
                    var point = this.attachmentLoader.newPointAttachment(skin, name);
                    if (point == null)
                        return null;
                    point.x = x * scale;
                    point.y = y * scale;
                    point.rotation = rotation;
                    if (nonessential)
                        Color.rgba8888ToColor(point.color, color);
                    return point;
                }
                case AttachmentType.Clipping: {
                    /** @type {?} */
                    var endSlotIndex = input.readInt(true);
                    /** @type {?} */
                    var vertexCount = input.readInt(true);
                    /** @type {?} */
                    var vertices = this.readVertices(input, vertexCount);
                    /** @type {?} */
                    var color = nonessential ? input.readInt32() : 0;
                    /** @type {?} */
                    var clip = this.attachmentLoader.newClippingAttachment(skin, name);
                    if (clip == null)
                        return null;
                    clip.endSlot = skeletonData.slots[endSlotIndex];
                    clip.worldVerticesLength = vertexCount << 1;
                    clip.vertices = vertices.vertices;
                    clip.bones = vertices.bones;
                    if (nonessential)
                        Color.rgba8888ToColor(clip.color, color);
                    return clip;
                }
            }
            return null;
        };
        /**
         * @protected
         * @param {?} input
         * @param {?} vertexCount
         * @return {?}
         */
        SkeletonBinary.prototype.readVertices = /**
         * @protected
         * @param {?} input
         * @param {?} vertexCount
         * @return {?}
         */
        function (input, vertexCount) {
            /** @type {?} */
            var verticesLength = vertexCount << 1;
            /** @type {?} */
            var vertices = new Vertices();
            /** @type {?} */
            var scale = this.scale;
            if (!input.readBoolean()) {
                vertices.vertices = this.readFloatArray(input, verticesLength, scale);
                return vertices;
            }
            /** @type {?} */
            var weights = new Array();
            /** @type {?} */
            var bonesArray = new Array();
            for (var i = 0; i < vertexCount; i++) {
                /** @type {?} */
                var boneCount = input.readInt(true);
                bonesArray.push(boneCount);
                for (var ii = 0; ii < boneCount; ii++) {
                    bonesArray.push(input.readInt(true));
                    weights.push(input.readFloat() * scale);
                    weights.push(input.readFloat() * scale);
                    weights.push(input.readFloat());
                }
            }
            vertices.vertices = Utils.toFloatArray(weights);
            vertices.bones = bonesArray;
            return vertices;
        };
        /**
         * @protected
         * @param {?} input
         * @param {?} n
         * @param {?} scale
         * @return {?}
         */
        SkeletonBinary.prototype.readFloatArray = /**
         * @protected
         * @param {?} input
         * @param {?} n
         * @param {?} scale
         * @return {?}
         */
        function (input, n, scale) {
            /** @type {?} */
            var array = new Array(n);
            if (scale == 1) {
                for (var i = 0; i < n; i++)
                    array[i] = input.readFloat();
            }
            else {
                for (var i = 0; i < n; i++)
                    array[i] = input.readFloat() * scale;
            }
            return array;
        };
        /**
         * @protected
         * @param {?} input
         * @return {?}
         */
        SkeletonBinary.prototype.readShortArray = /**
         * @protected
         * @param {?} input
         * @return {?}
         */
        function (input) {
            /** @type {?} */
            var n = input.readInt(true);
            /** @type {?} */
            var array = new Array(n);
            for (var i = 0; i < n; i++)
                array[i] = input.readShort();
            return array;
        };
        /**
         * @protected
         * @param {?} input
         * @param {?} name
         * @param {?} skeletonData
         * @return {?}
         */
        SkeletonBinary.prototype.readAnimation = /**
         * @protected
         * @param {?} input
         * @param {?} name
         * @param {?} skeletonData
         * @return {?}
         */
        function (input, name, skeletonData) {
            /** @type {?} */
            var timelines = new Array();
            /** @type {?} */
            var scale = this.scale;
            /** @type {?} */
            var duration = 0;
            /** @type {?} */
            var tempColor1 = new Color();
            /** @type {?} */
            var tempColor2 = new Color();
            // Slot timelines.
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                /** @type {?} */
                var slotIndex = input.readInt(true);
                for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
                    /** @type {?} */
                    var timelineType = input.readByte();
                    /** @type {?} */
                    var frameCount = input.readInt(true);
                    switch (timelineType) {
                        case SkeletonBinary.SLOT_ATTACHMENT: {
                            /** @type {?} */
                            var timeline = new AttachmentTimeline(frameCount);
                            timeline.slotIndex = slotIndex;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++)
                                timeline.setFrame(frameIndex, input.readFloat(), input.readStringRef());
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[frameCount - 1]);
                            break;
                        }
                        case SkeletonBinary.SLOT_COLOR: {
                            /** @type {?} */
                            var timeline = new ColorTimeline(frameCount);
                            timeline.slotIndex = slotIndex;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                /** @type {?} */
                                var time = input.readFloat();
                                Color.rgba8888ToColor(tempColor1, input.readInt32());
                                timeline.setFrame(frameIndex, time, tempColor1.r, tempColor1.g, tempColor1.b, tempColor1.a);
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * ColorTimeline.ENTRIES]);
                            break;
                        }
                        case SkeletonBinary.SLOT_TWO_COLOR: {
                            /** @type {?} */
                            var timeline = new TwoColorTimeline(frameCount);
                            timeline.slotIndex = slotIndex;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                /** @type {?} */
                                var time = input.readFloat();
                                Color.rgba8888ToColor(tempColor1, input.readInt32());
                                Color.rgb888ToColor(tempColor2, input.readInt32());
                                timeline.setFrame(frameIndex, time, tempColor1.r, tempColor1.g, tempColor1.b, tempColor1.a, tempColor2.r, tempColor2.g, tempColor2.b);
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * TwoColorTimeline.ENTRIES]);
                            break;
                        }
                    }
                }
            }
            // Bone timelines.
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                /** @type {?} */
                var boneIndex = input.readInt(true);
                for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
                    /** @type {?} */
                    var timelineType = input.readByte();
                    /** @type {?} */
                    var frameCount = input.readInt(true);
                    switch (timelineType) {
                        case SkeletonBinary.BONE_ROTATE: {
                            /** @type {?} */
                            var timeline = new RotateTimeline(frameCount);
                            timeline.boneIndex = boneIndex;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                timeline.setFrame(frameIndex, input.readFloat(), input.readFloat());
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * RotateTimeline.ENTRIES]);
                            break;
                        }
                        case SkeletonBinary.BONE_TRANSLATE:
                        case SkeletonBinary.BONE_SCALE:
                        case SkeletonBinary.BONE_SHEAR: {
                            /** @type {?} */
                            var timeline = void 0;
                            /** @type {?} */
                            var timelineScale = 1;
                            if (timelineType == SkeletonBinary.BONE_SCALE)
                                timeline = new ScaleTimeline(frameCount);
                            else if (timelineType == SkeletonBinary.BONE_SHEAR)
                                timeline = new ShearTimeline(frameCount);
                            else {
                                timeline = new TranslateTimeline(frameCount);
                                timelineScale = scale;
                            }
                            timeline.boneIndex = boneIndex;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                timeline.setFrame(frameIndex, input.readFloat(), input.readFloat() * timelineScale, input.readFloat() * timelineScale);
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * TranslateTimeline.ENTRIES]);
                            break;
                        }
                    }
                }
            }
            // IK constraint timelines.
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                /** @type {?} */
                var index = input.readInt(true);
                /** @type {?} */
                var frameCount = input.readInt(true);
                /** @type {?} */
                var timeline = new IkConstraintTimeline(frameCount);
                timeline.ikConstraintIndex = index;
                for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                    timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readFloat() * scale, input.readByte(), input.readBoolean(), input.readBoolean());
                    if (frameIndex < frameCount - 1)
                        this.readCurve(input, frameIndex, timeline);
                }
                timelines.push(timeline);
                duration = Math.max(duration, timeline.frames[(frameCount - 1) * IkConstraintTimeline.ENTRIES]);
            }
            // Transform constraint timelines.
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                /** @type {?} */
                var index = input.readInt(true);
                /** @type {?} */
                var frameCount = input.readInt(true);
                /** @type {?} */
                var timeline = new TransformConstraintTimeline(frameCount);
                timeline.transformConstraintIndex = index;
                for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                    timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readFloat(), input.readFloat(), input.readFloat());
                    if (frameIndex < frameCount - 1)
                        this.readCurve(input, frameIndex, timeline);
                }
                timelines.push(timeline);
                duration = Math.max(duration, timeline.frames[(frameCount - 1) * TransformConstraintTimeline.ENTRIES]);
            }
            // Path constraint timelines.
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                /** @type {?} */
                var index = input.readInt(true);
                /** @type {?} */
                var data = skeletonData.pathConstraints[index];
                for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
                    /** @type {?} */
                    var timelineType = input.readByte();
                    /** @type {?} */
                    var frameCount = input.readInt(true);
                    switch (timelineType) {
                        case SkeletonBinary.PATH_POSITION:
                        case SkeletonBinary.PATH_SPACING: {
                            /** @type {?} */
                            var timeline = void 0;
                            /** @type {?} */
                            var timelineScale = 1;
                            if (timelineType == SkeletonBinary.PATH_SPACING) {
                                timeline = new PathConstraintSpacingTimeline(frameCount);
                                if (data.spacingMode == SpacingMode.Length ||
                                    data.spacingMode == SpacingMode.Fixed)
                                    timelineScale = scale;
                            }
                            else {
                                timeline = new PathConstraintPositionTimeline(frameCount);
                                if (data.positionMode == PositionMode.Fixed)
                                    timelineScale = scale;
                            }
                            timeline.pathConstraintIndex = index;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                timeline.setFrame(frameIndex, input.readFloat(), input.readFloat() * timelineScale);
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * PathConstraintPositionTimeline.ENTRIES]);
                            break;
                        }
                        case SkeletonBinary.PATH_MIX: {
                            /** @type {?} */
                            var timeline = new PathConstraintMixTimeline(frameCount);
                            timeline.pathConstraintIndex = index;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readFloat());
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * PathConstraintMixTimeline.ENTRIES]);
                            break;
                        }
                    }
                }
            }
            // Deform timelines.
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                /** @type {?} */
                var skin = skeletonData.skins[input.readInt(true)];
                for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
                    /** @type {?} */
                    var slotIndex = input.readInt(true);
                    for (var iii = 0, nnn = input.readInt(true); iii < nnn; iii++) {
                        /** @type {?} */
                        var attachment = (/** @type {?} */ (skin.getAttachment(slotIndex, input.readStringRef())));
                        /** @type {?} */
                        var weighted = attachment.bones != null;
                        /** @type {?} */
                        var vertices = attachment.vertices;
                        /** @type {?} */
                        var deformLength = weighted
                            ? (vertices.length / 3) * 2
                            : vertices.length;
                        /** @type {?} */
                        var frameCount = input.readInt(true);
                        /** @type {?} */
                        var timeline = new DeformTimeline(frameCount);
                        timeline.slotIndex = slotIndex;
                        timeline.attachment = attachment;
                        for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                            /** @type {?} */
                            var time = input.readFloat();
                            /** @type {?} */
                            var deform = void 0;
                            /** @type {?} */
                            var end = input.readInt(true);
                            if (end == 0)
                                deform = weighted ? Utils.newFloatArray(deformLength) : vertices;
                            else {
                                deform = Utils.newFloatArray(deformLength);
                                /** @type {?} */
                                var start = input.readInt(true);
                                end += start;
                                if (scale == 1) {
                                    for (var v = start; v < end; v++)
                                        deform[v] = input.readFloat();
                                }
                                else {
                                    for (var v = start; v < end; v++)
                                        deform[v] = input.readFloat() * scale;
                                }
                                if (!weighted) {
                                    for (var v = 0, vn = deform.length; v < vn; v++)
                                        deform[v] += vertices[v];
                                }
                            }
                            timeline.setFrame(frameIndex, time, deform);
                            if (frameIndex < frameCount - 1)
                                this.readCurve(input, frameIndex, timeline);
                        }
                        timelines.push(timeline);
                        duration = Math.max(duration, timeline.frames[frameCount - 1]);
                    }
                }
            }
            // Draw order timeline.
            /** @type {?} */
            var drawOrderCount = input.readInt(true);
            if (drawOrderCount > 0) {
                /** @type {?} */
                var timeline = new DrawOrderTimeline(drawOrderCount);
                /** @type {?} */
                var slotCount = skeletonData.slots.length;
                for (var i = 0; i < drawOrderCount; i++) {
                    /** @type {?} */
                    var time = input.readFloat();
                    /** @type {?} */
                    var offsetCount = input.readInt(true);
                    /** @type {?} */
                    var drawOrder = Utils.newArray(slotCount, 0);
                    for (var ii = slotCount - 1; ii >= 0; ii--)
                        drawOrder[ii] = -1;
                    /** @type {?} */
                    var unchanged = Utils.newArray(slotCount - offsetCount, 0);
                    /** @type {?} */
                    var originalIndex = 0;
                    /** @type {?} */
                    var unchangedIndex = 0;
                    for (var ii = 0; ii < offsetCount; ii++) {
                        /** @type {?} */
                        var slotIndex = input.readInt(true);
                        // Collect unchanged items.
                        while (originalIndex != slotIndex)
                            unchanged[unchangedIndex++] = originalIndex++;
                        // Set changed items.
                        drawOrder[originalIndex + input.readInt(true)] = originalIndex++;
                    }
                    // Collect remaining unchanged items.
                    while (originalIndex < slotCount)
                        unchanged[unchangedIndex++] = originalIndex++;
                    // Fill in unchanged items.
                    for (var ii = slotCount - 1; ii >= 0; ii--)
                        if (drawOrder[ii] == -1)
                            drawOrder[ii] = unchanged[--unchangedIndex];
                    timeline.setFrame(i, time, drawOrder);
                }
                timelines.push(timeline);
                duration = Math.max(duration, timeline.frames[drawOrderCount - 1]);
            }
            // Event timeline.
            /** @type {?} */
            var eventCount = input.readInt(true);
            if (eventCount > 0) {
                /** @type {?} */
                var timeline = new EventTimeline(eventCount);
                for (var i = 0; i < eventCount; i++) {
                    /** @type {?} */
                    var time = input.readFloat();
                    /** @type {?} */
                    var eventData = skeletonData.events[input.readInt(true)];
                    /** @type {?} */
                    var event_1 = new Event(time, eventData);
                    event_1.intValue = input.readInt(false);
                    event_1.floatValue = input.readFloat();
                    event_1.stringValue = input.readBoolean()
                        ? input.readString()
                        : eventData.stringValue;
                    if (event_1.data.audioPath != null) {
                        event_1.volume = input.readFloat();
                        event_1.balance = input.readFloat();
                    }
                    timeline.setFrame(i, event_1);
                }
                timelines.push(timeline);
                duration = Math.max(duration, timeline.frames[eventCount - 1]);
            }
            return new Animation(name, timelines, duration);
        };
        /**
         * @protected
         * @param {?} input
         * @param {?} frameIndex
         * @param {?} timeline
         * @return {?}
         */
        SkeletonBinary.prototype.readCurve = /**
         * @protected
         * @param {?} input
         * @param {?} frameIndex
         * @param {?} timeline
         * @return {?}
         */
        function (input, frameIndex, timeline) {
            switch (input.readByte()) {
                case SkeletonBinary.CURVE_STEPPED:
                    timeline.setStepped(frameIndex);
                    break;
                case SkeletonBinary.CURVE_BEZIER:
                    this.setCurve(timeline, frameIndex, input.readFloat(), input.readFloat(), input.readFloat(), input.readFloat());
                    break;
            }
        };
        /**
         * @param {?} timeline
         * @param {?} frameIndex
         * @param {?} cx1
         * @param {?} cy1
         * @param {?} cx2
         * @param {?} cy2
         * @return {?}
         */
        SkeletonBinary.prototype.setCurve = /**
         * @param {?} timeline
         * @param {?} frameIndex
         * @param {?} cx1
         * @param {?} cy1
         * @param {?} cx2
         * @param {?} cy2
         * @return {?}
         */
        function (timeline, frameIndex, cx1, cy1, cx2, cy2) {
            timeline.setCurve(frameIndex, cx1, cy1, cx2, cy2);
        };
        SkeletonBinary.AttachmentTypeValues = [
            0 /*AttachmentType.Region*/,
            1 /*AttachmentType.BoundingBox*/,
            2 /*AttachmentType.Mesh*/,
            3 /*AttachmentType.LinkedMesh*/,
            4 /*AttachmentType.Path*/,
            5 /*AttachmentType.Point*/,
            6 /*AttachmentType.Clipping*/
        ];
        SkeletonBinary.TransformModeValues = [
            TransformMode.Normal,
            TransformMode.OnlyTranslation,
            TransformMode.NoRotationOrReflection,
            TransformMode.NoScale,
            TransformMode.NoScaleOrReflection
        ];
        SkeletonBinary.PositionModeValues = [PositionMode.Fixed, PositionMode.Percent];
        SkeletonBinary.SpacingModeValues = [
            SpacingMode.Length,
            SpacingMode.Fixed,
            SpacingMode.Percent
        ];
        SkeletonBinary.RotateModeValues = [
            RotateMode.Tangent,
            RotateMode.Chain,
            RotateMode.ChainScale
        ];
        SkeletonBinary.BlendModeValues = [
            BlendMode.Normal,
            BlendMode.Additive,
            BlendMode.Multiply,
            BlendMode.Screen
        ];
        SkeletonBinary.BONE_ROTATE = 0;
        SkeletonBinary.BONE_TRANSLATE = 1;
        SkeletonBinary.BONE_SCALE = 2;
        SkeletonBinary.BONE_SHEAR = 3;
        SkeletonBinary.SLOT_ATTACHMENT = 0;
        SkeletonBinary.SLOT_COLOR = 1;
        SkeletonBinary.SLOT_TWO_COLOR = 2;
        SkeletonBinary.PATH_POSITION = 0;
        SkeletonBinary.PATH_SPACING = 1;
        SkeletonBinary.PATH_MIX = 2;
        SkeletonBinary.CURVE_LINEAR = 0;
        SkeletonBinary.CURVE_STEPPED = 1;
        SkeletonBinary.CURVE_BEZIER = 2;
        return SkeletonBinary;
    }());
    if (false) {
        /** @type {?} */
        SkeletonBinary.AttachmentTypeValues;
        /** @type {?} */
        SkeletonBinary.TransformModeValues;
        /** @type {?} */
        SkeletonBinary.PositionModeValues;
        /** @type {?} */
        SkeletonBinary.SpacingModeValues;
        /** @type {?} */
        SkeletonBinary.RotateModeValues;
        /** @type {?} */
        SkeletonBinary.BlendModeValues;
        /** @type {?} */
        SkeletonBinary.BONE_ROTATE;
        /** @type {?} */
        SkeletonBinary.BONE_TRANSLATE;
        /** @type {?} */
        SkeletonBinary.BONE_SCALE;
        /** @type {?} */
        SkeletonBinary.BONE_SHEAR;
        /** @type {?} */
        SkeletonBinary.SLOT_ATTACHMENT;
        /** @type {?} */
        SkeletonBinary.SLOT_COLOR;
        /** @type {?} */
        SkeletonBinary.SLOT_TWO_COLOR;
        /** @type {?} */
        SkeletonBinary.PATH_POSITION;
        /** @type {?} */
        SkeletonBinary.PATH_SPACING;
        /** @type {?} */
        SkeletonBinary.PATH_MIX;
        /** @type {?} */
        SkeletonBinary.CURVE_LINEAR;
        /** @type {?} */
        SkeletonBinary.CURVE_STEPPED;
        /** @type {?} */
        SkeletonBinary.CURVE_BEZIER;
        /** @type {?} */
        SkeletonBinary.prototype.attachmentLoader;
        /** @type {?} */
        SkeletonBinary.prototype.scale;
        /**
         * @type {?}
         * @protected
         */
        SkeletonBinary.prototype.linkedMeshes;
    }
    var SkeletonBinary37 = /** @class */ (function (_super) {
        __extends(SkeletonBinary37, _super);
        function SkeletonBinary37() {
            return _super !== null && _super.apply(this, arguments) || this;
        }
        /**
         * @param {?} binary
         * @return {?}
         */
        SkeletonBinary37.prototype.readSkeletonData = /**
         * @param {?} binary
         * @return {?}
         */
        function (binary) {
            /** @type {?} */
            var scale = this.scale;
            /** @type {?} */
            var input = new BinaryInput(binary);
            /** @type {?} */
            var hash = input.readString();
            /** @type {?} */
            var version = input.readString();
            /** @type {?} */
            var skeletonData = new SkeletonData();
            skeletonData.name = ""; // BOZO
            skeletonData.hash = hash;
            skeletonData.version = version;
            skeletonData.width = input.readFloat();
            skeletonData.height = input.readFloat();
            /** @type {?} */
            var nonessential = input.readBoolean();
            if (nonessential) {
                skeletonData.fps = input.readFloat();
                skeletonData.imagesPath = input.readString();
                skeletonData.audioPath = input.readString();
            }
            /** @type {?} */
            var n = 0;
            // Bones.
            n = input.readInt(true);
            for (var i = 0; i < n; i++) {
                /** @type {?} */
                var name_3 = input.readString();
                /** @type {?} */
                var parent_4 = i == 0 ? null : skeletonData.bones[input.readInt(true)];
                /** @type {?} */
                var data = new BoneData(i, name_3, parent_4);
                data.rotation = input.readFloat();
                data.x = input.readFloat() * scale;
                data.y = input.readFloat() * scale;
                data.scaleX = input.readFloat();
                data.scaleY = input.readFloat();
                data.shearX = input.readFloat();
                data.shearY = input.readFloat();
                data.length = input.readFloat() * scale;
                data.transformMode =
                    SkeletonBinary.TransformModeValues[input.readInt(true)];
                if (nonessential)
                    Color.rgba8888ToColor(data.color, input.readInt32());
                skeletonData.bones.push(data);
            }
            // Slots.
            n = input.readInt(true);
            for (var i = 0; i < n; i++) {
                /** @type {?} */
                var slotName = input.readString();
                /** @type {?} */
                var boneData = skeletonData.bones[input.readInt(true)];
                /** @type {?} */
                var data = new SlotData(i, slotName, boneData);
                Color.rgba8888ToColor(data.color, input.readInt32());
                /** @type {?} */
                var darkColor = input.readInt32();
                if (darkColor != -1)
                    Color.rgb888ToColor((data.darkColor = new Color()), darkColor);
                data.attachmentName = input.readString();
                data.blendMode = SkeletonBinary.BlendModeValues[input.readInt(true)];
                skeletonData.slots.push(data);
            }
            // IK constraints.
            n = input.readInt(true);
            for (var i = 0, nn = void 0; i < n; i++) {
                /** @type {?} */
                var data = new IkConstraintData(input.readString());
                data.order = input.readInt(true);
                nn = input.readInt(true);
                for (var ii = 0; ii < nn; ii++)
                    data.bones.push(skeletonData.bones[input.readInt(true)]);
                data.target = skeletonData.bones[input.readInt(true)];
                data.mix = input.readFloat();
                data.bendDirection = input.readByte();
                data.compress = input.readBoolean();
                data.stretch = input.readBoolean();
                data.uniform = input.readBoolean();
                skeletonData.ikConstraints.push(data);
            }
            // Transform constraints.
            n = input.readInt(true);
            for (var i = 0, nn = void 0; i < n; i++) {
                /** @type {?} */
                var data = new TransformConstraintData(input.readString());
                data.order = input.readInt(true);
                nn = input.readInt(true);
                for (var ii = 0; ii < nn; ii++)
                    data.bones.push(skeletonData.bones[input.readInt(true)]);
                data.target = skeletonData.bones[input.readInt(true)];
                data.local = input.readBoolean();
                data.relative = input.readBoolean();
                data.offsetRotation = input.readFloat();
                data.offsetX = input.readFloat() * scale;
                data.offsetY = input.readFloat() * scale;
                data.offsetScaleX = input.readFloat();
                data.offsetScaleY = input.readFloat();
                data.offsetShearY = input.readFloat();
                data.rotateMix = input.readFloat();
                data.translateMix = input.readFloat();
                data.scaleMix = input.readFloat();
                data.shearMix = input.readFloat();
                skeletonData.transformConstraints.push(data);
            }
            // Path constraints.
            n = input.readInt(true);
            for (var i = 0, nn = void 0; i < n; i++) {
                /** @type {?} */
                var data = new PathConstraintData(input.readString());
                data.order = input.readInt(true);
                nn = input.readInt(true);
                for (var ii = 0; ii < nn; ii++)
                    data.bones.push(skeletonData.bones[input.readInt(true)]);
                data.target = skeletonData.slots[input.readInt(true)];
                data.positionMode =
                    SkeletonBinary.PositionModeValues[input.readInt(true)];
                data.spacingMode = SkeletonBinary.SpacingModeValues[input.readInt(true)];
                data.rotateMode = SkeletonBinary.RotateModeValues[input.readInt(true)];
                data.offsetRotation = input.readFloat();
                data.position = input.readFloat();
                if (data.positionMode == PositionMode.Fixed)
                    data.position *= scale;
                data.spacing = input.readFloat();
                if (data.spacingMode == SpacingMode.Length ||
                    data.spacingMode == SpacingMode.Fixed)
                    data.spacing *= scale;
                data.rotateMix = input.readFloat();
                data.translateMix = input.readFloat();
                skeletonData.pathConstraints.push(data);
            }
            // Default skin.
            /** @type {?} */
            var defaultSkin = this.readSkin(input, skeletonData, true, nonessential);
            if (defaultSkin != null) {
                skeletonData.defaultSkin = defaultSkin;
                skeletonData.skins.push(defaultSkin);
            }
            // Skins.
            {
                /** @type {?} */
                var i = skeletonData.skins.length;
                Utils.setArraySize(skeletonData.skins, (n = i + input.readInt(true)));
                for (; i < n; i++)
                    skeletonData.skins[i] = this.readSkin(input, skeletonData, false, nonessential);
            }
            // Linked meshes.
            n = this.linkedMeshes.length;
            for (var i = 0; i < n; i++) {
                /** @type {?} */
                var linkedMesh = this.linkedMeshes[i];
                /** @type {?} */
                var skin = linkedMesh.skin == null
                    ? skeletonData.defaultSkin
                    : skeletonData.findSkin(linkedMesh.skin);
                if (skin == null)
                    throw new Error("Skin not found: " + linkedMesh.skin);
                /** @type {?} */
                var parent_5 = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent);
                if (parent_5 == null)
                    throw new Error("Parent mesh not found: " + linkedMesh.parent);
                linkedMesh.mesh.deformAttachment = linkedMesh.inheritDeform
                    ? ((/** @type {?} */ (parent_5)))
                    : linkedMesh.mesh;
                linkedMesh.mesh.setParentMesh((/** @type {?} */ (parent_5)));
                linkedMesh.mesh.updateUVs();
            }
            this.linkedMeshes.length = 0;
            // Events.
            n = input.readInt(true);
            for (var i = 0; i < n; i++) {
                /** @type {?} */
                var data = new EventData(input.readString());
                data.intValue = input.readInt(false);
                data.floatValue = input.readFloat();
                data.stringValue = input.readString();
                data.audioPath = input.readString();
                if (data.audioPath != null) {
                    data.volume = input.readFloat();
                    data.balance = input.readFloat();
                }
                skeletonData.events.push(data);
            }
            // Animations.
            n = input.readInt(true);
            for (var i = 0; i < n; i++)
                skeletonData.animations.push(this.readAnimation(input, input.readString(), skeletonData));
            return skeletonData;
        };
        /**
         * @protected
         * @param {?} input
         * @param {?} skeletonData
         * @param {?} defaultSkin
         * @param {?} nonessential
         * @return {?}
         */
        SkeletonBinary37.prototype.readSkin = /**
         * @protected
         * @param {?} input
         * @param {?} skeletonData
         * @param {?} defaultSkin
         * @param {?} nonessential
         * @return {?}
         */
        function (input, skeletonData, defaultSkin, nonessential) {
            /** @type {?} */
            var skin = new Skin(defaultSkin ? "default" : input.readString());
            /** @type {?} */
            var slotCount = input.readInt(true);
            if (slotCount == 0)
                return null;
            for (var i = 0; i < slotCount; i++) {
                /** @type {?} */
                var slotIndex = input.readInt(true);
                for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
                    /** @type {?} */
                    var name_4 = input.readString();
                    /** @type {?} */
                    var attachment = this.readAttachment(input, skeletonData, skin, slotIndex, name_4, nonessential);
                    if (attachment != null)
                        skin.setAttachment(slotIndex, name_4, attachment);
                }
            }
            return skin;
        };
        /**
         * @protected
         * @param {?} input
         * @param {?} name
         * @param {?} skeletonData
         * @return {?}
         */
        SkeletonBinary37.prototype.readAnimation = /**
         * @protected
         * @param {?} input
         * @param {?} name
         * @param {?} skeletonData
         * @return {?}
         */
        function (input, name, skeletonData) {
            /** @type {?} */
            var timelines = new Array();
            /** @type {?} */
            var scale = this.scale;
            /** @type {?} */
            var duration = 0;
            /** @type {?} */
            var tempColor1 = new Color();
            /** @type {?} */
            var tempColor2 = new Color();
            // Slot timelines.
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                /** @type {?} */
                var slotIndex = input.readInt(true);
                for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
                    /** @type {?} */
                    var timelineType = input.readByte();
                    /** @type {?} */
                    var frameCount = input.readInt(true);
                    switch (timelineType) {
                        case SkeletonBinary.SLOT_ATTACHMENT: {
                            /** @type {?} */
                            var timeline = new AttachmentTimeline(frameCount);
                            timeline.slotIndex = slotIndex;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++)
                                timeline.setFrame(frameIndex, input.readFloat(), input.readString());
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[frameCount - 1]);
                            break;
                        }
                        case SkeletonBinary.SLOT_COLOR: {
                            /** @type {?} */
                            var timeline = new ColorTimeline(frameCount);
                            timeline.slotIndex = slotIndex;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                /** @type {?} */
                                var time = input.readFloat();
                                Color.rgba8888ToColor(tempColor1, input.readInt32());
                                timeline.setFrame(frameIndex, time, tempColor1.r, tempColor1.g, tempColor1.b, tempColor1.a);
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * ColorTimeline.ENTRIES]);
                            break;
                        }
                        case SkeletonBinary.SLOT_TWO_COLOR: {
                            /** @type {?} */
                            var timeline = new TwoColorTimeline(frameCount);
                            timeline.slotIndex = slotIndex;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                /** @type {?} */
                                var time = input.readFloat();
                                Color.rgba8888ToColor(tempColor1, input.readInt32());
                                Color.rgb888ToColor(tempColor2, input.readInt32());
                                timeline.setFrame(frameIndex, time, tempColor1.r, tempColor1.g, tempColor1.b, tempColor1.a, tempColor2.r, tempColor2.g, tempColor2.b);
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * TwoColorTimeline.ENTRIES]);
                            break;
                        }
                    }
                }
            }
            // Bone timelines.
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                /** @type {?} */
                var boneIndex = input.readInt(true);
                for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
                    /** @type {?} */
                    var timelineType = input.readByte();
                    /** @type {?} */
                    var frameCount = input.readInt(true);
                    switch (timelineType) {
                        case SkeletonBinary.BONE_ROTATE: {
                            /** @type {?} */
                            var timeline = new RotateTimeline(frameCount);
                            timeline.boneIndex = boneIndex;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                timeline.setFrame(frameIndex, input.readFloat(), input.readFloat());
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * RotateTimeline.ENTRIES]);
                            break;
                        }
                        case SkeletonBinary.BONE_TRANSLATE:
                        case SkeletonBinary.BONE_SCALE:
                        case SkeletonBinary.BONE_SHEAR: {
                            /** @type {?} */
                            var timeline = void 0;
                            /** @type {?} */
                            var timelineScale = 1;
                            if (timelineType == SkeletonBinary.BONE_SCALE)
                                timeline = new ScaleTimeline(frameCount);
                            else if (timelineType == SkeletonBinary.BONE_SHEAR)
                                timeline = new ShearTimeline(frameCount);
                            else {
                                timeline = new TranslateTimeline(frameCount);
                                timelineScale = scale;
                            }
                            timeline.boneIndex = boneIndex;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                timeline.setFrame(frameIndex, input.readFloat(), input.readFloat() * timelineScale, input.readFloat() * timelineScale);
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * TranslateTimeline.ENTRIES]);
                            break;
                        }
                    }
                }
            }
            // IK constraint timelines.
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                /** @type {?} */
                var index = input.readInt(true);
                /** @type {?} */
                var frameCount = input.readInt(true);
                /** @type {?} */
                var timeline = new IkConstraintTimeline(frameCount);
                timeline.ikConstraintIndex = index;
                for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                    timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), 1, // softness
                    input.readByte(), input.readBoolean(), input.readBoolean());
                    if (frameIndex < frameCount - 1)
                        this.readCurve(input, frameIndex, timeline);
                }
                timelines.push(timeline);
                duration = Math.max(duration, timeline.frames[(frameCount - 1) * IkConstraintTimeline.ENTRIES]);
            }
            // Transform constraint timelines.
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                /** @type {?} */
                var index = input.readInt(true);
                /** @type {?} */
                var frameCount = input.readInt(true);
                /** @type {?} */
                var timeline = new TransformConstraintTimeline(frameCount);
                timeline.transformConstraintIndex = index;
                for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                    timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readFloat(), input.readFloat(), input.readFloat());
                    if (frameIndex < frameCount - 1)
                        this.readCurve(input, frameIndex, timeline);
                }
                timelines.push(timeline);
                duration = Math.max(duration, timeline.frames[(frameCount - 1) * TransformConstraintTimeline.ENTRIES]);
            }
            // Path constraint timelines.
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                /** @type {?} */
                var index = input.readInt(true);
                /** @type {?} */
                var data = skeletonData.pathConstraints[index];
                for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
                    /** @type {?} */
                    var timelineType = input.readByte();
                    /** @type {?} */
                    var frameCount = input.readInt(true);
                    switch (timelineType) {
                        case SkeletonBinary.PATH_POSITION:
                        case SkeletonBinary.PATH_SPACING: {
                            /** @type {?} */
                            var timeline = void 0;
                            /** @type {?} */
                            var timelineScale = 1;
                            if (timelineType == SkeletonBinary.PATH_SPACING) {
                                timeline = new PathConstraintSpacingTimeline(frameCount);
                                if (data.spacingMode == SpacingMode.Length ||
                                    data.spacingMode == SpacingMode.Fixed)
                                    timelineScale = scale;
                            }
                            else {
                                timeline = new PathConstraintPositionTimeline(frameCount);
                                if (data.positionMode == PositionMode.Fixed)
                                    timelineScale = scale;
                            }
                            timeline.pathConstraintIndex = index;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                timeline.setFrame(frameIndex, input.readFloat(), input.readFloat() * timelineScale);
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * PathConstraintPositionTimeline.ENTRIES]);
                            break;
                        }
                        case SkeletonBinary.PATH_MIX: {
                            /** @type {?} */
                            var timeline = new PathConstraintMixTimeline(frameCount);
                            timeline.pathConstraintIndex = index;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readFloat());
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * PathConstraintMixTimeline.ENTRIES]);
                            break;
                        }
                    }
                }
            }
            // Deform timelines.
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                /** @type {?} */
                var skin = skeletonData.skins[input.readInt(true)];
                for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
                    /** @type {?} */
                    var slotIndex = input.readInt(true);
                    for (var iii = 0, nnn = input.readInt(true); iii < nnn; iii++) {
                        /** @type {?} */
                        var attachment = (/** @type {?} */ (skin.getAttachment(slotIndex, input.readString())));
                        /** @type {?} */
                        var weighted = attachment.bones != null;
                        /** @type {?} */
                        var vertices = attachment.vertices;
                        /** @type {?} */
                        var deformLength = weighted
                            ? (vertices.length / 3) * 2
                            : vertices.length;
                        /** @type {?} */
                        var frameCount = input.readInt(true);
                        /** @type {?} */
                        var timeline = new DeformTimeline(frameCount);
                        timeline.slotIndex = slotIndex;
                        timeline.attachment = attachment;
                        for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                            /** @type {?} */
                            var time = input.readFloat();
                            /** @type {?} */
                            var deform = void 0;
                            /** @type {?} */
                            var end = input.readInt(true);
                            if (end == 0)
                                deform = weighted ? Utils.newFloatArray(deformLength) : vertices;
                            else {
                                deform = Utils.newFloatArray(deformLength);
                                /** @type {?} */
                                var start = input.readInt(true);
                                end += start;
                                if (scale == 1) {
                                    for (var v = start; v < end; v++)
                                        deform[v] = input.readFloat();
                                }
                                else {
                                    for (var v = start; v < end; v++)
                                        deform[v] = input.readFloat() * scale;
                                }
                                if (!weighted) {
                                    for (var v = 0, vn = deform.length; v < vn; v++)
                                        deform[v] += vertices[v];
                                }
                            }
                            timeline.setFrame(frameIndex, time, deform);
                            if (frameIndex < frameCount - 1)
                                this.readCurve(input, frameIndex, timeline);
                        }
                        timelines.push(timeline);
                        duration = Math.max(duration, timeline.frames[frameCount - 1]);
                    }
                }
            }
            // Draw order timeline.
            /** @type {?} */
            var drawOrderCount = input.readInt(true);
            if (drawOrderCount > 0) {
                /** @type {?} */
                var timeline = new DrawOrderTimeline(drawOrderCount);
                /** @type {?} */
                var slotCount = skeletonData.slots.length;
                for (var i = 0; i < drawOrderCount; i++) {
                    /** @type {?} */
                    var time = input.readFloat();
                    /** @type {?} */
                    var offsetCount = input.readInt(true);
                    /** @type {?} */
                    var drawOrder = Utils.newArray(slotCount, 0);
                    for (var ii = slotCount - 1; ii >= 0; ii--)
                        drawOrder[ii] = -1;
                    /** @type {?} */
                    var unchanged = Utils.newArray(slotCount - offsetCount, 0);
                    /** @type {?} */
                    var originalIndex = 0;
                    /** @type {?} */
                    var unchangedIndex = 0;
                    for (var ii = 0; ii < offsetCount; ii++) {
                        /** @type {?} */
                        var slotIndex = input.readInt(true);
                        // Collect unchanged items.
                        while (originalIndex != slotIndex)
                            unchanged[unchangedIndex++] = originalIndex++;
                        // Set changed items.
                        drawOrder[originalIndex + input.readInt(true)] = originalIndex++;
                    }
                    // Collect remaining unchanged items.
                    while (originalIndex < slotCount)
                        unchanged[unchangedIndex++] = originalIndex++;
                    // Fill in unchanged items.
                    for (var ii = slotCount - 1; ii >= 0; ii--)
                        if (drawOrder[ii] == -1)
                            drawOrder[ii] = unchanged[--unchangedIndex];
                    timeline.setFrame(i, time, drawOrder);
                }
                timelines.push(timeline);
                duration = Math.max(duration, timeline.frames[drawOrderCount - 1]);
            }
            // Event timeline.
            /** @type {?} */
            var eventCount = input.readInt(true);
            if (eventCount > 0) {
                /** @type {?} */
                var timeline = new EventTimeline(eventCount);
                for (var i = 0; i < eventCount; i++) {
                    /** @type {?} */
                    var time = input.readFloat();
                    /** @type {?} */
                    var eventData = skeletonData.events[input.readInt(true)];
                    /** @type {?} */
                    var event_2 = new Event(time, eventData);
                    event_2.intValue = input.readInt(false);
                    event_2.floatValue = input.readFloat();
                    event_2.stringValue = input.readBoolean()
                        ? input.readString()
                        : eventData.stringValue;
                    if (event_2.data.audioPath != null) {
                        event_2.volume = input.readFloat();
                        event_2.balance = input.readFloat();
                    }
                    timeline.setFrame(i, event_2);
                }
                timelines.push(timeline);
                duration = Math.max(duration, timeline.frames[eventCount - 1]);
            }
            return new Animation(name, timelines, duration);
        };
        return SkeletonBinary37;
    }(SkeletonBinary));
    var SkeletonBinary36 = /** @class */ (function (_super) {
        __extends(SkeletonBinary36, _super);
        function SkeletonBinary36() {
            return _super !== null && _super.apply(this, arguments) || this;
        }
        /**
         * @param {?} binary
         * @return {?}
         */
        SkeletonBinary36.prototype.readSkeletonData = /**
         * @param {?} binary
         * @return {?}
         */
        function (binary) {
            /** @type {?} */
            var scale = this.scale;
            /** @type {?} */
            var skeletonData = new SkeletonData();
            skeletonData.name = ""; // BOZO
            // BOZO
            /** @type {?} */
            var input = new BinaryInput(binary);
            skeletonData.hash = input.readString();
            skeletonData.version = input.readString();
            skeletonData.width = input.readFloat();
            skeletonData.height = input.readFloat();
            /** @type {?} */
            var nonessential = input.readBoolean();
            if (nonessential) {
                skeletonData.fps = input.readFloat();
                skeletonData.imagesPath = input.readString();
            }
            /** @type {?} */
            var n = 0;
            // Bones.
            n = input.readInt(true);
            for (var i = 0; i < n; i++) {
                /** @type {?} */
                var name_5 = input.readString();
                /** @type {?} */
                var parent_6 = i == 0 ? null : skeletonData.bones[input.readInt(true)];
                /** @type {?} */
                var data = new BoneData(i, name_5, parent_6);
                data.rotation = input.readFloat();
                data.x = input.readFloat() * scale;
                data.y = input.readFloat() * scale;
                data.scaleX = input.readFloat();
                data.scaleY = input.readFloat();
                data.shearX = input.readFloat();
                data.shearY = input.readFloat();
                data.length = input.readFloat() * scale;
                data.transformMode =
                    SkeletonBinary.TransformModeValues[input.readInt(true)];
                if (nonessential)
                    Color.rgba8888ToColor(data.color, input.readInt32());
                skeletonData.bones.push(data);
            }
            // Slots.
            n = input.readInt(true);
            for (var i = 0; i < n; i++) {
                /** @type {?} */
                var slotName = input.readString();
                /** @type {?} */
                var boneData = skeletonData.bones[input.readInt(true)];
                /** @type {?} */
                var data = new SlotData(i, slotName, boneData);
                Color.rgba8888ToColor(data.color, input.readInt32());
                /** @type {?} */
                var darkColor = input.readInt32();
                if (darkColor != -1)
                    Color.rgb888ToColor((data.darkColor = new Color()), darkColor);
                data.attachmentName = input.readString();
                data.blendMode = SkeletonBinary.BlendModeValues[input.readInt(true)];
                skeletonData.slots.push(data);
            }
            // IK constraints.
            n = input.readInt(true);
            for (var i = 0, nn = void 0; i < n; i++) {
                /** @type {?} */
                var data = new IkConstraintData(input.readString());
                data.order = input.readInt(true);
                nn = input.readInt(true);
                for (var ii = 0; ii < nn; ii++)
                    data.bones.push(skeletonData.bones[input.readInt(true)]);
                data.target = skeletonData.bones[input.readInt(true)];
                data.mix = input.readFloat();
                data.bendDirection = input.readByte();
                skeletonData.ikConstraints.push(data);
            }
            // Transform constraints.
            n = input.readInt(true);
            for (var i = 0, nn = void 0; i < n; i++) {
                /** @type {?} */
                var data = new TransformConstraintData(input.readString());
                data.order = input.readInt(true);
                nn = input.readInt(true);
                for (var ii = 0; ii < nn; ii++)
                    data.bones.push(skeletonData.bones[input.readInt(true)]);
                data.target = skeletonData.bones[input.readInt(true)];
                data.local = input.readBoolean();
                data.relative = input.readBoolean();
                data.offsetRotation = input.readFloat();
                data.offsetX = input.readFloat() * scale;
                data.offsetY = input.readFloat() * scale;
                data.offsetScaleX = input.readFloat();
                data.offsetScaleY = input.readFloat();
                data.offsetShearY = input.readFloat();
                data.rotateMix = input.readFloat();
                data.translateMix = input.readFloat();
                data.scaleMix = input.readFloat();
                data.shearMix = input.readFloat();
                skeletonData.transformConstraints.push(data);
            }
            // Path constraints.
            n = input.readInt(true);
            for (var i = 0, nn = void 0; i < n; i++) {
                /** @type {?} */
                var data = new PathConstraintData(input.readString());
                data.order = input.readInt(true);
                nn = input.readInt(true);
                for (var ii = 0; ii < nn; ii++)
                    data.bones.push(skeletonData.bones[input.readInt(true)]);
                data.target = skeletonData.slots[input.readInt(true)];
                data.positionMode =
                    SkeletonBinary.PositionModeValues[input.readInt(true)];
                data.spacingMode = SkeletonBinary.SpacingModeValues[input.readInt(true)];
                data.rotateMode = SkeletonBinary.RotateModeValues[input.readInt(true)];
                data.offsetRotation = input.readFloat();
                data.position = input.readFloat();
                if (data.positionMode == PositionMode.Fixed)
                    data.position *= scale;
                data.spacing = input.readFloat();
                if (data.spacingMode == SpacingMode.Length ||
                    data.spacingMode == SpacingMode.Fixed)
                    data.spacing *= scale;
                data.rotateMix = input.readFloat();
                data.translateMix = input.readFloat();
                skeletonData.pathConstraints.push(data);
            }
            // Default skin.
            /** @type {?} */
            var defaultSkin = this.readSkin(input, skeletonData, true, nonessential);
            if (defaultSkin != null) {
                skeletonData.defaultSkin = defaultSkin;
                skeletonData.skins.push(defaultSkin);
            }
            // Skins.
            {
                /** @type {?} */
                var i = skeletonData.skins.length;
                Utils.setArraySize(skeletonData.skins, (n = i + input.readInt(true)));
                for (; i < n; i++)
                    skeletonData.skins[i] = this.readSkin(input, skeletonData, false, nonessential);
            }
            // Events.
            n = input.readInt(true);
            for (var i = 0; i < n; i++) {
                /** @type {?} */
                var data = new EventData(input.readString());
                data.intValue = input.readInt(false);
                data.floatValue = input.readFloat();
                data.stringValue = input.readString();
                skeletonData.events.push(data);
            }
            // Animations.
            n = input.readInt(true);
            for (var i = 0; i < n; i++) {
                /** @type {?} */
                var animationName = input.readString();
                /** @type {?} */
                var animation = this.readAnimation(input, animationName, skeletonData);
                skeletonData.animations.push(animation);
            }
            return skeletonData;
        };
        /**
         * @protected
         * @param {?} input
         * @param {?} skeletonData
         * @param {?} defaultSkin
         * @param {?} nonessential
         * @return {?}
         */
        SkeletonBinary36.prototype.readSkin = /**
         * @protected
         * @param {?} input
         * @param {?} skeletonData
         * @param {?} defaultSkin
         * @param {?} nonessential
         * @return {?}
         */
        function (input, skeletonData, defaultSkin, nonessential) {
            /** @type {?} */
            var skin = new Skin(defaultSkin ? "default" : input.readString());
            /** @type {?} */
            var slotCount = input.readInt(true);
            if (slotCount == 0)
                return null;
            for (var i = 0; i < slotCount; i++) {
                /** @type {?} */
                var slotIndex = input.readInt(true);
                for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
                    /** @type {?} */
                    var name_6 = input.readString();
                    /** @type {?} */
                    var attachment = this.readAttachment(input, skeletonData, skin, slotIndex, name_6, nonessential);
                    if (attachment != null)
                        skin.setAttachment(slotIndex, name_6, attachment);
                }
            }
            return skin;
        };
        /**
         * @protected
         * @param {?} input
         * @param {?} skeletonData
         * @param {?} skin
         * @param {?} slotIndex
         * @param {?} attachmentName
         * @param {?} nonessential
         * @return {?}
         */
        SkeletonBinary36.prototype.readAttachment = /**
         * @protected
         * @param {?} input
         * @param {?} skeletonData
         * @param {?} skin
         * @param {?} slotIndex
         * @param {?} attachmentName
         * @param {?} nonessential
         * @return {?}
         */
        function (input, skeletonData, skin, slotIndex, attachmentName, nonessential) {
            /** @type {?} */
            var scale = this.scale;
            /** @type {?} */
            var name = input.readString();
            if (name == null)
                name = attachmentName;
            /** @type {?} */
            var typeIndex = input.readByte();
            /** @type {?} */
            var type = SkeletonBinary.AttachmentTypeValues[typeIndex];
            switch (type) {
                case AttachmentType.Region: {
                    /** @type {?} */
                    var path = input.readString();
                    /** @type {?} */
                    var rotation = input.readFloat();
                    /** @type {?} */
                    var x = input.readFloat();
                    /** @type {?} */
                    var y = input.readFloat();
                    /** @type {?} */
                    var scaleX = input.readFloat();
                    /** @type {?} */
                    var scaleY = input.readFloat();
                    /** @type {?} */
                    var width = input.readFloat();
                    /** @type {?} */
                    var height = input.readFloat();
                    /** @type {?} */
                    var color = input.readInt32();
                    if (path == null)
                        path = name;
                    /** @type {?} */
                    var region = this.attachmentLoader.newRegionAttachment(skin, name, path);
                    if (region == null)
                        return null;
                    region.path = path.trim(); // HACK: trim path name for some SD
                    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.updateOffset();
                    return region;
                }
                case AttachmentType.BoundingBox: {
                    /** @type {?} */
                    var vertexCount = input.readInt(true);
                    /** @type {?} */
                    var vertices = this.readVertices(input, vertexCount);
                    /** @type {?} */
                    var color = nonessential ? input.readInt32() : 0;
                    /** @type {?} */
                    var box = this.attachmentLoader.newBoundingBoxAttachment(skin, name);
                    if (box == null)
                        return null;
                    box.worldVerticesLength = vertexCount << 1;
                    box.vertices = vertices.vertices;
                    box.bones = vertices.bones;
                    if (nonessential)
                        Color.rgba8888ToColor(box.color, color);
                    return box;
                }
                case AttachmentType.Mesh: {
                    /** @type {?} */
                    var path = input.readString();
                    /** @type {?} */
                    var color = input.readInt32();
                    /** @type {?} */
                    var vertexCount = input.readInt(true);
                    /** @type {?} */
                    var uvs = this.readFloatArray(input, vertexCount << 1, 1);
                    /** @type {?} */
                    var triangles = this.readShortArray(input);
                    /** @type {?} */
                    var vertices = this.readVertices(input, vertexCount);
                    /** @type {?} */
                    var hullLength = input.readInt(true);
                    /** @type {?} */
                    var edges = null;
                    /** @type {?} */
                    var width = 0;
                    /** @type {?} */
                    var height = 0;
                    if (nonessential) {
                        edges = this.readShortArray(input);
                        width = input.readFloat();
                        height = input.readFloat();
                    }
                    if (path == null)
                        path = name;
                    /** @type {?} */
                    var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
                    if (mesh == null)
                        return null;
                    mesh.path = path;
                    Color.rgba8888ToColor(mesh.color, color);
                    mesh.bones = vertices.bones;
                    mesh.vertices = vertices.vertices;
                    mesh.worldVerticesLength = vertexCount << 1;
                    mesh.triangles = triangles;
                    mesh.regionUVs = uvs;
                    mesh.updateUVs();
                    mesh.hullLength = hullLength << 1;
                    if (nonessential) {
                        mesh.edges = edges;
                        mesh.width = width * scale;
                        mesh.height = height * scale;
                    }
                    return mesh;
                }
                case AttachmentType.LinkedMesh: {
                    /** @type {?} */
                    var path = input.readString();
                    /** @type {?} */
                    var color = input.readInt32();
                    /** @type {?} */
                    var skinName = input.readString();
                    /** @type {?} */
                    var parent_7 = input.readStringRef();
                    /** @type {?} */
                    var inheritDeform = input.readBoolean();
                    /** @type {?} */
                    var width = 0;
                    /** @type {?} */
                    var height = 0;
                    if (nonessential) {
                        width = input.readFloat();
                        height = input.readFloat();
                    }
                    if (path == null)
                        path = name;
                    /** @type {?} */
                    var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
                    if (mesh == null)
                        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, skinName, slotIndex, parent_7, inheritDeform));
                    return mesh;
                }
                case AttachmentType.Path: {
                    /** @type {?} */
                    var closed_2 = input.readBoolean();
                    /** @type {?} */
                    var constantSpeed = input.readBoolean();
                    /** @type {?} */
                    var vertexCount = input.readInt(true);
                    /** @type {?} */
                    var vertices = this.readVertices(input, vertexCount);
                    /** @type {?} */
                    var lengths = Utils.newArray(vertexCount / 3, 0);
                    for (var i = 0, n = lengths.length; i < n; i++)
                        lengths[i] = input.readFloat() * scale;
                    /** @type {?} */
                    var color = nonessential ? input.readInt32() : 0;
                    /** @type {?} */
                    var path = this.attachmentLoader.newPathAttachment(skin, name);
                    if (path == null)
                        return null;
                    path.closed = closed_2;
                    path.constantSpeed = constantSpeed;
                    path.worldVerticesLength = vertexCount << 1;
                    path.vertices = vertices.vertices;
                    path.bones = vertices.bones;
                    path.lengths = lengths;
                    if (nonessential)
                        Color.rgba8888ToColor(path.color, color);
                    return path;
                }
                case AttachmentType.Point: {
                    /** @type {?} */
                    var rotation = input.readFloat();
                    /** @type {?} */
                    var x = input.readFloat();
                    /** @type {?} */
                    var y = input.readFloat();
                    /** @type {?} */
                    var color = nonessential ? input.readInt32() : 0;
                    /** @type {?} */
                    var point = this.attachmentLoader.newPointAttachment(skin, name);
                    if (point == null)
                        return null;
                    point.x = x * scale;
                    point.y = y * scale;
                    point.rotation = rotation;
                    if (nonessential)
                        Color.rgba8888ToColor(point.color, color);
                    return point;
                }
                case AttachmentType.Clipping: {
                    /** @type {?} */
                    var endSlotIndex = input.readInt(true);
                    /** @type {?} */
                    var vertexCount = input.readInt(true);
                    /** @type {?} */
                    var vertices = this.readVertices(input, vertexCount);
                    /** @type {?} */
                    var color = nonessential ? input.readInt32() : 0;
                    /** @type {?} */
                    var clip = this.attachmentLoader.newClippingAttachment(skin, name);
                    if (clip == null)
                        return null;
                    clip.endSlot = skeletonData.slots[endSlotIndex];
                    clip.worldVerticesLength = vertexCount << 1;
                    clip.vertices = vertices.vertices;
                    clip.bones = vertices.bones;
                    if (nonessential)
                        Color.rgba8888ToColor(clip.color, color);
                    return clip;
                }
            }
            return null;
        };
        /**
         * @protected
         * @param {?} input
         * @param {?} name
         * @param {?} skeletonData
         * @return {?}
         */
        SkeletonBinary36.prototype.readAnimation = /**
         * @protected
         * @param {?} input
         * @param {?} name
         * @param {?} skeletonData
         * @return {?}
         */
        function (input, name, skeletonData) {
            /** @type {?} */
            var timelines = new Array();
            /** @type {?} */
            var scale = this.scale;
            /** @type {?} */
            var duration = 0;
            /** @type {?} */
            var tempColor1 = new Color();
            /** @type {?} */
            var tempColor2 = new Color();
            // Slot timelines.
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                /** @type {?} */
                var slotIndex = input.readInt(true);
                for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
                    /** @type {?} */
                    var timelineType = input.readByte();
                    /** @type {?} */
                    var frameCount = input.readInt(true);
                    if (frameCount == 0) {
                        continue;
                    }
                    switch (timelineType) {
                        case SkeletonBinary.SLOT_ATTACHMENT: {
                            /** @type {?} */
                            var timeline = new AttachmentTimeline(frameCount);
                            timeline.slotIndex = slotIndex;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                /** @type {?} */
                                var time = input.readFloat();
                                /** @type {?} */
                                var attachmentName = input.readString();
                                timeline.setFrame(frameIndex, time, attachmentName);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[frameCount - 1]);
                            break;
                        }
                        case SkeletonBinary.SLOT_COLOR: {
                            /** @type {?} */
                            var timeline = new ColorTimeline(frameCount);
                            timeline.slotIndex = slotIndex;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                /** @type {?} */
                                var time = input.readFloat();
                                Color.rgba8888ToColor(tempColor1, input.readInt32());
                                timeline.setFrame(frameIndex, time, tempColor1.r, tempColor1.g, tempColor1.b, tempColor1.a);
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * ColorTimeline.ENTRIES]);
                            break;
                        }
                        case SkeletonBinary.SLOT_TWO_COLOR: {
                            /** @type {?} */
                            var timeline = new TwoColorTimeline(frameCount);
                            timeline.slotIndex = slotIndex;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                /** @type {?} */
                                var time = input.readFloat();
                                Color.rgba8888ToColor(tempColor1, input.readInt32());
                                Color.rgb888ToColor(tempColor2, input.readInt32());
                                timeline.setFrame(frameIndex, time, tempColor1.r, tempColor1.g, tempColor1.b, tempColor1.a, tempColor2.r, tempColor2.g, tempColor2.b);
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * TwoColorTimeline.ENTRIES]);
                            break;
                        }
                    }
                }
            }
            // Bone timelines.
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                /** @type {?} */
                var boneIndex = input.readInt(true);
                for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
                    /** @type {?} */
                    var timelineType = input.readByte();
                    /** @type {?} */
                    var frameCount = input.readInt(true);
                    switch (timelineType) {
                        case SkeletonBinary.BONE_ROTATE: {
                            /** @type {?} */
                            var timeline = new RotateTimeline(frameCount);
                            timeline.boneIndex = boneIndex;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                timeline.setFrame(frameIndex, input.readFloat(), input.readFloat());
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * RotateTimeline.ENTRIES]);
                            break;
                        }
                        case SkeletonBinary.BONE_TRANSLATE:
                        case SkeletonBinary.BONE_SCALE:
                        case SkeletonBinary.BONE_SHEAR: {
                            /** @type {?} */
                            var timeline = void 0;
                            /** @type {?} */
                            var timelineScale = 1;
                            if (timelineType == SkeletonBinary.BONE_SCALE)
                                timeline = new ScaleTimeline(frameCount);
                            else if (timelineType == SkeletonBinary.BONE_SHEAR)
                                timeline = new ShearTimeline(frameCount);
                            else {
                                timeline = new TranslateTimeline(frameCount);
                                timelineScale = scale;
                            }
                            timeline.boneIndex = boneIndex;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                timeline.setFrame(frameIndex, input.readFloat(), input.readFloat() * timelineScale, input.readFloat() * timelineScale);
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * TranslateTimeline.ENTRIES]);
                            break;
                        }
                    }
                }
            }
            // IK constraint timelines.
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                /** @type {?} */
                var index = input.readInt(true);
                /** @type {?} */
                var frameCount = input.readInt(true);
                /** @type {?} */
                var timeline = new IkConstraintTimeline(frameCount);
                timeline.ikConstraintIndex = index;
                for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                    timeline.setFrame(frameIndex, input.readFloat(), // time
                    input.readFloat(), // mix
                    1, // softness
                    input.readByte(), // bendDirection
                    false, // compress
                    false // stretch
                    );
                    if (frameIndex < frameCount - 1)
                        this.readCurve(input, frameIndex, timeline);
                }
                timelines.push(timeline);
                duration = Math.max(duration, timeline.frames[(frameCount - 1) * IkConstraintTimeline.ENTRIES]);
            }
            // Transform constraint timelines.
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                /** @type {?} */
                var index = input.readInt(true);
                /** @type {?} */
                var frameCount = input.readInt(true);
                /** @type {?} */
                var timeline = new TransformConstraintTimeline(frameCount);
                timeline.transformConstraintIndex = index;
                for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                    timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readFloat(), input.readFloat(), input.readFloat());
                    if (frameIndex < frameCount - 1)
                        this.readCurve(input, frameIndex, timeline);
                }
                timelines.push(timeline);
                duration = Math.max(duration, timeline.frames[(frameCount - 1) * TransformConstraintTimeline.ENTRIES]);
            }
            // Path constraint timelines.
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                /** @type {?} */
                var index = input.readInt(true);
                /** @type {?} */
                var data = skeletonData.pathConstraints[index];
                for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
                    /** @type {?} */
                    var timelineType = input.readByte();
                    /** @type {?} */
                    var frameCount = input.readInt(true);
                    switch (timelineType) {
                        case SkeletonBinary.PATH_POSITION:
                        case SkeletonBinary.PATH_SPACING: {
                            /** @type {?} */
                            var timeline = void 0;
                            /** @type {?} */
                            var timelineScale = 1;
                            if (timelineType == SkeletonBinary.PATH_SPACING) {
                                timeline = new PathConstraintSpacingTimeline(frameCount);
                                if (data.spacingMode == SpacingMode.Length ||
                                    data.spacingMode == SpacingMode.Fixed)
                                    timelineScale = scale;
                            }
                            else {
                                timeline = new PathConstraintPositionTimeline(frameCount);
                                if (data.positionMode == PositionMode.Fixed)
                                    timelineScale = scale;
                            }
                            timeline.pathConstraintIndex = index;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                timeline.setFrame(frameIndex, input.readFloat(), input.readFloat() * timelineScale);
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * PathConstraintPositionTimeline.ENTRIES]);
                            break;
                        }
                        case SkeletonBinary.PATH_MIX: {
                            /** @type {?} */
                            var timeline = new PathConstraintMixTimeline(frameCount);
                            timeline.pathConstraintIndex = index;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readFloat());
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * PathConstraintMixTimeline.ENTRIES]);
                            break;
                        }
                    }
                }
            }
            // Deform timelines.
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                /** @type {?} */
                var skin = skeletonData.skins[input.readInt(true)];
                for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
                    /** @type {?} */
                    var slotIndex = input.readInt(true);
                    for (var iii = 0, nnn = input.readInt(true); iii < nnn; iii++) {
                        /** @type {?} */
                        var attachment = (/** @type {?} */ (skin.getAttachment(slotIndex, input.readString())));
                        /** @type {?} */
                        var weighted = attachment.bones != null;
                        /** @type {?} */
                        var vertices = attachment.vertices;
                        /** @type {?} */
                        var deformLength = weighted
                            ? (vertices.length / 3) * 2
                            : vertices.length;
                        /** @type {?} */
                        var frameCount = input.readInt(true);
                        /** @type {?} */
                        var timeline = new DeformTimeline(frameCount);
                        timeline.slotIndex = slotIndex;
                        timeline.attachment = attachment;
                        for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                            /** @type {?} */
                            var time = input.readFloat();
                            /** @type {?} */
                            var deform = void 0;
                            /** @type {?} */
                            var end = input.readInt(true);
                            if (end == 0)
                                deform = weighted ? Utils.newFloatArray(deformLength) : vertices;
                            else {
                                deform = Utils.newFloatArray(deformLength);
                                /** @type {?} */
                                var start = input.readInt(true);
                                end += start;
                                if (scale == 1) {
                                    for (var v = start; v < end; v++)
                                        deform[v] = input.readFloat();
                                }
                                else {
                                    for (var v = start; v < end; v++)
                                        deform[v] = input.readFloat() * scale;
                                }
                                if (!weighted) {
                                    for (var v = 0, vn = deform.length; v < vn; v++)
                                        deform[v] += vertices[v];
                                }
                            }
                            timeline.setFrame(frameIndex, time, deform);
                            if (frameIndex < frameCount - 1)
                                this.readCurve(input, frameIndex, timeline);
                        }
                        timelines.push(timeline);
                        duration = Math.max(duration, timeline.frames[frameCount - 1]);
                    }
                }
            }
            // Draw order timeline.
            /** @type {?} */
            var drawOrderCount = input.readInt(true);
            if (drawOrderCount > 0) {
                /** @type {?} */
                var timeline = new DrawOrderTimeline(drawOrderCount);
                /** @type {?} */
                var slotCount = skeletonData.slots.length;
                for (var i = 0; i < drawOrderCount; i++) {
                    /** @type {?} */
                    var time = input.readFloat();
                    /** @type {?} */
                    var offsetCount = input.readInt(true);
                    /** @type {?} */
                    var drawOrder = Utils.newArray(slotCount, 0);
                    for (var ii = slotCount - 1; ii >= 0; ii--)
                        drawOrder[ii] = -1;
                    /** @type {?} */
                    var unchanged = Utils.newArray(slotCount - offsetCount, 0);
                    /** @type {?} */
                    var originalIndex = 0;
                    /** @type {?} */
                    var unchangedIndex = 0;
                    for (var ii = 0; ii < offsetCount; ii++) {
                        /** @type {?} */
                        var slotIndex = input.readInt(true);
                        // Collect unchanged items.
                        while (originalIndex != slotIndex)
                            unchanged[unchangedIndex++] = originalIndex++;
                        // Set changed items.
                        drawOrder[originalIndex + input.readInt(true)] = originalIndex++;
                    }
                    // Collect remaining unchanged items.
                    while (originalIndex < slotCount)
                        unchanged[unchangedIndex++] = originalIndex++;
                    // Fill in unchanged items.
                    for (var ii = slotCount - 1; ii >= 0; ii--)
                        if (drawOrder[ii] == -1)
                            drawOrder[ii] = unchanged[--unchangedIndex];
                    timeline.setFrame(i, time, drawOrder);
                }
                timelines.push(timeline);
                duration = Math.max(duration, timeline.frames[drawOrderCount - 1]);
            }
            // Event timeline.
            /** @type {?} */
            var eventCount = input.readInt(true);
            if (eventCount > 0) {
                /** @type {?} */
                var timeline = new EventTimeline(eventCount);
                for (var i = 0; i < eventCount; i++) {
                    /** @type {?} */
                    var time = input.readFloat();
                    /** @type {?} */
                    var eventData = skeletonData.events[input.readInt(true)];
                    /** @type {?} */
                    var event_3 = new Event(time, eventData);
                    event_3.intValue = input.readInt(false);
                    event_3.floatValue = input.readFloat();
                    event_3.stringValue = input.readBoolean()
                        ? input.readString()
                        : eventData.stringValue;
                    if (event_3.data.audioPath != null) {
                        event_3.volume = input.readFloat();
                        event_3.balance = input.readFloat();
                    }
                    timeline.setFrame(i, event_3);
                }
                timelines.push(timeline);
                duration = Math.max(duration, timeline.frames[eventCount - 1]);
            }
            return new Animation(name, timelines, duration);
        };
        return SkeletonBinary36;
    }(SkeletonBinary));
    var BinaryInput = /** @class */ (function () {
        function BinaryInput(data, strings, index, buffer) {
            if (strings === void 0) { strings = new Array(); }
            if (index === void 0) { index = 0; }
            if (buffer === void 0) { buffer = new DataView(data.buffer); }
            this.strings = strings;
            this.index = index;
            this.buffer = buffer;
        }
        /**
         * @return {?}
         */
        BinaryInput.prototype.readByte = /**
         * @return {?}
         */
        function () {
            return this.buffer.getInt8(this.index++);
        };
        /**
         * @return {?}
         */
        BinaryInput.prototype.readShort = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var value = this.buffer.getInt16(this.index);
            this.index += 2;
            return value;
        };
        /**
         * @return {?}
         */
        BinaryInput.prototype.readInt32 = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var value = this.buffer.getInt32(this.index);
            this.index += 4;
            return value;
        };
        /**
         * @param {?} optimizePositive
         * @return {?}
         */
        BinaryInput.prototype.readInt = /**
         * @param {?} optimizePositive
         * @return {?}
         */
        function (optimizePositive) {
            /** @type {?} */
            var b = this.readByte();
            /** @type {?} */
            var result = b & 0x7f;
            if ((b & 0x80) != 0) {
                b = this.readByte();
                result |= (b & 0x7f) << 7;
                if ((b & 0x80) != 0) {
                    b = this.readByte();
                    result |= (b & 0x7f) << 14;
                    if ((b & 0x80) != 0) {
                        b = this.readByte();
                        result |= (b & 0x7f) << 21;
                        if ((b & 0x80) != 0) {
                            b = this.readByte();
                            result |= (b & 0x7f) << 28;
                        }
                    }
                }
            }
            return optimizePositive ? result : (result >>> 1) ^ -(result & 1);
        };
        /**
         * @return {?}
         */
        BinaryInput.prototype.readStringRef = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var index = this.readInt(true);
            return index == 0 ? null : this.strings[index - 1];
        };
        /**
         * @return {?}
         */
        BinaryInput.prototype.readString = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var byteCount = this.readInt(true);
            switch (byteCount) {
                case 0:
                    return null;
                case 1:
                    return "";
            }
            byteCount--;
            /** @type {?} */
            var chars = "";
            /** @type {?} */
            var charCount = 0;
            for (var i = 0; i < byteCount;) {
                /** @type {?} */
                var b = this.readByte();
                switch (b >> 4) {
                    case 12:
                    case 13:
                        chars += String.fromCharCode(((b & 0x1f) << 6) | (this.readByte() & 0x3f));
                        i += 2;
                        break;
                    case 14:
                        chars += String.fromCharCode(((b & 0x0f) << 12) |
                            ((this.readByte() & 0x3f) << 6) |
                            (this.readByte() & 0x3f));
                        i += 3;
                        break;
                    default:
                        chars += String.fromCharCode(b);
                        i++;
                }
            }
            return chars;
        };
        /**
         * @return {?}
         */
        BinaryInput.prototype.readFloat = /**
         * @return {?}
         */
        function () {
            /** @type {?} */
            var value = this.buffer.getFloat32(this.index);
            this.index += 4;
            return value;
        };
        /**
         * @return {?}
         */
        BinaryInput.prototype.readBoolean = /**
         * @return {?}
         */
        function () {
            return this.readByte() != 0;
        };
        return BinaryInput;
    }());
    if (false) {
        /** @type {?} */
        BinaryInput.prototype.strings;
        /**
         * @type {?}
         * @private
         */
        BinaryInput.prototype.index;
        /**
         * @type {?}
         * @private
         */
        BinaryInput.prototype.buffer;
    }
    var LinkedMesh = /** @class */ (function () {
        function LinkedMesh(mesh, skin, slotIndex, parent, inheritDeform) {
            this.mesh = mesh;
            this.skin = skin;
            this.slotIndex = slotIndex;
            this.parent = parent;
            this.inheritDeform = inheritDeform;
        }
        return LinkedMesh;
    }());
    if (false) {
        /** @type {?} */
        LinkedMesh.prototype.parent;
        /** @type {?} */
        LinkedMesh.prototype.skin;
        /** @type {?} */
        LinkedMesh.prototype.slotIndex;
        /** @type {?} */
        LinkedMesh.prototype.mesh;
        /** @type {?} */
        LinkedMesh.prototype.inheritDeform;
    }
    var Vertices = /** @class */ (function () {
        function Vertices(bones, vertices) {
            if (bones === void 0) { bones = null; }
            if (vertices === void 0) { vertices = null; }
            this.bones = bones;
            this.vertices = vertices;
        }
        return Vertices;
    }());
    if (false) {
        /** @type {?} */
        Vertices.prototype.bones;
        /** @type {?} */
        Vertices.prototype.vertices;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var SkeletonJson = /** @class */ (function () {
        function SkeletonJson(attachmentLoader) {
            this.scale = 1;
            this.linkedMeshes = new Array();
            this.attachmentLoader = attachmentLoader;
        }
        /**
         * @param {?} json
         * @return {?}
         */
        SkeletonJson.prototype.readSkeletonData = /**
         * @param {?} json
         * @return {?}
         */
        function (json) {
            /** @type {?} */
            var scale = this.scale;
            /** @type {?} */
            var skeletonData = new SkeletonData();
            /** @type {?} */
            var root = typeof json === "string" ? JSON.parse(json) : json;
            // Skeleton
            /** @type {?} */
            var skeletonMap = root.skeleton;
            if (skeletonMap != null) {
                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.fps = skeletonMap.fps;
                skeletonData.imagesPath = skeletonMap.images;
            }
            // Bones
            if (root.bones) {
                for (var i = 0; i < root.bones.length; i++) {
                    /** @type {?} */
                    var boneMap = root.bones[i];
                    /** @type {?} */
                    var parent_1 = null;
                    /** @type {?} */
                    var parentName = this.getValue(boneMap, "parent", null);
                    if (parentName != null) {
                        parent_1 = skeletonData.findBone(parentName);
                        if (parent_1 == null)
                            throw new Error("Parent bone not found: " + parentName);
                    }
                    /** @type {?} */
                    var data = new BoneData(skeletonData.bones.length, boneMap.name, parent_1);
                    data.length = this.getValue(boneMap, "length", 0) * scale;
                    data.x = this.getValue(boneMap, "x", 0) * scale;
                    data.y = this.getValue(boneMap, "y", 0) * scale;
                    data.rotation = this.getValue(boneMap, "rotation", 0);
                    data.scaleX = this.getValue(boneMap, "scaleX", 1);
                    data.scaleY = this.getValue(boneMap, "scaleY", 1);
                    data.shearX = this.getValue(boneMap, "shearX", 0);
                    data.shearY = this.getValue(boneMap, "shearY", 0);
                    data.transformMode = SkeletonJson.transformModeFromString(this.getValue(boneMap, "transform", "normal"));
                    data.skinRequired = this.getValue(boneMap, "skin", false);
                    skeletonData.bones.push(data);
                }
            }
            // Slots.
            if (root.slots) {
                for (var i = 0; i < root.slots.length; i++) {
                    /** @type {?} */
                    var slotMap = root.slots[i];
                    /** @type {?} */
                    var slotName = slotMap.name;
                    /** @type {?} */
                    var boneName = slotMap.bone;
                    /** @type {?} */
                    var boneData = skeletonData.findBone(boneName);
                    if (boneData == null)
                        throw new Error("Slot bone not found: " + boneName);
                    /** @type {?} */
                    var data = new SlotData(skeletonData.slots.length, slotName, boneData);
                    /** @type {?} */
                    var color = this.getValue(slotMap, "color", null);
                    if (color != null)
                        data.color.setFromString(color);
                    /** @type {?} */
                    var dark = this.getValue(slotMap, "dark", null);
                    if (dark != null) {
                        data.darkColor = new Color(1, 1, 1, 1);
                        data.darkColor.setFromString(dark);
                    }
                    data.attachmentName = this.getValue(slotMap, "attachment", null);
                    data.blendMode = SkeletonJson.blendModeFromString(this.getValue(slotMap, "blend", "normal"));
                    skeletonData.slots.push(data);
                }
            }
            // IK constraints
            if (root.ik) {
                for (var i = 0; i < root.ik.length; i++) {
                    /** @type {?} */
                    var constraintMap = root.ik[i];
                    /** @type {?} */
                    var data = new IkConstraintData(constraintMap.name);
                    data.order = this.getValue(constraintMap, "order", 0);
                    data.skinRequired = this.getValue(constraintMap, "skin", false);
                    for (var j = 0; j < constraintMap.bones.length; j++) {
                        /** @type {?} */
                        var boneName = constraintMap.bones[j];
                        /** @type {?} */
                        var bone = skeletonData.findBone(boneName);
                        if (bone == null)
                            throw new Error("IK bone not found: " + boneName);
                        data.bones.push(bone);
                    }
                    /** @type {?} */
                    var targetName = constraintMap.target;
                    data.target = skeletonData.findBone(targetName);
                    if (data.target == null)
                        throw new Error("IK target bone not found: " + targetName);
                    data.mix = this.getValue(constraintMap, "mix", 1);
                    data.softness = this.getValue(constraintMap, "softness", 0) * scale;
                    data.bendDirection = this.getValue(constraintMap, "bendPositive", true)
                        ? 1
                        : -1;
                    data.compress = this.getValue(constraintMap, "compress", false);
                    data.stretch = this.getValue(constraintMap, "stretch", false);
                    data.uniform = this.getValue(constraintMap, "uniform", false);
                    skeletonData.ikConstraints.push(data);
                }
            }
            // Transform constraints.
            if (root.transform) {
                for (var i = 0; i < root.transform.length; i++) {
                    /** @type {?} */
                    var constraintMap = root.transform[i];
                    /** @type {?} */
                    var data = new TransformConstraintData(constraintMap.name);
                    data.order = this.getValue(constraintMap, "order", 0);
                    data.skinRequired = this.getValue(constraintMap, "skin", false);
                    for (var j = 0; j < constraintMap.bones.length; j++) {
                        /** @type {?} */
                        var boneName = constraintMap.bones[j];
                        /** @type {?} */
                        var bone = skeletonData.findBone(boneName);
                        if (bone == null)
                            throw new Error("Transform constraint bone not found: " + boneName);
                        data.bones.push(bone);
                    }
                    /** @type {?} */
                    var targetName = constraintMap.target;
                    data.target = skeletonData.findBone(targetName);
                    if (data.target == null)
                        throw new Error("Transform constraint target bone not found: " + targetName);
                    data.local = this.getValue(constraintMap, "local", false);
                    data.relative = this.getValue(constraintMap, "relative", false);
                    data.offsetRotation = this.getValue(constraintMap, "rotation", 0);
                    data.offsetX = this.getValue(constraintMap, "x", 0) * scale;
                    data.offsetY = this.getValue(constraintMap, "y", 0) * scale;
                    data.offsetScaleX = this.getValue(constraintMap, "scaleX", 0);
                    data.offsetScaleY = this.getValue(constraintMap, "scaleY", 0);
                    data.offsetShearY = this.getValue(constraintMap, "shearY", 0);
                    data.rotateMix = this.getValue(constraintMap, "rotateMix", 1);
                    data.translateMix = this.getValue(constraintMap, "translateMix", 1);
                    data.scaleMix = this.getValue(constraintMap, "scaleMix", 1);
                    data.shearMix = this.getValue(constraintMap, "shearMix", 1);
                    skeletonData.transformConstraints.push(data);
                }
            }
            // Path constraints.
            if (root.path) {
                for (var i = 0; i < root.path.length; i++) {
                    /** @type {?} */
                    var constraintMap = root.path[i];
                    /** @type {?} */
                    var data = new PathConstraintData(constraintMap.name);
                    data.order = this.getValue(constraintMap, "order", 0);
                    data.skinRequired = this.getValue(constraintMap, "skin", false);
                    for (var j = 0; j < constraintMap.bones.length; j++) {
                        /** @type {?} */
                        var boneName = constraintMap.bones[j];
                        /** @type {?} */
                        var bone = skeletonData.findBone(boneName);
                        if (bone == null)
                            throw new Error("Transform constraint bone not found: " + boneName);
                        data.bones.push(bone);
                    }
                    /** @type {?} */
                    var targetName = constraintMap.target;
                    data.target = skeletonData.findSlot(targetName);
                    if (data.target == null)
                        throw new Error("Path target slot not found: " + targetName);
                    data.positionMode = SkeletonJson.positionModeFromString(this.getValue(constraintMap, "positionMode", "percent"));
                    data.spacingMode = SkeletonJson.spacingModeFromString(this.getValue(constraintMap, "spacingMode", "length"));
                    data.rotateMode = SkeletonJson.rotateModeFromString(this.getValue(constraintMap, "rotateMode", "tangent"));
                    data.offsetRotation = this.getValue(constraintMap, "rotation", 0);
                    data.position = this.getValue(constraintMap, "position", 0);
                    if (data.positionMode == PositionMode.Fixed)
                        data.position *= scale;
                    data.spacing = this.getValue(constraintMap, "spacing", 0);
                    if (data.spacingMode == SpacingMode.Length ||
                        data.spacingMode == SpacingMode.Fixed)
                        data.spacing *= scale;
                    data.rotateMix = this.getValue(constraintMap, "rotateMix", 1);
                    data.translateMix = this.getValue(constraintMap, "translateMix", 1);
                    skeletonData.pathConstraints.push(data);
                }
            }
            // Skins.
            if (root.skins) {
                for (var i = 0; i < root.skins.length; i++) {
                    /** @type {?} */
                    var skinMap = root.skins[i];
                    /** @type {?} */
                    var skin = new Skin(skinMap.name);
                    if (skinMap.bones) {
                        for (var ii = 0; ii < skinMap.bones.length; ii++) {
                            /** @type {?} */
                            var bone = skeletonData.findBone(skinMap.bones[ii]);
                            if (bone == null)
                                throw new Error("Skin bone not found: " + skinMap.bones[i]);
                            skin.bones.push(bone);
                        }
                    }
                    if (skinMap.ik) {
                        for (var ii = 0; ii < skinMap.ik.length; ii++) {
                            /** @type {?} */
                            var constraint = skeletonData.findIkConstraint(skinMap.ik[ii]);
                            if (constraint == null)
                                throw new Error("Skin IK constraint not found: " + skinMap.ik[i]);
                            skin.constraints.push(constraint);
                        }
                    }
                    if (skinMap.transform) {
                        for (var ii = 0; ii < skinMap.transform.length; ii++) {
                            /** @type {?} */
                            var constraint = skeletonData.findTransformConstraint(skinMap.transform[ii]);
                            if (constraint == null)
                                throw new Error("Skin transform constraint not found: " + skinMap.transform[i]);
                            skin.constraints.push(constraint);
                        }
                    }
                    if (skinMap.path) {
                        for (var ii = 0; ii < skinMap.path.length; ii++) {
                            /** @type {?} */
                            var constraint = skeletonData.findPathConstraint(skinMap.path[ii]);
                            if (constraint == null)
                                throw new Error("Skin path constraint not found: " + skinMap.path[i]);
                            skin.constraints.push(constraint);
                        }
                    }
                    for (var slotName in skinMap.attachments) {
                        /** @type {?} */
                        var slot = skeletonData.findSlot(slotName);
                        if (slot == null)
                            throw new Error("Slot not found: " + slotName);
                        /** @type {?} */
                        var slotMap = skinMap.attachments[slotName];
                        for (var entryName in slotMap) {
                            /** @type {?} */
                            var attachment = this.readAttachment(slotMap[entryName], skin, slot.index, entryName, skeletonData);
                            if (attachment != null)
                                skin.setAttachment(slot.index, entryName, attachment);
                        }
                    }
                    skeletonData.skins.push(skin);
                    if (skin.name == "default")
                        skeletonData.defaultSkin = skin;
                }
            }
            // Linked meshes.
            for (var i = 0, n = this.linkedMeshes.length; i < n; i++) {
                /** @type {?} */
                var linkedMesh = this.linkedMeshes[i];
                /** @type {?} */
                var skin = linkedMesh.skin == null
                    ? skeletonData.defaultSkin
                    : skeletonData.findSkin(linkedMesh.skin);
                if (skin == null)
                    throw new Error("Skin not found: " + linkedMesh.skin);
                /** @type {?} */
                var parent_2 = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent);
                if (parent_2 == null)
                    throw new Error("Parent mesh not found: " + linkedMesh.parent);
                linkedMesh.mesh.deformAttachment = linkedMesh.inheritDeform
                    ? (/** @type {?} */ (parent_2))
                    : (/** @type {?} */ (linkedMesh.mesh));
                linkedMesh.mesh.setParentMesh((/** @type {?} */ (parent_2)));
                linkedMesh.mesh.updateUVs();
            }
            this.linkedMeshes.length = 0;
            // Events.
            if (root.events) {
                for (var eventName in root.events) {
                    /** @type {?} */
                    var eventMap = root.events[eventName];
                    /** @type {?} */
                    var data = new EventData(eventName);
                    data.intValue = this.getValue(eventMap, "int", 0);
                    data.floatValue = this.getValue(eventMap, "float", 0);
                    data.stringValue = this.getValue(eventMap, "string", "");
                    data.audioPath = this.getValue(eventMap, "audio", null);
                    if (data.audioPath != null) {
                        data.volume = this.getValue(eventMap, "volume", 1);
                        data.balance = this.getValue(eventMap, "balance", 0);
                    }
                    skeletonData.events.push(data);
                }
            }
            // Animations.
            if (root.animations) {
                for (var animationName in root.animations) {
                    /** @type {?} */
                    var animationMap = root.animations[animationName];
                    this.readAnimation(animationMap, animationName, skeletonData);
                }
            }
            return skeletonData;
        };
        /**
         * @param {?} map
         * @param {?} skin
         * @param {?} slotIndex
         * @param {?} name
         * @param {?} skeletonData
         * @return {?}
         */
        SkeletonJson.prototype.readAttachment = /**
         * @param {?} map
         * @param {?} skin
         * @param {?} slotIndex
         * @param {?} name
         * @param {?} skeletonData
         * @return {?}
         */
        function (map, skin, slotIndex, name, skeletonData) {
            /** @type {?} */
            var scale = this.scale;
            name = this.getValue(map, "name", name);
            /** @type {?} */
            var type = this.getValue(map, "type", "region");
            switch (type) {
                case "region": {
                    /** @type {?} */
                    var path = this.getValue(map, "path", name);
                    /** @type {?} */
                    var region = this.attachmentLoader.newRegionAttachment(skin, name, path);
                    if (region == null)
                        return null;
                    region.path = path;
                    region.x = this.getValue(map, "x", 0) * scale;
                    region.y = this.getValue(map, "y", 0) * scale;
                    region.scaleX = this.getValue(map, "scaleX", 1);
                    region.scaleY = this.getValue(map, "scaleY", 1);
                    region.rotation = this.getValue(map, "rotation", 0);
                    region.width = map.width * scale;
                    region.height = map.height * scale;
                    /** @type {?} */
                    var color = this.getValue(map, "color", null);
                    if (color != null)
                        region.color.setFromString(color);
                    region.updateOffset();
                    return region;
                }
                case "boundingbox": {
                    /** @type {?} */
                    var box = this.attachmentLoader.newBoundingBoxAttachment(skin, name);
                    if (box == null)
                        return null;
                    this.readVertices(map, box, map.vertexCount << 1);
                    /** @type {?} */
                    var color = this.getValue(map, "color", null);
                    if (color != null)
                        box.color.setFromString(color);
                    return box;
                }
                case "mesh":
                case "linkedmesh": {
                    /** @type {?} */
                    var path = this.getValue(map, "path", name);
                    /** @type {?} */
                    var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
                    if (mesh == null)
                        return null;
                    mesh.path = path;
                    /** @type {?} */
                    var color = this.getValue(map, "color", null);
                    if (color != null)
                        mesh.color.setFromString(color);
                    mesh.width = this.getValue(map, "width", 0) * scale;
                    mesh.height = this.getValue(map, "height", 0) * scale;
                    /** @type {?} */
                    var parent_3 = this.getValue(map, "parent", null);
                    if (parent_3 != null) {
                        this.linkedMeshes.push(new LinkedMesh$1(mesh, (/** @type {?} */ (this.getValue(map, "skin", null))), slotIndex, parent_3, this.getValue(map, "deform", true)));
                        return mesh;
                    }
                    /** @type {?} */
                    var uvs = map.uvs;
                    this.readVertices(map, mesh, uvs.length);
                    mesh.triangles = map.triangles;
                    mesh.regionUVs = uvs;
                    mesh.updateUVs();
                    mesh.edges = this.getValue(map, "edges", null);
                    mesh.hullLength = this.getValue(map, "hull", 0) * 2;
                    return mesh;
                }
                case "path": {
                    /** @type {?} */
                    var path = this.attachmentLoader.newPathAttachment(skin, name);
                    if (path == null)
                        return null;
                    path.closed = this.getValue(map, "closed", false);
                    path.constantSpeed = this.getValue(map, "constantSpeed", true);
                    /** @type {?} */
                    var vertexCount = map.vertexCount;
                    this.readVertices(map, path, vertexCount << 1);
                    /** @type {?} */
                    var lengths = Utils.newArray(vertexCount / 3, 0);
                    for (var i = 0; i < map.lengths.length; i++)
                        lengths[i] = map.lengths[i] * scale;
                    path.lengths = lengths;
                    /** @type {?} */
                    var color = this.getValue(map, "color", null);
                    if (color != null)
                        path.color.setFromString(color);
                    return path;
                }
                case "point": {
                    /** @type {?} */
                    var point = this.attachmentLoader.newPointAttachment(skin, name);
                    if (point == null)
                        return null;
                    point.x = this.getValue(map, "x", 0) * scale;
                    point.y = this.getValue(map, "y", 0) * scale;
                    point.rotation = this.getValue(map, "rotation", 0);
                    /** @type {?} */
                    var color = this.getValue(map, "color", null);
                    if (color != null)
                        point.color.setFromString(color);
                    return point;
                }
                case "clipping": {
                    /** @type {?} */
                    var clip = this.attachmentLoader.newClippingAttachment(skin, name);
                    if (clip == null)
                        return null;
                    /** @type {?} */
                    var end = this.getValue(map, "end", null);
                    if (end != null) {
                        /** @type {?} */
                        var slot = skeletonData.findSlot(end);
                        if (slot == null)
                            throw new Error("Clipping end slot not found: " + end);
                        clip.endSlot = slot;
                    }
                    /** @type {?} */
                    var vertexCount = map.vertexCount;
                    this.readVertices(map, clip, vertexCount << 1);
                    /** @type {?} */
                    var color = this.getValue(map, "color", null);
                    if (color != null)
                        clip.color.setFromString(color);
                    return clip;
                }
            }
            return null;
        };
        /**
         * @param {?} map
         * @param {?} attachment
         * @param {?} verticesLength
         * @return {?}
         */
        SkeletonJson.prototype.readVertices = /**
         * @param {?} map
         * @param {?} attachment
         * @param {?} verticesLength
         * @return {?}
         */
        function (map, attachment, verticesLength) {
            /** @type {?} */
            var scale = this.scale;
            attachment.worldVerticesLength = verticesLength;
            /** @type {?} */
            var vertices = map.vertices;
            if (verticesLength == vertices.length) {
                /** @type {?} */
                var scaledVertices = Utils.toFloatArray(vertices);
                if (scale != 1) {
                    for (var i = 0, n = vertices.length; i < n; i++)
                        scaledVertices[i] *= scale;
                }
                attachment.vertices = scaledVertices;
                return;
            }
            /** @type {?} */
            var weights = new Array();
            /** @type {?} */
            var bones = new Array();
            for (var i = 0, n = vertices.length; i < n;) {
                /** @type {?} */
                var boneCount = vertices[i++];
                bones.push(boneCount);
                for (var nn = i + boneCount * 4; i < nn; i += 4) {
                    bones.push(vertices[i]);
                    weights.push(vertices[i + 1] * scale);
                    weights.push(vertices[i + 2] * scale);
                    weights.push(vertices[i + 3]);
                }
            }
            attachment.bones = bones;
            attachment.vertices = Utils.toFloatArray(weights);
        };
        /**
         * @param {?} map
         * @param {?} name
         * @param {?} skeletonData
         * @return {?}
         */
        SkeletonJson.prototype.readAnimation = /**
         * @param {?} map
         * @param {?} name
         * @param {?} skeletonData
         * @return {?}
         */
        function (map, name, skeletonData) {
            /** @type {?} */
            var scale = this.scale;
            /** @type {?} */
            var timelines = new Array();
            /** @type {?} */
            var duration = 0;
            // Slot timelines.
            if (map.slots) {
                for (var slotName in map.slots) {
                    /** @type {?} */
                    var slotMap = map.slots[slotName];
                    /** @type {?} */
                    var slotIndex = skeletonData.findSlotIndex(slotName);
                    if (slotIndex == -1)
                        throw new Error("Slot not found: " + slotName);
                    for (var timelineName in slotMap) {
                        /** @type {?} */
                        var timelineMap = slotMap[timelineName];
                        if (timelineName == "attachment") {
                            /** @type {?} */
                            var timeline = new AttachmentTimeline(timelineMap.length);
                            timeline.slotIndex = slotIndex;
                            /** @type {?} */
                            var frameIndex = 0;
                            for (var i = 0; i < timelineMap.length; i++) {
                                /** @type {?} */
                                var valueMap = timelineMap[i];
                                timeline.setFrame(frameIndex++, this.getValue(valueMap, "time", 0), valueMap.name);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
                        }
                        else if (timelineName == "color") {
                            /** @type {?} */
                            var timeline = new ColorTimeline(timelineMap.length);
                            timeline.slotIndex = slotIndex;
                            /** @type {?} */
                            var frameIndex = 0;
                            for (var i = 0; i < timelineMap.length; i++) {
                                /** @type {?} */
                                var valueMap = timelineMap[i];
                                /** @type {?} */
                                var color = new Color();
                                color.setFromString(valueMap.color);
                                timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), color.r, color.g, color.b, color.a);
                                this.readCurve(valueMap, timeline, frameIndex);
                                frameIndex++;
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * ColorTimeline.ENTRIES]);
                        }
                        else if (timelineName == "twoColor") {
                            /** @type {?} */
                            var timeline = new TwoColorTimeline(timelineMap.length);
                            timeline.slotIndex = slotIndex;
                            /** @type {?} */
                            var frameIndex = 0;
                            for (var i = 0; i < timelineMap.length; i++) {
                                /** @type {?} */
                                var valueMap = timelineMap[i];
                                /** @type {?} */
                                var light = new Color();
                                /** @type {?} */
                                var dark = new Color();
                                light.setFromString(valueMap.light);
                                dark.setFromString(valueMap.dark);
                                timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), light.r, light.g, light.b, light.a, dark.r, dark.g, dark.b);
                                this.readCurve(valueMap, timeline, frameIndex);
                                frameIndex++;
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * TwoColorTimeline.ENTRIES]);
                        }
                        else
                            throw new Error("Invalid timeline type for a slot: " +
                                timelineName +
                                " (" +
                                slotName +
                                ")");
                    }
                }
            }
            // Bone timelines.
            if (map.bones) {
                for (var boneName in map.bones) {
                    /** @type {?} */
                    var boneMap = map.bones[boneName];
                    /** @type {?} */
                    var boneIndex = skeletonData.findBoneIndex(boneName);
                    if (boneIndex == -1)
                        throw new Error("Bone not found: " + boneName);
                    for (var timelineName in boneMap) {
                        /** @type {?} */
                        var timelineMap = boneMap[timelineName];
                        if (timelineName === "rotate") {
                            /** @type {?} */
                            var timeline = new RotateTimeline(timelineMap.length);
                            timeline.boneIndex = boneIndex;
                            /** @type {?} */
                            var frameIndex = 0;
                            for (var i = 0; i < timelineMap.length; i++) {
                                /** @type {?} */
                                var valueMap = timelineMap[i];
                                timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), this.getValue(valueMap, "angle", 0));
                                this.readCurve(valueMap, timeline, frameIndex);
                                frameIndex++;
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * RotateTimeline.ENTRIES]);
                        }
                        else if (timelineName === "translate" ||
                            timelineName === "scale" ||
                            timelineName === "shear") {
                            /** @type {?} */
                            var timeline = null;
                            /** @type {?} */
                            var timelineScale = 1;
                            /** @type {?} */
                            var defaultValue = 0;
                            if (timelineName === "scale") {
                                timeline = new ScaleTimeline(timelineMap.length);
                                defaultValue = 1;
                            }
                            else if (timelineName === "shear")
                                timeline = new ShearTimeline(timelineMap.length);
                            else {
                                timeline = new TranslateTimeline(timelineMap.length);
                                timelineScale = scale;
                            }
                            timeline.boneIndex = boneIndex;
                            /** @type {?} */
                            var frameIndex = 0;
                            for (var i = 0; i < timelineMap.length; i++) {
                                /** @type {?} */
                                var valueMap = timelineMap[i];
                                /** @type {?} */
                                var x = this.getValue(valueMap, "x", defaultValue);
                                /** @type {?} */
                                var y = this.getValue(valueMap, "y", defaultValue);
                                timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), x * timelineScale, y * timelineScale);
                                this.readCurve(valueMap, timeline, frameIndex);
                                frameIndex++;
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * TranslateTimeline.ENTRIES]);
                        }
                        else
                            throw new Error("Invalid timeline type for a bone: " +
                                timelineName +
                                " (" +
                                boneName +
                                ")");
                    }
                }
            }
            // IK constraint timelines.
            if (map.ik) {
                for (var constraintName in map.ik) {
                    /** @type {?} */
                    var constraintMap = map.ik[constraintName];
                    /** @type {?} */
                    var constraint = skeletonData.findIkConstraint(constraintName);
                    /** @type {?} */
                    var timeline = new IkConstraintTimeline(constraintMap.length);
                    timeline.ikConstraintIndex = skeletonData.ikConstraints.indexOf(constraint);
                    /** @type {?} */
                    var frameIndex = 0;
                    for (var i = 0; i < constraintMap.length; i++) {
                        /** @type {?} */
                        var valueMap = constraintMap[i];
                        timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), this.getValue(valueMap, "mix", 1), this.getValue(valueMap, "softness", 0) * scale, this.getValue(valueMap, "bendPositive", true) ? 1 : -1, this.getValue(valueMap, "compress", false), this.getValue(valueMap, "stretch", false));
                        this.readCurve(valueMap, timeline, frameIndex);
                        frameIndex++;
                    }
                    timelines.push(timeline);
                    duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * IkConstraintTimeline.ENTRIES]);
                }
            }
            // Transform constraint timelines.
            if (map.transform) {
                for (var constraintName in map.transform) {
                    /** @type {?} */
                    var constraintMap = map.transform[constraintName];
                    /** @type {?} */
                    var constraint = skeletonData.findTransformConstraint(constraintName);
                    /** @type {?} */
                    var timeline = new TransformConstraintTimeline(constraintMap.length);
                    timeline.transformConstraintIndex = skeletonData.transformConstraints.indexOf(constraint);
                    /** @type {?} */
                    var frameIndex = 0;
                    for (var i = 0; i < constraintMap.length; i++) {
                        /** @type {?} */
                        var valueMap = constraintMap[i];
                        timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), this.getValue(valueMap, "rotateMix", 1), this.getValue(valueMap, "translateMix", 1), this.getValue(valueMap, "scaleMix", 1), this.getValue(valueMap, "shearMix", 1));
                        this.readCurve(valueMap, timeline, frameIndex);
                        frameIndex++;
                    }
                    timelines.push(timeline);
                    duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * TransformConstraintTimeline.ENTRIES]);
                }
            }
            // Path constraint timelines.
            if (map.path) {
                for (var constraintName in map.path) {
                    /** @type {?} */
                    var constraintMap = map.path[constraintName];
                    /** @type {?} */
                    var index = skeletonData.findPathConstraintIndex(constraintName);
                    if (index == -1)
                        throw new Error("Path constraint not found: " + constraintName);
                    /** @type {?} */
                    var data = skeletonData.pathConstraints[index];
                    for (var timelineName in constraintMap) {
                        /** @type {?} */
                        var timelineMap = constraintMap[timelineName];
                        if (timelineName === "position" || timelineName === "spacing") {
                            /** @type {?} */
                            var timeline = null;
                            /** @type {?} */
                            var timelineScale = 1;
                            if (timelineName === "spacing") {
                                timeline = new PathConstraintSpacingTimeline(timelineMap.length);
                                if (data.spacingMode == SpacingMode.Length ||
                                    data.spacingMode == SpacingMode.Fixed)
                                    timelineScale = scale;
                            }
                            else {
                                timeline = new PathConstraintPositionTimeline(timelineMap.length);
                                if (data.positionMode == PositionMode.Fixed)
                                    timelineScale = scale;
                            }
                            timeline.pathConstraintIndex = index;
                            /** @type {?} */
                            var frameIndex = 0;
                            for (var i = 0; i < timelineMap.length; i++) {
                                /** @type {?} */
                                var valueMap = timelineMap[i];
                                timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), this.getValue(valueMap, timelineName, 0) * timelineScale);
                                this.readCurve(valueMap, timeline, frameIndex);
                                frameIndex++;
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) *
                                PathConstraintPositionTimeline.ENTRIES]);
                        }
                        else if (timelineName === "mix") {
                            /** @type {?} */
                            var timeline = new PathConstraintMixTimeline(timelineMap.length);
                            timeline.pathConstraintIndex = index;
                            /** @type {?} */
                            var frameIndex = 0;
                            for (var i = 0; i < timelineMap.length; i++) {
                                /** @type {?} */
                                var valueMap = timelineMap[i];
                                timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), this.getValue(valueMap, "rotateMix", 1), this.getValue(valueMap, "translateMix", 1));
                                this.readCurve(valueMap, timeline, frameIndex);
                                frameIndex++;
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) *
                                PathConstraintMixTimeline.ENTRIES]);
                        }
                    }
                }
            }
            // Deform timelines.
            if (map.deform) {
                for (var deformName in map.deform) {
                    /** @type {?} */
                    var deformMap = map.deform[deformName];
                    /** @type {?} */
                    var skin = skeletonData.findSkin(deformName);
                    if (skin == null)
                        throw new Error("Skin not found: " + deformName);
                    for (var slotName in deformMap) {
                        /** @type {?} */
                        var slotMap = deformMap[slotName];
                        /** @type {?} */
                        var slotIndex = skeletonData.findSlotIndex(slotName);
                        if (slotIndex == -1)
                            throw new Error("Slot not found: " + slotMap.name);
                        for (var timelineName in slotMap) {
                            /** @type {?} */
                            var timelineMap = slotMap[timelineName];
                            /** @type {?} */
                            var attachment = (/** @type {?} */ ((skin.getAttachment(slotIndex, timelineName))));
                            if (attachment == null)
                                throw new Error("Deform attachment not found: " + timelineMap.name);
                            /** @type {?} */
                            var weighted = attachment.bones != null;
                            /** @type {?} */
                            var vertices = attachment.vertices;
                            /** @type {?} */
                            var deformLength = weighted
                                ? (vertices.length / 3) * 2
                                : vertices.length;
                            /** @type {?} */
                            var timeline = new DeformTimeline(timelineMap.length);
                            timeline.slotIndex = slotIndex;
                            timeline.attachment = attachment;
                            /** @type {?} */
                            var frameIndex = 0;
                            for (var j = 0; j < timelineMap.length; j++) {
                                /** @type {?} */
                                var valueMap = timelineMap[j];
                                /** @type {?} */
                                var deform = void 0;
                                /** @type {?} */
                                var verticesValue = this.getValue(valueMap, "vertices", null);
                                if (verticesValue == null)
                                    deform = weighted
                                        ? Utils.newFloatArray(deformLength)
                                        : vertices;
                                else {
                                    deform = Utils.newFloatArray(deformLength);
                                    /** @type {?} */
                                    var start = (/** @type {?} */ (this.getValue(valueMap, "offset", 0)));
                                    Utils.arrayCopy(verticesValue, 0, deform, start, verticesValue.length);
                                    if (scale != 1) {
                                        for (var i = start, n = i + verticesValue.length; i < n; i++)
                                            deform[i] *= scale;
                                    }
                                    if (!weighted) {
                                        for (var i = 0; i < deformLength; i++)
                                            deform[i] += vertices[i];
                                    }
                                }
                                timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), deform);
                                this.readCurve(valueMap, timeline, frameIndex);
                                frameIndex++;
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
                        }
                    }
                }
            }
            // Draw order timeline.
            /** @type {?} */
            var drawOrderNode = map.drawOrder;
            if (drawOrderNode == null)
                drawOrderNode = map.draworder;
            if (drawOrderNode != null) {
                /** @type {?} */
                var timeline = new DrawOrderTimeline(drawOrderNode.length);
                /** @type {?} */
                var slotCount = skeletonData.slots.length;
                /** @type {?} */
                var frameIndex = 0;
                for (var j = 0; j < drawOrderNode.length; j++) {
                    /** @type {?} */
                    var drawOrderMap = drawOrderNode[j];
                    /** @type {?} */
                    var drawOrder = null;
                    /** @type {?} */
                    var offsets = this.getValue(drawOrderMap, "offsets", null);
                    if (offsets != null) {
                        drawOrder = Utils.newArray(slotCount, -1);
                        /** @type {?} */
                        var unchanged = Utils.newArray(slotCount - offsets.length, 0);
                        /** @type {?} */
                        var originalIndex = 0;
                        /** @type {?} */
                        var unchangedIndex = 0;
                        for (var i = 0; i < offsets.length; i++) {
                            /** @type {?} */
                            var offsetMap = offsets[i];
                            /** @type {?} */
                            var slotIndex = skeletonData.findSlotIndex(offsetMap.slot);
                            if (slotIndex == -1)
                                throw new Error("Slot not found: " + offsetMap.slot);
                            // Collect unchanged items.
                            while (originalIndex != slotIndex)
                                unchanged[unchangedIndex++] = originalIndex++;
                            // Set changed items.
                            drawOrder[originalIndex + offsetMap.offset] = originalIndex++;
                        }
                        // Collect remaining unchanged items.
                        while (originalIndex < slotCount)
                            unchanged[unchangedIndex++] = originalIndex++;
                        // Fill in unchanged items.
                        for (var i = slotCount - 1; i >= 0; i--)
                            if (drawOrder[i] == -1)
                                drawOrder[i] = unchanged[--unchangedIndex];
                    }
                    timeline.setFrame(frameIndex++, this.getValue(drawOrderMap, "time", 0), drawOrder);
                }
                timelines.push(timeline);
                duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
            }
            // Event timeline.
            if (map.events) {
                /** @type {?} */
                var timeline = new EventTimeline(map.events.length);
                /** @type {?} */
                var frameIndex = 0;
                for (var i = 0; i < map.events.length; i++) {
                    /** @type {?} */
                    var eventMap = map.events[i];
                    /** @type {?} */
                    var eventData = skeletonData.findEvent(eventMap.name);
                    if (eventData == null)
                        throw new Error("Event not found: " + eventMap.name);
                    /** @type {?} */
                    var event_1 = new Event(Utils.toSinglePrecision(this.getValue(eventMap, "time", 0)), eventData);
                    event_1.intValue = this.getValue(eventMap, "int", eventData.intValue);
                    event_1.floatValue = this.getValue(eventMap, "float", eventData.floatValue);
                    event_1.stringValue = this.getValue(eventMap, "string", eventData.stringValue);
                    if (event_1.data.audioPath != null) {
                        event_1.volume = this.getValue(eventMap, "volume", 1);
                        event_1.balance = this.getValue(eventMap, "balance", 0);
                    }
                    timeline.setFrame(frameIndex++, event_1);
                }
                timelines.push(timeline);
                duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
            }
            if (isNaN(duration)) {
                throw new Error("Error while parsing animation, duration is NaN");
            }
            skeletonData.animations.push(new Animation(name, timelines, duration));
        };
        /**
         * @param {?} map
         * @param {?} timeline
         * @param {?} frameIndex
         * @return {?}
         */
        SkeletonJson.prototype.readCurve = /**
         * @param {?} map
         * @param {?} timeline
         * @param {?} frameIndex
         * @return {?}
         */
        function (map, timeline, frameIndex) {
            if (!map.curve)
                return;
            if (map.curve == "stepped")
                timeline.setStepped(frameIndex);
            else {
                /** @type {?} */
                var curve = map.curve;
                timeline.setCurve(frameIndex, curve, this.getValue(map, "c2", 0), this.getValue(map, "c3", 1), this.getValue(map, "c4", 1));
            }
        };
        /**
         * @param {?} map
         * @param {?} prop
         * @param {?} defaultValue
         * @return {?}
         */
        SkeletonJson.prototype.getValue = /**
         * @param {?} map
         * @param {?} prop
         * @param {?} defaultValue
         * @return {?}
         */
        function (map, prop, defaultValue) {
            return map[prop] !== undefined ? map[prop] : defaultValue;
        };
        /**
         * @param {?} str
         * @return {?}
         */
        SkeletonJson.blendModeFromString = /**
         * @param {?} str
         * @return {?}
         */
        function (str) {
            str = str.toLowerCase();
            if (str == "normal")
                return BlendMode.Normal;
            if (str == "additive")
                return BlendMode.Additive;
            if (str == "multiply")
                return BlendMode.Multiply;
            if (str == "screen")
                return BlendMode.Screen;
            throw new Error("Unknown blend mode: " + str);
        };
        /**
         * @param {?} str
         * @return {?}
         */
        SkeletonJson.positionModeFromString = /**
         * @param {?} str
         * @return {?}
         */
        function (str) {
            str = str.toLowerCase();
            if (str == "fixed")
                return PositionMode.Fixed;
            if (str == "percent")
                return PositionMode.Percent;
            throw new Error("Unknown position mode: " + str);
        };
        /**
         * @param {?} str
         * @return {?}
         */
        SkeletonJson.spacingModeFromString = /**
         * @param {?} str
         * @return {?}
         */
        function (str) {
            str = str.toLowerCase();
            if (str == "length")
                return SpacingMode.Length;
            if (str == "fixed")
                return SpacingMode.Fixed;
            if (str == "percent")
                return SpacingMode.Percent;
            throw new Error("Unknown position mode: " + str);
        };
        /**
         * @param {?} str
         * @return {?}
         */
        SkeletonJson.rotateModeFromString = /**
         * @param {?} str
         * @return {?}
         */
        function (str) {
            str = str.toLowerCase();
            if (str == "tangent")
                return RotateMode.Tangent;
            if (str == "chain")
                return RotateMode.Chain;
            if (str == "chainscale")
                return RotateMode.ChainScale;
            throw new Error("Unknown rotate mode: " + str);
        };
        /**
         * @param {?} str
         * @return {?}
         */
        SkeletonJson.transformModeFromString = /**
         * @param {?} str
         * @return {?}
         */
        function (str) {
            str = str.toLowerCase();
            if (str == "normal")
                return TransformMode.Normal;
            if (str == "onlytranslation")
                return TransformMode.OnlyTranslation;
            if (str == "norotationorreflection")
                return TransformMode.NoRotationOrReflection;
            if (str == "noscale")
                return TransformMode.NoScale;
            if (str == "noscaleorreflection")
                return TransformMode.NoScaleOrReflection;
            throw new Error("Unknown transform mode: " + str);
        };
        return SkeletonJson;
    }());
    if (false) {
        /** @type {?} */
        SkeletonJson.prototype.attachmentLoader;
        /** @type {?} */
        SkeletonJson.prototype.scale;
        /**
         * @type {?}
         * @private
         */
        SkeletonJson.prototype.linkedMeshes;
    }
    var LinkedMesh$1 = /** @class */ (function () {
        function LinkedMesh(mesh, skin, slotIndex, parent, inheritDeform) {
            this.mesh = mesh;
            this.skin = skin;
            this.slotIndex = slotIndex;
            this.parent = parent;
            this.inheritDeform = inheritDeform;
        }
        return LinkedMesh;
    }());
    if (false) {
        /** @type {?} */
        LinkedMesh$1.prototype.parent;
        /** @type {?} */
        LinkedMesh$1.prototype.skin;
        /** @type {?} */
        LinkedMesh$1.prototype.slotIndex;
        /** @type {?} */
        LinkedMesh$1.prototype.mesh;
        /** @type {?} */
        LinkedMesh$1.prototype.inheritDeform;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    /**
     * ***************************************************************************
     * Spine Runtimes License Agreement
     * Last updated May 1, 2019. Replaces all prior versions.
     *
     * Copyright (c) 2013-2019, Esoteric Software LLC
     *
     * Integration of the Spine Runtimes into software or otherwise creating
     * derivative works of the Spine Runtimes is permitted under the terms and
     * conditions of Section 2 of the Spine Editor License Agreement:
     * http://esotericsoftware.com/spine-editor-license
     *
     * Otherwise, it is permitted to integrate the Spine Runtimes into software
     * or otherwise create derivative works of the Spine Runtimes (collectively,
     * "Products"), provided that each user of the Products must obtain their own
     * Spine Editor license and redistribution of the Products in any form must
     * include this license and copyright notice.
     *
     * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
     * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
     * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
     * NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
     * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
     * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
     * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
     * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
     * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
     * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     * ***************************************************************************
     * @record
     */
    function Updatable() { }
    if (false) {
        /**
         * @return {?}
         */
        Updatable.prototype.update = function () { };
        /**
         * @return {?}
         */
        Updatable.prototype.isActive = function () { };
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    /******************************************************************************
     * Spine Runtimes License Agreement
     * Last updated May 1, 2019. Replaces all prior versions.
     *
     * Copyright (c) 2013-2019, Esoteric Software LLC
     *
     * Integration of the Spine Runtimes into software or otherwise creating
     * derivative works of the Spine Runtimes is permitted under the terms and
     * conditions of Section 2 of the Spine Editor License Agreement:
     * http://esotericsoftware.com/spine-editor-license
     *
     * Otherwise, it is permitted to integrate the Spine Runtimes into software
     * or otherwise create derivative works of the Spine Runtimes (collectively,
     * "Products"), provided that each user of the Products must obtain their own
     * Spine Editor license and redistribution of the Products in any form must
     * include this license and copyright notice.
     *
     * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
     * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
     * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
     * NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
     * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
     * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
     * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
     * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
     * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
     * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     *****************************************************************************/
    /**
     * @record
     */
    function VertexEffect() { }
    if (false) {
        /**
         * @param {?} skeleton
         * @return {?}
         */
        VertexEffect.prototype.begin = function (skeleton) { };
        /**
         * @param {?} position
         * @param {?} uv
         * @param {?} light
         * @param {?} dark
         * @return {?}
         */
        VertexEffect.prototype.transform = function (position, uv, light, dark) { };
        /**
         * @return {?}
         */
        VertexEffect.prototype.end = function () { };
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    /**
     * @record
     */
    function AttachmentLoader() { }
    if (false) {
        /**
         * @param {?} skin
         * @param {?} name
         * @param {?} path
         * @return {?} May be null to not load an attachment.
         */
        AttachmentLoader.prototype.newRegionAttachment = function (skin, name, path) { };
        /**
         * @param {?} skin
         * @param {?} name
         * @param {?} path
         * @return {?} May be null to not load an attachment.
         */
        AttachmentLoader.prototype.newMeshAttachment = function (skin, name, path) { };
        /**
         * @param {?} skin
         * @param {?} name
         * @return {?} May be null to not load an attachment.
         */
        AttachmentLoader.prototype.newBoundingBoxAttachment = function (skin, name) { };
        /**
         * @param {?} skin
         * @param {?} name
         * @return {?} May be null to not load an attachment
         */
        AttachmentLoader.prototype.newPathAttachment = function (skin, name) { };
        /**
         * @param {?} skin
         * @param {?} name
         * @return {?} May be null to not load an attachment
         */
        AttachmentLoader.prototype.newPointAttachment = function (skin, name) { };
        /**
         * @param {?} skin
         * @param {?} name
         * @return {?} May be null to not load an attachment
         */
        AttachmentLoader.prototype.newClippingAttachment = function (skin, name) { };
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var JitterEffect = /** @class */ (function () {
        function JitterEffect(jitterX, jitterY) {
            this.jitterX = 0;
            this.jitterY = 0;
            this.jitterX = jitterX;
            this.jitterY = jitterY;
        }
        /**
         * @param {?} skeleton
         * @return {?}
         */
        JitterEffect.prototype.begin = /**
         * @param {?} skeleton
         * @return {?}
         */
        function (skeleton) { };
        /**
         * @param {?} position
         * @param {?} uv
         * @param {?} light
         * @param {?} dark
         * @return {?}
         */
        JitterEffect.prototype.transform = /**
         * @param {?} position
         * @param {?} uv
         * @param {?} light
         * @param {?} dark
         * @return {?}
         */
        function (position, uv, light, dark) {
            position.x += MathUtils.randomTriangular(-this.jitterX, this.jitterY);
            position.y += MathUtils.randomTriangular(-this.jitterX, this.jitterY);
        };
        /**
         * @return {?}
         */
        JitterEffect.prototype.end = /**
         * @return {?}
         */
        function () { };
        return JitterEffect;
    }());
    if (false) {
        /** @type {?} */
        JitterEffect.prototype.jitterX;
        /** @type {?} */
        JitterEffect.prototype.jitterY;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var SwirlEffect = /** @class */ (function () {
        function SwirlEffect(radius) {
            this.centerX = 0;
            this.centerY = 0;
            this.radius = 0;
            this.angle = 0;
            this.worldX = 0;
            this.worldY = 0;
            this.radius = radius;
        }
        /**
         * @param {?} skeleton
         * @return {?}
         */
        SwirlEffect.prototype.begin = /**
         * @param {?} skeleton
         * @return {?}
         */
        function (skeleton) {
            this.worldX = skeleton.x + this.centerX;
            this.worldY = skeleton.y + this.centerY;
        };
        /**
         * @param {?} position
         * @param {?} uv
         * @param {?} light
         * @param {?} dark
         * @return {?}
         */
        SwirlEffect.prototype.transform = /**
         * @param {?} position
         * @param {?} uv
         * @param {?} light
         * @param {?} dark
         * @return {?}
         */
        function (position, uv, light, dark) {
            /** @type {?} */
            var radAngle = this.angle * MathUtils.degreesToRadians;
            /** @type {?} */
            var x = position.x - this.worldX;
            /** @type {?} */
            var y = position.y - this.worldY;
            /** @type {?} */
            var dist = Math.sqrt(x * x + y * y);
            if (dist < this.radius) {
                /** @type {?} */
                var theta = SwirlEffect.interpolation.apply(0, radAngle, (this.radius - dist) / this.radius);
                /** @type {?} */
                var cos = Math.cos(theta);
                /** @type {?} */
                var sin = Math.sin(theta);
                position.x = cos * x - sin * y + this.worldX;
                position.y = sin * x + cos * y + this.worldY;
            }
        };
        /**
         * @return {?}
         */
        SwirlEffect.prototype.end = /**
         * @return {?}
         */
        function () { };
        SwirlEffect.interpolation = new PowOut(2);
        return SwirlEffect;
    }());
    if (false) {
        /** @type {?} */
        SwirlEffect.interpolation;
        /** @type {?} */
        SwirlEffect.prototype.centerX;
        /** @type {?} */
        SwirlEffect.prototype.centerY;
        /** @type {?} */
        SwirlEffect.prototype.radius;
        /** @type {?} */
        SwirlEffect.prototype.angle;
        /**
         * @type {?}
         * @private
         */
        SwirlEffect.prototype.worldX;
        /**
         * @type {?}
         * @private
         */
        SwirlEffect.prototype.worldY;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    /**
     * @record
     */
    function Viewport() { }
    if (false) {
        /** @type {?} */
        Viewport.prototype.x;
        /** @type {?} */
        Viewport.prototype.y;
        /** @type {?} */
        Viewport.prototype.width;
        /** @type {?} */
        Viewport.prototype.height;
        /** @type {?} */
        Viewport.prototype.padLeft;
        /** @type {?} */
        Viewport.prototype.padRight;
        /** @type {?} */
        Viewport.prototype.padTop;
        /** @type {?} */
        Viewport.prototype.padBottom;
    }
    /**
     * @record
     */
    function DataUrls() { }
    if (false) {
        /** @type {?|undefined} */
        DataUrls.prototype.json;
        /** @type {?|undefined} */
        DataUrls.prototype.skel;
        /** @type {?} */
        DataUrls.prototype.atlas;
    }
    var NgxSpineWebglComponent = /** @class */ (function () {
        function NgxSpineWebglComponent() {
            /* Optional: the default mix time used to switch between two animations. */
            this.defaultMix = 0.25;
            /* Optional: whether the skeleton uses premultiplied alpha. Default: true. */
            this.premultipliedAlpha = true;
            this.transitionTime = 0.2;
            this.speed = 1;
            // The name of the animation to be played. Default: first animation in the skeleton.
            this.animationValue = null;
            this.animationChange = new core.EventEmitter();
            /* Optional: list of animation names from which the user can choose. */
            this.animationsValue = [];
            this.animationsChange = new core.EventEmitter();
            /* Optional: the name of the skin to be set. Default: the default skin. */
            this.skinValue = null;
            this.skinChange = new core.EventEmitter();
            /* Optional: list of skin names from which the user can choose. */
            this.skinsValue = [];
            this.skinsChange = new core.EventEmitter();
            this.loaded = new core.EventEmitter();
            this.time = new TimeKeeper();
            this.paused = true;
            this.playTime = 0;
            this.currentViewport = null;
            this.previousViewport = null;
            this.viewportTransitionStart = 0;
            this.init = false;
        }
        Object.defineProperty(NgxSpineWebglComponent.prototype, "dataUrls", {
            get: /**
             * @return {?}
             */
            function () {
                return this.urls;
            },
            set: /**
             * @param {?} urls
             * @return {?}
             */
            function (urls) {
                var _this = this;
                this.urls = urls;
                if (!this.urls.json && !this.urls.skel) {
                    throw new Error("Please specify the URL of the skeleton JSON or .skel file.");
                }
                if (!this.urls.atlas) {
                    throw new Error("Please specify the URL of the atlas file.");
                }
                if (this.init) {
                    this.loaded.emit(false);
                    this.loadAsset().then((/**
                     * @return {?}
                     */
                    function () {
                        console.log("load assets");
                        _this.loadSkeleton();
                        _this.loaded.emit(true);
                        requestAnimationFrame((/**
                         * @return {?}
                         */
                        function () { return _this.drawFrame(); }));
                    }));
                }
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(NgxSpineWebglComponent.prototype, "animation", {
            get: /**
             * @return {?}
             */
            function () {
                return this.animationValue;
            },
            set: /**
             * @param {?} val
             * @return {?}
             */
            function (val) {
                this.animationValue = val;
                this.animationChange.emit(val);
                if (this.skeleton && this.animations.length > 0) {
                    this.playTime = 0;
                    this.setAnimation(val);
                }
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(NgxSpineWebglComponent.prototype, "animations", {
            get: /**
             * @return {?}
             */
            function () {
                return this.animationsValue;
            },
            set: /**
             * @param {?} val
             * @return {?}
             */
            function (val) {
                this.animationsValue = val;
                this.animationsChange.emit(val);
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(NgxSpineWebglComponent.prototype, "skin", {
            get: /**
             * @return {?}
             */
            function () {
                return this.skinValue;
            },
            set: /**
             * @param {?} val
             * @return {?}
             */
            function (val) {
                this.skinValue = val;
                this.skinChange.emit(this.skinValue);
                if (this.skeleton && this.animations.length > 0) {
                    this.skeleton.setSkinByName(val);
                    this.skeleton.setSlotsToSetupPose();
                }
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(NgxSpineWebglComponent.prototype, "skins", {
            get: /**
             * @return {?}
             */
            function () {
                return this.skinsValue;
            },
            set: /**
             * @param {?} val
             * @return {?}
             */
            function (val) {
                this.skinsValue = val;
                this.skinsChange.emit(val);
            },
            enumerable: true,
            configurable: true
        });
        /**
         * @return {?}
         */
        NgxSpineWebglComponent.prototype.ngAfterViewInit = /**
         * @return {?}
         */
        function () {
            var _this = this;
            this.loaded.emit(false);
            // webgl setup
            this.context = new ManagedWebGLRenderingContext(this.canvas.nativeElement, {
                alpha: true
            });
            this.sceneRenderer = new SceneRenderer(this.canvas.nativeElement, this.context, true);
            // load the assets
            this.assetManager = new AssetManager$1(this.context);
            this.init = true;
            this.loadAsset().then((/**
             * @return {?}
             */
            function () {
                console.log("load assets");
                _this.loadSkeleton();
                _this.loaded.emit(true);
                requestAnimationFrame((/**
                 * @return {?}
                 */
                function () { return _this.drawFrame(); }));
            }));
        };
        /**
         * @private
         * @return {?}
         */
        NgxSpineWebglComponent.prototype.loadAsset = /**
         * @private
         * @return {?}
         */
        function () {
            var _this = this;
            /** @type {?} */
            var promises = [];
            promises.push(new Promise((/**
             * @param {?} resolve
             * @param {?} reject
             * @return {?}
             */
            function (resolve, reject) {
                _this.assetManager.loadTextureAtlas(_this.dataUrls.atlas, resolve, reject);
            })));
            if (this.dataUrls.json) {
                promises.push(new Promise((/**
                 * @param {?} resolve
                 * @param {?} reject
                 * @return {?}
                 */
                function (resolve, reject) {
                    _this.assetManager.loadText(_this.dataUrls.json, resolve, reject);
                })));
            }
            else {
                promises.push(new Promise((/**
                 * @param {?} resolve
                 * @param {?} reject
                 * @return {?}
                 */
                function (resolve, reject) {
                    _this.assetManager.loadBinary(_this.dataUrls.skel, resolve, reject);
                })));
            }
            return Promise.all(promises);
        };
        /**
         * @private
         * @return {?}
         */
        NgxSpineWebglComponent.prototype.loadSkeleton = /**
         * @private
         * @return {?}
         */
        function () {
            /** @type {?} */
            var atlas = this.assetManager.get(this.dataUrls.atlas);
            /** @type {?} */
            var skeletonData;
            if (this.dataUrls.json) {
                /** @type {?} */
                var json = this.assetManager.get(this.dataUrls.json);
                /** @type {?} */
                var skeletonJson = new SkeletonJson(new AtlasAttachmentLoader(atlas));
                skeletonData = skeletonJson.readSkeletonData(json);
            }
            else {
                /** @type {?} */
                var binary = this.assetManager.get(this.dataUrls.skel);
                /** @type {?} */
                var skeletonBinary = new SkeletonBinary(new AtlasAttachmentLoader(atlas));
                skeletonData = skeletonBinary.readSkeletonData(binary);
            }
            this.skeleton = new Skeleton(skeletonData);
            /** @type {?} */
            var stateData = new AnimationStateData(skeletonData);
            stateData.defaultMix = this.defaultMix;
            this.animationState = new AnimationState(stateData);
            /// Setup skin
            if (skeletonData.skins.length > 0) {
                this.skins = skeletonData.skins.map((/**
                 * @param {?} s
                 * @return {?}
                 */
                function (s) { return s.name; }));
            }
            else {
                throw new Error("");
            }
            if (this.skin) {
                if (!this.skins.includes(this.skin)) {
                    throw new Error("");
                }
                this.skeleton.setSkinByName(this.skin);
                this.skeleton.setSlotsToSetupPose();
            }
            else {
                this.skin = this.skins[0];
            }
            /// Setup animations
            if (skeletonData.animations.length > 0) {
                this.animations = skeletonData.animations.map((/**
                 * @param {?} a
                 * @return {?}
                 */
                function (a) { return a.name; }));
            }
            if (this.animation) {
                if (!this.animations.includes(this.animation)) {
                    throw new Error("");
                }
            }
            else {
                this.animation = this.animations[0];
            }
            this.play();
        };
        /**
         * @param {?=} requestNextFrame
         * @return {?}
         */
        NgxSpineWebglComponent.prototype.drawFrame = /**
         * @param {?=} requestNextFrame
         * @return {?}
         */
        function (requestNextFrame) {
            var _this = this;
            if (requestNextFrame === void 0) { requestNextFrame = true; }
            if (requestNextFrame) {
                requestAnimationFrame((/**
                 * @return {?}
                 */
                function () { return _this.drawFrame(); }));
            }
            /** @type {?} */
            var gl = this.context.gl;
            gl.clearColor(0, 0, 0, 0);
            gl.clear(gl.COLOR_BUFFER_BIT);
            // Resize the canvas
            this.sceneRenderer.resize(ResizeMode.Expand);
            // Update animation and skeleton
            if (!this.paused && this.animation) {
                this.time.update();
                /** @type {?} */
                var delta = this.time.delta * this.speed;
                /** @type {?} */
                var animationDuration = this.animationState.getCurrent(0).animation
                    .duration;
                this.playTime += delta;
                while (this.playTime >= animationDuration && animationDuration !== 0) {
                    this.playTime -= animationDuration;
                }
                this.playTime = Math.max(0, Math.min(this.playTime, animationDuration));
                // this.timelineSlider.setValue(this.playTime / animationDuration);
                this.animationState.update(delta);
                this.animationState.apply(this.skeleton);
            }
            this.skeleton.updateWorldTransform();
            /** @type {?} */
            var viewport = {
                x: this.currentViewport.x - ((/** @type {?} */ (this.currentViewport.padLeft))),
                y: this.currentViewport.y - ((/** @type {?} */ (this.currentViewport.padBottom))),
                width: this.currentViewport.width +
                    ((/** @type {?} */ (this.currentViewport.padLeft))) +
                    ((/** @type {?} */ (this.currentViewport.padRight))),
                height: this.currentViewport.height +
                    ((/** @type {?} */ (this.currentViewport.padBottom))) +
                    ((/** @type {?} */ (this.currentViewport.padTop)))
            };
            /** @type {?} */
            var transitionAlpha = (performance.now() - this.viewportTransitionStart) /
                1000 /
                this.transitionTime;
            if (this.previousViewport && transitionAlpha < 1) {
                /** @type {?} */
                var oldViewport = {
                    x: this.previousViewport.x - ((/** @type {?} */ (this.previousViewport.padLeft))),
                    y: this.previousViewport.y - ((/** @type {?} */ (this.previousViewport.padBottom))),
                    width: this.previousViewport.width +
                        ((/** @type {?} */ (this.previousViewport.padLeft))) +
                        ((/** @type {?} */ (this.previousViewport.padRight))),
                    height: this.previousViewport.height +
                        ((/** @type {?} */ (this.previousViewport.padBottom))) +
                        ((/** @type {?} */ (this.previousViewport.padTop)))
                };
                viewport = {
                    x: oldViewport.x + (viewport.x - oldViewport.x) * transitionAlpha,
                    y: oldViewport.y + (viewport.y - oldViewport.y) * transitionAlpha,
                    width: oldViewport.width +
                        (viewport.width - oldViewport.width) * transitionAlpha,
                    height: oldViewport.height +
                        (viewport.height - oldViewport.height) * transitionAlpha
                };
            }
            /** @type {?} */
            var viewportSize = this.scale(viewport.width, viewport.height, this.canvas.nativeElement.width, this.canvas.nativeElement.height);
            this.sceneRenderer.camera.zoom = viewport.width / viewportSize.x;
            this.sceneRenderer.camera.position.x = viewport.x + viewport.width / 2;
            this.sceneRenderer.camera.position.y = viewport.y + viewport.height / 2;
            this.sceneRenderer.begin();
            this.sceneRenderer.drawSkeleton(this.skeleton, this.premultipliedAlpha);
            this.sceneRenderer.end();
            this.sceneRenderer.camera.zoom = 0;
        };
        /**
         * @private
         * @return {?}
         */
        NgxSpineWebglComponent.prototype.play = /**
         * @private
         * @return {?}
         */
        function () {
            this.paused = false;
            this.setAnimation(this.animation);
        };
        /**
         * @private
         * @return {?}
         */
        NgxSpineWebglComponent.prototype.pause = /**
         * @private
         * @return {?}
         */
        function () {
            this.paused = true;
        };
        /**
         * @param {?} animation
         * @return {?}
         */
        NgxSpineWebglComponent.prototype.setAnimation = /**
         * @param {?} animation
         * @return {?}
         */
        function (animation) {
            // Determine viewport
            this.previousViewport = this.currentViewport;
            /** @type {?} */
            var animViewport = this.calculateAnimationViewport(animation);
            // The calculated animation viewport is the base
            /** @type {?} */
            var viewport = {
                x: animViewport.x,
                y: animViewport.y,
                width: animViewport.width,
                height: animViewport.height,
                padLeft: "10%",
                padRight: "10%",
                padTop: "10%",
                padBottom: "10%"
            };
            // Translate percentage paddings to world units
            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);
            // Adjust x, y, width, and height by padding.
            this.currentViewport = viewport;
            this.viewportTransitionStart = performance.now();
            this.animationState.clearTracks();
            this.skeleton.setToSetupPose();
            this.animationState.setAnimation(0, animation, true);
        };
        /**
         * @private
         * @param {?} size
         * @param {?} percentageOrAbsolute
         * @return {?}
         */
        NgxSpineWebglComponent.prototype.percentageToWorldUnit = /**
         * @private
         * @param {?} size
         * @param {?} percentageOrAbsolute
         * @return {?}
         */
        function (size, percentageOrAbsolute) {
            if (typeof percentageOrAbsolute === "string") {
                return ((size *
                    parseFloat(percentageOrAbsolute.substr(0, percentageOrAbsolute.length - 1))) /
                    100);
            }
            else {
                return percentageOrAbsolute;
            }
        };
        /**
         * @private
         * @param {?} animationName
         * @return {?}
         */
        NgxSpineWebglComponent.prototype.calculateAnimationViewport = /**
         * @private
         * @param {?} animationName
         * @return {?}
         */
        function (animationName) {
            /** @type {?} */
            var animation = this.skeleton.data.findAnimation(animationName);
            this.animationState.clearTracks();
            this.skeleton.setToSetupPose();
            this.animationState.setAnimationWith(0, animation, true);
            /** @type {?} */
            var steps = 100;
            /** @type {?} */
            var stepTime = animation.duration > 0 ? animation.duration / steps : 0;
            /** @type {?} */
            var offset = new Vector2();
            /** @type {?} */
            var size = new Vector2();
            /** @type {?} */
            var minX = 100000000;
            /** @type {?} */
            var maxX = -100000000;
            /** @type {?} */
            var minY = 100000000;
            /** @type {?} */
            var maxY = -100000000;
            for (var i = 0; i < steps; i++) {
                this.animationState.update(stepTime);
                this.animationState.apply(this.skeleton);
                this.skeleton.updateWorldTransform();
                this.skeleton.getBounds(offset, size);
                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);
            }
            offset.x = minX;
            offset.y = minY;
            size.x = maxX - minX;
            size.y = maxY - minY;
            return {
                x: offset.x,
                y: offset.y,
                width: size.x,
                height: size.y
            };
        };
        /**
         * @private
         * @param {?} sourceWidth
         * @param {?} sourceHeight
         * @param {?} targetWidth
         * @param {?} targetHeight
         * @return {?}
         */
        NgxSpineWebglComponent.prototype.scale = /**
         * @private
         * @param {?} sourceWidth
         * @param {?} sourceHeight
         * @param {?} targetWidth
         * @param {?} targetHeight
         * @return {?}
         */
        function (sourceWidth, sourceHeight, targetWidth, targetHeight) {
            /** @type {?} */
            var targetRatio = targetHeight / targetWidth;
            /** @type {?} */
            var sourceRatio = sourceHeight / sourceWidth;
            /** @type {?} */
            var scale = targetRatio > sourceRatio
                ? targetWidth / sourceWidth
                : targetHeight / sourceHeight;
            /** @type {?} */
            var temp = new Vector2();
            temp.x = sourceWidth * scale;
            temp.y = sourceHeight * scale;
            return temp;
        };
        NgxSpineWebglComponent.decorators = [
            { type: core.Component, args: [{
                        selector: "ngx-spine-webgl",
                        template: "\n    <canvas class=\"ngx-spine-webgl\" #canvas></canvas>\n",
                        changeDetection: core.ChangeDetectionStrategy.OnPush
                    }] }
        ];
        NgxSpineWebglComponent.propDecorators = {
            dataUrls: [{ type: core.Input }],
            defaultMix: [{ type: core.Input }],
            premultipliedAlpha: [{ type: core.Input }],
            transitionTime: [{ type: core.Input }],
            speed: [{ type: core.Input }],
            canvas: [{ type: core.ViewChild, args: ["canvas", { static: true, read: core.ElementRef },] }],
            animationChange: [{ type: core.Output }],
            animation: [{ type: core.Input }],
            animationsChange: [{ type: core.Output }],
            animations: [{ type: core.Input }],
            skinChange: [{ type: core.Output }],
            skin: [{ type: core.Input }],
            skinsChange: [{ type: core.Output }],
            skins: [{ type: core.Input }],
            loaded: [{ type: core.Output }]
        };
        return NgxSpineWebglComponent;
    }());
    if (false) {
        /**
         * @type {?}
         * @private
         */
        NgxSpineWebglComponent.prototype.urls;
        /** @type {?} */
        NgxSpineWebglComponent.prototype.defaultMix;
        /** @type {?} */
        NgxSpineWebglComponent.prototype.premultipliedAlpha;
        /** @type {?} */
        NgxSpineWebglComponent.prototype.transitionTime;
        /** @type {?} */
        NgxSpineWebglComponent.prototype.speed;
        /**
         * @type {?}
         * @private
         */
        NgxSpineWebglComponent.prototype.canvas;
        /**
         * @type {?}
         * @private
         */
        NgxSpineWebglComponent.prototype.animationValue;
        /** @type {?} */
        NgxSpineWebglComponent.prototype.animationChange;
        /**
         * @type {?}
         * @private
         */
        NgxSpineWebglComponent.prototype.animationsValue;
        /** @type {?} */
        NgxSpineWebglComponent.prototype.animationsChange;
        /**
         * @type {?}
         * @private
         */
        NgxSpineWebglComponent.prototype.skinValue;
        /** @type {?} */
        NgxSpineWebglComponent.prototype.skinChange;
        /**
         * @type {?}
         * @private
         */
        NgxSpineWebglComponent.prototype.skinsValue;
        /** @type {?} */
        NgxSpineWebglComponent.prototype.skinsChange;
        /** @type {?} */
        NgxSpineWebglComponent.prototype.loaded;
        /**
         * @type {?}
         * @private
         */
        NgxSpineWebglComponent.prototype.sceneRenderer;
        /**
         * @type {?}
         * @private
         */
        NgxSpineWebglComponent.prototype.context;
        /**
         * @type {?}
         * @private
         */
        NgxSpineWebglComponent.prototype.assetManager;
        /**
         * @type {?}
         * @private
         */
        NgxSpineWebglComponent.prototype.skeleton;
        /**
         * @type {?}
         * @private
         */
        NgxSpineWebglComponent.prototype.animationState;
        /**
         * @type {?}
         * @private
         */
        NgxSpineWebglComponent.prototype.time;
        /**
         * @type {?}
         * @private
         */
        NgxSpineWebglComponent.prototype.paused;
        /**
         * @type {?}
         * @private
         */
        NgxSpineWebglComponent.prototype.playTime;
        /**
         * @type {?}
         * @private
         */
        NgxSpineWebglComponent.prototype.currentViewport;
        /**
         * @type {?}
         * @private
         */
        NgxSpineWebglComponent.prototype.previousViewport;
        /**
         * @type {?}
         * @private
         */
        NgxSpineWebglComponent.prototype.viewportTransitionStart;
        /**
         * @type {?}
         * @private
         */
        NgxSpineWebglComponent.prototype.init;
    }

    /**
     * @fileoverview added by tsickle
     * @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
     */
    var NgxSpineModule = /** @class */ (function () {
        function NgxSpineModule() {
        }
        NgxSpineModule.decorators = [
            { type: core.NgModule, args: [{
                        declarations: [NgxSpineWebglComponent],
                        exports: [NgxSpineWebglComponent]
                    },] }
        ];
        return NgxSpineModule;
    }());

    exports.NgxSpineModule = NgxSpineModule;
    exports.NgxSpineWebglComponent = NgxSpineWebglComponent;

    Object.defineProperty(exports, '__esModule', { value: true });

}));
//# sourceMappingURL=ngx-spine.umd.js.map