var __extends =
	(this && this.__extends) ||
	(function () {
		var extendStatics =
			Object.setPrototypeOf ||
			({ __proto__: [] } instanceof Array &&
				function (d, b) {
					d.__proto__ = b;
				}) ||
			function (d, b) {
				for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
			};
		return function (d, b) {
			extendStatics(d, b);
			function __() {
				this.constructor = d;
			}
			d.prototype = b === null ? Object.create(b) : ((__.prototype = b.prototype), new __());
		};
	})();
var spine;
(function (spine) {
	var Animation = (function () {
		function Animation(name, timelines, duration) {
			if (name == null) throw new Error("name cannot be null.");
			if (timelines == null) throw new Error("timelines cannot be null.");
			this.name = name;
			this.timelines = timelines;
			this.duration = duration;
		}
		Animation.prototype.apply = function (skeleton, lastTime, time, loop, events, alpha, pose, direction) {
			if (skeleton == null) throw new Error("skeleton cannot be null.");
			if (loop && this.duration != 0) {
				time %= this.duration;
				if (lastTime > 0) lastTime %= this.duration;
			}
			var timelines = this.timelines;
			for (var i = 0, n = timelines.length; i < n; i++) timelines[i].apply(skeleton, lastTime, time, events, alpha, pose, direction);
		};
		Animation.binarySearch = function (values, target, step) {
			if (step === void 0) {
				step = 1;
			}
			var low = 0;
			var high = values.length / step - 2;
			if (high == 0) return step;
			var current = high >>> 1;
			while (true) {
				if (values[(current + 1) * step] <= target) low = current + 1;
				else high = current;
				if (low == high) return (low + 1) * step;
				current = (low + high) >>> 1;
			}
		};
		Animation.linearSearch = function (values, target, step) {
			for (var i = 0, last = values.length - step; i <= last; i += step) if (values[i] > target) return i;
			return -1;
		};
		return Animation;
	})();
	spine.Animation = Animation;
	var MixPose;
	(function (MixPose) {
		MixPose[(MixPose["setup"] = 0)] = "setup";
		MixPose[(MixPose["current"] = 1)] = "current";
		MixPose[(MixPose["currentLayered"] = 2)] = "currentLayered";
	})((MixPose = spine.MixPose || (spine.MixPose = {})));
	var MixDirection;
	(function (MixDirection) {
		MixDirection[(MixDirection["in"] = 0)] = "in";
		MixDirection[(MixDirection["out"] = 1)] = "out";
	})((MixDirection = spine.MixDirection || (spine.MixDirection = {})));
	var TimelineType;
	(function (TimelineType) {
		TimelineType[(TimelineType["rotate"] = 0)] = "rotate";
		TimelineType[(TimelineType["translate"] = 1)] = "translate";
		TimelineType[(TimelineType["scale"] = 2)] = "scale";
		TimelineType[(TimelineType["shear"] = 3)] = "shear";
		TimelineType[(TimelineType["attachment"] = 4)] = "attachment";
		TimelineType[(TimelineType["color"] = 5)] = "color";
		TimelineType[(TimelineType["deform"] = 6)] = "deform";
		TimelineType[(TimelineType["event"] = 7)] = "event";
		TimelineType[(TimelineType["drawOrder"] = 8)] = "drawOrder";
		TimelineType[(TimelineType["ikConstraint"] = 9)] = "ikConstraint";
		TimelineType[(TimelineType["transformConstraint"] = 10)] = "transformConstraint";
		TimelineType[(TimelineType["pathConstraintPosition"] = 11)] = "pathConstraintPosition";
		TimelineType[(TimelineType["pathConstraintSpacing"] = 12)] = "pathConstraintSpacing";
		TimelineType[(TimelineType["pathConstraintMix"] = 13)] = "pathConstraintMix";
		TimelineType[(TimelineType["twoColor"] = 14)] = "twoColor";
	})((TimelineType = spine.TimelineType || (spine.TimelineType = {})));
	var CurveTimeline = (function () {
		function CurveTimeline(frameCount) {
			if (frameCount <= 0) throw new Error("frameCount must be > 0: " + frameCount);
			this.curves = spine.Utils.newFloatArray((frameCount - 1) * CurveTimeline.BEZIER_SIZE);
		}
		CurveTimeline.prototype.getFrameCount = function () {
			return this.curves.length / CurveTimeline.BEZIER_SIZE + 1;
		};
		CurveTimeline.prototype.setLinear = function (frameIndex) {
			this.curves[frameIndex * CurveTimeline.BEZIER_SIZE] = CurveTimeline.LINEAR;
		};
		CurveTimeline.prototype.setStepped = function (frameIndex) {
			this.curves[frameIndex * CurveTimeline.BEZIER_SIZE] = CurveTimeline.STEPPED;
		};
		CurveTimeline.prototype.getCurveType = function (frameIndex) {
			var index = frameIndex * CurveTimeline.BEZIER_SIZE;
			if (index == this.curves.length) return CurveTimeline.LINEAR;
			var type = this.curves[index];
			if (type == CurveTimeline.LINEAR) return CurveTimeline.LINEAR;
			if (type == CurveTimeline.STEPPED) return CurveTimeline.STEPPED;
			return CurveTimeline.BEZIER;
		};
		CurveTimeline.prototype.setCurve = function (frameIndex, cx1, cy1, cx2, cy2) {
			var tmpx = (-cx1 * 2 + cx2) * 0.03,
				tmpy = (-cy1 * 2 + cy2) * 0.03;
			var dddfx = ((cx1 - cx2) * 3 + 1) * 0.006,
				dddfy = ((cy1 - cy2) * 3 + 1) * 0.006;
			var ddfx = tmpx * 2 + dddfx,
				ddfy = tmpy * 2 + dddfy;
			var dfx = cx1 * 0.3 + tmpx + dddfx * 0.16666667,
				dfy = cy1 * 0.3 + tmpy + dddfy * 0.16666667;
			var i = frameIndex * CurveTimeline.BEZIER_SIZE;
			var curves = this.curves;
			curves[i++] = CurveTimeline.BEZIER;
			var x = dfx,
				y = dfy;
			for (var n = i + CurveTimeline.BEZIER_SIZE - 1; i < n; i += 2) {
				curves[i] = x;
				curves[i + 1] = y;
				dfx += ddfx;
				dfy += ddfy;
				ddfx += dddfx;
				ddfy += dddfy;
				x += dfx;
				y += dfy;
			}
		};
		CurveTimeline.prototype.getCurvePercent = function (frameIndex, percent) {
			percent = spine.MathUtils.clamp(percent, 0, 1);
			var curves = this.curves;
			var i = frameIndex * CurveTimeline.BEZIER_SIZE;
			var type = curves[i];
			if (type == CurveTimeline.LINEAR) return percent;
			if (type == CurveTimeline.STEPPED) return 0;
			i++;
			var x = 0;
			for (var start = i, n = i + CurveTimeline.BEZIER_SIZE - 1; i < n; i += 2) {
				x = curves[i];
				if (x >= percent) {
					var prevX = void 0,
						prevY = void 0;
					if (i == start) {
						prevX = 0;
						prevY = 0;
					} else {
						prevX = curves[i - 2];
						prevY = curves[i - 1];
					}
					return prevY + ((curves[i + 1] - prevY) * (percent - prevX)) / (x - prevX);
				}
			}
			var y = curves[i - 1];
			return y + ((1 - y) * (percent - x)) / (1 - x);
		};
		CurveTimeline.LINEAR = 0;
		CurveTimeline.STEPPED = 1;
		CurveTimeline.BEZIER = 2;
		CurveTimeline.BEZIER_SIZE = 10 * 2 - 1;
		return CurveTimeline;
	})();
	spine.CurveTimeline = CurveTimeline;
	var RotateTimeline = (function (_super) {
		__extends(RotateTimeline, _super);
		function RotateTimeline(frameCount) {
			var _this = _super.call(this, frameCount) || this;
			_this.frames = spine.Utils.newFloatArray(frameCount << 1);
			return _this;
		}
		RotateTimeline.prototype.getPropertyId = function () {
			return (TimelineType.rotate << 24) + this.boneIndex;
		};
		RotateTimeline.prototype.setFrame = function (frameIndex, time, degrees) {
			frameIndex <<= 1;
			this.frames[frameIndex] = time;
			this.frames[frameIndex + RotateTimeline.ROTATION] = degrees;
		};
		RotateTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, pose, direction) {
			var frames = this.frames;
			var bone = skeleton.bones[this.boneIndex];
			if (time < frames[0]) {
				switch (pose) {
					case MixPose.setup:
						bone.rotation = bone.data.rotation;
						return;
					case MixPose.current:
						var r_1 = bone.data.rotation - bone.rotation;
						r_1 -= (16384 - ((16384.499999999996 - r_1 / 360) | 0)) * 360;
						bone.rotation += r_1 * alpha;
				}
				return;
			}
			if (time >= frames[frames.length - RotateTimeline.ENTRIES]) {
				if (pose == MixPose.setup) bone.rotation = bone.data.rotation + frames[frames.length + RotateTimeline.PREV_ROTATION] * alpha;
				else {
					var r_2 = bone.data.rotation + frames[frames.length + RotateTimeline.PREV_ROTATION] - bone.rotation;
					r_2 -= (16384 - ((16384.499999999996 - r_2 / 360) | 0)) * 360;
					bone.rotation += r_2 * alpha;
				}
				return;
			}
			var frame = Animation.binarySearch(frames, time, RotateTimeline.ENTRIES);
			var prevRotation = frames[frame + RotateTimeline.PREV_ROTATION];
			var frameTime = frames[frame];
			var percent = this.getCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame + RotateTimeline.PREV_TIME] - frameTime));
			var r = frames[frame + RotateTimeline.ROTATION] - prevRotation;
			r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360;
			r = prevRotation + r * percent;
			if (pose == MixPose.setup) {
				r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360;
				bone.rotation = bone.data.rotation + r * alpha;
			} else {
				r = bone.data.rotation + r - bone.rotation;
				r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360;
				bone.rotation += r * alpha;
			}
		};
		RotateTimeline.ENTRIES = 2;
		RotateTimeline.PREV_TIME = -2;
		RotateTimeline.PREV_ROTATION = -1;
		RotateTimeline.ROTATION = 1;
		return RotateTimeline;
	})(CurveTimeline);
	spine.RotateTimeline = RotateTimeline;
	var TranslateTimeline = (function (_super) {
		__extends(TranslateTimeline, _super);
		function TranslateTimeline(frameCount) {
			var _this = _super.call(this, frameCount) || this;
			_this.frames = spine.Utils.newFloatArray(frameCount * TranslateTimeline.ENTRIES);
			return _this;
		}
		TranslateTimeline.prototype.getPropertyId = function () {
			return (TimelineType.translate << 24) + this.boneIndex;
		};
		TranslateTimeline.prototype.setFrame = function (frameIndex, time, x, y) {
			frameIndex *= TranslateTimeline.ENTRIES;
			this.frames[frameIndex] = time;
			this.frames[frameIndex + TranslateTimeline.X] = x;
			this.frames[frameIndex + TranslateTimeline.Y] = y;
		};
		TranslateTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, pose, direction) {
			var frames = this.frames;
			var bone = skeleton.bones[this.boneIndex];
			if (time < frames[0]) {
				switch (pose) {
					case MixPose.setup:
						bone.x = bone.data.x;
						bone.y = bone.data.y;
						return;
					case MixPose.current:
						bone.x += (bone.data.x - bone.x) * alpha;
						bone.y += (bone.data.y - bone.y) * alpha;
				}
				return;
			}
			var x = 0,
				y = 0;
			if (time >= frames[frames.length - TranslateTimeline.ENTRIES]) {
				x = frames[frames.length + TranslateTimeline.PREV_X];
				y = frames[frames.length + TranslateTimeline.PREV_Y];
			} else {
				var frame = Animation.binarySearch(frames, time, TranslateTimeline.ENTRIES);
				x = frames[frame + TranslateTimeline.PREV_X];
				y = frames[frame + TranslateTimeline.PREV_Y];
				var frameTime = frames[frame];
				var percent = this.getCurvePercent(
					frame / TranslateTimeline.ENTRIES - 1,
					1 - (time - frameTime) / (frames[frame + TranslateTimeline.PREV_TIME] - frameTime)
				);
				x += (frames[frame + TranslateTimeline.X] - x) * percent;
				y += (frames[frame + TranslateTimeline.Y] - y) * percent;
			}
			if (pose == MixPose.setup) {
				bone.x = bone.data.x + x * alpha;
				bone.y = bone.data.y + y * alpha;
			} else {
				bone.x += (bone.data.x + x - bone.x) * alpha;
				bone.y += (bone.data.y + y - bone.y) * alpha;
			}
		};
		TranslateTimeline.ENTRIES = 3;
		TranslateTimeline.PREV_TIME = -3;
		TranslateTimeline.PREV_X = -2;
		TranslateTimeline.PREV_Y = -1;
		TranslateTimeline.X = 1;
		TranslateTimeline.Y = 2;
		return TranslateTimeline;
	})(CurveTimeline);
	spine.TranslateTimeline = TranslateTimeline;
	var ScaleTimeline = (function (_super) {
		__extends(ScaleTimeline, _super);
		function ScaleTimeline(frameCount) {
			return _super.call(this, frameCount) || this;
		}
		ScaleTimeline.prototype.getPropertyId = function () {
			return (TimelineType.scale << 24) + this.boneIndex;
		};
		ScaleTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, pose, direction) {
			var frames = this.frames;
			var bone = skeleton.bones[this.boneIndex];
			if (time < frames[0]) {
				switch (pose) {
					case MixPose.setup:
						bone.scaleX = bone.data.scaleX;
						bone.scaleY = bone.data.scaleY;
						return;
					case MixPose.current:
						bone.scaleX += (bone.data.scaleX - bone.scaleX) * alpha;
						bone.scaleY += (bone.data.scaleY - bone.scaleY) * alpha;
				}
				return;
			}
			var x = 0,
				y = 0;
			if (time >= frames[frames.length - ScaleTimeline.ENTRIES]) {
				x = frames[frames.length + ScaleTimeline.PREV_X] * bone.data.scaleX;
				y = frames[frames.length + ScaleTimeline.PREV_Y] * bone.data.scaleY;
			} else {
				var frame = Animation.binarySearch(frames, time, ScaleTimeline.ENTRIES);
				x = frames[frame + ScaleTimeline.PREV_X];
				y = frames[frame + ScaleTimeline.PREV_Y];
				var frameTime = frames[frame];
				var percent = this.getCurvePercent(
					frame / ScaleTimeline.ENTRIES - 1,
					1 - (time - frameTime) / (frames[frame + ScaleTimeline.PREV_TIME] - frameTime)
				);
				x = (x + (frames[frame + ScaleTimeline.X] - x) * percent) * bone.data.scaleX;
				y = (y + (frames[frame + ScaleTimeline.Y] - y) * percent) * bone.data.scaleY;
			}
			if (alpha == 1) {
				bone.scaleX = x;
				bone.scaleY = y;
			} else {
				var bx = 0,
					by = 0;
				if (pose == MixPose.setup) {
					bx = bone.data.scaleX;
					by = bone.data.scaleY;
				} else {
					bx = bone.scaleX;
					by = bone.scaleY;
				}
				if (direction == MixDirection.out) {
					x = Math.abs(x) * spine.MathUtils.signum(bx);
					y = Math.abs(y) * spine.MathUtils.signum(by);
				} else {
					bx = Math.abs(bx) * spine.MathUtils.signum(x);
					by = Math.abs(by) * spine.MathUtils.signum(y);
				}
				bone.scaleX = bx + (x - bx) * alpha;
				bone.scaleY = by + (y - by) * alpha;
			}
		};
		return ScaleTimeline;
	})(TranslateTimeline);
	spine.ScaleTimeline = ScaleTimeline;
	var ShearTimeline = (function (_super) {
		__extends(ShearTimeline, _super);
		function ShearTimeline(frameCount) {
			return _super.call(this, frameCount) || this;
		}
		ShearTimeline.prototype.getPropertyId = function () {
			return (TimelineType.shear << 24) + this.boneIndex;
		};
		ShearTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, pose, direction) {
			var frames = this.frames;
			var bone = skeleton.bones[this.boneIndex];
			if (time < frames[0]) {
				switch (pose) {
					case MixPose.setup:
						bone.shearX = bone.data.shearX;
						bone.shearY = bone.data.shearY;
						return;
					case MixPose.current:
						bone.shearX += (bone.data.shearX - bone.shearX) * alpha;
						bone.shearY += (bone.data.shearY - bone.shearY) * alpha;
				}
				return;
			}
			var x = 0,
				y = 0;
			if (time >= frames[frames.length - ShearTimeline.ENTRIES]) {
				x = frames[frames.length + ShearTimeline.PREV_X];
				y = frames[frames.length + ShearTimeline.PREV_Y];
			} else {
				var frame = Animation.binarySearch(frames, time, ShearTimeline.ENTRIES);
				x = frames[frame + ShearTimeline.PREV_X];
				y = frames[frame + ShearTimeline.PREV_Y];
				var frameTime = frames[frame];
				var percent = this.getCurvePercent(
					frame / ShearTimeline.ENTRIES - 1,
					1 - (time - frameTime) / (frames[frame + ShearTimeline.PREV_TIME] - frameTime)
				);
				x = x + (frames[frame + ShearTimeline.X] - x) * percent;
				y = y + (frames[frame + ShearTimeline.Y] - y) * percent;
			}
			if (pose == MixPose.setup) {
				bone.shearX = bone.data.shearX + x * alpha;
				bone.shearY = bone.data.shearY + y * alpha;
			} else {
				bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha;
				bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha;
			}
		};
		return ShearTimeline;
	})(TranslateTimeline);
	spine.ShearTimeline = ShearTimeline;
	var ColorTimeline = (function (_super) {
		__extends(ColorTimeline, _super);
		function ColorTimeline(frameCount) {
			var _this = _super.call(this, frameCount) || this;
			_this.frames = spine.Utils.newFloatArray(frameCount * ColorTimeline.ENTRIES);
			return _this;
		}
		ColorTimeline.prototype.getPropertyId = function () {
			return (TimelineType.color << 24) + this.slotIndex;
		};
		ColorTimeline.prototype.setFrame = function (frameIndex, time, r, g, b, a) {
			frameIndex *= ColorTimeline.ENTRIES;
			this.frames[frameIndex] = time;
			this.frames[frameIndex + ColorTimeline.R] = r;
			this.frames[frameIndex + ColorTimeline.G] = g;
			this.frames[frameIndex + ColorTimeline.B] = b;
			this.frames[frameIndex + ColorTimeline.A] = a;
		};
		ColorTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, pose, direction) {
			var slot = skeleton.slots[this.slotIndex];
			var frames = this.frames;
			if (time < frames[0]) {
				switch (pose) {
					case MixPose.setup:
						slot.color.setFromColor(slot.data.color);
						return;
					case MixPose.current:
						var color = slot.color,
							setup = slot.data.color;
						color.add((setup.r - color.r) * alpha, (setup.g - color.g) * alpha, (setup.b - color.b) * alpha, (setup.a - color.a) * alpha);
				}
				return;
			}
			var r = 0,
				g = 0,
				b = 0,
				a = 0;
			if (time >= frames[frames.length - ColorTimeline.ENTRIES]) {
				var i = frames.length;
				r = frames[i + ColorTimeline.PREV_R];
				g = frames[i + ColorTimeline.PREV_G];
				b = frames[i + ColorTimeline.PREV_B];
				a = frames[i + ColorTimeline.PREV_A];
			} else {
				var frame = Animation.binarySearch(frames, time, ColorTimeline.ENTRIES);
				r = frames[frame + ColorTimeline.PREV_R];
				g = frames[frame + ColorTimeline.PREV_G];
				b = frames[frame + ColorTimeline.PREV_B];
				a = frames[frame + ColorTimeline.PREV_A];
				var frameTime = frames[frame];
				var percent = this.getCurvePercent(
					frame / ColorTimeline.ENTRIES - 1,
					1 - (time - frameTime) / (frames[frame + ColorTimeline.PREV_TIME] - frameTime)
				);
				r += (frames[frame + ColorTimeline.R] - r) * percent;
				g += (frames[frame + ColorTimeline.G] - g) * percent;
				b += (frames[frame + ColorTimeline.B] - b) * percent;
				a += (frames[frame + ColorTimeline.A] - a) * percent;
			}
			if (alpha == 1) slot.color.set(r, g, b, a);
			else {
				var color = slot.color;
				if (pose == MixPose.setup) color.setFromColor(slot.data.color);
				color.add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha);
			}
		};
		ColorTimeline.ENTRIES = 5;
		ColorTimeline.PREV_TIME = -5;
		ColorTimeline.PREV_R = -4;
		ColorTimeline.PREV_G = -3;
		ColorTimeline.PREV_B = -2;
		ColorTimeline.PREV_A = -1;
		ColorTimeline.R = 1;
		ColorTimeline.G = 2;
		ColorTimeline.B = 3;
		ColorTimeline.A = 4;
		return ColorTimeline;
	})(CurveTimeline);
	spine.ColorTimeline = ColorTimeline;
	var TwoColorTimeline = (function (_super) {
		__extends(TwoColorTimeline, _super);
		function TwoColorTimeline(frameCount) {
			var _this = _super.call(this, frameCount) || this;
			_this.frames = spine.Utils.newFloatArray(frameCount * TwoColorTimeline.ENTRIES);
			return _this;
		}
		TwoColorTimeline.prototype.getPropertyId = function () {
			return (TimelineType.twoColor << 24) + this.slotIndex;
		};
		TwoColorTimeline.prototype.setFrame = function (frameIndex, time, r, g, b, a, r2, g2, b2) {
			frameIndex *= TwoColorTimeline.ENTRIES;
			this.frames[frameIndex] = time;
			this.frames[frameIndex + TwoColorTimeline.R] = r;
			this.frames[frameIndex + TwoColorTimeline.G] = g;
			this.frames[frameIndex + TwoColorTimeline.B] = b;
			this.frames[frameIndex + TwoColorTimeline.A] = a;
			this.frames[frameIndex + TwoColorTimeline.R2] = r2;
			this.frames[frameIndex + TwoColorTimeline.G2] = g2;
			this.frames[frameIndex + TwoColorTimeline.B2] = b2;
		};
		TwoColorTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, pose, direction) {
			var slot = skeleton.slots[this.slotIndex];
			var frames = this.frames;
			if (time < frames[0]) {
				switch (pose) {
					case MixPose.setup:
						slot.color.setFromColor(slot.data.color);
						slot.darkColor.setFromColor(slot.data.darkColor);
						return;
					case MixPose.current:
						var light = slot.color,
							dark = slot.darkColor,
							setupLight = slot.data.color,
							setupDark = slot.data.darkColor;
						light.add(
							(setupLight.r - light.r) * alpha,
							(setupLight.g - light.g) * alpha,
							(setupLight.b - light.b) * alpha,
							(setupLight.a - light.a) * alpha
						);
						dark.add((setupDark.r - dark.r) * alpha, (setupDark.g - dark.g) * alpha, (setupDark.b - dark.b) * alpha, 0);
				}
				return;
			}
			var r = 0,
				g = 0,
				b = 0,
				a = 0,
				r2 = 0,
				g2 = 0,
				b2 = 0;
			if (time >= frames[frames.length - TwoColorTimeline.ENTRIES]) {
				var i = frames.length;
				r = frames[i + TwoColorTimeline.PREV_R];
				g = frames[i + TwoColorTimeline.PREV_G];
				b = frames[i + TwoColorTimeline.PREV_B];
				a = frames[i + TwoColorTimeline.PREV_A];
				r2 = frames[i + TwoColorTimeline.PREV_R2];
				g2 = frames[i + TwoColorTimeline.PREV_G2];
				b2 = frames[i + TwoColorTimeline.PREV_B2];
			} else {
				var frame = Animation.binarySearch(frames, time, TwoColorTimeline.ENTRIES);
				r = frames[frame + TwoColorTimeline.PREV_R];
				g = frames[frame + TwoColorTimeline.PREV_G];
				b = frames[frame + TwoColorTimeline.PREV_B];
				a = frames[frame + TwoColorTimeline.PREV_A];
				r2 = frames[frame + TwoColorTimeline.PREV_R2];
				g2 = frames[frame + TwoColorTimeline.PREV_G2];
				b2 = frames[frame + TwoColorTimeline.PREV_B2];
				var frameTime = frames[frame];
				var percent = this.getCurvePercent(
					frame / TwoColorTimeline.ENTRIES - 1,
					1 - (time - frameTime) / (frames[frame + TwoColorTimeline.PREV_TIME] - frameTime)
				);
				r += (frames[frame + TwoColorTimeline.R] - r) * percent;
				g += (frames[frame + TwoColorTimeline.G] - g) * percent;
				b += (frames[frame + TwoColorTimeline.B] - b) * percent;
				a += (frames[frame + TwoColorTimeline.A] - a) * percent;
				r2 += (frames[frame + TwoColorTimeline.R2] - r2) * percent;
				g2 += (frames[frame + TwoColorTimeline.G2] - g2) * percent;
				b2 += (frames[frame + TwoColorTimeline.B2] - b2) * percent;
			}
			if (alpha == 1) {
				slot.color.set(r, g, b, a);
				slot.darkColor.set(r2, g2, b2, 1);
			} else {
				var light = slot.color,
					dark = slot.darkColor;
				if (pose == MixPose.setup) {
					light.setFromColor(slot.data.color);
					dark.setFromColor(slot.data.darkColor);
				}
				light.add((r - light.r) * alpha, (g - light.g) * alpha, (b - light.b) * alpha, (a - light.a) * alpha);
				dark.add((r2 - dark.r) * alpha, (g2 - dark.g) * alpha, (b2 - dark.b) * alpha, 0);
			}
		};
		TwoColorTimeline.ENTRIES = 8;
		TwoColorTimeline.PREV_TIME = -8;
		TwoColorTimeline.PREV_R = -7;
		TwoColorTimeline.PREV_G = -6;
		TwoColorTimeline.PREV_B = -5;
		TwoColorTimeline.PREV_A = -4;
		TwoColorTimeline.PREV_R2 = -3;
		TwoColorTimeline.PREV_G2 = -2;
		TwoColorTimeline.PREV_B2 = -1;
		TwoColorTimeline.R = 1;
		TwoColorTimeline.G = 2;
		TwoColorTimeline.B = 3;
		TwoColorTimeline.A = 4;
		TwoColorTimeline.R2 = 5;
		TwoColorTimeline.G2 = 6;
		TwoColorTimeline.B2 = 7;
		return TwoColorTimeline;
	})(CurveTimeline);
	spine.TwoColorTimeline = TwoColorTimeline;
	var AttachmentTimeline = (function () {
		function AttachmentTimeline(frameCount) {
			this.frames = spine.Utils.newFloatArray(frameCount);
			this.attachmentNames = new Array(frameCount);
		}
		AttachmentTimeline.prototype.getPropertyId = function () {
			return (TimelineType.attachment << 24) + this.slotIndex;
		};
		AttachmentTimeline.prototype.getFrameCount = function () {
			return this.frames.length;
		};
		AttachmentTimeline.prototype.setFrame = function (frameIndex, time, attachmentName) {
			this.frames[frameIndex] = time;
			this.attachmentNames[frameIndex] = attachmentName;
		};
		AttachmentTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, pose, direction) {
			var slot = skeleton.slots[this.slotIndex];
			if (direction == MixDirection.out && pose == MixPose.setup) {
				var attachmentName_1 = slot.data.attachmentName;
				slot.setAttachment(attachmentName_1 == null ? null : skeleton.getAttachment(this.slotIndex, attachmentName_1));
				return;
			}
			var frames = this.frames;
			if (time < frames[0]) {
				if (pose == MixPose.setup) {
					var attachmentName_2 = slot.data.attachmentName;
					slot.setAttachment(attachmentName_2 == null ? null : skeleton.getAttachment(this.slotIndex, attachmentName_2));
				}
				return;
			}
			var frameIndex = 0;
			if (time >= frames[frames.length - 1]) frameIndex = frames.length - 1;
			else frameIndex = Animation.binarySearch(frames, time, 1) - 1;
			var attachmentName = this.attachmentNames[frameIndex];
			skeleton.slots[this.slotIndex].setAttachment(attachmentName == null ? null : skeleton.getAttachment(this.slotIndex, attachmentName));
		};
		return AttachmentTimeline;
	})();
	spine.AttachmentTimeline = AttachmentTimeline;
	var zeros = null;
	var DeformTimeline = (function (_super) {
		__extends(DeformTimeline, _super);
		function DeformTimeline(frameCount) {
			var _this = _super.call(this, frameCount) || this;
			_this.frames = spine.Utils.newFloatArray(frameCount);
			_this.frameVertices = new Array(frameCount);
			if (zeros == null) zeros = spine.Utils.newFloatArray(64);
			return _this;
		}
		DeformTimeline.prototype.getPropertyId = function () {
			return (TimelineType.deform << 27) + +this.attachment.id + this.slotIndex;
		};
		DeformTimeline.prototype.setFrame = function (frameIndex, time, vertices) {
			this.frames[frameIndex] = time;
			this.frameVertices[frameIndex] = vertices;
		};
		DeformTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, pose, direction) {
			var slot = skeleton.slots[this.slotIndex];
			var slotAttachment = slot.getAttachment();
			if (!(slotAttachment instanceof spine.VertexAttachment) || !slotAttachment.applyDeform(this.attachment)) return;
			var verticesArray = slot.attachmentVertices;
			if (verticesArray.length == 0) alpha = 1;
			var frameVertices = this.frameVertices;
			var vertexCount = frameVertices[0].length;
			var frames = this.frames;
			if (time < frames[0]) {
				var vertexAttachment = slotAttachment;
				switch (pose) {
					case MixPose.setup:
						verticesArray.length = 0;
						return;
					case MixPose.current:
						if (alpha == 1) {
							verticesArray.length = 0;
							break;
						}
						var vertices_1 = spine.Utils.setArraySize(verticesArray, vertexCount);
						if (vertexAttachment.bones == null) {
							var setupVertices = vertexAttachment.vertices;
							for (var i = 0; i < vertexCount; i++) vertices_1[i] += (setupVertices[i] - vertices_1[i]) * alpha;
						} else {
							alpha = 1 - alpha;
							for (var i = 0; i < vertexCount; i++) vertices_1[i] *= alpha;
						}
				}
				return;
			}
			var vertices = spine.Utils.setArraySize(verticesArray, vertexCount);
			if (time >= frames[frames.length - 1]) {
				var lastVertices = frameVertices[frames.length - 1];
				if (alpha == 1) {
					spine.Utils.arrayCopy(lastVertices, 0, vertices, 0, vertexCount);
				} else if (pose == MixPose.setup) {
					var vertexAttachment = slotAttachment;
					if (vertexAttachment.bones == null) {
						var setupVertices_1 = vertexAttachment.vertices;
						for (var i_1 = 0; i_1 < vertexCount; i_1++) {
							var setup = setupVertices_1[i_1];
							vertices[i_1] = setup + (lastVertices[i_1] - setup) * alpha;
						}
					} else {
						for (var i_2 = 0; i_2 < vertexCount; i_2++) vertices[i_2] = lastVertices[i_2] * alpha;
					}
				} else {
					for (var i_3 = 0; i_3 < vertexCount; i_3++) vertices[i_3] += (lastVertices[i_3] - vertices[i_3]) * alpha;
				}
				return;
			}
			var frame = Animation.binarySearch(frames, time);
			var prevVertices = frameVertices[frame - 1];
			var nextVertices = frameVertices[frame];
			var frameTime = frames[frame];
			var percent = this.getCurvePercent(frame - 1, 1 - (time - frameTime) / (frames[frame - 1] - frameTime));
			if (alpha == 1) {
				for (var i_4 = 0; i_4 < vertexCount; i_4++) {
					var prev = prevVertices[i_4];
					vertices[i_4] = prev + (nextVertices[i_4] - prev) * percent;
				}
			} else if (pose == MixPose.setup) {
				var vertexAttachment = slotAttachment;
				if (vertexAttachment.bones == null) {
					var setupVertices_2 = vertexAttachment.vertices;
					for (var i_5 = 0; i_5 < vertexCount; i_5++) {
						var prev = prevVertices[i_5],
							setup = setupVertices_2[i_5];
						vertices[i_5] = setup + (prev + (nextVertices[i_5] - prev) * percent - setup) * alpha;
					}
				} else {
					for (var i_6 = 0; i_6 < vertexCount; i_6++) {
						var prev = prevVertices[i_6];
						vertices[i_6] = (prev + (nextVertices[i_6] - prev) * percent) * alpha;
					}
				}
			} else {
				for (var i_7 = 0; i_7 < vertexCount; i_7++) {
					var prev = prevVertices[i_7];
					vertices[i_7] += (prev + (nextVertices[i_7] - prev) * percent - vertices[i_7]) * alpha;
				}
			}
		};
		return DeformTimeline;
	})(CurveTimeline);
	spine.DeformTimeline = DeformTimeline;
	var EventTimeline = (function () {
		function EventTimeline(frameCount) {
			this.frames = spine.Utils.newFloatArray(frameCount);
			this.events = new Array(frameCount);
		}
		EventTimeline.prototype.getPropertyId = function () {
			return TimelineType.event << 24;
		};
		EventTimeline.prototype.getFrameCount = function () {
			return this.frames.length;
		};
		EventTimeline.prototype.setFrame = function (frameIndex, event) {
			this.frames[frameIndex] = event.time;
			this.events[frameIndex] = event;
		};
		EventTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, pose, direction) {
			if (firedEvents == null) return;
			var frames = this.frames;
			var frameCount = this.frames.length;
			if (lastTime > time) {
				this.apply(skeleton, lastTime, Number.MAX_VALUE, firedEvents, alpha, pose, direction);
				lastTime = -1;
			} else if (lastTime >= frames[frameCount - 1]) return;
			if (time < frames[0]) return;
			var frame = 0;
			if (lastTime < frames[0]) frame = 0;
			else {
				frame = Animation.binarySearch(frames, lastTime);
				var frameTime = frames[frame];
				while (frame > 0) {
					if (frames[frame - 1] != frameTime) break;
					frame--;
				}
			}
			for (; frame < frameCount && time >= frames[frame]; frame++) firedEvents.push(this.events[frame]);
		};
		return EventTimeline;
	})();
	spine.EventTimeline = EventTimeline;
	var DrawOrderTimeline = (function () {
		function DrawOrderTimeline(frameCount) {
			this.frames = spine.Utils.newFloatArray(frameCount);
			this.drawOrders = new Array(frameCount);
		}
		DrawOrderTimeline.prototype.getPropertyId = function () {
			return TimelineType.drawOrder << 24;
		};
		DrawOrderTimeline.prototype.getFrameCount = function () {
			return this.frames.length;
		};
		DrawOrderTimeline.prototype.setFrame = function (frameIndex, time, drawOrder) {
			this.frames[frameIndex] = time;
			this.drawOrders[frameIndex] = drawOrder;
		};
		DrawOrderTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, pose, direction) {
			var drawOrder = skeleton.drawOrder;
			var slots = skeleton.slots;
			if (direction == MixDirection.out && pose == MixPose.setup) {
				spine.Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length);
				return;
			}
			var frames = this.frames;
			if (time < frames[0]) {
				if (pose == MixPose.setup) spine.Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length);
				return;
			}
			var frame = 0;
			if (time >= frames[frames.length - 1]) frame = frames.length - 1;
			else frame = Animation.binarySearch(frames, time) - 1;
			var drawOrderToSetupIndex = this.drawOrders[frame];
			if (drawOrderToSetupIndex == null) spine.Utils.arrayCopy(slots, 0, drawOrder, 0, slots.length);
			else {
				for (var i = 0, n = drawOrderToSetupIndex.length; i < n; i++) drawOrder[i] = slots[drawOrderToSetupIndex[i]];
			}
		};
		return DrawOrderTimeline;
	})();
	spine.DrawOrderTimeline = DrawOrderTimeline;
	var IkConstraintTimeline = (function (_super) {
		__extends(IkConstraintTimeline, _super);
		function IkConstraintTimeline(frameCount) {
			var _this = _super.call(this, frameCount) || this;
			_this.frames = spine.Utils.newFloatArray(frameCount * IkConstraintTimeline.ENTRIES);
			return _this;
		}
		IkConstraintTimeline.prototype.getPropertyId = function () {
			return (TimelineType.ikConstraint << 24) + this.ikConstraintIndex;
		};
		IkConstraintTimeline.prototype.setFrame = function (frameIndex, time, mix, bendDirection) {
			frameIndex *= IkConstraintTimeline.ENTRIES;
			this.frames[frameIndex] = time;
			this.frames[frameIndex + IkConstraintTimeline.MIX] = mix;
			this.frames[frameIndex + IkConstraintTimeline.BEND_DIRECTION] = bendDirection;
		};
		IkConstraintTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, pose, direction) {
			var frames = this.frames;
			var constraint = skeleton.ikConstraints[this.ikConstraintIndex];
			if (time < frames[0]) {
				switch (pose) {
					case MixPose.setup:
						constraint.mix = constraint.data.mix;
						constraint.bendDirection = constraint.data.bendDirection;
						return;
					case MixPose.current:
						constraint.mix += (constraint.data.mix - constraint.mix) * alpha;
						constraint.bendDirection = constraint.data.bendDirection;
				}
				return;
			}
			if (time >= frames[frames.length - IkConstraintTimeline.ENTRIES]) {
				if (pose == MixPose.setup) {
					constraint.mix = constraint.data.mix + (frames[frames.length + IkConstraintTimeline.PREV_MIX] - constraint.data.mix) * alpha;
					constraint.bendDirection =
						direction == MixDirection.out
							? constraint.data.bendDirection
							: frames[frames.length + IkConstraintTimeline.PREV_BEND_DIRECTION];
				} else {
					constraint.mix += (frames[frames.length + IkConstraintTimeline.PREV_MIX] - constraint.mix) * alpha;
					if (direction == MixDirection["in"]) constraint.bendDirection = frames[frames.length + IkConstraintTimeline.PREV_BEND_DIRECTION];
				}
				return;
			}
			var frame = Animation.binarySearch(frames, time, IkConstraintTimeline.ENTRIES);
			var mix = frames[frame + IkConstraintTimeline.PREV_MIX];
			var frameTime = frames[frame];
			var percent = this.getCurvePercent(
				frame / IkConstraintTimeline.ENTRIES - 1,
				1 - (time - frameTime) / (frames[frame + IkConstraintTimeline.PREV_TIME] - frameTime)
			);
			if (pose == MixPose.setup) {
				constraint.mix =
					constraint.data.mix + (mix + (frames[frame + IkConstraintTimeline.MIX] - mix) * percent - constraint.data.mix) * alpha;
				constraint.bendDirection =
					direction == MixDirection.out ? constraint.data.bendDirection : frames[frame + IkConstraintTimeline.PREV_BEND_DIRECTION];
			} else {
				constraint.mix += (mix + (frames[frame + IkConstraintTimeline.MIX] - mix) * percent - constraint.mix) * alpha;
				if (direction == MixDirection["in"]) constraint.bendDirection = frames[frame + IkConstraintTimeline.PREV_BEND_DIRECTION];
			}
		};
		IkConstraintTimeline.ENTRIES = 3;
		IkConstraintTimeline.PREV_TIME = -3;
		IkConstraintTimeline.PREV_MIX = -2;
		IkConstraintTimeline.PREV_BEND_DIRECTION = -1;
		IkConstraintTimeline.MIX = 1;
		IkConstraintTimeline.BEND_DIRECTION = 2;
		return IkConstraintTimeline;
	})(CurveTimeline);
	spine.IkConstraintTimeline = IkConstraintTimeline;
	var TransformConstraintTimeline = (function (_super) {
		__extends(TransformConstraintTimeline, _super);
		function TransformConstraintTimeline(frameCount) {
			var _this = _super.call(this, frameCount) || this;
			_this.frames = spine.Utils.newFloatArray(frameCount * TransformConstraintTimeline.ENTRIES);
			return _this;
		}
		TransformConstraintTimeline.prototype.getPropertyId = function () {
			return (TimelineType.transformConstraint << 24) + this.transformConstraintIndex;
		};
		TransformConstraintTimeline.prototype.setFrame = function (frameIndex, time, rotateMix, translateMix, scaleMix, shearMix) {
			frameIndex *= TransformConstraintTimeline.ENTRIES;
			this.frames[frameIndex] = time;
			this.frames[frameIndex + TransformConstraintTimeline.ROTATE] = rotateMix;
			this.frames[frameIndex + TransformConstraintTimeline.TRANSLATE] = translateMix;
			this.frames[frameIndex + TransformConstraintTimeline.SCALE] = scaleMix;
			this.frames[frameIndex + TransformConstraintTimeline.SHEAR] = shearMix;
		};
		TransformConstraintTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, pose, direction) {
			var frames = this.frames;
			var constraint = skeleton.transformConstraints[this.transformConstraintIndex];
			if (time < frames[0]) {
				var data = constraint.data;
				switch (pose) {
					case MixPose.setup:
						constraint.rotateMix = data.rotateMix;
						constraint.translateMix = data.translateMix;
						constraint.scaleMix = data.scaleMix;
						constraint.shearMix = data.shearMix;
						return;
					case MixPose.current:
						constraint.rotateMix += (data.rotateMix - constraint.rotateMix) * alpha;
						constraint.translateMix += (data.translateMix - constraint.translateMix) * alpha;
						constraint.scaleMix += (data.scaleMix - constraint.scaleMix) * alpha;
						constraint.shearMix += (data.shearMix - constraint.shearMix) * alpha;
				}
				return;
			}
			var rotate = 0,
				translate = 0,
				scale = 0,
				shear = 0;
			if (time >= frames[frames.length - TransformConstraintTimeline.ENTRIES]) {
				var i = frames.length;
				rotate = frames[i + TransformConstraintTimeline.PREV_ROTATE];
				translate = frames[i + TransformConstraintTimeline.PREV_TRANSLATE];
				scale = frames[i + TransformConstraintTimeline.PREV_SCALE];
				shear = frames[i + TransformConstraintTimeline.PREV_SHEAR];
			} else {
				var frame = Animation.binarySearch(frames, time, TransformConstraintTimeline.ENTRIES);
				rotate = frames[frame + TransformConstraintTimeline.PREV_ROTATE];
				translate = frames[frame + TransformConstraintTimeline.PREV_TRANSLATE];
				scale = frames[frame + TransformConstraintTimeline.PREV_SCALE];
				shear = frames[frame + TransformConstraintTimeline.PREV_SHEAR];
				var frameTime = frames[frame];
				var percent = this.getCurvePercent(
					frame / TransformConstraintTimeline.ENTRIES - 1,
					1 - (time - frameTime) / (frames[frame + TransformConstraintTimeline.PREV_TIME] - frameTime)
				);
				rotate += (frames[frame + TransformConstraintTimeline.ROTATE] - rotate) * percent;
				translate += (frames[frame + TransformConstraintTimeline.TRANSLATE] - translate) * percent;
				scale += (frames[frame + TransformConstraintTimeline.SCALE] - scale) * percent;
				shear += (frames[frame + TransformConstraintTimeline.SHEAR] - shear) * percent;
			}
			if (pose == MixPose.setup) {
				var data = constraint.data;
				constraint.rotateMix = data.rotateMix + (rotate - data.rotateMix) * alpha;
				constraint.translateMix = data.translateMix + (translate - data.translateMix) * alpha;
				constraint.scaleMix = data.scaleMix + (scale - data.scaleMix) * alpha;
				constraint.shearMix = data.shearMix + (shear - data.shearMix) * alpha;
			} else {
				constraint.rotateMix += (rotate - constraint.rotateMix) * alpha;
				constraint.translateMix += (translate - constraint.translateMix) * alpha;
				constraint.scaleMix += (scale - constraint.scaleMix) * alpha;
				constraint.shearMix += (shear - constraint.shearMix) * alpha;
			}
		};
		TransformConstraintTimeline.ENTRIES = 5;
		TransformConstraintTimeline.PREV_TIME = -5;
		TransformConstraintTimeline.PREV_ROTATE = -4;
		TransformConstraintTimeline.PREV_TRANSLATE = -3;
		TransformConstraintTimeline.PREV_SCALE = -2;
		TransformConstraintTimeline.PREV_SHEAR = -1;
		TransformConstraintTimeline.ROTATE = 1;
		TransformConstraintTimeline.TRANSLATE = 2;
		TransformConstraintTimeline.SCALE = 3;
		TransformConstraintTimeline.SHEAR = 4;
		return TransformConstraintTimeline;
	})(CurveTimeline);
	spine.TransformConstraintTimeline = TransformConstraintTimeline;
	var PathConstraintPositionTimeline = (function (_super) {
		__extends(PathConstraintPositionTimeline, _super);
		function PathConstraintPositionTimeline(frameCount) {
			var _this = _super.call(this, frameCount) || this;
			_this.frames = spine.Utils.newFloatArray(frameCount * PathConstraintPositionTimeline.ENTRIES);
			return _this;
		}
		PathConstraintPositionTimeline.prototype.getPropertyId = function () {
			return (TimelineType.pathConstraintPosition << 24) + this.pathConstraintIndex;
		};
		PathConstraintPositionTimeline.prototype.setFrame = function (frameIndex, time, value) {
			frameIndex *= PathConstraintPositionTimeline.ENTRIES;
			this.frames[frameIndex] = time;
			this.frames[frameIndex + PathConstraintPositionTimeline.VALUE] = value;
		};
		PathConstraintPositionTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, pose, direction) {
			var frames = this.frames;
			var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
			if (time < frames[0]) {
				switch (pose) {
					case MixPose.setup:
						constraint.position = constraint.data.position;
						return;
					case MixPose.current:
						constraint.position += (constraint.data.position - constraint.position) * alpha;
				}
				return;
			}
			var position = 0;
			if (time >= frames[frames.length - PathConstraintPositionTimeline.ENTRIES])
				position = frames[frames.length + PathConstraintPositionTimeline.PREV_VALUE];
			else {
				var frame = Animation.binarySearch(frames, time, PathConstraintPositionTimeline.ENTRIES);
				position = frames[frame + PathConstraintPositionTimeline.PREV_VALUE];
				var frameTime = frames[frame];
				var percent = this.getCurvePercent(
					frame / PathConstraintPositionTimeline.ENTRIES - 1,
					1 - (time - frameTime) / (frames[frame + PathConstraintPositionTimeline.PREV_TIME] - frameTime)
				);
				position += (frames[frame + PathConstraintPositionTimeline.VALUE] - position) * percent;
			}
			if (pose == MixPose.setup) constraint.position = constraint.data.position + (position - constraint.data.position) * alpha;
			else constraint.position += (position - constraint.position) * alpha;
		};
		PathConstraintPositionTimeline.ENTRIES = 2;
		PathConstraintPositionTimeline.PREV_TIME = -2;
		PathConstraintPositionTimeline.PREV_VALUE = -1;
		PathConstraintPositionTimeline.VALUE = 1;
		return PathConstraintPositionTimeline;
	})(CurveTimeline);
	spine.PathConstraintPositionTimeline = PathConstraintPositionTimeline;
	var PathConstraintSpacingTimeline = (function (_super) {
		__extends(PathConstraintSpacingTimeline, _super);
		function PathConstraintSpacingTimeline(frameCount) {
			return _super.call(this, frameCount) || this;
		}
		PathConstraintSpacingTimeline.prototype.getPropertyId = function () {
			return (TimelineType.pathConstraintSpacing << 24) + this.pathConstraintIndex;
		};
		PathConstraintSpacingTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, pose, direction) {
			var frames = this.frames;
			var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
			if (time < frames[0]) {
				switch (pose) {
					case MixPose.setup:
						constraint.spacing = constraint.data.spacing;
						return;
					case MixPose.current:
						constraint.spacing += (constraint.data.spacing - constraint.spacing) * alpha;
				}
				return;
			}
			var spacing = 0;
			if (time >= frames[frames.length - PathConstraintSpacingTimeline.ENTRIES])
				spacing = frames[frames.length + PathConstraintSpacingTimeline.PREV_VALUE];
			else {
				var frame = Animation.binarySearch(frames, time, PathConstraintSpacingTimeline.ENTRIES);
				spacing = frames[frame + PathConstraintSpacingTimeline.PREV_VALUE];
				var frameTime = frames[frame];
				var percent = this.getCurvePercent(
					frame / PathConstraintSpacingTimeline.ENTRIES - 1,
					1 - (time - frameTime) / (frames[frame + PathConstraintSpacingTimeline.PREV_TIME] - frameTime)
				);
				spacing += (frames[frame + PathConstraintSpacingTimeline.VALUE] - spacing) * percent;
			}
			if (pose == MixPose.setup) constraint.spacing = constraint.data.spacing + (spacing - constraint.data.spacing) * alpha;
			else constraint.spacing += (spacing - constraint.spacing) * alpha;
		};
		return PathConstraintSpacingTimeline;
	})(PathConstraintPositionTimeline);
	spine.PathConstraintSpacingTimeline = PathConstraintSpacingTimeline;
	var PathConstraintMixTimeline = (function (_super) {
		__extends(PathConstraintMixTimeline, _super);
		function PathConstraintMixTimeline(frameCount) {
			var _this = _super.call(this, frameCount) || this;
			_this.frames = spine.Utils.newFloatArray(frameCount * PathConstraintMixTimeline.ENTRIES);
			return _this;
		}
		PathConstraintMixTimeline.prototype.getPropertyId = function () {
			return (TimelineType.pathConstraintMix << 24) + this.pathConstraintIndex;
		};
		PathConstraintMixTimeline.prototype.setFrame = function (frameIndex, time, rotateMix, translateMix) {
			frameIndex *= PathConstraintMixTimeline.ENTRIES;
			this.frames[frameIndex] = time;
			this.frames[frameIndex + PathConstraintMixTimeline.ROTATE] = rotateMix;
			this.frames[frameIndex + PathConstraintMixTimeline.TRANSLATE] = translateMix;
		};
		PathConstraintMixTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, pose, direction) {
			var frames = this.frames;
			var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
			if (time < frames[0]) {
				switch (pose) {
					case MixPose.setup:
						constraint.rotateMix = constraint.data.rotateMix;
						constraint.translateMix = constraint.data.translateMix;
						return;
					case MixPose.current:
						constraint.rotateMix += (constraint.data.rotateMix - constraint.rotateMix) * alpha;
						constraint.translateMix += (constraint.data.translateMix - constraint.translateMix) * alpha;
				}
				return;
			}
			var rotate = 0,
				translate = 0;
			if (time >= frames[frames.length - PathConstraintMixTimeline.ENTRIES]) {
				rotate = frames[frames.length + PathConstraintMixTimeline.PREV_ROTATE];
				translate = frames[frames.length + PathConstraintMixTimeline.PREV_TRANSLATE];
			} else {
				var frame = Animation.binarySearch(frames, time, PathConstraintMixTimeline.ENTRIES);
				rotate = frames[frame + PathConstraintMixTimeline.PREV_ROTATE];
				translate = frames[frame + PathConstraintMixTimeline.PREV_TRANSLATE];
				var frameTime = frames[frame];
				var percent = this.getCurvePercent(
					frame / PathConstraintMixTimeline.ENTRIES - 1,
					1 - (time - frameTime) / (frames[frame + PathConstraintMixTimeline.PREV_TIME] - frameTime)
				);
				rotate += (frames[frame + PathConstraintMixTimeline.ROTATE] - rotate) * percent;
				translate += (frames[frame + PathConstraintMixTimeline.TRANSLATE] - translate) * percent;
			}
			if (pose == MixPose.setup) {
				constraint.rotateMix = constraint.data.rotateMix + (rotate - constraint.data.rotateMix) * alpha;
				constraint.translateMix = constraint.data.translateMix + (translate - constraint.data.translateMix) * alpha;
			} else {
				constraint.rotateMix += (rotate - constraint.rotateMix) * alpha;
				constraint.translateMix += (translate - constraint.translateMix) * alpha;
			}
		};
		PathConstraintMixTimeline.ENTRIES = 3;
		PathConstraintMixTimeline.PREV_TIME = -3;
		PathConstraintMixTimeline.PREV_ROTATE = -2;
		PathConstraintMixTimeline.PREV_TRANSLATE = -1;
		PathConstraintMixTimeline.ROTATE = 1;
		PathConstraintMixTimeline.TRANSLATE = 2;
		return PathConstraintMixTimeline;
	})(CurveTimeline);
	spine.PathConstraintMixTimeline = PathConstraintMixTimeline;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var AnimationState = (function () {
		function AnimationState(data) {
			this.tracks = new Array();
			this.events = new Array();
			this.listeners = new Array();
			this.queue = new EventQueue(this);
			this.propertyIDs = new spine.IntSet();
			this.mixingTo = new Array();
			this.animationsChanged = false;
			this.timeScale = 1;
			this.trackEntryPool = new spine.Pool(function () {
				return new TrackEntry();
			});
			this.data = data;
		}
		AnimationState.prototype.update = function (delta) {
			delta *= this.timeScale;
			var tracks = this.tracks;
			for (var i = 0, n = tracks.length; i < n; i++) {
				var current = tracks[i];
				if (current == null) continue;
				current.animationLast = current.nextAnimationLast;
				current.trackLast = current.nextTrackLast;
				var currentDelta = delta * current.timeScale;
				if (current.delay > 0) {
					current.delay -= currentDelta;
					if (current.delay > 0) continue;
					currentDelta = -current.delay;
					current.delay = 0;
				}
				var next = current.next;
				if (next != null) {
					var nextTime = current.trackLast - next.delay;
					if (nextTime >= 0) {
						next.delay = 0;
						next.trackTime = nextTime + delta * next.timeScale;
						current.trackTime += currentDelta;
						this.setCurrent(i, next, true);
						while (next.mixingFrom != null) {
							next.mixTime += currentDelta;
							next = next.mixingFrom;
						}
						continue;
					}
				} else if (current.trackLast >= current.trackEnd && current.mixingFrom == null) {
					tracks[i] = null;
					this.queue.end(current);
					this.disposeNext(current);
					continue;
				}
				if (current.mixingFrom != null && this.updateMixingFrom(current, delta)) {
					var from = current.mixingFrom;
					current.mixingFrom = null;
					while (from != null) {
						this.queue.end(from);
						from = from.mixingFrom;
					}
				}
				current.trackTime += currentDelta;
			}
			this.queue.drain();
		};
		AnimationState.prototype.updateMixingFrom = function (to, delta) {
			var from = to.mixingFrom;
			if (from == null) return true;
			var finished = this.updateMixingFrom(from, delta);
			from.animationLast = from.nextAnimationLast;
			from.trackLast = from.nextTrackLast;
			if (to.mixTime > 0 && (to.mixTime >= to.mixDuration || to.timeScale == 0)) {
				if (from.totalAlpha == 0 || to.mixDuration == 0) {
					to.mixingFrom = from.mixingFrom;
					to.interruptAlpha = from.interruptAlpha;
					this.queue.end(from);
				}
				return finished;
			}
			from.trackTime += delta * from.timeScale;
			to.mixTime += delta * to.timeScale;
			return false;
		};
		AnimationState.prototype.apply = function (skeleton) {
			if (skeleton == null) throw new Error("skeleton cannot be null.");
			if (this.animationsChanged) this._animationsChanged();
			var events = this.events;
			var tracks = this.tracks;
			var applied = false;
			for (var i = 0, n = tracks.length; i < n; i++) {
				var current = tracks[i];
				if (current == null || current.delay > 0) continue;
				applied = true;
				var currentPose = i == 0 ? spine.MixPose.current : spine.MixPose.currentLayered;
				var mix = current.alpha;
				if (current.mixingFrom != null) mix *= this.applyMixingFrom(current, skeleton, currentPose);
				else if (current.trackTime >= current.trackEnd && current.next == null) mix = 0;
				var animationLast = current.animationLast,
					animationTime = current.getAnimationTime();
				var timelineCount = current.animation.timelines.length;
				var timelines = current.animation.timelines;
				if (mix == 1) {
					for (var ii = 0; ii < timelineCount; ii++) {
						var timeline = timelines[ii];
						timeline.apply(skeleton, animationLast, animationTime, events, 1, spine.MixPose.setup, spine.MixDirection["in"]);
					}
				} else {
					var timelineData = current.timelineData;
					var firstFrame = current.timelinesRotation.length == 0;
					if (firstFrame) spine.Utils.setArraySize(current.timelinesRotation, timelineCount << 1, null);
					var timelinesRotation = current.timelinesRotation;
					for (var ii = 0; ii < timelineCount; ii++) {
						var timeline = timelines[ii];
						var pose = timelineData[ii] >= AnimationState.FIRST ? spine.MixPose.setup : currentPose;
						if (timeline instanceof spine.RotateTimeline) {
							this.applyRotateTimeline(timeline, skeleton, animationTime, mix, pose, timelinesRotation, ii << 1, firstFrame);
						} else {
							spine.Utils.webkit602BugfixHelper(mix, pose);
							timeline.apply(skeleton, animationLast, animationTime, events, mix, pose, spine.MixDirection["in"]);
						}
					}
				}
				this.queueEvents(current, animationTime);
				events.length = 0;
				current.nextAnimationLast = animationTime;
				current.nextTrackLast = current.trackTime;
			}
			this.queue.drain();
			return applied;
		};
		AnimationState.prototype.applyMixingFrom = function (to, skeleton, currentPose) {
			var from = to.mixingFrom;
			if (from.mixingFrom != null) this.applyMixingFrom(from, skeleton, currentPose);
			var mix = 0;
			if (to.mixDuration == 0) {
				mix = 1;
				currentPose = spine.MixPose.setup;
			} else {
				mix = to.mixTime / to.mixDuration;
				if (mix > 1) mix = 1;
			}
			var events = mix < from.eventThreshold ? this.events : null;
			var attachments = mix < from.attachmentThreshold,
				drawOrder = mix < from.drawOrderThreshold;
			var animationLast = from.animationLast,
				animationTime = from.getAnimationTime();
			var timelineCount = from.animation.timelines.length;
			var timelines = from.animation.timelines;
			var timelineData = from.timelineData;
			var timelineDipMix = from.timelineDipMix;
			var firstFrame = from.timelinesRotation.length == 0;
			if (firstFrame) spine.Utils.setArraySize(from.timelinesRotation, timelineCount << 1, null);
			var timelinesRotation = from.timelinesRotation;
			var pose;
			var alphaDip = from.alpha * to.interruptAlpha,
				alphaMix = alphaDip * (1 - mix),
				alpha = 0;
			from.totalAlpha = 0;
			for (var i = 0; i < timelineCount; i++) {
				var timeline = timelines[i];
				switch (timelineData[i]) {
					case AnimationState.SUBSEQUENT:
						if (!attachments && timeline instanceof spine.AttachmentTimeline) continue;
						if (!drawOrder && timeline instanceof spine.DrawOrderTimeline) continue;
						pose = currentPose;
						alpha = alphaMix;
						break;
					case AnimationState.FIRST:
						pose = spine.MixPose.setup;
						alpha = alphaMix;
						break;
					case AnimationState.DIP:
						pose = spine.MixPose.setup;
						alpha = alphaDip;
						break;
					default:
						pose = spine.MixPose.setup;
						alpha = alphaDip;
						var dipMix = timelineDipMix[i];
						alpha *= Math.max(0, 1 - dipMix.mixTime / dipMix.mixDuration);
						break;
				}
				from.totalAlpha += alpha;
				if (timeline instanceof spine.RotateTimeline)
					this.applyRotateTimeline(timeline, skeleton, animationTime, alpha, pose, timelinesRotation, i << 1, firstFrame);
				else {
					spine.Utils.webkit602BugfixHelper(alpha, pose);
					timeline.apply(skeleton, animationLast, animationTime, events, alpha, pose, spine.MixDirection.out);
				}
			}
			if (to.mixDuration > 0) this.queueEvents(from, animationTime);
			this.events.length = 0;
			from.nextAnimationLast = animationTime;
			from.nextTrackLast = from.trackTime;
			return mix;
		};
		AnimationState.prototype.applyRotateTimeline = function (timeline, skeleton, time, alpha, pose, timelinesRotation, i, firstFrame) {
			if (firstFrame) timelinesRotation[i] = 0;
			if (alpha == 1) {
				timeline.apply(skeleton, 0, time, null, 1, pose, spine.MixDirection["in"]);
				return;
			}
			var rotateTimeline = timeline;
			var frames = rotateTimeline.frames;
			var bone = skeleton.bones[rotateTimeline.boneIndex];
			if (time < frames[0]) {
				if (pose == spine.MixPose.setup) bone.rotation = bone.data.rotation;
				return;
			}
			var r2 = 0;
			if (time >= frames[frames.length - spine.RotateTimeline.ENTRIES])
				r2 = bone.data.rotation + frames[frames.length + spine.RotateTimeline.PREV_ROTATION];
			else {
				var frame = spine.Animation.binarySearch(frames, time, spine.RotateTimeline.ENTRIES);
				var prevRotation = frames[frame + spine.RotateTimeline.PREV_ROTATION];
				var frameTime = frames[frame];
				var percent = rotateTimeline.getCurvePercent(
					(frame >> 1) - 1,
					1 - (time - frameTime) / (frames[frame + spine.RotateTimeline.PREV_TIME] - frameTime)
				);
				r2 = frames[frame + spine.RotateTimeline.ROTATION] - prevRotation;
				r2 -= (16384 - ((16384.499999999996 - r2 / 360) | 0)) * 360;
				r2 = prevRotation + r2 * percent + bone.data.rotation;
				r2 -= (16384 - ((16384.499999999996 - r2 / 360) | 0)) * 360;
			}
			var r1 = pose == spine.MixPose.setup ? bone.data.rotation : bone.rotation;
			var total = 0,
				diff = r2 - r1;
			if (diff == 0) {
				total = timelinesRotation[i];
			} else {
				diff -= (16384 - ((16384.499999999996 - diff / 360) | 0)) * 360;
				var lastTotal = 0,
					lastDiff = 0;
				if (firstFrame) {
					lastTotal = 0;
					lastDiff = diff;
				} else {
					lastTotal = timelinesRotation[i];
					lastDiff = timelinesRotation[i + 1];
				}
				var current = diff > 0,
					dir = lastTotal >= 0;
				if (spine.MathUtils.signum(lastDiff) != spine.MathUtils.signum(diff) && Math.abs(lastDiff) <= 90) {
					if (Math.abs(lastTotal) > 180) lastTotal += 360 * spine.MathUtils.signum(lastTotal);
					dir = current;
				}
				total = diff + lastTotal - (lastTotal % 360);
				if (dir != current) total += 360 * spine.MathUtils.signum(lastTotal);
				timelinesRotation[i] = total;
			}
			timelinesRotation[i + 1] = diff;
			r1 += total * alpha;
			bone.rotation = r1 - (16384 - ((16384.499999999996 - r1 / 360) | 0)) * 360;
		};
		AnimationState.prototype.queueEvents = function (entry, animationTime) {
			var animationStart = entry.animationStart,
				animationEnd = entry.animationEnd;
			var duration = animationEnd - animationStart;
			var trackLastWrapped = entry.trackLast % duration;
			var events = this.events;
			var i = 0,
				n = events.length;
			for (; i < n; i++) {
				var event_1 = events[i];
				if (event_1.time < trackLastWrapped) break;
				if (event_1.time > animationEnd) continue;
				this.queue.event(entry, event_1);
			}
			var complete = false;
			if (entry.loop) complete = duration == 0 || trackLastWrapped > entry.trackTime % duration;
			else complete = animationTime >= animationEnd && entry.animationLast < animationEnd;
			if (complete) this.queue.complete(entry);
			for (; i < n; i++) {
				var event_2 = events[i];
				if (event_2.time < animationStart) continue;
				this.queue.event(entry, events[i]);
			}
		};
		AnimationState.prototype.clearTracks = function () {
			var oldDrainDisabled = this.queue.drainDisabled;
			this.queue.drainDisabled = true;
			for (var i = 0, n = this.tracks.length; i < n; i++) this.clearTrack(i);
			this.tracks.length = 0;
			this.queue.drainDisabled = oldDrainDisabled;
			this.queue.drain();
		};
		AnimationState.prototype.clearTrack = function (trackIndex) {
			if (trackIndex >= this.tracks.length) return;
			var current = this.tracks[trackIndex];
			if (current == null) return;
			this.queue.end(current);
			this.disposeNext(current);
			var entry = current;
			while (true) {
				var from = entry.mixingFrom;
				if (from == null) break;
				this.queue.end(from);
				entry.mixingFrom = null;
				entry = from;
			}
			this.tracks[current.trackIndex] = null;
			this.queue.drain();
		};
		AnimationState.prototype.setCurrent = function (index, current, interrupt) {
			var from = this.expandToIndex(index);
			this.tracks[index] = current;
			if (from != null) {
				if (interrupt) this.queue.interrupt(from);
				current.mixingFrom = from;
				current.mixTime = 0;
				if (from.mixingFrom != null && from.mixDuration > 0) current.interruptAlpha *= Math.min(1, from.mixTime / from.mixDuration);
				from.timelinesRotation.length = 0;
			}
			this.queue.start(current);
		};
		AnimationState.prototype.setAnimation = function (trackIndex, animationName, loop) {
			var animation = this.data.skeletonData.findAnimation(animationName);
			if (animation == null) throw new Error("Animation not found: " + animationName);
			return this.setAnimationWith(trackIndex, animation, loop);
		};
		AnimationState.prototype.setAnimationWith = function (trackIndex, animation, loop) {
			if (animation == null) throw new Error("animation cannot be null.");
			var interrupt = true;
			var current = this.expandToIndex(trackIndex);
			if (current != null) {
				if (current.nextTrackLast == -1) {
					this.tracks[trackIndex] = current.mixingFrom;
					this.queue.interrupt(current);
					this.queue.end(current);
					this.disposeNext(current);
					current = current.mixingFrom;
					interrupt = false;
				} else this.disposeNext(current);
			}
			var entry = this.trackEntry(trackIndex, animation, loop, current);
			this.setCurrent(trackIndex, entry, interrupt);
			this.queue.drain();
			return entry;
		};
		AnimationState.prototype.addAnimation = function (trackIndex, animationName, loop, delay) {
			var animation = this.data.skeletonData.findAnimation(animationName);
			if (animation == null) throw new Error("Animation not found: " + animationName);
			return this.addAnimationWith(trackIndex, animation, loop, delay);
		};
		AnimationState.prototype.addAnimationWith = function (trackIndex, animation, loop, delay) {
			if (animation == null) throw new Error("animation cannot be null.");
			var last = this.expandToIndex(trackIndex);
			if (last != null) {
				while (last.next != null) last = last.next;
			}
			var entry = this.trackEntry(trackIndex, animation, loop, last);
			if (last == null) {
				this.setCurrent(trackIndex, entry, true);
				this.queue.drain();
			} else {
				last.next = entry;
				if (delay <= 0) {
					var duration = last.animationEnd - last.animationStart;
					if (duration != 0) {
						if (last.loop) delay += duration * (1 + ((last.trackTime / duration) | 0));
						else delay += duration;
						delay -= this.data.getMix(last.animation, animation);
					} else delay = 0;
				}
			}
			entry.delay = delay;
			return entry;
		};
		AnimationState.prototype.setEmptyAnimation = function (trackIndex, mixDuration) {
			var entry = this.setAnimationWith(trackIndex, AnimationState.emptyAnimation, false);
			entry.mixDuration = mixDuration;
			entry.trackEnd = mixDuration;
			return entry;
		};
		AnimationState.prototype.addEmptyAnimation = function (trackIndex, mixDuration, delay) {
			if (delay <= 0) delay -= mixDuration;
			var entry = this.addAnimationWith(trackIndex, AnimationState.emptyAnimation, false, delay);
			entry.mixDuration = mixDuration;
			entry.trackEnd = mixDuration;
			return entry;
		};
		AnimationState.prototype.setEmptyAnimations = function (mixDuration) {
			var oldDrainDisabled = this.queue.drainDisabled;
			this.queue.drainDisabled = true;
			for (var i = 0, n = this.tracks.length; i < n; i++) {
				var current = this.tracks[i];
				if (current != null) this.setEmptyAnimation(current.trackIndex, mixDuration);
			}
			this.queue.drainDisabled = oldDrainDisabled;
			this.queue.drain();
		};
		AnimationState.prototype.expandToIndex = function (index) {
			if (index < this.tracks.length) return this.tracks[index];
			spine.Utils.ensureArrayCapacity(this.tracks, index - this.tracks.length + 1, null);
			this.tracks.length = index + 1;
			return null;
		};
		AnimationState.prototype.trackEntry = function (trackIndex, animation, loop, last) {
			var entry = this.trackEntryPool.obtain();
			entry.trackIndex = trackIndex;
			entry.animation = animation;
			entry.loop = loop;
			entry.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;
		};
		AnimationState.prototype.disposeNext = function (entry) {
			var next = entry.next;
			while (next != null) {
				this.queue.dispose(next);
				next = next.next;
			}
			entry.next = null;
		};
		AnimationState.prototype._animationsChanged = function () {
			this.animationsChanged = false;
			var propertyIDs = this.propertyIDs;
			propertyIDs.clear();
			var mixingTo = this.mixingTo;
			for (var i = 0, n = this.tracks.length; i < n; i++) {
				var entry = this.tracks[i];
				if (entry != null) entry.setTimelineData(null, mixingTo, propertyIDs);
			}
		};
		AnimationState.prototype.getCurrent = function (trackIndex) {
			if (trackIndex >= this.tracks.length) return null;
			return this.tracks[trackIndex];
		};
		AnimationState.prototype.addListener = function (listener) {
			if (listener == null) throw new Error("listener cannot be null.");
			this.listeners.push(listener);
		};
		AnimationState.prototype.removeListener = function (listener) {
			var index = this.listeners.indexOf(listener);
			if (index >= 0) this.listeners.splice(index, 1);
		};
		AnimationState.prototype.clearListeners = function () {
			this.listeners.length = 0;
		};
		AnimationState.prototype.clearListenerNotifications = function () {
			this.queue.clear();
		};
		AnimationState.emptyAnimation = new spine.Animation("<empty>", [], 0);
		AnimationState.SUBSEQUENT = 0;
		AnimationState.FIRST = 1;
		AnimationState.DIP = 2;
		AnimationState.DIP_MIX = 3;
		return AnimationState;
	})();
	spine.AnimationState = AnimationState;
	var TrackEntry = (function () {
		function TrackEntry() {
			this.timelineData = new Array();
			this.timelineDipMix = new Array();
			this.timelinesRotation = new Array();
		}
		TrackEntry.prototype.reset = function () {
			this.next = null;
			this.mixingFrom = null;
			this.animation = null;
			this.listener = null;
			this.timelineData.length = 0;
			this.timelineDipMix.length = 0;
			this.timelinesRotation.length = 0;
		};
		TrackEntry.prototype.setTimelineData = function (to, mixingToArray, propertyIDs) {
			if (to != null) mixingToArray.push(to);
			var lastEntry = this.mixingFrom != null ? this.mixingFrom.setTimelineData(this, mixingToArray, propertyIDs) : this;
			if (to != null) mixingToArray.pop();
			var mixingTo = mixingToArray;
			var mixingToLast = mixingToArray.length - 1;
			var timelines = this.animation.timelines;
			var timelinesCount = this.animation.timelines.length;
			var timelineData = spine.Utils.setArraySize(this.timelineData, timelinesCount);
			this.timelineDipMix.length = 0;
			var timelineDipMix = spine.Utils.setArraySize(this.timelineDipMix, timelinesCount);
			outer: for (var i = 0; i < timelinesCount; i++) {
				var id = timelines[i].getPropertyId();
				if (!propertyIDs.add(id)) timelineData[i] = AnimationState.SUBSEQUENT;
				else if (to == null || !to.hasTimeline(id)) timelineData[i] = AnimationState.FIRST;
				else {
					for (var ii = mixingToLast; ii >= 0; ii--) {
						var entry = mixingTo[ii];
						if (!entry.hasTimeline(id)) {
							if (entry.mixDuration > 0) {
								timelineData[i] = AnimationState.DIP_MIX;
								timelineDipMix[i] = entry;
								continue outer;
							}
						}
					}
					timelineData[i] = AnimationState.DIP;
				}
			}
			return lastEntry;
		};
		TrackEntry.prototype.hasTimeline = function (id) {
			var timelines = this.animation.timelines;
			for (var i = 0, n = timelines.length; i < n; i++) if (timelines[i].getPropertyId() == id) return true;
			return false;
		};
		TrackEntry.prototype.getAnimationTime = function () {
			if (this.loop) {
				var duration = this.animationEnd - this.animationStart;
				if (duration == 0) return this.animationStart;
				return (this.trackTime % duration) + this.animationStart;
			}
			return Math.min(this.trackTime + this.animationStart, this.animationEnd);
		};
		TrackEntry.prototype.setAnimationLast = function (animationLast) {
			this.animationLast = animationLast;
			this.nextAnimationLast = animationLast;
		};
		TrackEntry.prototype.isComplete = function () {
			return this.trackTime >= this.animationEnd - this.animationStart;
		};
		TrackEntry.prototype.resetRotationDirections = function () {
			this.timelinesRotation.length = 0;
		};
		return TrackEntry;
	})();
	spine.TrackEntry = TrackEntry;
	var EventQueue = (function () {
		function EventQueue(animState) {
			this.objects = [];
			this.drainDisabled = false;
			this.animState = animState;
		}
		EventQueue.prototype.start = function (entry) {
			this.objects.push(EventType.start);
			this.objects.push(entry);
			this.animState.animationsChanged = true;
		};
		EventQueue.prototype.interrupt = function (entry) {
			this.objects.push(EventType.interrupt);
			this.objects.push(entry);
		};
		EventQueue.prototype.end = function (entry) {
			this.objects.push(EventType.end);
			this.objects.push(entry);
			this.animState.animationsChanged = true;
		};
		EventQueue.prototype.dispose = function (entry) {
			this.objects.push(EventType.dispose);
			this.objects.push(entry);
		};
		EventQueue.prototype.complete = function (entry) {
			this.objects.push(EventType.complete);
			this.objects.push(entry);
		};
		EventQueue.prototype.event = function (entry, event) {
			this.objects.push(EventType.event);
			this.objects.push(entry);
			this.objects.push(event);
		};
		EventQueue.prototype.drain = function () {
			if (this.drainDisabled) return;
			this.drainDisabled = true;
			var objects = this.objects;
			var listeners = this.animState.listeners;
			for (var i = 0; i < objects.length; i += 2) {
				var type = objects[i];
				var entry = objects[i + 1];
				switch (type) {
					case EventType.start:
						if (entry.listener != null && entry.listener.start) entry.listener.start(entry);
						for (var ii = 0; ii < listeners.length; ii++) if (listeners[ii].start) listeners[ii].start(entry);
						break;
					case EventType.interrupt:
						if (entry.listener != null && entry.listener.interrupt) entry.listener.interrupt(entry);
						for (var ii = 0; ii < listeners.length; ii++) if (listeners[ii].interrupt) listeners[ii].interrupt(entry);
						break;
					case EventType.end:
						if (entry.listener != null && entry.listener.end) entry.listener.end(entry);
						for (var ii = 0; ii < listeners.length; ii++) if (listeners[ii].end) listeners[ii].end(entry);
					case EventType.dispose:
						if (entry.listener != null && entry.listener.dispose) entry.listener.dispose(entry);
						for (var ii = 0; ii < listeners.length; ii++) if (listeners[ii].dispose) listeners[ii].dispose(entry);
						this.animState.trackEntryPool.free(entry);
						break;
					case EventType.complete:
						if (entry.listener != null && entry.listener.complete) entry.listener.complete(entry);
						for (var ii = 0; ii < listeners.length; ii++) if (listeners[ii].complete) listeners[ii].complete(entry);
						break;
					case EventType.event:
						var event_3 = objects[i++ + 2];
						if (entry.listener != null && entry.listener.event) entry.listener.event(entry, event_3);
						for (var ii = 0; ii < listeners.length; ii++) if (listeners[ii].event) listeners[ii].event(entry, event_3);
						break;
				}
			}
			this.clear();
			this.drainDisabled = false;
		};
		EventQueue.prototype.clear = function () {
			this.objects.length = 0;
		};
		return EventQueue;
	})();
	spine.EventQueue = EventQueue;
	var EventType;
	(function (EventType) {
		EventType[(EventType["start"] = 0)] = "start";
		EventType[(EventType["interrupt"] = 1)] = "interrupt";
		EventType[(EventType["end"] = 2)] = "end";
		EventType[(EventType["dispose"] = 3)] = "dispose";
		EventType[(EventType["complete"] = 4)] = "complete";
		EventType[(EventType["event"] = 5)] = "event";
	})((EventType = spine.EventType || (spine.EventType = {})));
	var AnimationStateAdapter2 = (function () {
		function AnimationStateAdapter2() {}
		AnimationStateAdapter2.prototype.start = function (entry) {};
		AnimationStateAdapter2.prototype.interrupt = function (entry) {};
		AnimationStateAdapter2.prototype.end = function (entry) {};
		AnimationStateAdapter2.prototype.dispose = function (entry) {};
		AnimationStateAdapter2.prototype.complete = function (entry) {};
		AnimationStateAdapter2.prototype.event = function (entry, event) {};
		return AnimationStateAdapter2;
	})();
	spine.AnimationStateAdapter2 = AnimationStateAdapter2;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var AnimationStateData = (function () {
		function AnimationStateData(skeletonData) {
			this.animationToMixTime = {};
			this.defaultMix = 0;
			if (skeletonData == null) throw new Error("skeletonData cannot be null.");
			this.skeletonData = skeletonData;
		}
		AnimationStateData.prototype.setMix = function (fromName, toName, duration) {
			var from = this.skeletonData.findAnimation(fromName);
			if (from == null) throw new Error("Animation not found: " + fromName);
			var to = this.skeletonData.findAnimation(toName);
			if (to == null) throw new Error("Animation not found: " + toName);
			this.setMixWith(from, to, duration);
		};
		AnimationStateData.prototype.setMixWith = function (from, to, duration) {
			if (from == null) throw new Error("from cannot be null.");
			if (to == null) throw new Error("to cannot be null.");
			var key = from.name + "." + to.name;
			this.animationToMixTime[key] = duration;
		};
		AnimationStateData.prototype.getMix = function (from, to) {
			var key = from.name + "." + to.name;
			var value = this.animationToMixTime[key];
			return value === undefined ? this.defaultMix : value;
		};
		return AnimationStateData;
	})();
	spine.AnimationStateData = AnimationStateData;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var AssetManager = (function () {
		function AssetManager(textureLoader, pathPrefix, worker) {
			if (pathPrefix === void 0) {
				pathPrefix = "";
			}
			this.assets = {};
			this.errors = {};
			this.toLoad = 0;
			this.loaded = 0;
			this.textureLoader = textureLoader;
			this.pathPrefix = pathPrefix;
		}
		AssetManager.prototype.downloadText = function (url, success, error) {
			var request = new XMLHttpRequest();
			request.open("GET", url, true);
			request.onload = function () {
				if (request.status == 200 || (request.status == 0 && request.readyState == 4)) {
					success(request.responseText);
				} else {
					error(request.status, request.responseText);
				}
			};
			request.onerror = function () {
				error(request.status, request.responseText);
			};
			request.send();
		};
		AssetManager.prototype.downloadBinary = function (url, success, error) {
			var request = new XMLHttpRequest();
			request.open("GET", url, true);
			request.responseType = "arraybuffer";
			request.onload = function () {
				if (request.status == 200 || (request.status == 0 && request.readyState == 4)) {
					success(new Uint8Array(request.response));
				} else {
					error(request.status, request.response);
				}
			};
			request.onerror = function () {
				error(request.status, request.response);
			};
			request.send();
		};
		AssetManager.prototype.downloadImageBitmap = function (url, success, error) {
			var request = new XMLHttpRequest();
			request.open("GET", url, true);
			request.responseType = "blob";
			request.onload = function () {
				if (request.status == 200 || (request.status == 0 && request.readyState == 4)) {
					createImageBitmap(request.response, {
						premultiplyAlpha: "none",
						colorSpaceConversion: "none",
					}).then(imageBitmap => {
						success(imageBitmap);
					});
				} else {
					error(request.status, request.response);
				}
			};
			request.onerror = function () {
				error(request.status, request.response);
			};
			request.send();
		};
		AssetManager.prototype.loadBinary = function (path, success, error) {
			var _this = this;
			if (success === void 0) {
				success = null;
			}
			if (error === void 0) {
				error = null;
			}
			path = this.pathPrefix + path;
			if (spine.lodedAssets[path]) {
				_this.assets[path] = spine.lodedAssets[path];
				if (success) setTimeout(success, 0, path, _this.assets[path]);
				return;
			}
			this.toLoad++;
			this.downloadBinary(
				path,
				function (data) {
					_this.assets[path] = data;
					spine.lodedAssets[path] = data;
					if (success) success(path, data);
					_this.toLoad--;
					_this.loaded++;
				},
				function (status, response) {
					_this.errors[path] = "Couldn't load binary " + path + ": status " + status + ", " + response;
					if (error) error(path, "Couldn't load binary " + path + ": status " + status + ", " + response);
					_this.toLoad--;
					_this.loaded++;
				}
			);
		};
		AssetManager.prototype.loadText = function (path, success, error) {
			var _this = this;
			if (success === void 0) {
				success = null;
			}
			if (error === void 0) {
				error = null;
			}
			path = this.pathPrefix + path;
			if (spine.lodedAssets[path]) {
				_this.assets[path] = spine.lodedAssets[path];
				setTimeout(success, 0, path, _this.assets[path]);
				return;
			}
			this.toLoad++;
			this.downloadText(
				path,
				function (data) {
					_this.assets[path] = data;
					spine.lodedAssets[path] = data;
					if (success) success(path, data);
					_this.toLoad--;
					_this.loaded++;
				},
				function (status, responseText) {
					_this.errors[path] = "Couldn't load text " + path + ": status " + status + ", " + responseText;
					if (error) error(path, "Couldn't load text " + path + ": status " + status + ", " + responseText);
					_this.toLoad--;
					_this.loaded++;
				}
			);
		};
		AssetManager.prototype.loadTexture = function (path, success, error) {
			var _this = this;
			if (success === void 0) success = null;
			if (error === void 0) error = null;
			path = this.pathPrefix + path;
			if (spine.lodedAssets[path]) {
				var texture = _this.textureLoader(spine.lodedAssets[path]);
				_this.assets[path] = texture;
				if (success) setTimeout(success, 0, path, _this.assets[path]);
				return;
			}
			this.toLoad++;
			if (self.Image == undefined || _this.useImageBitmap) {
				this.downloadImageBitmap(
					path,
					function (imageBitmap) {
						spine.lodedAssets[path] = imageBitmap;
						var texture = _this.textureLoader(imageBitmap);
						_this.assets[path] = texture;
						_this.toLoad--;
						_this.loaded++;
						if (success) success(path, imageBitmap);
					},
					function (status, response) {
						_this.errors[path] = "Couldn't load texture " + path + ": status " + status + ".";
						if (error) error(path, "Couldn't load texture " + path + ": status " + status + ".");
						_this.toLoad--;
						_this.loaded++;
					}
				);
				return;
			}
			var img = new Image();
			img.onload = function (ev) {
				spine.lodedAssets[path] = img;
				var texture = _this.textureLoader(img);
				_this.assets[path] = texture;
				_this.toLoad--;
				_this.loaded++;
				if (success) success(path, img);
			};
			img.onerror = function (ev) {
				_this.errors[path] = "Couldn't load image " + path;
				_this.toLoad--;
				_this.loaded++;
				if (error) error(path, "Couldn't load image " + path);
			};
			img.src = path;
		};
		AssetManager.prototype.loadTextureData = 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++;
			var img = new Image();
			img.onload = function (ev) {
				var texture = _this.textureLoader(img);
				_this.assets[path] = texture;
				_this.toLoad--;
				_this.loaded++;
				if (success) success(path, img);
			};
			img.onerror = function (ev) {
				_this.errors[path] = "Couldn't load image " + path;
				_this.toLoad--;
				_this.loaded++;
				if (error) error(path, "Couldn't load image " + path);
			};
			img.src = data;
		};
		AssetManager.prototype.loadTextureAtlas = function (path, success, error) {
			var _this = this;
			if (success === void 0) {
				success = null;
			}
			if (error === void 0) {
				error = null;
			}
			var parent = path.lastIndexOf("/") >= 0 ? path.substring(0, path.lastIndexOf("/")) : "";
			path = this.pathPrefix + path;
			this.toLoad++;
			this.downloadText(
				path,
				function (atlasData) {
					var pagesLoaded = { count: 0 };
					var atlasPages = new Array();
					try {
						var atlas = new spine.TextureAtlas(atlasData, function (path) {
							atlasPages.push(parent == "" ? path : parent + "/" + path);
							var image = document.createElement("img");
							image.width = 16;
							image.height = 16;
							return new spine.FakeTexture(image);
						});
					} catch (e) {
						var ex = e;
						_this.errors[path] = "Couldn't load texture atlas " + path + ": " + ex.message;
						if (error) error(path, "Couldn't load texture atlas " + path + ": " + ex.message);
						_this.toLoad--;
						_this.loaded++;
						return;
					}
					var _loop_1 = function (atlasPage) {
						var pageLoadError = false;
						_this.loadTexture(
							atlasPage,
							function (imagePath, image) {
								pagesLoaded.count++;
								if (pagesLoaded.count == atlasPages.length) {
									if (!pageLoadError) {
										try {
											var atlas = new spine.TextureAtlas(atlasData, function (path) {
												return _this.get(parent == "" ? path : parent + "/" + path);
											});
											_this.assets[path] = atlas;
											if (success) success(path, atlas);
											_this.toLoad--;
											_this.loaded++;
										} catch (e) {
											var ex = e;
											_this.errors[path] = "Couldn't load texture atlas " + path + ": " + ex.message;
											if (error) error(path, "Couldn't load texture atlas " + path + ": " + ex.message);
											_this.toLoad--;
											_this.loaded++;
										}
									} else {
										_this.errors[path] = "Couldn't load texture atlas page " + imagePath + "} of atlas " + path;
										if (error) error(path, "Couldn't load texture atlas page " + imagePath + " of atlas " + path);
										_this.toLoad--;
										_this.loaded++;
									}
								}
							},
							function (imagePath, errorMessage) {
								pageLoadError = true;
								pagesLoaded.count++;
								if (pagesLoaded.count == atlasPages.length) {
									_this.errors[path] = "Couldn't load texture atlas page " + imagePath + "} of atlas " + path;
									if (error) error(path, "Couldn't load texture atlas page " + imagePath + " of atlas " + path);
									_this.toLoad--;
									_this.loaded++;
								}
							}
						);
					};
					for (var _i = 0, atlasPages_1 = atlasPages; _i < atlasPages_1.length; _i++) {
						var atlasPage = atlasPages_1[_i];
						_loop_1(atlasPage);
					}
				},
				function (status, responseText) {
					_this.errors[path] = "Couldn't load texture atlas " + path + ": status " + status + ", " + responseText;
					if (error) error(path, "Couldn't load texture atlas " + path + ": status " + status + ", " + responseText);
					_this.toLoad--;
					_this.loaded++;
				}
			);
		};
		AssetManager.prototype.get = function (path) {
			path = this.pathPrefix + path;
			return this.assets[path];
		};
		AssetManager.prototype.remove = function (path) {
			path = this.pathPrefix + path;
			var asset = this.assets[path];
			if (asset.dispose) asset.dispose();
			this.assets[path] = null;
		};
		AssetManager.prototype.removeAll = function () {
			for (var key in this.assets) {
				var asset = this.assets[key];
				if (asset.dispose) asset.dispose();
			}
			this.assets = {};
		};
		AssetManager.prototype.isLoadingComplete = function () {
			return this.toLoad == 0;
		};
		AssetManager.prototype.getToLoad = function () {
			return this.toLoad;
		};
		AssetManager.prototype.getLoaded = function () {
			return this.loaded;
		};
		AssetManager.prototype.dispose = function () {
			this.removeAll();
		};
		AssetManager.prototype.hasErrors = function () {
			return Object.keys(this.errors).length > 0;
		};
		AssetManager.prototype.getErrors = function () {
			return this.errors;
		};
		return AssetManager;
	})();
	spine.AssetManager = AssetManager;
	spine.lodedAssets = {};
})(spine || (spine = {}));
var spine;
(function (spine) {
	var AtlasAttachmentLoader = (function () {
		function AtlasAttachmentLoader(atlas) {
			this.atlas = atlas;
		}
		AtlasAttachmentLoader.prototype.newRegionAttachment = function (skin, name, path) {
			var region = this.atlas.findRegion(path);
			if (region == null) throw new Error("Region not found in atlas: " + path + " (region attachment: " + name + ")");
			region.renderObject = region;
			var attachment = new spine.RegionAttachment(name);
			attachment.setRegion(region);
			return attachment;
		};
		AtlasAttachmentLoader.prototype.newMeshAttachment = function (skin, name, path) {
			var region = this.atlas.findRegion(path);
			if (region == null) throw new Error("Region not found in atlas: " + path + " (mesh attachment: " + name + ")");
			region.renderObject = region;
			var attachment = new spine.MeshAttachment(name);
			attachment.region = region;
			return attachment;
		};
		AtlasAttachmentLoader.prototype.newBoundingBoxAttachment = function (skin, name) {
			return new spine.BoundingBoxAttachment(name);
		};
		AtlasAttachmentLoader.prototype.newPathAttachment = function (skin, name) {
			return new spine.PathAttachment(name);
		};
		AtlasAttachmentLoader.prototype.newPointAttachment = function (skin, name) {
			return new spine.PointAttachment(name);
		};
		AtlasAttachmentLoader.prototype.newClippingAttachment = function (skin, name) {
			return new spine.ClippingAttachment(name);
		};
		return AtlasAttachmentLoader;
	})();
	spine.AtlasAttachmentLoader = AtlasAttachmentLoader;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var BlendMode;
	(function (BlendMode) {
		BlendMode[(BlendMode["Normal"] = 0)] = "Normal";
		BlendMode[(BlendMode["Additive"] = 1)] = "Additive";
		BlendMode[(BlendMode["Multiply"] = 2)] = "Multiply";
		BlendMode[(BlendMode["Screen"] = 3)] = "Screen";
	})((BlendMode = spine.BlendMode || (spine.BlendMode = {})));
})(spine || (spine = {}));
var spine;
(function (spine) {
	var Bone = (function () {
		function Bone(data, skeleton, parent) {
			this.children = new Array();
			this.x = 0;
			this.y = 0;
			this.rotation = 0;
			this.scaleX = 0;
			this.scaleY = 0;
			this.shearX = 0;
			this.shearY = 0;
			this.ax = 0;
			this.ay = 0;
			this.arotation = 0;
			this.ascaleX = 0;
			this.ascaleY = 0;
			this.ashearX = 0;
			this.ashearY = 0;
			this.appliedValid = false;
			this.a = 0;
			this.b = 0;
			this.worldX = 0;
			this.c = 0;
			this.d = 0;
			this.worldY = 0;
			this.sorted = 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.name = data.name;
			this.skeleton = skeleton;
			this.parent = parent;
			this.setToSetupPose();
		}
		Bone.prototype.update = function () {
			this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
		};
		Bone.prototype.updateWorldTransform = function () {
			this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
		};
		Bone.prototype.updateWorldTransformWith = function (x, y, rotation, scaleX, scaleY, shearX, shearY) {
			this.ax = x;
			this.ay = y;
			this.arotation = rotation;
			this.ascaleX = scaleX;
			this.ascaleY = scaleY;
			this.ashearX = shearX;
			this.ashearY = shearY;
			this.appliedValid = true;
			var parent = this.parent;
			if (parent == null) {
				var rotationY = rotation + 90 + shearY;
				var la = spine.MathUtils.cosDeg(rotation + shearX) * scaleX;
				var lb = spine.MathUtils.cosDeg(rotationY) * scaleY;
				var lc = spine.MathUtils.sinDeg(rotation + shearX) * scaleX;
				var ld = spine.MathUtils.sinDeg(rotationY) * scaleY;
				var skeleton = this.skeleton;
				if (skeleton.flipX) {
					x = -x;
					la = -la;
					lb = -lb;
				}
				if (skeleton.flipY) {
					y = -y;
					lc = -lc;
					ld = -ld;
				}
				this.a = la;
				this.b = lb;
				this.c = lc;
				this.d = ld;
				this.worldX = x + skeleton.x;
				this.worldY = y + skeleton.y;
				return;
			}
			var pa = parent.a,
				pb = parent.b,
				pc = parent.c,
				pd = parent.d;
			this.worldX = pa * x + pb * y + parent.worldX;
			this.worldY = pc * x + pd * y + parent.worldY;
			switch (this.data.transformMode) {
				case spine.TransformMode.Normal: {
					var rotationY = rotation + 90 + shearY;
					var la = spine.MathUtils.cosDeg(rotation + shearX) * scaleX;
					var lb = spine.MathUtils.cosDeg(rotationY) * scaleY;
					var lc = spine.MathUtils.sinDeg(rotation + shearX) * scaleX;
					var ld = spine.MathUtils.sinDeg(rotationY) * scaleY;
					this.a = pa * la + pb * lc;
					this.b = pa * lb + pb * ld;
					this.c = pc * la + pd * lc;
					this.d = pc * lb + pd * ld;
					return;
				}
				case spine.TransformMode.OnlyTranslation: {
					var rotationY = rotation + 90 + shearY;
					this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX;
					this.b = spine.MathUtils.cosDeg(rotationY) * scaleY;
					this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX;
					this.d = spine.MathUtils.sinDeg(rotationY) * scaleY;
					break;
				}
				case spine.TransformMode.NoRotationOrReflection: {
					var s = pa * pa + pc * pc;
					var prx = 0;
					if (s > 0.0001) {
						s = Math.abs(pa * pd - pb * pc) / s;
						pb = pc * s;
						pd = pa * s;
						prx = Math.atan2(pc, pa) * spine.MathUtils.radDeg;
					} else {
						pa = 0;
						pc = 0;
						prx = 90 - Math.atan2(pd, pb) * spine.MathUtils.radDeg;
					}
					var rx = rotation + shearX - prx;
					var ry = rotation + shearY - prx + 90;
					var la = spine.MathUtils.cosDeg(rx) * scaleX;
					var lb = spine.MathUtils.cosDeg(ry) * scaleY;
					var lc = spine.MathUtils.sinDeg(rx) * scaleX;
					var ld = spine.MathUtils.sinDeg(ry) * scaleY;
					this.a = pa * la - pb * lc;
					this.b = pa * lb - pb * ld;
					this.c = pc * la + pd * lc;
					this.d = pc * lb + pd * ld;
					break;
				}
				case spine.TransformMode.NoScale:
				case spine.TransformMode.NoScaleOrReflection: {
					var cos = spine.MathUtils.cosDeg(rotation);
					var sin = spine.MathUtils.sinDeg(rotation);
					var za = pa * cos + pb * sin;
					var zc = pc * cos + pd * sin;
					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);
					var r = Math.PI / 2 + Math.atan2(zc, za);
					var zb = Math.cos(r) * s;
					var zd = Math.sin(r) * s;
					var la = spine.MathUtils.cosDeg(shearX) * scaleX;
					var lb = spine.MathUtils.cosDeg(90 + shearY) * scaleY;
					var lc = spine.MathUtils.sinDeg(shearX) * scaleX;
					var ld = spine.MathUtils.sinDeg(90 + shearY) * scaleY;
					if (
						this.data.transformMode != spine.TransformMode.NoScaleOrReflection
							? pa * pd - pb * pc < 0
							: this.skeleton.flipX != this.skeleton.flipY
					) {
						zb = -zb;
						zd = -zd;
					}
					this.a = za * la + zb * lc;
					this.b = za * lb + zb * ld;
					this.c = zc * la + zd * lc;
					this.d = zc * lb + zd * ld;
					return;
				}
			}
			if (this.skeleton.flipX) {
				this.a = -this.a;
				this.b = -this.b;
			}
			if (this.skeleton.flipY) {
				this.c = -this.c;
				this.d = -this.d;
			}
		};
		Bone.prototype.setToSetupPose = function () {
			var data = this.data;
			this.x = data.x;
			this.y = data.y;
			this.rotation = data.rotation;
			this.scaleX = data.scaleX;
			this.scaleY = data.scaleY;
			this.shearX = data.shearX;
			this.shearY = data.shearY;
		};
		Bone.prototype.getWorldRotationX = function () {
			return Math.atan2(this.c, this.a) * spine.MathUtils.radDeg;
		};
		Bone.prototype.getWorldRotationY = function () {
			return Math.atan2(this.d, this.b) * spine.MathUtils.radDeg;
		};
		Bone.prototype.getWorldScaleX = function () {
			return Math.sqrt(this.a * this.a + this.c * this.c);
		};
		Bone.prototype.getWorldScaleY = function () {
			return Math.sqrt(this.b * this.b + this.d * this.d);
		};
		Bone.prototype.updateAppliedTransform = function () {
			this.appliedValid = true;
			var parent = this.parent;
			if (parent == null) {
				this.ax = this.worldX;
				this.ay = this.worldY;
				this.arotation = Math.atan2(this.c, this.a) * spine.MathUtils.radDeg;
				this.ascaleX = Math.sqrt(this.a * this.a + this.c * this.c);
				this.ascaleY = Math.sqrt(this.b * this.b + this.d * this.d);
				this.ashearX = 0;
				this.ashearY = Math.atan2(this.a * this.b + this.c * this.d, this.a * this.d - this.b * this.c) * spine.MathUtils.radDeg;
				return;
			}
			var pa = parent.a,
				pb = parent.b,
				pc = parent.c,
				pd = parent.d;
			var pid = 1 / (pa * pd - pb * pc);
			var dx = this.worldX - parent.worldX,
				dy = this.worldY - parent.worldY;
			this.ax = dx * pd * pid - dy * pb * pid;
			this.ay = dy * pa * pid - dx * pc * pid;
			var ia = pid * pd;
			var id = pid * pa;
			var ib = pid * pb;
			var ic = pid * pc;
			var ra = ia * this.a - ib * this.c;
			var rb = ia * this.b - ib * this.d;
			var rc = id * this.c - ic * this.a;
			var rd = id * this.d - ic * this.b;
			this.ashearX = 0;
			this.ascaleX = Math.sqrt(ra * ra + rc * rc);
			if (this.ascaleX > 0.0001) {
				var det = ra * rd - rb * rc;
				this.ascaleY = det / this.ascaleX;
				this.ashearY = Math.atan2(ra * rb + rc * rd, det) * spine.MathUtils.radDeg;
				this.arotation = Math.atan2(rc, ra) * spine.MathUtils.radDeg;
			} else {
				this.ascaleX = 0;
				this.ascaleY = Math.sqrt(rb * rb + rd * rd);
				this.ashearY = 0;
				this.arotation = 90 - Math.atan2(rd, rb) * spine.MathUtils.radDeg;
			}
		};
		Bone.prototype.worldToLocal = function (world) {
			var a = this.a,
				b = this.b,
				c = this.c,
				d = this.d;
			var invDet = 1 / (a * d - b * c);
			var x = world.x - this.worldX,
				y = world.y - this.worldY;
			world.x = x * d * invDet - y * b * invDet;
			world.y = y * a * invDet - x * c * invDet;
			return world;
		};
		Bone.prototype.localToWorld = function (local) {
			var x = local.x,
				y = local.y;
			local.x = x * this.a + y * this.b + this.worldX;
			local.y = x * this.c + y * this.d + this.worldY;
			return local;
		};
		Bone.prototype.worldToLocalRotation = function (worldRotation) {
			var sin = spine.MathUtils.sinDeg(worldRotation),
				cos = spine.MathUtils.cosDeg(worldRotation);
			return Math.atan2(this.a * sin - this.c * cos, this.d * cos - this.b * sin) * spine.MathUtils.radDeg;
		};
		Bone.prototype.localToWorldRotation = function (localRotation) {
			var sin = spine.MathUtils.sinDeg(localRotation),
				cos = spine.MathUtils.cosDeg(localRotation);
			return Math.atan2(cos * this.c + sin * this.d, cos * this.a + sin * this.b) * spine.MathUtils.radDeg;
		};
		Bone.prototype.rotateWorld = function (degrees) {
			var a = this.a,
				b = this.b,
				c = this.c,
				d = this.d;
			var cos = spine.MathUtils.cosDeg(degrees),
				sin = spine.MathUtils.sinDeg(degrees);
			this.a = cos * a - sin * c;
			this.b = cos * b - sin * d;
			this.c = sin * a + cos * c;
			this.d = sin * b + cos * d;
			this.appliedValid = false;
		};
		return Bone;
	})();
	spine.Bone = Bone;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var BoneData = (function () {
		function BoneData(index, name, parent) {
			this.x = 0;
			this.y = 0;
			this.rotation = 0;
			this.scaleX = 1;
			this.scaleY = 1;
			this.shearX = 0;
			this.shearY = 0;
			this.transformMode = TransformMode.Normal;
			this.skinRequired = false;
			this.color = new spine.Color();
			if (index < 0) throw new Error("index must be >= 0.");
			if (name == null) throw new Error("name cannot be null.");
			this.index = index;
			this.name = name;
			this.parent = parent;
		}
		BoneData.prototype.copy = function () {
			var copy = new BoneData(this.index, this.name, this.parent);
			copy.x = this.x;
			copy.y = this.y;
			copy.rotation = this.rotation;
			copy.scaleX = this.scaleX;
			copy.scaleY = this.scaleY;
			copy.shearX = this.shearX;
			copy.shearY = this.shearY;
			copy.transformMode = this.shearY;
			this.skinRequired = this.skinRequired;
			this.color = this.color.copy();
			return copy;
		};
		return BoneData;
	})();
	spine.BoneData = BoneData;
	var TransformMode;
	(function (TransformMode) {
		TransformMode[(TransformMode["Normal"] = 0)] = "Normal";
		TransformMode[(TransformMode["OnlyTranslation"] = 1)] = "OnlyTranslation";
		TransformMode[(TransformMode["NoRotationOrReflection"] = 2)] = "NoRotationOrReflection";
		TransformMode[(TransformMode["NoScale"] = 3)] = "NoScale";
		TransformMode[(TransformMode["NoScaleOrReflection"] = 4)] = "NoScaleOrReflection";
	})((TransformMode = spine.TransformMode || (spine.TransformMode = {})));
})(spine || (spine = {}));
var spine;
(function (spine) {
	var Event = (function () {
		function Event(time, data) {
			if (data == null) throw new Error("data cannot be null.");
			this.time = time;
			this.data = data;
		}
		return Event;
	})();
	spine.Event = Event;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var EventData = (function () {
		function EventData(name) {
			this.name = name;
		}
		return EventData;
	})();
	spine.EventData = EventData;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var IkConstraint = (function () {
		function IkConstraint(data, skeleton) {
			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.bendDirection = data.bendDirection;
			this.bones = new Array();
			for (var i = 0; i < data.bones.length; i++) this.bones.push(skeleton.findBone(data.bones[i].name));
			this.target = skeleton.findBone(data.target.name);
		}
		IkConstraint.prototype.getOrder = function () {
			return this.data.order;
		};
		IkConstraint.prototype.apply = function () {
			this.update();
		};
		IkConstraint.prototype.update = function () {
			var target = this.target;
			var bones = this.bones;
			switch (bones.length) {
				case 1:
					this.apply1(bones[0], target.worldX, target.worldY, this.mix);
					break;
				case 2:
					this.apply2(bones[0], bones[1], target.worldX, target.worldY, this.bendDirection, this.mix);
					break;
			}
		};
		IkConstraint.prototype.apply1 = function (bone, targetX, targetY, alpha) {
			if (!bone.appliedValid) bone.updateAppliedTransform();
			var p = bone.parent;
			var id = 1 / (p.a * p.d - p.b * p.c);
			var x = targetX - p.worldX,
				y = targetY - p.worldY;
			var tx = (x * p.d - y * p.b) * id - bone.ax,
				ty = (y * p.a - x * p.c) * id - bone.ay;
			var rotationIK = Math.atan2(ty, tx) * spine.MathUtils.radDeg - bone.ashearX - bone.arotation;
			if (bone.ascaleX < 0) rotationIK += 180;
			if (rotationIK > 180) rotationIK -= 360;
			else if (rotationIK < -180) rotationIK += 360;
			bone.updateWorldTransformWith(
				bone.ax,
				bone.ay,
				bone.arotation + rotationIK * alpha,
				bone.ascaleX,
				bone.ascaleY,
				bone.ashearX,
				bone.ashearY
			);
		};
		IkConstraint.prototype.apply2 = function (parent, child, targetX, targetY, bendDir, alpha) {
			if (alpha == 0) {
				child.updateWorldTransform();
				return;
			}
			if (!parent.appliedValid) parent.updateAppliedTransform();
			if (!child.appliedValid) child.updateAppliedTransform();
			var px = parent.ax,
				py = parent.ay,
				psx = parent.ascaleX,
				psy = parent.ascaleY,
				csx = child.ascaleX;
			var os1 = 0,
				os2 = 0,
				s2 = 0;
			if (psx < 0) {
				psx = -psx;
				os1 = 180;
				s2 = -1;
			} else {
				os1 = 0;
				s2 = 1;
			}
			if (psy < 0) {
				psy = -psy;
				s2 = -s2;
			}
			if (csx < 0) {
				csx = -csx;
				os2 = 180;
			} else os2 = 0;
			var cx = child.ax,
				cy = 0,
				cwx = 0,
				cwy = 0,
				a = parent.a,
				b = parent.b,
				c = parent.c,
				d = parent.d;
			var u = Math.abs(psx - psy) <= 0.0001;
			if (!u) {
				cy = 0;
				cwx = a * cx + parent.worldX;
				cwy = c * cx + parent.worldY;
			} else {
				cy = child.ay;
				cwx = a * cx + b * cy + parent.worldX;
				cwy = c * cx + d * cy + parent.worldY;
			}
			var pp = parent.parent;
			a = pp.a;
			b = pp.b;
			c = pp.c;
			d = pp.d;
			var id = 1 / (a * d - b * c),
				x = targetX - pp.worldX,
				y = targetY - pp.worldY;
			var tx = (x * d - y * b) * id - px,
				ty = (y * a - x * c) * id - py;
			x = cwx - pp.worldX;
			y = cwy - pp.worldY;
			var dx = (x * d - y * b) * id - px,
				dy = (y * a - x * c) * id - py;
			var l1 = Math.sqrt(dx * dx + dy * dy),
				l2 = child.data.length * csx,
				a1 = 0,
				a2 = 0;
			outer: if (u) {
				l2 *= psx;
				var cos = (tx * tx + ty * ty - l1 * l1 - l2 * l2) / (2 * l1 * l2);
				if (cos < -1) cos = -1;
				else if (cos > 1) cos = 1;
				a2 = Math.acos(cos) * bendDir;
				a = l1 + l2 * cos;
				b = l2 * Math.sin(a2);
				a1 = Math.atan2(ty * a - tx * b, tx * a + ty * b);
			} else {
				a = psx * l2;
				b = psy * l2;
				var aa = a * a,
					bb = b * b,
					dd = tx * tx + ty * ty,
					ta = Math.atan2(ty, tx);
				c = bb * l1 * l1 + aa * dd - aa * bb;
				var c1 = -2 * bb * l1,
					c2 = bb - aa;
				d = c1 * c1 - 4 * c2 * c;
				if (d >= 0) {
					var q = Math.sqrt(d);
					if (c1 < 0) q = -q;
					q = -(c1 + q) / 2;
					var r0 = q / c2,
						r1 = c / q;
					var r = Math.abs(r0) < Math.abs(r1) ? r0 : r1;
					if (r * r <= dd) {
						y = Math.sqrt(dd - r * r) * bendDir;
						a1 = ta - Math.atan2(y, r);
						a2 = Math.atan2(y / psy, (r - l1) / psx);
						break outer;
					}
				}
				var minAngle = spine.MathUtils.PI,
					minX = l1 - a,
					minDist = minX * minX,
					minY = 0;
				var maxAngle = 0,
					maxX = l1 + a,
					maxDist = maxX * maxX,
					maxY = 0;
				c = (-a * l1) / (aa - bb);
				if (c >= -1 && c <= 1) {
					c = Math.acos(c);
					x = a * Math.cos(c) + l1;
					y = b * Math.sin(c);
					d = x * x + y * y;
					if (d < minDist) {
						minAngle = c;
						minDist = d;
						minX = x;
						minY = y;
					}
					if (d > maxDist) {
						maxAngle = c;
						maxDist = d;
						maxX = x;
						maxY = y;
					}
				}
				if (dd <= (minDist + maxDist) / 2) {
					a1 = ta - Math.atan2(minY * bendDir, minX);
					a2 = minAngle * bendDir;
				} else {
					a1 = ta - Math.atan2(maxY * bendDir, maxX);
					a2 = maxAngle * bendDir;
				}
			}
			var os = Math.atan2(cy, cx) * s2;
			var rotation = parent.arotation;
			a1 = (a1 - os) * spine.MathUtils.radDeg + os1 - rotation;
			if (a1 > 180) a1 -= 360;
			else if (a1 < -180) a1 += 360;
			parent.updateWorldTransformWith(px, py, rotation + a1 * alpha, parent.ascaleX, parent.ascaleY, 0, 0);
			rotation = child.arotation;
			a2 = ((a2 + os) * spine.MathUtils.radDeg - child.ashearX) * s2 + os2 - rotation;
			if (a2 > 180) a2 -= 360;
			else if (a2 < -180) a2 += 360;
			child.updateWorldTransformWith(cx, cy, rotation + a2 * alpha, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY);
		};
		return IkConstraint;
	})();
	spine.IkConstraint = IkConstraint;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var IkConstraintData = (function () {
		function IkConstraintData(name) {
			this.order = 0;
			this.bones = new Array();
			this.bendDirection = 1;
			this.mix = 1;
			this.name = name;
		}
		return IkConstraintData;
	})();
	spine.IkConstraintData = IkConstraintData;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var PathConstraint = (function () {
		function PathConstraint(data, skeleton) {
			this.position = 0;
			this.spacing = 0;
			this.rotateMix = 0;
			this.translateMix = 0;
			this.spaces = new Array();
			this.positions = new Array();
			this.world = new Array();
			this.curves = new Array();
			this.lengths = new Array();
			this.segments = new Array();
			if (data == null) throw new Error("data cannot be null.");
			if (skeleton == null) throw new Error("skeleton cannot be null.");
			this.data = data;
			this.bones = new Array();
			for (var i = 0, n = data.bones.length; i < n; i++) this.bones.push(skeleton.findBone(data.bones[i].name));
			this.target = skeleton.findSlot(data.target.name);
			this.position = data.position;
			this.spacing = data.spacing;
			this.rotateMix = data.rotateMix;
			this.translateMix = data.translateMix;
		}
		PathConstraint.prototype.apply = function () {
			this.update();
		};
		PathConstraint.prototype.update = function () {
			var attachment = this.target.getAttachment();
			if (!(attachment instanceof spine.PathAttachment)) return;
			var rotateMix = this.rotateMix,
				translateMix = this.translateMix;
			var translate = translateMix > 0,
				rotate = rotateMix > 0;
			if (!translate && !rotate) return;
			var data = this.data;
			var spacingMode = data.spacingMode;
			var lengthSpacing = spacingMode == spine.SpacingMode.Length;
			var rotateMode = data.rotateMode;
			var tangents = rotateMode == spine.RotateMode.Tangent,
				scale = rotateMode == spine.RotateMode.ChainScale;
			var boneCount = this.bones.length,
				spacesCount = tangents ? boneCount : boneCount + 1;
			var bones = this.bones;
			var spaces = spine.Utils.setArraySize(this.spaces, spacesCount),
				lengths = null;
			var spacing = this.spacing;
			if (scale || lengthSpacing) {
				if (scale) lengths = spine.Utils.setArraySize(this.lengths, boneCount);
				for (var i = 0, n = spacesCount - 1; i < n; ) {
					var bone = bones[i];
					var setupLength = bone.data.length;
					if (setupLength < PathConstraint.epsilon) {
						if (scale) lengths[i] = 0;
						spaces[++i] = 0;
					} else {
						var x = setupLength * bone.a,
							y = setupLength * bone.c;
						var length_1 = Math.sqrt(x * x + y * y);
						if (scale) lengths[i] = length_1;
						spaces[++i] = ((lengthSpacing ? setupLength + spacing : spacing) * length_1) / setupLength;
					}
				}
			} else {
				for (var i = 1; i < spacesCount; i++) spaces[i] = spacing;
			}
			var positions = this.computeWorldPositions(
				attachment,
				spacesCount,
				tangents,
				data.positionMode == spine.PositionMode.Percent,
				spacingMode == spine.SpacingMode.Percent
			);
			var boneX = positions[0],
				boneY = positions[1],
				offsetRotation = data.offsetRotation;
			var tip = false;
			if (offsetRotation == 0) tip = rotateMode == spine.RotateMode.Chain;
			else {
				tip = false;
				var p = this.target.bone;
				offsetRotation *= p.a * p.d - p.b * p.c > 0 ? spine.MathUtils.degRad : -spine.MathUtils.degRad;
			}
			for (var i = 0, p = 3; i < boneCount; i++, p += 3) {
				var bone = bones[i];
				bone.worldX += (boneX - bone.worldX) * translateMix;
				bone.worldY += (boneY - bone.worldY) * translateMix;
				var x = positions[p],
					y = positions[p + 1],
					dx = x - boneX,
					dy = y - boneY;
				if (scale) {
					var length_2 = lengths[i];
					if (length_2 != 0) {
						var s = (Math.sqrt(dx * dx + dy * dy) / length_2 - 1) * rotateMix + 1;
						bone.a *= s;
						bone.c *= s;
					}
				}
				boneX = x;
				boneY = y;
				if (rotate) {
					var a = bone.a,
						b = bone.b,
						c = bone.c,
						d = bone.d,
						r = 0,
						cos = 0,
						sin = 0;
					if (tangents) r = positions[p - 1];
					else if (spaces[i + 1] == 0) r = positions[p + 2];
					else r = Math.atan2(dy, dx);
					r -= Math.atan2(c, a);
					if (tip) {
						cos = Math.cos(r);
						sin = Math.sin(r);
						var length_3 = bone.data.length;
						boneX += (length_3 * (cos * a - sin * c) - dx) * rotateMix;
						boneY += (length_3 * (sin * a + cos * c) - dy) * rotateMix;
					} else {
						r += offsetRotation;
					}
					if (r > spine.MathUtils.PI) r -= spine.MathUtils.PI2;
					else if (r < -spine.MathUtils.PI) r += spine.MathUtils.PI2;
					r *= rotateMix;
					cos = Math.cos(r);
					sin = Math.sin(r);
					bone.a = cos * a - sin * c;
					bone.b = cos * b - sin * d;
					bone.c = sin * a + cos * c;
					bone.d = sin * b + cos * d;
				}
				bone.appliedValid = false;
			}
		};
		PathConstraint.prototype.computeWorldPositions = function (path, spacesCount, tangents, percentPosition, percentSpacing) {
			var target = this.target;
			var position = this.position;
			var spaces = this.spaces,
				out = spine.Utils.setArraySize(this.positions, spacesCount * 3 + 2),
				world = null;
			var closed = path.closed;
			var verticesLength = path.worldVerticesLength,
				curveCount = verticesLength / 6,
				prevCurve = PathConstraint.NONE;
			if (!path.constantSpeed) {
				var lengths = path.lengths;
				curveCount -= closed ? 1 : 2;
				var pathLength_1 = lengths[curveCount];
				if (percentPosition) position *= pathLength_1;
				if (percentSpacing) {
					for (var i = 0; i < spacesCount; i++) spaces[i] *= pathLength_1;
				}
				world = spine.Utils.setArraySize(this.world, 8);
				for (var i = 0, o = 0, curve = 0; i < spacesCount; i++, o += 3) {
					var space = spaces[i];
					position += space;
					var p = position;
					if (closed) {
						p %= pathLength_1;
						if (p < 0) p += pathLength_1;
						curve = 0;
					} else if (p < 0) {
						if (prevCurve != PathConstraint.BEFORE) {
							prevCurve = PathConstraint.BEFORE;
							path.computeWorldVertices(target, 2, 4, world, 0, 2);
						}
						this.addBeforePosition(p, world, 0, out, o);
						continue;
					} else if (p > pathLength_1) {
						if (prevCurve != PathConstraint.AFTER) {
							prevCurve = PathConstraint.AFTER;
							path.computeWorldVertices(target, verticesLength - 6, 4, world, 0, 2);
						}
						this.addAfterPosition(p - pathLength_1, world, 0, out, o);
						continue;
					}
					for (; ; curve++) {
						var length_4 = lengths[curve];
						if (p > length_4) continue;
						if (curve == 0) p /= length_4;
						else {
							var prev = lengths[curve - 1];
							p = (p - prev) / (length_4 - prev);
						}
						break;
					}
					if (curve != prevCurve) {
						prevCurve = curve;
						if (closed && curve == curveCount) {
							path.computeWorldVertices(target, verticesLength - 4, 4, world, 0, 2);
							path.computeWorldVertices(target, 0, 4, world, 4, 2);
						} else path.computeWorldVertices(target, curve * 6 + 2, 8, world, 0, 2);
					}
					this.addCurvePosition(
						p,
						world[0],
						world[1],
						world[2],
						world[3],
						world[4],
						world[5],
						world[6],
						world[7],
						out,
						o,
						tangents || (i > 0 && space == 0)
					);
				}
				return out;
			}
			if (closed) {
				verticesLength += 2;
				world = spine.Utils.setArraySize(this.world, verticesLength);
				path.computeWorldVertices(target, 2, verticesLength - 4, world, 0, 2);
				path.computeWorldVertices(target, 0, 2, world, verticesLength - 4, 2);
				world[verticesLength - 2] = world[0];
				world[verticesLength - 1] = world[1];
			} else {
				curveCount--;
				verticesLength -= 4;
				world = spine.Utils.setArraySize(this.world, verticesLength);
				path.computeWorldVertices(target, 2, verticesLength, world, 0, 2);
			}
			var curves = spine.Utils.setArraySize(this.curves, curveCount);
			var pathLength = 0;
			var x1 = world[0],
				y1 = world[1],
				cx1 = 0,
				cy1 = 0,
				cx2 = 0,
				cy2 = 0,
				x2 = 0,
				y2 = 0;
			var tmpx = 0,
				tmpy = 0,
				dddfx = 0,
				dddfy = 0,
				ddfx = 0,
				ddfy = 0,
				dfx = 0,
				dfy = 0;
			for (var i = 0, w = 2; i < curveCount; i++, w += 6) {
				cx1 = world[w];
				cy1 = world[w + 1];
				cx2 = world[w + 2];
				cy2 = world[w + 3];
				x2 = world[w + 4];
				y2 = world[w + 5];
				tmpx = (x1 - cx1 * 2 + cx2) * 0.1875;
				tmpy = (y1 - cy1 * 2 + cy2) * 0.1875;
				dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.09375;
				dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.09375;
				ddfx = tmpx * 2 + dddfx;
				ddfy = tmpy * 2 + dddfy;
				dfx = (cx1 - x1) * 0.75 + tmpx + dddfx * 0.16666667;
				dfy = (cy1 - y1) * 0.75 + tmpy + dddfy * 0.16666667;
				pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
				dfx += ddfx;
				dfy += ddfy;
				ddfx += dddfx;
				ddfy += dddfy;
				pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
				dfx += ddfx;
				dfy += ddfy;
				pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
				dfx += ddfx + dddfx;
				dfy += ddfy + dddfy;
				pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
				curves[i] = pathLength;
				x1 = x2;
				y1 = y2;
			}
			if (percentPosition) position *= pathLength;
			if (percentSpacing) {
				for (var i = 0; i < spacesCount; i++) spaces[i] *= pathLength;
			}
			var segments = this.segments;
			var curveLength = 0;
			for (var i = 0, o = 0, curve = 0, segment = 0; i < spacesCount; i++, o += 3) {
				var space = spaces[i];
				position += space;
				var p = position;
				if (closed) {
					p %= pathLength;
					if (p < 0) p += pathLength;
					curve = 0;
				} else if (p < 0) {
					this.addBeforePosition(p, world, 0, out, o);
					continue;
				} else if (p > pathLength) {
					this.addAfterPosition(p - pathLength, world, verticesLength - 4, out, o);
					continue;
				}
				for (; ; curve++) {
					var length_5 = curves[curve];
					if (p > length_5) continue;
					if (curve == 0) p /= length_5;
					else {
						var prev = curves[curve - 1];
						p = (p - prev) / (length_5 - prev);
					}
					break;
				}
				if (curve != prevCurve) {
					prevCurve = curve;
					var ii = curve * 6;
					x1 = world[ii];
					y1 = world[ii + 1];
					cx1 = world[ii + 2];
					cy1 = world[ii + 3];
					cx2 = world[ii + 4];
					cy2 = world[ii + 5];
					x2 = world[ii + 6];
					y2 = world[ii + 7];
					tmpx = (x1 - cx1 * 2 + cx2) * 0.03;
					tmpy = (y1 - cy1 * 2 + cy2) * 0.03;
					dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.006;
					dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.006;
					ddfx = tmpx * 2 + dddfx;
					ddfy = tmpy * 2 + dddfy;
					dfx = (cx1 - x1) * 0.3 + tmpx + dddfx * 0.16666667;
					dfy = (cy1 - y1) * 0.3 + tmpy + dddfy * 0.16666667;
					curveLength = Math.sqrt(dfx * dfx + dfy * dfy);
					segments[0] = curveLength;
					for (ii = 1; ii < 8; ii++) {
						dfx += ddfx;
						dfy += ddfy;
						ddfx += dddfx;
						ddfy += dddfy;
						curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
						segments[ii] = curveLength;
					}
					dfx += ddfx;
					dfy += ddfy;
					curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
					segments[8] = curveLength;
					dfx += ddfx + dddfx;
					dfy += ddfy + dddfy;
					curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
					segments[9] = curveLength;
					segment = 0;
				}
				p *= curveLength;
				for (; ; segment++) {
					var length_6 = segments[segment];
					if (p > length_6) continue;
					if (segment == 0) p /= length_6;
					else {
						var prev = segments[segment - 1];
						p = segment + (p - prev) / (length_6 - prev);
					}
					break;
				}
				this.addCurvePosition(p * 0.1, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents || (i > 0 && space == 0));
			}
			return out;
		};
		PathConstraint.prototype.addBeforePosition = function (p, temp, i, out, o) {
			var x1 = temp[i],
				y1 = temp[i + 1],
				dx = temp[i + 2] - x1,
				dy = temp[i + 3] - y1,
				r = Math.atan2(dy, dx);
			out[o] = x1 + p * Math.cos(r);
			out[o + 1] = y1 + p * Math.sin(r);
			out[o + 2] = r;
		};
		PathConstraint.prototype.addAfterPosition = function (p, temp, i, out, o) {
			var x1 = temp[i + 2],
				y1 = temp[i + 3],
				dx = x1 - temp[i],
				dy = y1 - temp[i + 1],
				r = Math.atan2(dy, dx);
			out[o] = x1 + p * Math.cos(r);
			out[o + 1] = y1 + p * Math.sin(r);
			out[o + 2] = r;
		};
		PathConstraint.prototype.addCurvePosition = function (p, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents) {
			if (p == 0 || isNaN(p)) p = 0.0001;
			var tt = p * p,
				ttt = tt * p,
				u = 1 - p,
				uu = u * u,
				uuu = uu * u;
			var ut = u * p,
				ut3 = ut * 3,
				uut3 = u * ut3,
				utt3 = ut3 * p;
			var x = x1 * uuu + cx1 * uut3 + cx2 * utt3 + x2 * ttt,
				y = y1 * uuu + cy1 * uut3 + cy2 * utt3 + y2 * ttt;
			out[o] = x;
			out[o + 1] = y;
			if (tangents) out[o + 2] = Math.atan2(y - (y1 * uu + cy1 * ut * 2 + cy2 * tt), x - (x1 * uu + cx1 * ut * 2 + cx2 * tt));
		};
		PathConstraint.prototype.getOrder = function () {
			return this.data.order;
		};
		PathConstraint.NONE = -1;
		PathConstraint.BEFORE = -2;
		PathConstraint.AFTER = -3;
		PathConstraint.epsilon = 0.00001;
		return PathConstraint;
	})();
	spine.PathConstraint = PathConstraint;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var PathConstraintData = (function () {
		function PathConstraintData(name) {
			this.order = 0;
			this.bones = new Array();
			this.name = name;
		}
		return PathConstraintData;
	})();
	spine.PathConstraintData = PathConstraintData;
	var PositionMode;
	(function (PositionMode) {
		PositionMode[(PositionMode["Fixed"] = 0)] = "Fixed";
		PositionMode[(PositionMode["Percent"] = 1)] = "Percent";
	})((PositionMode = spine.PositionMode || (spine.PositionMode = {})));
	var SpacingMode;
	(function (SpacingMode) {
		SpacingMode[(SpacingMode["Length"] = 0)] = "Length";
		SpacingMode[(SpacingMode["Fixed"] = 1)] = "Fixed";
		SpacingMode[(SpacingMode["Percent"] = 2)] = "Percent";
	})((SpacingMode = spine.SpacingMode || (spine.SpacingMode = {})));
	var RotateMode;
	(function (RotateMode) {
		RotateMode[(RotateMode["Tangent"] = 0)] = "Tangent";
		RotateMode[(RotateMode["Chain"] = 1)] = "Chain";
		RotateMode[(RotateMode["ChainScale"] = 2)] = "ChainScale";
	})((RotateMode = spine.RotateMode || (spine.RotateMode = {})));
})(spine || (spine = {}));
var spine;
(function (spine) {
	var Assets = (function () {
		function Assets(clientId) {
			this.toLoad = new Array();
			this.assets = {};
			this.clientId = clientId;
		}
		Assets.prototype.loaded = function () {
			var i = 0;
			for (var v in this.assets) i++;
			return i;
		};
		return Assets;
	})();
	var SharedAssetManager = (function () {
		function SharedAssetManager(pathPrefix) {
			if (pathPrefix === void 0) {
				pathPrefix = "";
			}
			this.clientAssets = {};
			this.queuedAssets = {};
			this.rawAssets = {};
			this.errors = {};
			this.pathPrefix = pathPrefix;
		}
		SharedAssetManager.prototype.queueAsset = function (clientId, textureLoader, path) {
			var clientAssets = this.clientAssets[clientId];
			if (clientAssets === null || clientAssets === undefined) {
				clientAssets = new Assets(clientId);
				this.clientAssets[clientId] = clientAssets;
			}
			if (textureLoader !== null) clientAssets.textureLoader = textureLoader;
			clientAssets.toLoad.push(path);
			if (this.queuedAssets[path] === path) {
				return false;
			} else {
				this.queuedAssets[path] = path;
				return true;
			}
		};
		SharedAssetManager.prototype.loadText = function (clientId, path) {
			var _this = this;
			path = this.pathPrefix + path;
			if (!this.queueAsset(clientId, null, path)) return;
			var request = new XMLHttpRequest();
			request.onreadystatechange = function () {
				if (request.readyState == XMLHttpRequest.DONE) {
					if (request.status >= 200 && request.status < 300) {
						_this.rawAssets[path] = request.responseText;
					} else {
						_this.errors[path] = "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText;
					}
				}
			};
			request.open("GET", path, true);
			request.send();
		};
		SharedAssetManager.prototype.loadJson = function (clientId, path) {
			var _this = this;
			path = this.pathPrefix + path;
			if (!this.queueAsset(clientId, null, path)) return;
			var request = new XMLHttpRequest();
			request.onreadystatechange = function () {
				if (request.readyState == XMLHttpRequest.DONE) {
					if (request.status >= 200 && request.status < 300) {
						_this.rawAssets[path] = JSON.parse(request.responseText);
					} else {
						_this.errors[path] = "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText;
					}
				}
			};
			request.open("GET", path, true);
			request.send();
		};
		SharedAssetManager.prototype.loadTexture = function (clientId, textureLoader, path) {
			var _this = this;
			path = this.pathPrefix + path;
			if (!this.queueAsset(clientId, textureLoader, path)) return;
			var img = new Image();
			img.src = path;
			// img.crossOrigin = "anonymous";
			img.onload = function (ev) {
				_this.rawAssets[path] = img;
			};
			img.onerror = function (ev) {
				_this.errors[path] = "Couldn't load image " + path;
			};
		};
		SharedAssetManager.prototype.get = function (clientId, path) {
			path = this.pathPrefix + path;
			var clientAssets = this.clientAssets[clientId];
			if (clientAssets === null || clientAssets === undefined) return true;
			return clientAssets.assets[path];
		};
		SharedAssetManager.prototype.updateClientAssets = function (clientAssets) {
			for (var i = 0; i < clientAssets.toLoad.length; i++) {
				var path = clientAssets.toLoad[i];
				var asset = clientAssets.assets[path];
				if (asset === null || asset === undefined) {
					var rawAsset = this.rawAssets[path];
					if (rawAsset === null || rawAsset === undefined) continue;
					if (rawAsset instanceof HTMLImageElement) {
						clientAssets.assets[path] = clientAssets.textureLoader(rawAsset);
					} else {
						clientAssets.assets[path] = rawAsset;
					}
				}
			}
		};
		SharedAssetManager.prototype.isLoadingComplete = function (clientId) {
			var clientAssets = this.clientAssets[clientId];
			if (clientAssets === null || clientAssets === undefined) return true;
			this.updateClientAssets(clientAssets);
			return clientAssets.toLoad.length == clientAssets.loaded();
		};
		SharedAssetManager.prototype.dispose = function () {};
		SharedAssetManager.prototype.hasErrors = function () {
			return Object.keys(this.errors).length > 0;
		};
		SharedAssetManager.prototype.getErrors = function () {
			return this.errors;
		};
		return SharedAssetManager;
	})();
	spine.SharedAssetManager = SharedAssetManager;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var Skeleton = (function () {
		function Skeleton(data) {
			this._updateCache = new Array();
			this.updateCacheReset = new Array();
			this.time = 0;
			this.flipX = false;
			this.flipY = false;
			this.x = 0;
			this.y = 0;
			if (data == null) throw new Error("data cannot be null.");
			this.data = data;
			this.bones = new Array();
			for (var i = 0; i < data.bones.length; i++) {
				var boneData = data.bones[i];
				var bone = void 0;
				if (boneData.parent == null) bone = new spine.Bone(boneData, this, null);
				else {
					var parent_1 = this.bones[boneData.parent.index];
					bone = new spine.Bone(boneData, this, parent_1);
					parent_1.children.push(bone);
				}
				this.bones.push(bone);
			}
			this.slots = new Array();
			this.drawOrder = new Array();
			for (var i = 0; i < data.slots.length; i++) {
				var slotData = data.slots[i];
				var bone = this.bones[slotData.boneData.index];
				var slot = new spine.Slot(slotData, bone);
				this.slots.push(slot);
				this.drawOrder.push(slot);
			}
			this.ikConstraints = new Array();
			for (var i = 0; i < data.ikConstraints.length; i++) {
				var ikConstraintData = data.ikConstraints[i];
				this.ikConstraints.push(new spine.IkConstraint(ikConstraintData, this));
			}
			this.transformConstraints = new Array();
			for (var i = 0; i < data.transformConstraints.length; i++) {
				var transformConstraintData = data.transformConstraints[i];
				this.transformConstraints.push(new spine.TransformConstraint(transformConstraintData, this));
			}
			this.pathConstraints = new Array();
			for (var i = 0; i < data.pathConstraints.length; i++) {
				var pathConstraintData = data.pathConstraints[i];
				this.pathConstraints.push(new spine.PathConstraint(pathConstraintData, this));
			}
			this.color = new spine.Color(1, 1, 1, 1);
			this.updateCache();
		}
		Skeleton.prototype.updateCache = function () {
			var updateCache = this._updateCache;
			updateCache.length = 0;
			this.updateCacheReset.length = 0;
			var bones = this.bones;
			for (var i = 0, n = bones.length; i < n; i++) bones[i].sorted = false;
			var ikConstraints = this.ikConstraints;
			var transformConstraints = this.transformConstraints;
			var pathConstraints = this.pathConstraints;
			var ikCount = ikConstraints.length,
				transformCount = transformConstraints.length,
				pathCount = pathConstraints.length;
			var constraintCount = ikCount + transformCount + pathCount;
			outer: for (var i = 0; i < constraintCount; i++) {
				for (var ii = 0; ii < ikCount; ii++) {
					var constraint = ikConstraints[ii];
					if (constraint.data.order == i) {
						this.sortIkConstraint(constraint);
						continue outer;
					}
				}
				for (var ii = 0; ii < transformCount; ii++) {
					var constraint = transformConstraints[ii];
					if (constraint.data.order == i) {
						this.sortTransformConstraint(constraint);
						continue outer;
					}
				}
				for (var ii = 0; ii < pathCount; ii++) {
					var constraint = pathConstraints[ii];
					if (constraint.data.order == i) {
						this.sortPathConstraint(constraint);
						continue outer;
					}
				}
			}
			for (var i = 0, n = bones.length; i < n; i++) this.sortBone(bones[i]);
		};
		Skeleton.prototype.sortIkConstraint = function (constraint) {
			var target = constraint.target;
			this.sortBone(target);
			var constrained = constraint.bones;
			var parent = constrained[0];
			this.sortBone(parent);
			if (constrained.length > 1) {
				var child = constrained[constrained.length - 1];
				if (!(this._updateCache.indexOf(child) > -1)) this.updateCacheReset.push(child);
			}
			this._updateCache.push(constraint);
			this.sortReset(parent.children);
			constrained[constrained.length - 1].sorted = true;
		};
		Skeleton.prototype.sortPathConstraint = function (constraint) {
			var slot = constraint.target;
			var slotIndex = slot.data.index;
			var slotBone = slot.bone;
			if (this.skin != null) this.sortPathConstraintAttachment(this.skin, slotIndex, slotBone);
			if (this.data.defaultSkin != null && this.data.defaultSkin != this.skin)
				this.sortPathConstraintAttachment(this.data.defaultSkin, slotIndex, slotBone);
			for (var i = 0, n = this.data.skins.length; i < n; i++) this.sortPathConstraintAttachment(this.data.skins[i], slotIndex, slotBone);
			var attachment = slot.getAttachment();
			if (attachment instanceof spine.PathAttachment) this.sortPathConstraintAttachmentWith(attachment, slotBone);
			var constrained = constraint.bones;
			var boneCount = constrained.length;
			for (var i = 0; i < boneCount; i++) this.sortBone(constrained[i]);
			this._updateCache.push(constraint);
			for (var i = 0; i < boneCount; i++) this.sortReset(constrained[i].children);
			for (var i = 0; i < boneCount; i++) constrained[i].sorted = true;
		};
		Skeleton.prototype.sortTransformConstraint = function (constraint) {
			this.sortBone(constraint.target);
			var constrained = constraint.bones;
			var boneCount = constrained.length;
			if (constraint.data.local) {
				for (var i = 0; i < boneCount; i++) {
					var child = constrained[i];
					this.sortBone(child.parent);
					if (!(this._updateCache.indexOf(child) > -1)) this.updateCacheReset.push(child);
				}
			} else {
				for (var i = 0; i < boneCount; i++) {
					this.sortBone(constrained[i]);
				}
			}
			this._updateCache.push(constraint);
			for (var ii = 0; ii < boneCount; ii++) this.sortReset(constrained[ii].children);
			for (var ii = 0; ii < boneCount; ii++) constrained[ii].sorted = true;
		};
		Skeleton.prototype.sortPathConstraintAttachment = function (skin, slotIndex, slotBone) {
			var attachments = skin.attachments[slotIndex];
			if (!attachments) return;
			for (var key in attachments) {
				this.sortPathConstraintAttachmentWith(attachments[key], slotBone);
			}
		};
		Skeleton.prototype.sortPathConstraintAttachmentWith = function (attachment, slotBone) {
			if (!(attachment instanceof spine.PathAttachment)) return;
			var pathBones = attachment.bones;
			if (pathBones == null) this.sortBone(slotBone);
			else {
				var bones = this.bones;
				var i = 0;
				while (i < pathBones.length) {
					var boneCount = pathBones[i++];
					for (var n = i + boneCount; i < n; i++) {
						var boneIndex = pathBones[i];
						this.sortBone(bones[boneIndex]);
					}
				}
			}
		};
		Skeleton.prototype.sortBone = function (bone) {
			if (bone.sorted) return;
			var parent = bone.parent;
			if (parent != null) this.sortBone(parent);
			bone.sorted = true;
			this._updateCache.push(bone);
		};
		Skeleton.prototype.sortReset = function (bones) {
			for (var i = 0, n = bones.length; i < n; i++) {
				var bone = bones[i];
				if (bone.sorted) this.sortReset(bone.children);
				bone.sorted = false;
			}
		};
		Skeleton.prototype.updateWorldTransform = function () {
			var updateCacheReset = this.updateCacheReset;
			for (var i = 0, n = updateCacheReset.length; i < n; i++) {
				var bone = updateCacheReset[i];
				bone.ax = bone.x;
				bone.ay = bone.y;
				bone.arotation = bone.rotation;
				bone.ascaleX = bone.scaleX;
				bone.ascaleY = bone.scaleY;
				bone.ashearX = bone.shearX;
				bone.ashearY = bone.shearY;
				bone.appliedValid = true;
			}
			var updateCache = this._updateCache;
			for (var i = 0, n = updateCache.length; i < n; i++) updateCache[i].update();
		};
		Skeleton.prototype.setToSetupPose = function () {
			this.setBonesToSetupPose();
			this.setSlotsToSetupPose();
		};
		Skeleton.prototype.setBonesToSetupPose = function () {
			var bones = this.bones;
			for (var i = 0, n = bones.length; i < n; i++) bones[i].setToSetupPose();
			var ikConstraints = this.ikConstraints;
			for (var i = 0, n = ikConstraints.length; i < n; i++) {
				var constraint = ikConstraints[i];
				constraint.bendDirection = constraint.data.bendDirection;
				constraint.mix = constraint.data.mix;
			}
			var transformConstraints = this.transformConstraints;
			for (var i = 0, n = transformConstraints.length; i < n; i++) {
				var constraint = transformConstraints[i];
				var data = constraint.data;
				constraint.rotateMix = data.rotateMix;
				constraint.translateMix = data.translateMix;
				constraint.scaleMix = data.scaleMix;
				constraint.shearMix = data.shearMix;
			}
			var pathConstraints = this.pathConstraints;
			for (var i = 0, n = pathConstraints.length; i < n; i++) {
				var constraint = pathConstraints[i];
				var data = constraint.data;
				constraint.position = data.position;
				constraint.spacing = data.spacing;
				constraint.rotateMix = data.rotateMix;
				constraint.translateMix = data.translateMix;
			}
		};
		Skeleton.prototype.setSlotsToSetupPose = function () {
			var slots = this.slots;
			spine.Utils.arrayCopy(slots, 0, this.drawOrder, 0, slots.length);
			for (var i = 0, n = slots.length; i < n; i++) slots[i].setToSetupPose();
		};
		Skeleton.prototype.getRootBone = function () {
			if (this.bones.length == 0) return null;
			return this.bones[0];
		};
		Skeleton.prototype.findBone = function (boneName) {
			if (boneName == null) throw new Error("boneName cannot be null.");
			var bones = this.bones;
			for (var i = 0, n = bones.length; i < n; i++) {
				var bone = bones[i];
				if (bone.data.name == boneName) return bone;
			}
			return null;
		};
		Skeleton.prototype.findBoneIndex = function (boneName) {
			if (boneName == null) throw new Error("boneName cannot be null.");
			var bones = this.bones;
			for (var i = 0, n = bones.length; i < n; i++) if (bones[i].data.name == boneName) return i;
			return -1;
		};
		Skeleton.prototype.findSlot = function (slotName) {
			if (slotName == null) throw new Error("slotName cannot be null.");
			var slots = this.slots;
			for (var i = 0, n = slots.length; i < n; i++) {
				var slot = slots[i];
				if (slot.data.name == slotName) return slot;
			}
			return null;
		};
		Skeleton.prototype.findSlotIndex = function (slotName) {
			if (slotName == null) throw new Error("slotName cannot be null.");
			var slots = this.slots;
			for (var i = 0, n = slots.length; i < n; i++) if (slots[i].data.name == slotName) return i;
			return -1;
		};
		Skeleton.prototype.setSkinByName = function (skinName) {
			var skin = this.data.findSkin(skinName);
			if (skin == null) throw new Error("Skin not found: " + skinName);
			this.setSkin(skin);
		};
		Skeleton.prototype.setSkin = function (newSkin) {
			if (newSkin != null) {
				if (this.skin != null) newSkin.attachAll(this, this.skin);
				else {
					var slots = this.slots;
					for (var i = 0, n = slots.length; i < n; i++) {
						var slot = slots[i];
						var name_1 = slot.data.attachmentName;
						if (name_1 != null) {
							var attachment = newSkin.getAttachment(i, name_1);
							if (attachment != null) slot.setAttachment(attachment);
						}
					}
				}
			}
			this.skin = newSkin;
		};
		Skeleton.prototype.getAttachmentByName = function (slotName, attachmentName) {
			return this.getAttachment(this.data.findSlotIndex(slotName), attachmentName);
		};
		Skeleton.prototype.getAttachment = function (slotIndex, attachmentName) {
			if (attachmentName == null) throw new Error("attachmentName cannot be null.");
			if (this.skin != null) {
				var attachment = this.skin.getAttachment(slotIndex, attachmentName);
				if (attachment != null) return attachment;
			}
			if (this.data.defaultSkin != null) return this.data.defaultSkin.getAttachment(slotIndex, attachmentName);
			return null;
		};
		Skeleton.prototype.setAttachment = function (slotName, attachmentName) {
			if (slotName == null) throw new Error("slotName cannot be null.");
			var slots = this.slots;
			for (var i = 0, n = slots.length; i < n; i++) {
				var slot = slots[i];
				if (slot.data.name == slotName) {
					var attachment = null;
					if (attachmentName != null) {
						attachment = this.getAttachment(i, attachmentName);
						if (attachment == null) throw new Error("Attachment not found: " + attachmentName + ", for slot: " + slotName);
					}
					slot.setAttachment(attachment);
					return;
				}
			}
			throw new Error("Slot not found: " + slotName);
		};
		Skeleton.prototype.findIkConstraint = function (constraintName) {
			if (constraintName == null) throw new Error("constraintName cannot be null.");
			var ikConstraints = this.ikConstraints;
			for (var i = 0, n = ikConstraints.length; i < n; i++) {
				var ikConstraint = ikConstraints[i];
				if (ikConstraint.data.name == constraintName) return ikConstraint;
			}
			return null;
		};
		Skeleton.prototype.findTransformConstraint = function (constraintName) {
			if (constraintName == null) throw new Error("constraintName cannot be null.");
			var transformConstraints = this.transformConstraints;
			for (var i = 0, n = transformConstraints.length; i < n; i++) {
				var constraint = transformConstraints[i];
				if (constraint.data.name == constraintName) return constraint;
			}
			return null;
		};
		Skeleton.prototype.findPathConstraint = function (constraintName) {
			if (constraintName == null) throw new Error("constraintName cannot be null.");
			var pathConstraints = this.pathConstraints;
			for (var i = 0, n = pathConstraints.length; i < n; i++) {
				var constraint = pathConstraints[i];
				if (constraint.data.name == constraintName) return constraint;
			}
			return null;
		};
		Skeleton.prototype.getBounds = function (offset, size, temp) {
			if (offset == null) throw new Error("offset cannot be null.");
			if (size == null) throw new Error("size cannot be null.");
			var drawOrder = this.drawOrder;
			var minX = Number.POSITIVE_INFINITY,
				minY = Number.POSITIVE_INFINITY,
				maxX = Number.NEGATIVE_INFINITY,
				maxY = Number.NEGATIVE_INFINITY;
			for (var i = 0, n = drawOrder.length; i < n; i++) {
				var slot = drawOrder[i];
				var verticesLength = 0;
				var vertices = null;
				var attachment = slot.getAttachment();
				if (attachment instanceof spine.RegionAttachment) {
					verticesLength = 8;
					vertices = spine.Utils.setArraySize(temp, verticesLength, 0);
					attachment.computeWorldVertices(slot.bone, vertices, 0, 2);
				} else if (attachment instanceof spine.MeshAttachment) {
					var mesh = attachment;
					verticesLength = mesh.worldVerticesLength;
					vertices = spine.Utils.setArraySize(temp, verticesLength, 0);
					mesh.computeWorldVertices(slot, 0, verticesLength, vertices, 0, 2);
				}
				if (vertices != null) {
					for (var ii = 0, nn = vertices.length; ii < nn; ii += 2) {
						var x = vertices[ii],
							y = vertices[ii + 1];
						minX = Math.min(minX, x);
						minY = Math.min(minY, y);
						maxX = Math.max(maxX, x);
						maxY = Math.max(maxY, y);
					}
				}
			}
			offset.set(minX, minY);
			size.set(maxX - minX, maxY - minY);
		};
		Skeleton.prototype.update = function (delta) {
			this.time += delta;
		};
		return Skeleton;
	})();
	spine.Skeleton = Skeleton;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var SkeletonBounds = (function () {
		function SkeletonBounds() {
			this.minX = 0;
			this.minY = 0;
			this.maxX = 0;
			this.maxY = 0;
			this.boundingBoxes = new Array();
			this.polygons = new Array();
			this.polygonPool = new spine.Pool(function () {
				return spine.Utils.newFloatArray(16);
			});
		}
		SkeletonBounds.prototype.update = function (skeleton, updateAabb) {
			if (skeleton == null) throw new Error("skeleton cannot be null.");
			var boundingBoxes = this.boundingBoxes;
			var polygons = this.polygons;
			var polygonPool = this.polygonPool;
			var slots = skeleton.slots;
			var slotCount = slots.length;
			boundingBoxes.length = 0;
			polygonPool.freeAll(polygons);
			polygons.length = 0;
			for (var i = 0; i < slotCount; i++) {
				var slot = slots[i];
				var attachment = slot.getAttachment();
				if (attachment instanceof spine.BoundingBoxAttachment) {
					var boundingBox = attachment;
					boundingBoxes.push(boundingBox);
					var polygon = polygonPool.obtain();
					if (polygon.length != boundingBox.worldVerticesLength) {
						polygon = spine.Utils.newFloatArray(boundingBox.worldVerticesLength);
					}
					polygons.push(polygon);
					boundingBox.computeWorldVertices(slot, 0, boundingBox.worldVerticesLength, polygon, 0, 2);
				}
			}
			if (updateAabb) {
				this.aabbCompute();
			} else {
				this.minX = Number.POSITIVE_INFINITY;
				this.minY = Number.POSITIVE_INFINITY;
				this.maxX = Number.NEGATIVE_INFINITY;
				this.maxY = Number.NEGATIVE_INFINITY;
			}
		};
		SkeletonBounds.prototype.aabbCompute = function () {
			var minX = Number.POSITIVE_INFINITY,
				minY = Number.POSITIVE_INFINITY,
				maxX = Number.NEGATIVE_INFINITY,
				maxY = Number.NEGATIVE_INFINITY;
			var polygons = this.polygons;
			for (var i = 0, n = polygons.length; i < n; i++) {
				var polygon = polygons[i];
				var vertices = polygon;
				for (var ii = 0, nn = polygon.length; ii < nn; ii += 2) {
					var x = vertices[ii];
					var y = vertices[ii + 1];
					minX = Math.min(minX, x);
					minY = Math.min(minY, y);
					maxX = Math.max(maxX, x);
					maxY = Math.max(maxY, y);
				}
			}
			this.minX = minX;
			this.minY = minY;
			this.maxX = maxX;
			this.maxY = maxY;
		};
		SkeletonBounds.prototype.aabbContainsPoint = function (x, y) {
			return x >= this.minX && x <= this.maxX && y >= this.minY && y <= this.maxY;
		};
		SkeletonBounds.prototype.aabbIntersectsSegment = function (x1, y1, x2, y2) {
			var minX = this.minX;
			var minY = this.minY;
			var maxX = this.maxX;
			var maxY = this.maxY;
			if ((x1 <= minX && x2 <= minX) || (y1 <= minY && y2 <= minY) || (x1 >= maxX && x2 >= maxX) || (y1 >= maxY && y2 >= maxY)) return false;
			var m = (y2 - y1) / (x2 - x1);
			var y = m * (minX - x1) + y1;
			if (y > minY && y < maxY) return true;
			y = m * (maxX - x1) + y1;
			if (y > minY && y < maxY) return true;
			var x = (minY - y1) / m + x1;
			if (x > minX && x < maxX) return true;
			x = (maxY - y1) / m + x1;
			if (x > minX && x < maxX) return true;
			return false;
		};
		SkeletonBounds.prototype.aabbIntersectsSkeleton = function (bounds) {
			return this.minX < bounds.maxX && this.maxX > bounds.minX && this.minY < bounds.maxY && this.maxY > bounds.minY;
		};
		SkeletonBounds.prototype.containsPoint = function (x, y) {
			var polygons = this.polygons;
			for (var i = 0, n = polygons.length; i < n; i++) if (this.containsPointPolygon(polygons[i], x, y)) return this.boundingBoxes[i];
			return null;
		};
		SkeletonBounds.prototype.containsPointPolygon = function (polygon, x, y) {
			var vertices = polygon;
			var nn = polygon.length;
			var prevIndex = nn - 2;
			var inside = false;
			for (var ii = 0; ii < nn; ii += 2) {
				var vertexY = vertices[ii + 1];
				var prevY = vertices[prevIndex + 1];
				if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) {
					var vertexX = vertices[ii];
					if (vertexX + ((y - vertexY) / (prevY - vertexY)) * (vertices[prevIndex] - vertexX) < x) inside = !inside;
				}
				prevIndex = ii;
			}
			return inside;
		};
		SkeletonBounds.prototype.intersectsSegment = function (x1, y1, x2, y2) {
			var polygons = this.polygons;
			for (var i = 0, n = polygons.length; i < n; i++)
				if (this.intersectsSegmentPolygon(polygons[i], x1, y1, x2, y2)) return this.boundingBoxes[i];
			return null;
		};
		SkeletonBounds.prototype.intersectsSegmentPolygon = function (polygon, x1, y1, x2, y2) {
			var vertices = polygon;
			var nn = polygon.length;
			var width12 = x1 - x2,
				height12 = y1 - y2;
			var det1 = x1 * y2 - y1 * x2;
			var x3 = vertices[nn - 2],
				y3 = vertices[nn - 1];
			for (var ii = 0; ii < nn; ii += 2) {
				var x4 = vertices[ii],
					y4 = vertices[ii + 1];
				var det2 = x3 * y4 - y3 * x4;
				var width34 = x3 - x4,
					height34 = y3 - y4;
				var det3 = width12 * height34 - height12 * width34;
				var x = (det1 * width34 - width12 * det2) / det3;
				if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) {
					var y = (det1 * height34 - height12 * det2) / det3;
					if (((y >= y3 && y <= y4) || (y >= y4 && y <= y3)) && ((y >= y1 && y <= y2) || (y >= y2 && y <= y1))) return true;
				}
				x3 = x4;
				y3 = y4;
			}
			return false;
		};
		SkeletonBounds.prototype.getPolygon = function (boundingBox) {
			if (boundingBox == null) throw new Error("boundingBox cannot be null.");
			var index = this.boundingBoxes.indexOf(boundingBox);
			return index == -1 ? null : this.polygons[index];
		};
		SkeletonBounds.prototype.getWidth = function () {
			return this.maxX - this.minX;
		};
		SkeletonBounds.prototype.getHeight = function () {
			return this.maxY - this.minY;
		};
		return SkeletonBounds;
	})();
	spine.SkeletonBounds = SkeletonBounds;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var SkeletonClipping = (function () {
		function SkeletonClipping() {
			this.triangulator = new spine.Triangulator();
			this.clippingPolygon = new Array();
			this.clipOutput = new Array();
			this.clippedVertices = new Array();
			this.clippedTriangles = new Array();
			this.scratch = new Array();
		}
		SkeletonClipping.prototype.clipStart = function (slot, clip) {
			if (this.clipAttachment != null) return 0;
			this.clipSlot = slot;
			this.clipAttachment = clip;
			if (slot) {
				var n = clip.worldVerticesLength;
				var vertices = spine.Utils.setArraySize(this.clippingPolygon, n);
				clip.computeWorldVertices(slot, 0, n, vertices, 0, 2);
			} else {
				this.clippingPolygon = clip.vertices.concat();
			}
			var clippingPolygon = this.clippingPolygon;
			SkeletonClipping.makeClockwise(clippingPolygon);
			var clippingPolygons = (this.clippingPolygons = this.triangulator.decompose(
				clippingPolygon,
				this.triangulator.triangulate(clippingPolygon)
			));
			for (var i = 0, n_1 = clippingPolygons.length; i < n_1; i++) {
				var polygon = clippingPolygons[i];
				SkeletonClipping.makeClockwise(polygon);
				polygon.push(polygon[0]);
				polygon.push(polygon[1]);
			}
			return clippingPolygons.length;
		};
		SkeletonClipping.prototype.clipEndWithSlot = function (slot) {
			if (this.clipAttachment != null && this.clipAttachment.endSlot == slot.data) this.clipEnd();
		};
		SkeletonClipping.prototype.clipEnd = function () {
			if (this.clipAttachment == null) return;
			this.clipSlot = null;
			this.clipAttachment = null;
			this.clippingPolygons = null;
			this.clippedVertices.length = 0;
			this.clippedTriangles.length = 0;
			this.clippingPolygon.length = 0;
		};
		SkeletonClipping.prototype.isClipping = function () {
			return this.clipAttachment != null;
		};
		SkeletonClipping.prototype.clipTriangles = function (vertices, verticesLength, triangles, trianglesLength, uvs, light, dark, twoColor) {
			var clipOutput = this.clipOutput,
				clippedVertices = this.clippedVertices;
			var clippedTriangles = this.clippedTriangles;
			var polygons = this.clippingPolygons;
			var polygonsCount = this.clippingPolygons.length;
			var vertexSize = twoColor ? 12 : 8;
			var index = 0;
			clippedVertices.length = 0;
			clippedTriangles.length = 0;
			outer: for (var i = 0; i < trianglesLength; i += 3) {
				var vertexOffset = triangles[i] << 1;
				var x1 = vertices[vertexOffset],
					y1 = vertices[vertexOffset + 1];
				var u1 = uvs[vertexOffset],
					v1 = uvs[vertexOffset + 1];
				vertexOffset = triangles[i + 1] << 1;
				var x2 = vertices[vertexOffset],
					y2 = vertices[vertexOffset + 1];
				var u2 = uvs[vertexOffset],
					v2 = uvs[vertexOffset + 1];
				vertexOffset = triangles[i + 2] << 1;
				var x3 = vertices[vertexOffset],
					y3 = vertices[vertexOffset + 1];
				var u3 = uvs[vertexOffset],
					v3 = uvs[vertexOffset + 1];
				for (var p = 0; p < polygonsCount; p++) {
					var s = clippedVertices.length;
					if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) {
						var clipOutputLength = clipOutput.length;
						if (clipOutputLength == 0) continue;
						var d0 = y2 - y3,
							d1 = x3 - x2,
							d2 = x1 - x3,
							d4 = y3 - y1;
						var d = 1 / (d0 * d2 + d1 * (y1 - y3));
						var clipOutputCount = clipOutputLength >> 1;
						var clipOutputItems = this.clipOutput;
						var clippedVerticesItems = spine.Utils.setArraySize(clippedVertices, s + clipOutputCount * vertexSize);
						for (var ii = 0; ii < clipOutputLength; ii += 2) {
							var x = clipOutputItems[ii],
								y = clipOutputItems[ii + 1];
							clippedVerticesItems[s] = x;
							clippedVerticesItems[s + 1] = y;
							clippedVerticesItems[s + 2] = light.r;
							clippedVerticesItems[s + 3] = light.g;
							clippedVerticesItems[s + 4] = light.b;
							clippedVerticesItems[s + 5] = light.a;
							var c0 = x - x3,
								c1 = y - y3;
							var a = (d0 * c0 + d1 * c1) * d;
							var b = (d4 * c0 + d2 * c1) * d;
							var c = 1 - a - b;
							clippedVerticesItems[s + 6] = u1 * a + u2 * b + u3 * c;
							clippedVerticesItems[s + 7] = v1 * a + v2 * b + v3 * c;
							if (twoColor) {
								clippedVerticesItems[s + 8] = dark.r;
								clippedVerticesItems[s + 9] = dark.g;
								clippedVerticesItems[s + 10] = dark.b;
								clippedVerticesItems[s + 11] = dark.a;
							}
							s += vertexSize;
						}
						s = clippedTriangles.length;
						var clippedTrianglesItems = spine.Utils.setArraySize(clippedTriangles, s + 3 * (clipOutputCount - 2));
						clipOutputCount--;
						for (var ii = 1; ii < clipOutputCount; ii++) {
							clippedTrianglesItems[s] = index;
							clippedTrianglesItems[s + 1] = index + ii;
							clippedTrianglesItems[s + 2] = index + ii + 1;
							s += 3;
						}
						index += clipOutputCount + 1;
					} else {
						var clippedVerticesItems = spine.Utils.setArraySize(clippedVertices, s + 3 * vertexSize);
						clippedVerticesItems[s] = x1;
						clippedVerticesItems[s + 1] = y1;
						clippedVerticesItems[s + 2] = light.r;
						clippedVerticesItems[s + 3] = light.g;
						clippedVerticesItems[s + 4] = light.b;
						clippedVerticesItems[s + 5] = light.a;
						if (!twoColor) {
							clippedVerticesItems[s + 6] = u1;
							clippedVerticesItems[s + 7] = v1;
							clippedVerticesItems[s + 8] = x2;
							clippedVerticesItems[s + 9] = y2;
							clippedVerticesItems[s + 10] = light.r;
							clippedVerticesItems[s + 11] = light.g;
							clippedVerticesItems[s + 12] = light.b;
							clippedVerticesItems[s + 13] = light.a;
							clippedVerticesItems[s + 14] = u2;
							clippedVerticesItems[s + 15] = v2;
							clippedVerticesItems[s + 16] = x3;
							clippedVerticesItems[s + 17] = y3;
							clippedVerticesItems[s + 18] = light.r;
							clippedVerticesItems[s + 19] = light.g;
							clippedVerticesItems[s + 20] = light.b;
							clippedVerticesItems[s + 21] = light.a;
							clippedVerticesItems[s + 22] = u3;
							clippedVerticesItems[s + 23] = v3;
						} else {
							clippedVerticesItems[s + 6] = u1;
							clippedVerticesItems[s + 7] = v1;
							clippedVerticesItems[s + 8] = dark.r;
							clippedVerticesItems[s + 9] = dark.g;
							clippedVerticesItems[s + 10] = dark.b;
							clippedVerticesItems[s + 11] = dark.a;
							clippedVerticesItems[s + 12] = x2;
							clippedVerticesItems[s + 13] = y2;
							clippedVerticesItems[s + 14] = light.r;
							clippedVerticesItems[s + 15] = light.g;
							clippedVerticesItems[s + 16] = light.b;
							clippedVerticesItems[s + 17] = light.a;
							clippedVerticesItems[s + 18] = u2;
							clippedVerticesItems[s + 19] = v2;
							clippedVerticesItems[s + 20] = dark.r;
							clippedVerticesItems[s + 21] = dark.g;
							clippedVerticesItems[s + 22] = dark.b;
							clippedVerticesItems[s + 23] = dark.a;
							clippedVerticesItems[s + 24] = x3;
							clippedVerticesItems[s + 25] = y3;
							clippedVerticesItems[s + 26] = light.r;
							clippedVerticesItems[s + 27] = light.g;
							clippedVerticesItems[s + 28] = light.b;
							clippedVerticesItems[s + 29] = light.a;
							clippedVerticesItems[s + 30] = u3;
							clippedVerticesItems[s + 31] = v3;
							clippedVerticesItems[s + 32] = dark.r;
							clippedVerticesItems[s + 33] = dark.g;
							clippedVerticesItems[s + 34] = dark.b;
							clippedVerticesItems[s + 35] = dark.a;
						}
						s = clippedTriangles.length;
						var clippedTrianglesItems = spine.Utils.setArraySize(clippedTriangles, s + 3);
						clippedTrianglesItems[s] = index;
						clippedTrianglesItems[s + 1] = index + 1;
						clippedTrianglesItems[s + 2] = index + 2;
						index += 3;
						continue outer;
					}
				}
			}
		};
		SkeletonClipping.prototype.clip = function (x1, y1, x2, y2, x3, y3, clippingArea, output) {
			var originalOutput = output;
			var clipped = false;
			var input = null;
			if (clippingArea.length % 4 >= 2) {
				input = output;
				output = this.scratch;
			} else input = this.scratch;
			input.length = 0;
			input.push(x1);
			input.push(y1);
			input.push(x2);
			input.push(y2);
			input.push(x3);
			input.push(y3);
			input.push(x1);
			input.push(y1);
			output.length = 0;
			var clippingVertices = clippingArea;
			var clippingVerticesLast = clippingArea.length - 4;
			for (var i = 0; ; i += 2) {
				var edgeX = clippingVertices[i],
					edgeY = clippingVertices[i + 1];
				var edgeX2 = clippingVertices[i + 2],
					edgeY2 = clippingVertices[i + 3];
				var deltaX = edgeX - edgeX2,
					deltaY = edgeY - edgeY2;
				var inputVertices = input;
				var inputVerticesLength = input.length - 2,
					outputStart = output.length;
				for (var ii = 0; ii < inputVerticesLength; ii += 2) {
					var inputX = inputVertices[ii],
						inputY = inputVertices[ii + 1];
					var inputX2 = inputVertices[ii + 2],
						inputY2 = inputVertices[ii + 3];
					var side2 = deltaX * (inputY2 - edgeY2) - deltaY * (inputX2 - edgeX2) > 0;
					if (deltaX * (inputY - edgeY2) - deltaY * (inputX - edgeX2) > 0) {
						if (side2) {
							output.push(inputX2);
							output.push(inputY2);
							continue;
						}
						var c0 = inputY2 - inputY,
							c2 = inputX2 - inputX;
						var ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
						output.push(edgeX + (edgeX2 - edgeX) * ua);
						output.push(edgeY + (edgeY2 - edgeY) * ua);
					} else if (side2) {
						var c0 = inputY2 - inputY,
							c2 = inputX2 - inputX;
						var ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
						output.push(edgeX + (edgeX2 - edgeX) * ua);
						output.push(edgeY + (edgeY2 - edgeY) * ua);
						output.push(inputX2);
						output.push(inputY2);
					}
					clipped = true;
				}
				if (outputStart == output.length) {
					originalOutput.length = 0;
					return true;
				}
				output.push(output[0]);
				output.push(output[1]);
				if (i == clippingVerticesLast) break;
				var temp = output;
				output = input;
				output.length = 0;
				input = temp;
			}
			if (originalOutput != output) {
				originalOutput.length = 0;
				for (var i = 0, n = output.length - 2; i < n; i++) originalOutput[i] = output[i];
			} else originalOutput.length = originalOutput.length - 2;
			return clipped;
		};
		SkeletonClipping.makeClockwise = function (polygon) {
			var vertices = polygon;
			var verticeslength = polygon.length;
			var area = vertices[verticeslength - 2] * vertices[1] - vertices[0] * vertices[verticeslength - 1],
				p1x = 0,
				p1y = 0,
				p2x = 0,
				p2y = 0;
			for (var i = 0, n = verticeslength - 3; i < n; i += 2) {
				p1x = vertices[i];
				p1y = vertices[i + 1];
				p2x = vertices[i + 2];
				p2y = vertices[i + 3];
				area += p1x * p2y - p2x * p1y;
			}
			if (area < 0) return;
			for (var i = 0, lastX = verticeslength - 2, n = verticeslength >> 1; i < n; i += 2) {
				var x = vertices[i],
					y = vertices[i + 1];
				var other = lastX - i;
				vertices[i] = vertices[other];
				vertices[i + 1] = vertices[other + 1];
				vertices[other] = x;
				vertices[other + 1] = y;
			}
		};
		return SkeletonClipping;
	})();
	spine.SkeletonClipping = SkeletonClipping;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var SkeletonData = (function () {
		function SkeletonData() {
			this.bones = new Array();
			this.slots = new Array();
			this.skins = new Array();
			this.events = new Array();
			this.animations = new Array();
			this.ikConstraints = new Array();
			this.transformConstraints = new Array();
			this.pathConstraints = new Array();
			this.fps = 0;
		}
		SkeletonData.prototype.findBone = function (boneName) {
			if (boneName == null) throw new Error("boneName cannot be null.");
			var bones = this.bones;
			for (var i = 0, n = bones.length; i < n; i++) {
				var bone = bones[i];
				if (bone.name == boneName) return bone;
			}
			return null;
		};
		SkeletonData.prototype.findBoneIndex = function (boneName) {
			if (boneName == null) throw new Error("boneName cannot be null.");
			var bones = this.bones;
			for (var i = 0, n = bones.length; i < n; i++) if (bones[i].name == boneName) return i;
			return -1;
		};
		SkeletonData.prototype.findSlot = function (slotName) {
			if (slotName == null) throw new Error("slotName cannot be null.");
			var slots = this.slots;
			for (var i = 0, n = slots.length; i < n; i++) {
				var slot = slots[i];
				if (slot.name == slotName) return slot;
			}
			return null;
		};
		SkeletonData.prototype.findSlotIndex = function (slotName) {
			if (slotName == null) throw new Error("slotName cannot be null.");
			var slots = this.slots;
			for (var i = 0, n = slots.length; i < n; i++) if (slots[i].name == slotName) return i;
			return -1;
		};
		SkeletonData.prototype.findSkin = function (skinName) {
			if (skinName == null) throw new Error("skinName cannot be null.");
			var skins = this.skins;
			for (var i = 0, n = skins.length; i < n; i++) {
				var skin = skins[i];
				if (skin.name == skinName) return skin;
			}
			return null;
		};
		SkeletonData.prototype.findEvent = function (eventDataName) {
			if (eventDataName == null) throw new Error("eventDataName cannot be null.");
			var events = this.events;
			for (var i = 0, n = events.length; i < n; i++) {
				var event_4 = events[i];
				if (event_4.name == eventDataName) return event_4;
			}
			return null;
		};
		SkeletonData.prototype.findAnimation = function (animationName) {
			if (animationName == null) throw new Error("animationName cannot be null.");
			var animations = this.animations;
			for (var i = 0, n = animations.length; i < n; i++) {
				var animation = animations[i];
				if (animation.name == animationName) return animation;
			}
			return null;
		};
		SkeletonData.prototype.findIkConstraint = function (constraintName) {
			if (constraintName == null) throw new Error("constraintName cannot be null.");
			var ikConstraints = this.ikConstraints;
			for (var i = 0, n = ikConstraints.length; i < n; i++) {
				var constraint = ikConstraints[i];
				if (constraint.name == constraintName) return constraint;
			}
			return null;
		};
		SkeletonData.prototype.findTransformConstraint = function (constraintName) {
			if (constraintName == null) throw new Error("constraintName cannot be null.");
			var transformConstraints = this.transformConstraints;
			for (var i = 0, n = transformConstraints.length; i < n; i++) {
				var constraint = transformConstraints[i];
				if (constraint.name == constraintName) return constraint;
			}
			return null;
		};
		SkeletonData.prototype.findPathConstraint = function (constraintName) {
			if (constraintName == null) throw new Error("constraintName cannot be null.");
			var pathConstraints = this.pathConstraints;
			for (var i = 0, n = pathConstraints.length; i < n; i++) {
				var constraint = pathConstraints[i];
				if (constraint.name == constraintName) return constraint;
			}
			return null;
		};
		SkeletonData.prototype.findPathConstraintIndex = function (pathConstraintName) {
			if (pathConstraintName == null) throw new Error("pathConstraintName cannot be null.");
			var pathConstraints = this.pathConstraints;
			for (var i = 0, n = pathConstraints.length; i < n; i++) if (pathConstraints[i].name == pathConstraintName) return i;
			return -1;
		};
		return SkeletonData;
	})();
	spine.SkeletonData = SkeletonData;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var SkeletonBinary = (function () {
		function SkeletonBinary(attachmentLoader) {
			this.scale = 1;
			this.linkedMeshes = new Array();
			this.attachmentLoader = attachmentLoader;
		}
		SkeletonBinary.prototype.readSkeletonData = function (binary) {
			var scale = this.scale;
			var skeletonData = new spine.SkeletonData();
			skeletonData.name = "";
			var input = new BinaryInput(binary);
			skeletonData.hash = input.readString();
			skeletonData.version = input.readString();
			skeletonData.width = input.readFloat();
			skeletonData.height = input.readFloat();
			var nonessential = input.readBoolean();
			if (nonessential) {
				skeletonData.fps = input.readFloat();
				skeletonData.imagesPath = input.readString();
			}
			var n = 0;
			n = input.readInt(true);
			for (var i = 0; i < n; i++) {
				var name = input.readString();
				var parent = i == 0 ? null : skeletonData.bones[input.readInt(true)];
				var data = new spine.BoneData(i, name, parent);
				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) spine.Color.rgba8888ToColor(data.color, input.readInt32());
				skeletonData.bones.push(data);
			}
			n = input.readInt(true);
			for (var i = 0; i < n; i++) {
				var slotName = input.readString();
				var boneData = skeletonData.bones[input.readInt(true)];
				var data = new spine.SlotData(i, slotName, boneData);
				spine.Color.rgba8888ToColor(data.color, input.readInt32());
				var darkColor = input.readInt32();
				if (darkColor != -1) spine.Color.rgb888ToColor((data.darkColor = new spine.Color()), darkColor);
				data.attachmentName = input.readString();
				data.blendMode = SkeletonBinary.BlendModeValues[input.readInt(true)];
				skeletonData.slots.push(data);
			}
			n = input.readInt(true);
			for (var i = 0, nn = void 0; i < n; i++) {
				var data = new spine.IkConstraintData(input.readString());
				data.order = input.readInt(true);
				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);
			}
			n = input.readInt(true);
			for (var i = 0, nn = void 0; i < n; i++) {
				var data = new spine.TransformConstraintData(input.readString());
				data.order = input.readInt(true);
				nn = input.readInt(true);
				for (var ii = 0; ii < nn; ii++) data.bones.push(skeletonData.bones[input.readInt(true)]);
				data.target = skeletonData.bones[input.readInt(true)];
				data.local = input.readBoolean();
				data.relative = input.readBoolean();
				data.offsetRotation = input.readFloat();
				data.offsetX = input.readFloat() * scale;
				data.offsetY = input.readFloat() * scale;
				data.offsetScaleX = input.readFloat();
				data.offsetScaleY = input.readFloat();
				data.offsetShearY = input.readFloat();
				data.rotateMix = input.readFloat();
				data.translateMix = input.readFloat();
				data.scaleMix = input.readFloat();
				data.shearMix = input.readFloat();
				skeletonData.transformConstraints.push(data);
			}
			n = input.readInt(true);
			for (var i = 0, nn = void 0; i < n; i++) {
				var data = new spine.PathConstraintData(input.readString());
				data.order = input.readInt(true);
				nn = input.readInt(true);
				for (var ii = 0; ii < nn; ii++) data.bones.push(skeletonData.bones[input.readInt(true)]);
				data.target = skeletonData.slots[input.readInt(true)];
				data.positionMode = SkeletonBinary.PositionModeValues[input.readInt(true)];
				data.spacingMode = SkeletonBinary.SpacingModeValues[input.readInt(true)];
				data.rotateMode = SkeletonBinary.RotateModeValues[input.readInt(true)];
				data.offsetRotation = input.readFloat();
				data.position = input.readFloat();
				if (data.positionMode == spine.PositionMode.Fixed) data.position *= scale;
				data.spacing = input.readFloat();
				if (data.spacingMode == spine.SpacingMode.Length || data.spacingMode == spine.SpacingMode.Fixed) data.spacing *= scale;
				data.rotateMix = input.readFloat();
				data.translateMix = input.readFloat();
				skeletonData.pathConstraints.push(data);
			}
			var defaultSkin = this.readSkin(input, skeletonData, true, nonessential);
			if (defaultSkin != null) {
				skeletonData.defaultSkin = defaultSkin;
				skeletonData.skins.push(defaultSkin);
			}
			n = input.readInt(true);
			for (var i = 0; i < n; i++) {
				skeletonData.skins.push(this.readSkin(input, skeletonData, false, nonessential));
			}
			n = this.linkedMeshes.length;
			for (var i = 0; i < n; i++) {
				var linkedMesh = this.linkedMeshes[i];
				var skin = linkedMesh.skin == null ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin);
				if (skin == null) throw new Error("Skin not found: " + linkedMesh.skin);
				var parent_3 = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent);
				if (parent_3 == null) throw new Error("Parent mesh not found: " + linkedMesh.parent);
				linkedMesh.mesh.deformAttachment = linkedMesh.inheritDeform ? parent_3 : linkedMesh.mesh;
				linkedMesh.mesh.setParentMesh(parent_3);
				linkedMesh.mesh.updateUVs();
			}
			this.linkedMeshes.length = 0;
			n = input.readInt(true);
			for (var i = 0; i < n; i++) {
				var data = new spine.EventData(input.readString());
				data.intValue = input.readInt(false);
				data.floatValue = input.readFloat();
				data.stringValue = input.readString();
				skeletonData.events.push(data);
			}
			n = input.readInt(true);
			for (var i = 0; i < n; i++) {
				skeletonData.animations.push(this.readAnimation(input, input.readString(), skeletonData));
			}
			return skeletonData;
		};
		SkeletonBinary.prototype.readSkin = function (input, skeletonData, defaultSkin, nonessential) {
			var skin = new spine.Skin(defaultSkin ? "default" : input.readString());
			if (!defaultSkin) {
				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)]);
			}
			for (var i = 0, n = input.readInt(true); i < n; i++) {
				var slotIndex = input.readInt(true);
				for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
					var name_3 = input.readString();
					var attachment = this.readAttachment(input, skeletonData, skin, slotIndex, name_3, nonessential);
					if (attachment != null) skin.setAttachment(slotIndex, name_3, attachment);
				}
			}
			return skin;
		};
		SkeletonBinary.prototype.readAttachment = function (input, skeletonData, skin, slotIndex, attachmentName, nonessential) {
			var scale = this.scale;
			var name = input.readString();
			if (name == null) name = attachmentName;
			var typeIndex = input.readByte();
			var type = SkeletonBinary.AttachmentTypeValues[typeIndex];
			switch (type) {
				case spine.AttachmentType.Region: {
					var path = input.readString();
					var rotation = input.readFloat();
					var x = input.readFloat();
					var y = input.readFloat();
					var scaleX = input.readFloat();
					var scaleY = input.readFloat();
					var width = input.readFloat();
					var height = input.readFloat();
					var color = input.readInt32();
					if (path == null) path = name;
					var region = this.attachmentLoader.newRegionAttachment(skin, name, path);
					if (region == null) return null;
					region.path = path;
					region.x = x * scale;
					region.y = y * scale;
					region.scaleX = scaleX;
					region.scaleY = scaleY;
					region.rotation = rotation;
					region.width = width * scale;
					region.height = height * scale;
					spine.Color.rgba8888ToColor(region.color, color);
					region.updateOffset();
					return region;
				}
				case spine.AttachmentType.BoundingBox: {
					var vertexCount = input.readInt(true);
					var vertices = this.readVertices(input, vertexCount);
					var color = nonessential ? input.readInt32() : 0;
					var box = this.attachmentLoader.newBoundingBoxAttachment(skin, name);
					if (box == null) return null;
					box.worldVerticesLength = vertexCount << 1;
					box.vertices = vertices.vertices;
					box.bones = vertices.bones;
					if (nonessential) spine.Color.rgba8888ToColor(box.color, color);
					return box;
				}
				case spine.AttachmentType.Mesh: {
					var path = input.readString();
					var color = input.readInt32();
					var vertexCount = input.readInt(true);
					var uvs = this.readFloatArray(input, vertexCount << 1, 1);
					var triangles = this.readShortArray(input);
					var vertices = this.readVertices(input, vertexCount);
					var hullLength = input.readInt(true);
					var edges = null;
					var width = 0,
						height = 0;
					if (nonessential) {
						edges = this.readShortArray(input);
						width = input.readFloat();
						height = input.readFloat();
					}
					if (path == null) path = name;
					var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
					if (mesh == null) return null;
					mesh.path = path;
					spine.Color.rgba8888ToColor(mesh.color, color);
					mesh.bones = vertices.bones;
					mesh.vertices = vertices.vertices;
					mesh.worldVerticesLength = vertexCount << 1;
					mesh.triangles = triangles;
					mesh.regionUVs = uvs;
					mesh.updateUVs();
					mesh.hullLength = hullLength << 1;
					if (nonessential) {
						mesh.edges = edges;
						mesh.width = width * scale;
						mesh.height = height * scale;
					}
					return mesh;
				}
				case spine.AttachmentType.LinkedMesh: {
					var path = input.readString();
					var color = input.readInt32();
					var skinName = input.readString();
					var parent_4 = input.readString();
					var inheritDeform = input.readBoolean();
					var width = 0,
						height = 0;
					if (nonessential) {
						width = input.readFloat();
						height = input.readFloat();
					}
					if (path == null) path = name;
					var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
					if (mesh == null) return null;
					mesh.path = path;
					spine.Color.rgba8888ToColor(mesh.color, color);
					if (nonessential) {
						mesh.width = width * scale;
						mesh.height = height * scale;
					}
					this.linkedMeshes.push(new LinkedMesh(mesh, skinName, slotIndex, parent_4, inheritDeform));
					return mesh;
				}
				case spine.AttachmentType.Path: {
					var closed_1 = input.readBoolean();
					var constantSpeed = input.readBoolean();
					var vertexCount = input.readInt(true);
					var vertices = this.readVertices(input, vertexCount);
					var lengths = spine.Utils.newArray(vertexCount / 3, 0);
					for (var i = 0, n = lengths.length; i < n; i++) lengths[i] = input.readFloat() * scale;
					var color = nonessential ? input.readInt32() : 0;
					var path = this.attachmentLoader.newPathAttachment(skin, name);
					if (path == null) return null;
					path.closed = closed_1;
					path.constantSpeed = constantSpeed;
					path.worldVerticesLength = vertexCount << 1;
					path.vertices = vertices.vertices;
					path.bones = vertices.bones;
					path.lengths = lengths;
					if (nonessential) spine.Color.rgba8888ToColor(path.color, color);
					return path;
				}
				case spine.AttachmentType.Point: {
					var rotation = input.readFloat();
					var x = input.readFloat();
					var y = input.readFloat();
					var color = nonessential ? input.readInt32() : 0;
					var point = this.attachmentLoader.newPointAttachment(skin, name);
					if (point == null) return null;
					point.x = x * scale;
					point.y = y * scale;
					point.rotation = rotation;
					if (nonessential) spine.Color.rgba8888ToColor(point.color, color);
					return point;
				}
				case spine.AttachmentType.Clipping: {
					var endSlotIndex = input.readInt(true);
					var vertexCount = input.readInt(true);
					var vertices = this.readVertices(input, vertexCount);
					var color = nonessential ? input.readInt32() : 0;
					var clip = this.attachmentLoader.newClippingAttachment(skin, name);
					if (clip == null) return null;
					clip.endSlot = skeletonData.slots[endSlotIndex];
					clip.worldVerticesLength = vertexCount << 1;
					clip.vertices = vertices.vertices;
					clip.bones = vertices.bones;
					if (nonessential) spine.Color.rgba8888ToColor(clip.color, color);
					return clip;
				}
			}
			return null;
		};
		SkeletonBinary.prototype.readVertices = function (input, vertexCount) {
			var verticesLength = vertexCount << 1;
			var vertices = new Vertices();
			var scale = this.scale;
			if (!input.readBoolean()) {
				vertices.vertices = this.readFloatArray(input, verticesLength, scale);
				return vertices;
			}
			var weights = new Array();
			var bonesArray = new Array();
			for (var i = 0; i < vertexCount; i++) {
				var boneCount = input.readInt(true);
				bonesArray.push(boneCount);
				for (var ii = 0; ii < boneCount; ii++) {
					bonesArray.push(input.readInt(true));
					weights.push(input.readFloat() * scale);
					weights.push(input.readFloat() * scale);
					weights.push(input.readFloat());
				}
			}
			vertices.vertices = spine.Utils.toFloatArray(weights);
			vertices.bones = bonesArray;
			return vertices;
		};
		SkeletonBinary.prototype.readFloatArray = function (input, n, scale) {
			var array = new Array(n);
			if (scale == 1) {
				for (var i = 0; i < n; i++) array[i] = input.readFloat();
			} else {
				for (var i = 0; i < n; i++) array[i] = input.readFloat() * scale;
			}
			return array;
		};
		SkeletonBinary.prototype.readShortArray = function (input) {
			var n = input.readInt(true);
			var array = new Array(n);
			for (var i = 0; i < n; i++) array[i] = input.readShort();
			return array;
		};
		SkeletonBinary.prototype.readAnimation = function (input, name, skeletonData) {
			var timelines = new Array();
			var scale = this.scale;
			var duration = 0;
			var tempColor1 = new spine.Color();
			var tempColor2 = new spine.Color();
			for (var i = 0, n = input.readInt(true); i < n; i++) {
				var slotIndex = input.readInt(true);
				for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
					var timelineType = input.readByte();
					var frameCount = input.readInt(true);
					switch (timelineType) {
						case SkeletonBinary.SLOT_ATTACHMENT: {
							var timeline = new spine.AttachmentTimeline(frameCount);
							timeline.slotIndex = slotIndex;
							for (var frameIndex = 0; frameIndex < frameCount; frameIndex++)
								timeline.setFrame(frameIndex, input.readFloat(), input.readString());
							timelines.push(timeline);
							duration = Math.max(duration, timeline.frames[frameCount - 1]);
							break;
						}
						case SkeletonBinary.SLOT_COLOR: {
							var timeline = new spine.ColorTimeline(frameCount);
							timeline.slotIndex = slotIndex;
							for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
								var time = input.readFloat();
								spine.Color.rgba8888ToColor(tempColor1, input.readInt32());
								timeline.setFrame(frameIndex, time, tempColor1.r, tempColor1.g, tempColor1.b, tempColor1.a);
								if (frameIndex < frameCount - 1) this.readCurve(input, frameIndex, timeline);
							}
							timelines.push(timeline);
							duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.ColorTimeline.ENTRIES]);
							break;
						}
						case SkeletonBinary.SLOT_TWO_COLOR: {
							var timeline = new spine.TwoColorTimeline(frameCount);
							timeline.slotIndex = slotIndex;
							for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
								var time = input.readFloat();
								spine.Color.rgba8888ToColor(tempColor1, input.readInt32());
								spine.Color.rgb888ToColor(tempColor2, input.readInt32());
								timeline.setFrame(
									frameIndex,
									time,
									tempColor1.r,
									tempColor1.g,
									tempColor1.b,
									tempColor1.a,
									tempColor2.r,
									tempColor2.g,
									tempColor2.b
								);
								if (frameIndex < frameCount - 1) this.readCurve(input, frameIndex, timeline);
							}
							timelines.push(timeline);
							duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.TwoColorTimeline.ENTRIES]);
							break;
						}
					}
				}
			}
			for (var i = 0, n = input.readInt(true); i < n; i++) {
				var boneIndex = input.readInt(true);
				for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
					var timelineType = input.readByte();
					var frameCount = input.readInt(true);
					switch (timelineType) {
						case SkeletonBinary.BONE_ROTATE: {
							var timeline = new spine.RotateTimeline(frameCount);
							timeline.boneIndex = boneIndex;
							for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
								timeline.setFrame(frameIndex, input.readFloat(), input.readFloat());
								if (frameIndex < frameCount - 1) this.readCurve(input, frameIndex, timeline);
							}
							timelines.push(timeline);
							duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.RotateTimeline.ENTRIES]);
							break;
						}
						case SkeletonBinary.BONE_TRANSLATE:
						case SkeletonBinary.BONE_SCALE:
						case SkeletonBinary.BONE_SHEAR: {
							var timeline = void 0;
							var timelineScale = 1;
							if (timelineType == SkeletonBinary.BONE_SCALE) timeline = new spine.ScaleTimeline(frameCount);
							else if (timelineType == SkeletonBinary.BONE_SHEAR) timeline = new spine.ShearTimeline(frameCount);
							else {
								timeline = new spine.TranslateTimeline(frameCount);
								timelineScale = scale;
							}
							timeline.boneIndex = boneIndex;
							for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
								timeline.setFrame(
									frameIndex,
									input.readFloat(),
									input.readFloat() * timelineScale,
									input.readFloat() * timelineScale
								);
								if (frameIndex < frameCount - 1) this.readCurve(input, frameIndex, timeline);
							}
							timelines.push(timeline);
							duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.TranslateTimeline.ENTRIES]);
							break;
						}
					}
				}
			}
			for (var i = 0, n = input.readInt(true); i < n; i++) {
				var index = input.readInt(true);
				var frameCount = input.readInt(true);
				var timeline = new spine.IkConstraintTimeline(frameCount);
				timeline.ikConstraintIndex = index;
				for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
					timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readByte());
					if (frameIndex < frameCount - 1) this.readCurve(input, frameIndex, timeline);
				}
				timelines.push(timeline);
				duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.IkConstraintTimeline.ENTRIES]);
			}
			for (var i = 0, n = input.readInt(true); i < n; i++) {
				var index = input.readInt(true);
				var frameCount = input.readInt(true);
				var timeline = new spine.TransformConstraintTimeline(frameCount);
				timeline.transformConstraintIndex = index;
				for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
					timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readFloat(), input.readFloat(), input.readFloat());
					if (frameIndex < frameCount - 1) this.readCurve(input, frameIndex, timeline);
				}
				timelines.push(timeline);
				duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.TransformConstraintTimeline.ENTRIES]);
			}
			for (var i = 0, n = input.readInt(true); i < n; i++) {
				var index = input.readInt(true);
				var data = skeletonData.pathConstraints[index];
				for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
					var timelineType = input.readByte();
					var frameCount = input.readInt(true);
					switch (timelineType) {
						case SkeletonBinary.PATH_POSITION:
						case SkeletonBinary.PATH_SPACING: {
							var timeline = void 0;
							var timelineScale = 1;
							if (timelineType == SkeletonBinary.PATH_SPACING) {
								timeline = new spine.PathConstraintSpacingTimeline(frameCount);
								if (data.spacingMode == spine.SpacingMode.Length || data.spacingMode == spine.SpacingMode.Fixed)
									timelineScale = scale;
							} else {
								timeline = new spine.PathConstraintPositionTimeline(frameCount);
								if (data.positionMode == spine.PositionMode.Fixed) timelineScale = scale;
							}
							timeline.pathConstraintIndex = index;
							for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
								timeline.setFrame(frameIndex, input.readFloat(), input.readFloat() * timelineScale);
								if (frameIndex < frameCount - 1) this.readCurve(input, frameIndex, timeline);
							}
							timelines.push(timeline);
							duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.PathConstraintPositionTimeline.ENTRIES]);
							break;
						}
						case SkeletonBinary.PATH_MIX: {
							var timeline = new spine.PathConstraintMixTimeline(frameCount);
							timeline.pathConstraintIndex = index;
							for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
								timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readFloat());
								if (frameIndex < frameCount - 1) this.readCurve(input, frameIndex, timeline);
							}
							timelines.push(timeline);
							duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.PathConstraintMixTimeline.ENTRIES]);
							break;
						}
					}
				}
			}
			for (var i = 0, n = input.readInt(true); i < n; i++) {
				var skin = skeletonData.skins[input.readInt(true)];
				for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
					var slotIndex = input.readInt(true);
					for (var iii = 0, nnn = input.readInt(true); iii < nnn; iii++) {
						var attachment = skin.getAttachment(slotIndex, input.readString());
						var weighted = attachment.bones != null;
						var vertices = attachment.vertices;
						var deformLength = weighted ? (vertices.length / 3) * 2 : vertices.length;
						var frameCount = input.readInt(true);
						var timeline = new spine.DeformTimeline(frameCount);
						timeline.slotIndex = slotIndex;
						timeline.attachment = attachment;
						for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
							var time = input.readFloat();
							var deform = void 0;
							var end = input.readInt(true);
							if (end == 0) deform = weighted ? spine.Utils.newFloatArray(deformLength) : vertices;
							else {
								deform = spine.Utils.newFloatArray(deformLength);
								var start = input.readInt(true);
								end += start;
								if (scale == 1) {
									for (var v = start; v < end; v++) deform[v] = input.readFloat();
								} else {
									for (var v = start; v < end; v++) deform[v] = input.readFloat() * scale;
								}
								if (!weighted) {
									for (var v = 0, vn = deform.length; v < vn; v++) deform[v] += vertices[v];
								}
							}
							timeline.setFrame(frameIndex, time, deform);
							if (frameIndex < frameCount - 1) this.readCurve(input, frameIndex, timeline);
						}
						timelines.push(timeline);
						duration = Math.max(duration, timeline.frames[frameCount - 1]);
					}
				}
			}
			var drawOrderCount = input.readInt(true);
			if (drawOrderCount > 0) {
				var timeline = new spine.DrawOrderTimeline(drawOrderCount);
				var slotCount = skeletonData.slots.length;
				for (var i = 0; i < drawOrderCount; i++) {
					var time = input.readFloat();
					var offsetCount = input.readInt(true);
					var drawOrder = spine.Utils.newArray(slotCount, 0);
					for (var ii = slotCount - 1; ii >= 0; ii--) drawOrder[ii] = -1;
					var unchanged = spine.Utils.newArray(slotCount - offsetCount, 0);
					var originalIndex = 0,
						unchangedIndex = 0;
					for (var ii = 0; ii < offsetCount; ii++) {
						var slotIndex = input.readInt(true);
						while (originalIndex != slotIndex) unchanged[unchangedIndex++] = originalIndex++;
						drawOrder[originalIndex + input.readInt(true)] = originalIndex++;
					}
					while (originalIndex < slotCount) unchanged[unchangedIndex++] = originalIndex++;
					for (var ii = slotCount - 1; ii >= 0; ii--) if (drawOrder[ii] == -1) drawOrder[ii] = unchanged[--unchangedIndex];
					timeline.setFrame(i, time, drawOrder);
				}
				timelines.push(timeline);
				duration = Math.max(duration, timeline.frames[drawOrderCount - 1]);
			}
			var eventCount = input.readInt(true);
			if (eventCount > 0) {
				var timeline = new spine.EventTimeline(eventCount);
				for (var i = 0; i < eventCount; i++) {
					var time = input.readFloat();
					var eventData = skeletonData.events[input.readInt(true)];
					var event_4 = new spine.Event(time, eventData);
					event_4.intValue = input.readInt(false);
					event_4.floatValue = input.readFloat();
					event_4.stringValue = input.readBoolean() ? input.readString() : eventData.stringValue;
					if (event_4.data.audioPath != null) {
						event_4.volume = input.readFloat();
						event_4.balance = input.readFloat();
					}
					timeline.setFrame(i, event_4);
				}
				timelines.push(timeline);
				duration = Math.max(duration, timeline.frames[eventCount - 1]);
			}
			return new spine.Animation(name, timelines, duration);
		};
		SkeletonBinary.prototype.readCurve = function (input, frameIndex, timeline) {
			switch (input.readByte()) {
				case SkeletonBinary.CURVE_STEPPED:
					timeline.setStepped(frameIndex);
					break;
				case SkeletonBinary.CURVE_BEZIER:
					this.setCurve(timeline, frameIndex, input.readFloat(), input.readFloat(), input.readFloat(), input.readFloat());
					break;
			}
		};
		SkeletonBinary.prototype.setCurve = function (timeline, frameIndex, cx1, cy1, cx2, cy2) {
			timeline.setCurve(frameIndex, cx1, cy1, cx2, cy2);
		};
		SkeletonBinary.AttachmentTypeValues = [0, 1, 2, 3, 4, 5, 6];
		SkeletonBinary.TransformModeValues = [
			spine.TransformMode.Normal,
			spine.TransformMode.OnlyTranslation,
			spine.TransformMode.NoRotationOrReflection,
			spine.TransformMode.NoScale,
			spine.TransformMode.NoScaleOrReflection,
		];
		SkeletonBinary.PositionModeValues = [spine.PositionMode.Fixed, spine.PositionMode.Percent];
		SkeletonBinary.SpacingModeValues = [spine.SpacingMode.Length, spine.SpacingMode.Fixed, spine.SpacingMode.Percent];
		SkeletonBinary.RotateModeValues = [spine.RotateMode.Tangent, spine.RotateMode.Chain, spine.RotateMode.ChainScale];
		SkeletonBinary.BlendModeValues = [spine.BlendMode.Normal, spine.BlendMode.Additive, spine.BlendMode.Multiply, spine.BlendMode.Screen];
		SkeletonBinary.BONE_ROTATE = 0;
		SkeletonBinary.BONE_TRANSLATE = 1;
		SkeletonBinary.BONE_SCALE = 2;
		SkeletonBinary.BONE_SHEAR = 3;
		SkeletonBinary.SLOT_ATTACHMENT = 0;
		SkeletonBinary.SLOT_COLOR = 1;
		SkeletonBinary.SLOT_TWO_COLOR = 2;
		SkeletonBinary.PATH_POSITION = 0;
		SkeletonBinary.PATH_SPACING = 1;
		SkeletonBinary.PATH_MIX = 2;
		SkeletonBinary.CURVE_LINEAR = 0;
		SkeletonBinary.CURVE_STEPPED = 1;
		SkeletonBinary.CURVE_BEZIER = 2;
		return SkeletonBinary;
	})();
	spine.SkeletonBinary = SkeletonBinary;
	var BinaryInput = (function () {
		function BinaryInput(data, strings, index, buffer) {
			if (strings === void 0) {
				strings = new Array();
			}
			if (index === void 0) {
				index = 0;
			}
			if (buffer === void 0) {
				buffer = new DataView(data.buffer);
			}
			this.strings = strings;
			this.index = index;
			this.buffer = buffer;
		}
		BinaryInput.prototype.readByte = function () {
			return this.buffer.getInt8(this.index++);
		};
		BinaryInput.prototype.readShort = function () {
			var value = this.buffer.getInt16(this.index);
			this.index += 2;
			return value;
		};
		BinaryInput.prototype.readInt32 = function () {
			var value = this.buffer.getInt32(this.index);
			this.index += 4;
			return value;
		};
		BinaryInput.prototype.readInt = function (optimizePositive) {
			var b = this.readByte();
			var result = b & 0x7f;
			if ((b & 0x80) != 0) {
				b = this.readByte();
				result |= (b & 0x7f) << 7;
				if ((b & 0x80) != 0) {
					b = this.readByte();
					result |= (b & 0x7f) << 14;
					if ((b & 0x80) != 0) {
						b = this.readByte();
						result |= (b & 0x7f) << 21;
						if ((b & 0x80) != 0) {
							b = this.readByte();
							result |= (b & 0x7f) << 28;
						}
					}
				}
			}
			return optimizePositive ? result : (result >>> 1) ^ -(result & 1);
		};
		BinaryInput.prototype.readStringRef = function () {
			var index = this.readInt(true);
			return index == 0 ? null : this.strings[index - 1];
		};
		BinaryInput.prototype.readString = function () {
			var byteCount = this.readInt(true);
			switch (byteCount) {
				case 0:
					return null;
				case 1:
					return "";
			}
			byteCount--;
			var chars = "";
			var charCount = 0;
			for (var i = 0; i < byteCount; ) {
				var b = this.readByte();
				switch (b >> 4) {
					case 12:
					case 13:
						chars += String.fromCharCode(((b & 0x1f) << 6) | (this.readByte() & 0x3f));
						i += 2;
						break;
					case 14:
						chars += String.fromCharCode(((b & 0x0f) << 12) | ((this.readByte() & 0x3f) << 6) | (this.readByte() & 0x3f));
						i += 3;
						break;
					default:
						chars += String.fromCharCode(b);
						i++;
				}
			}
			return chars;
		};
		BinaryInput.prototype.readFloat = function () {
			var value = this.buffer.getFloat32(this.index);
			this.index += 4;
			return value;
		};
		BinaryInput.prototype.readBoolean = function () {
			return this.readByte() != 0;
		};
		return BinaryInput;
	})();
	var SkeletonJson = (function () {
		function SkeletonJson(attachmentLoader) {
			this.scale = 1;
			this.linkedMeshes = new Array();
			this.attachmentLoader = attachmentLoader;
		}
		SkeletonJson.prototype.readSkeletonData = function (json) {
			var scale = this.scale;
			var skeletonData = new spine.SkeletonData();
			var root = typeof json === "string" ? JSON.parse(json) : json;
			var skeletonMap = root.skeleton;
			if (skeletonMap != null) {
				skeletonData.hash = skeletonMap.hash;
				skeletonData.version = skeletonMap.spine;
				skeletonData.width = skeletonMap.width;
				skeletonData.height = skeletonMap.height;
				skeletonData.fps = skeletonMap.fps;
				skeletonData.imagesPath = skeletonMap.images;
			}
			if (root.bones) {
				for (var i = 0; i < root.bones.length; i++) {
					var boneMap = root.bones[i];
					var parent_2 = null;
					var parentName = this.getValue(boneMap, "parent", null);
					if (parentName != null) {
						parent_2 = skeletonData.findBone(parentName);
						if (parent_2 == null) throw new Error("Parent bone not found: " + parentName);
					}
					var data = new spine.BoneData(skeletonData.bones.length, boneMap.name, parent_2);
					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"));
					skeletonData.bones.push(data);
				}
			}
			if (root.slots) {
				for (var i = 0; i < root.slots.length; i++) {
					var slotMap = root.slots[i];
					var slotName = slotMap.name;
					var boneName = slotMap.bone;
					var boneData = skeletonData.findBone(boneName);
					if (boneData == null) throw new Error("Slot bone not found: " + boneName);
					var data = new spine.SlotData(skeletonData.slots.length, slotName, boneData);
					var color = this.getValue(slotMap, "color", null);
					if (color != null) data.color.setFromString(color);
					var dark = this.getValue(slotMap, "dark", null);
					if (dark != null) {
						data.darkColor = new spine.Color(1, 1, 1, 1);
						data.darkColor.setFromString(dark);
					}
					data.attachmentName = this.getValue(slotMap, "attachment", null);
					data.blendMode = SkeletonJson.blendModeFromString(this.getValue(slotMap, "blend", "normal"));
					skeletonData.slots.push(data);
				}
			}
			if (root.ik) {
				for (var i = 0; i < root.ik.length; i++) {
					var constraintMap = root.ik[i];
					var data = new spine.IkConstraintData(constraintMap.name);
					data.order = this.getValue(constraintMap, "order", 0);
					for (var j = 0; j < constraintMap.bones.length; j++) {
						var boneName = constraintMap.bones[j];
						var bone = skeletonData.findBone(boneName);
						if (bone == null) throw new Error("IK bone not found: " + boneName);
						data.bones.push(bone);
					}
					var targetName = constraintMap.target;
					data.target = skeletonData.findBone(targetName);
					if (data.target == null) throw new Error("IK target bone not found: " + targetName);
					data.bendDirection = this.getValue(constraintMap, "bendPositive", true) ? 1 : -1;
					data.mix = this.getValue(constraintMap, "mix", 1);
					skeletonData.ikConstraints.push(data);
				}
			}
			if (root.transform) {
				for (var i = 0; i < root.transform.length; i++) {
					var constraintMap = root.transform[i];
					var data = new spine.TransformConstraintData(constraintMap.name);
					data.order = this.getValue(constraintMap, "order", 0);
					for (var j = 0; j < constraintMap.bones.length; j++) {
						var boneName = constraintMap.bones[j];
						var bone = skeletonData.findBone(boneName);
						if (bone == null) throw new Error("Transform constraint bone not found: " + boneName);
						data.bones.push(bone);
					}
					var targetName = constraintMap.target;
					data.target = skeletonData.findBone(targetName);
					if (data.target == null) throw new Error("Transform constraint target bone not found: " + targetName);
					data.local = this.getValue(constraintMap, "local", false);
					data.relative = this.getValue(constraintMap, "relative", false);
					data.offsetRotation = this.getValue(constraintMap, "rotation", 0);
					data.offsetX = this.getValue(constraintMap, "x", 0) * scale;
					data.offsetY = this.getValue(constraintMap, "y", 0) * scale;
					data.offsetScaleX = this.getValue(constraintMap, "scaleX", 0);
					data.offsetScaleY = this.getValue(constraintMap, "scaleY", 0);
					data.offsetShearY = this.getValue(constraintMap, "shearY", 0);
					data.rotateMix = this.getValue(constraintMap, "rotateMix", 1);
					data.translateMix = this.getValue(constraintMap, "translateMix", 1);
					data.scaleMix = this.getValue(constraintMap, "scaleMix", 1);
					data.shearMix = this.getValue(constraintMap, "shearMix", 1);
					skeletonData.transformConstraints.push(data);
				}
			}
			if (root.path) {
				for (var i = 0; i < root.path.length; i++) {
					var constraintMap = root.path[i];
					var data = new spine.PathConstraintData(constraintMap.name);
					data.order = this.getValue(constraintMap, "order", 0);
					for (var j = 0; j < constraintMap.bones.length; j++) {
						var boneName = constraintMap.bones[j];
						var bone = skeletonData.findBone(boneName);
						if (bone == null) throw new Error("Transform constraint bone not found: " + boneName);
						data.bones.push(bone);
					}
					var targetName = constraintMap.target;
					data.target = skeletonData.findSlot(targetName);
					if (data.target == null) throw new Error("Path target slot not found: " + targetName);
					data.positionMode = SkeletonJson.positionModeFromString(this.getValue(constraintMap, "positionMode", "percent"));
					data.spacingMode = SkeletonJson.spacingModeFromString(this.getValue(constraintMap, "spacingMode", "length"));
					data.rotateMode = SkeletonJson.rotateModeFromString(this.getValue(constraintMap, "rotateMode", "tangent"));
					data.offsetRotation = this.getValue(constraintMap, "rotation", 0);
					data.position = this.getValue(constraintMap, "position", 0);
					if (data.positionMode == spine.PositionMode.Fixed) data.position *= scale;
					data.spacing = this.getValue(constraintMap, "spacing", 0);
					if (data.spacingMode == spine.SpacingMode.Length || data.spacingMode == spine.SpacingMode.Fixed) data.spacing *= scale;
					data.rotateMix = this.getValue(constraintMap, "rotateMix", 1);
					data.translateMix = this.getValue(constraintMap, "translateMix", 1);
					skeletonData.pathConstraints.push(data);
				}
			}
			if (root.skins) {
				for (var skinName in root.skins) {
					var skinMap = root.skins[skinName];
					var skin = new spine.Skin(skinName);
					for (var slotName in skinMap) {
						var slotIndex = skeletonData.findSlotIndex(slotName);
						if (slotIndex == -1) throw new Error("Slot not found: " + slotName);
						var slotMap = skinMap[slotName];
						for (var entryName in slotMap) {
							var attachment = this.readAttachment(slotMap[entryName], skin, slotIndex, entryName, skeletonData);
							if (attachment != null) skin.addAttachment(slotIndex, entryName, attachment);
						}
					}
					skeletonData.skins.push(skin);
					if (skin.name == "default") skeletonData.defaultSkin = skin;
				}
			}
			for (var i = 0, n = this.linkedMeshes.length; i < n; i++) {
				var linkedMesh = this.linkedMeshes[i];
				var skin = linkedMesh.skin == null ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin);
				if (skin == null) throw new Error("Skin not found: " + linkedMesh.skin);
				var parent_3 = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent);
				if (parent_3 == null) throw new Error("Parent mesh not found: " + linkedMesh.parent);
				linkedMesh.mesh.setParentMesh(parent_3);
				linkedMesh.mesh.updateUVs();
			}
			this.linkedMeshes.length = 0;
			if (root.events) {
				for (var eventName in root.events) {
					var eventMap = root.events[eventName];
					var data = new spine.EventData(eventName);
					data.intValue = this.getValue(eventMap, "int", 0);
					data.floatValue = this.getValue(eventMap, "float", 0);
					data.stringValue = this.getValue(eventMap, "string", "");
					skeletonData.events.push(data);
				}
			}
			if (root.animations) {
				for (var animationName in root.animations) {
					var animationMap = root.animations[animationName];
					this.readAnimation(animationMap, animationName, skeletonData);
				}
			}
			return skeletonData;
		};
		SkeletonJson.prototype.readAttachment = function (map, skin, slotIndex, name, skeletonData) {
			var scale = this.scale;
			name = this.getValue(map, "name", name);
			var type = this.getValue(map, "type", "region");
			switch (type) {
				case "region": {
					var path = this.getValue(map, "path", name);
					var region = this.attachmentLoader.newRegionAttachment(skin, name, path);
					if (region == null) return null;
					region.path = path;
					region.x = this.getValue(map, "x", 0) * scale;
					region.y = this.getValue(map, "y", 0) * scale;
					region.scaleX = this.getValue(map, "scaleX", 1);
					region.scaleY = this.getValue(map, "scaleY", 1);
					region.rotation = this.getValue(map, "rotation", 0);
					region.width = map.width * scale;
					region.height = map.height * scale;
					var color = this.getValue(map, "color", null);
					if (color != null) region.color.setFromString(color);
					region.updateOffset();
					return region;
				}
				case "boundingbox": {
					var box = this.attachmentLoader.newBoundingBoxAttachment(skin, name);
					if (box == null) return null;
					this.readVertices(map, box, map.vertexCount << 1);
					var color = this.getValue(map, "color", null);
					if (color != null) box.color.setFromString(color);
					return box;
				}
				case "mesh":
				case "linkedmesh": {
					var path = this.getValue(map, "path", name);
					var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
					if (mesh == null) return null;
					mesh.path = path;
					var color = this.getValue(map, "color", null);
					if (color != null) mesh.color.setFromString(color);
					var parent_4 = this.getValue(map, "parent", null);
					if (parent_4 != null) {
						mesh.inheritDeform = this.getValue(map, "deform", true);
						this.linkedMeshes.push(new LinkedMesh(mesh, this.getValue(map, "skin", null), slotIndex, parent_4));
						return mesh;
					}
					var uvs = map.uvs;
					this.readVertices(map, mesh, uvs.length);
					mesh.triangles = map.triangles;
					mesh.regionUVs = uvs;
					mesh.updateUVs();
					mesh.hullLength = this.getValue(map, "hull", 0) * 2;
					return mesh;
				}
				case "path": {
					var path = this.attachmentLoader.newPathAttachment(skin, name);
					if (path == null) return null;
					path.closed = this.getValue(map, "closed", false);
					path.constantSpeed = this.getValue(map, "constantSpeed", true);
					var vertexCount = map.vertexCount;
					this.readVertices(map, path, vertexCount << 1);
					var lengths = spine.Utils.newArray(vertexCount / 3, 0);
					for (var i = 0; i < map.lengths.length; i++) lengths[i] = map.lengths[i] * scale;
					path.lengths = lengths;
					var color = this.getValue(map, "color", null);
					if (color != null) path.color.setFromString(color);
					return path;
				}
				case "point": {
					var point = this.attachmentLoader.newPointAttachment(skin, name);
					if (point == null) return null;
					point.x = this.getValue(map, "x", 0) * scale;
					point.y = this.getValue(map, "y", 0) * scale;
					point.rotation = this.getValue(map, "rotation", 0);
					var color = this.getValue(map, "color", null);
					if (color != null) point.color.setFromString(color);
					return point;
				}
				case "clipping": {
					var clip = this.attachmentLoader.newClippingAttachment(skin, name);
					if (clip == null) return null;
					var end = this.getValue(map, "end", null);
					if (end != null) {
						var slot = skeletonData.findSlot(end);
						if (slot == null) throw new Error("Clipping end slot not found: " + end);
						clip.endSlot = slot;
					}
					var vertexCount = map.vertexCount;
					this.readVertices(map, clip, vertexCount << 1);
					var color = this.getValue(map, "color", null);
					if (color != null) clip.color.setFromString(color);
					return clip;
				}
			}
			return null;
		};
		SkeletonJson.prototype.readVertices = function (map, attachment, verticesLength) {
			var scale = this.scale;
			attachment.worldVerticesLength = verticesLength;
			var vertices = map.vertices;
			if (verticesLength == vertices.length) {
				var scaledVertices = spine.Utils.toFloatArray(vertices);
				if (scale != 1) {
					for (var i = 0, n = vertices.length; i < n; i++) scaledVertices[i] *= scale;
				}
				attachment.vertices = scaledVertices;
				return;
			}
			var weights = new Array();
			var bones = new Array();
			for (var i = 0, n = vertices.length; i < n; ) {
				var boneCount = vertices[i++];
				bones.push(boneCount);
				for (var nn = i + boneCount * 4; i < nn; i += 4) {
					bones.push(vertices[i]);
					weights.push(vertices[i + 1] * scale);
					weights.push(vertices[i + 2] * scale);
					weights.push(vertices[i + 3]);
				}
			}
			attachment.bones = bones;
			attachment.vertices = spine.Utils.toFloatArray(weights);
		};
		SkeletonJson.prototype.readAnimation = function (map, name, skeletonData) {
			var scale = this.scale;
			var timelines = new Array();
			var duration = 0;
			if (map.slots) {
				for (var slotName in map.slots) {
					var slotMap = map.slots[slotName];
					var slotIndex = skeletonData.findSlotIndex(slotName);
					if (slotIndex == -1) throw new Error("Slot not found: " + slotName);
					for (var timelineName in slotMap) {
						var timelineMap = slotMap[timelineName];
						if (timelineName == "attachment") {
							var timeline = new spine.AttachmentTimeline(timelineMap.length);
							timeline.slotIndex = slotIndex;
							var frameIndex = 0;
							for (var i = 0; i < timelineMap.length; i++) {
								var valueMap = timelineMap[i];
								timeline.setFrame(frameIndex++, valueMap.time, valueMap.name);
							}
							timelines.push(timeline);
							duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
						} else if (timelineName == "color") {
							var timeline = new spine.ColorTimeline(timelineMap.length);
							timeline.slotIndex = slotIndex;
							var frameIndex = 0;
							for (var i = 0; i < timelineMap.length; i++) {
								var valueMap = timelineMap[i];
								var color = new spine.Color();
								color.setFromString(valueMap.color);
								timeline.setFrame(frameIndex, valueMap.time, color.r, color.g, color.b, color.a);
								this.readCurve(valueMap, timeline, frameIndex);
								frameIndex++;
							}
							timelines.push(timeline);
							duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.ColorTimeline.ENTRIES]);
						} else if (timelineName == "twoColor") {
							var timeline = new spine.TwoColorTimeline(timelineMap.length);
							timeline.slotIndex = slotIndex;
							var frameIndex = 0;
							for (var i = 0; i < timelineMap.length; i++) {
								var valueMap = timelineMap[i];
								var light = new spine.Color();
								var dark = new spine.Color();
								light.setFromString(valueMap.light);
								dark.setFromString(valueMap.dark);
								timeline.setFrame(frameIndex, valueMap.time, light.r, light.g, light.b, light.a, dark.r, dark.g, dark.b);
								this.readCurve(valueMap, timeline, frameIndex);
								frameIndex++;
							}
							timelines.push(timeline);
							duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.TwoColorTimeline.ENTRIES]);
						} else throw new Error("Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")");
					}
				}
			}
			if (map.bones) {
				for (var boneName in map.bones) {
					var boneMap = map.bones[boneName];
					var boneIndex = skeletonData.findBoneIndex(boneName);
					if (boneIndex == -1) throw new Error("Bone not found: " + boneName);
					for (var timelineName in boneMap) {
						var timelineMap = boneMap[timelineName];
						if (timelineName === "rotate") {
							var timeline = new spine.RotateTimeline(timelineMap.length);
							timeline.boneIndex = boneIndex;
							var frameIndex = 0;
							for (var i = 0; i < timelineMap.length; i++) {
								var valueMap = timelineMap[i];
								timeline.setFrame(frameIndex, valueMap.time, valueMap.angle);
								this.readCurve(valueMap, timeline, frameIndex);
								frameIndex++;
							}
							timelines.push(timeline);
							duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.RotateTimeline.ENTRIES]);
						} else if (timelineName === "translate" || timelineName === "scale" || timelineName === "shear") {
							var timeline = null;
							var timelineScale = 1;
							if (timelineName === "scale") timeline = new spine.ScaleTimeline(timelineMap.length);
							else if (timelineName === "shear") timeline = new spine.ShearTimeline(timelineMap.length);
							else {
								timeline = new spine.TranslateTimeline(timelineMap.length);
								timelineScale = scale;
							}
							timeline.boneIndex = boneIndex;
							var frameIndex = 0;
							for (var i = 0; i < timelineMap.length; i++) {
								var valueMap = timelineMap[i];
								var x = this.getValue(valueMap, "x", 0),
									y = this.getValue(valueMap, "y", 0);
								timeline.setFrame(frameIndex, valueMap.time, x * timelineScale, y * timelineScale);
								this.readCurve(valueMap, timeline, frameIndex);
								frameIndex++;
							}
							timelines.push(timeline);
							duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.TranslateTimeline.ENTRIES]);
						} else throw new Error("Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")");
					}
				}
			}
			if (map.ik) {
				for (var constraintName in map.ik) {
					var constraintMap = map.ik[constraintName];
					var constraint = skeletonData.findIkConstraint(constraintName);
					var timeline = new spine.IkConstraintTimeline(constraintMap.length);
					timeline.ikConstraintIndex = skeletonData.ikConstraints.indexOf(constraint);
					var frameIndex = 0;
					for (var i = 0; i < constraintMap.length; i++) {
						var valueMap = constraintMap[i];
						timeline.setFrame(
							frameIndex,
							valueMap.time,
							this.getValue(valueMap, "mix", 1),
							this.getValue(valueMap, "bendPositive", true) ? 1 : -1
						);
						this.readCurve(valueMap, timeline, frameIndex);
						frameIndex++;
					}
					timelines.push(timeline);
					duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.IkConstraintTimeline.ENTRIES]);
				}
			}
			if (map.transform) {
				for (var constraintName in map.transform) {
					var constraintMap = map.transform[constraintName];
					var constraint = skeletonData.findTransformConstraint(constraintName);
					var timeline = new spine.TransformConstraintTimeline(constraintMap.length);
					timeline.transformConstraintIndex = skeletonData.transformConstraints.indexOf(constraint);
					var frameIndex = 0;
					for (var i = 0; i < constraintMap.length; i++) {
						var valueMap = constraintMap[i];
						timeline.setFrame(
							frameIndex,
							valueMap.time,
							this.getValue(valueMap, "rotateMix", 1),
							this.getValue(valueMap, "translateMix", 1),
							this.getValue(valueMap, "scaleMix", 1),
							this.getValue(valueMap, "shearMix", 1)
						);
						this.readCurve(valueMap, timeline, frameIndex);
						frameIndex++;
					}
					timelines.push(timeline);
					duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.TransformConstraintTimeline.ENTRIES]);
				}
			}
			if (map.paths) {
				for (var constraintName in map.paths) {
					var constraintMap = map.paths[constraintName];
					var index = skeletonData.findPathConstraintIndex(constraintName);
					if (index == -1) throw new Error("Path constraint not found: " + constraintName);
					var data = skeletonData.pathConstraints[index];
					for (var timelineName in constraintMap) {
						var timelineMap = constraintMap[timelineName];
						if (timelineName === "position" || timelineName === "spacing") {
							var timeline = null;
							var timelineScale = 1;
							if (timelineName === "spacing") {
								timeline = new spine.PathConstraintSpacingTimeline(timelineMap.length);
								if (data.spacingMode == spine.SpacingMode.Length || data.spacingMode == spine.SpacingMode.Fixed)
									timelineScale = scale;
							} else {
								timeline = new spine.PathConstraintPositionTimeline(timelineMap.length);
								if (data.positionMode == spine.PositionMode.Fixed) timelineScale = scale;
							}
							timeline.pathConstraintIndex = index;
							var frameIndex = 0;
							for (var i = 0; i < timelineMap.length; i++) {
								var valueMap = timelineMap[i];
								timeline.setFrame(frameIndex, valueMap.time, this.getValue(valueMap, timelineName, 0) * timelineScale);
								this.readCurve(valueMap, timeline, frameIndex);
								frameIndex++;
							}
							timelines.push(timeline);
							duration = Math.max(
								duration,
								timeline.frames[(timeline.getFrameCount() - 1) * spine.PathConstraintPositionTimeline.ENTRIES]
							);
						} else if (timelineName === "mix") {
							var timeline = new spine.PathConstraintMixTimeline(timelineMap.length);
							timeline.pathConstraintIndex = index;
							var frameIndex = 0;
							for (var i = 0; i < timelineMap.length; i++) {
								var valueMap = timelineMap[i];
								timeline.setFrame(
									frameIndex,
									valueMap.time,
									this.getValue(valueMap, "rotateMix", 1),
									this.getValue(valueMap, "translateMix", 1)
								);
								this.readCurve(valueMap, timeline, frameIndex);
								frameIndex++;
							}
							timelines.push(timeline);
							duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.PathConstraintMixTimeline.ENTRIES]);
						}
					}
				}
			}
			if (map.deform) {
				for (var deformName in map.deform) {
					var deformMap = map.deform[deformName];
					var skin = skeletonData.findSkin(deformName);
					if (skin == null) throw new Error("Skin not found: " + deformName);
					for (var slotName in deformMap) {
						var slotMap = deformMap[slotName];
						var slotIndex = skeletonData.findSlotIndex(slotName);
						if (slotIndex == -1) throw new Error("Slot not found: " + slotMap.name);
						for (var timelineName in slotMap) {
							var timelineMap = slotMap[timelineName];
							var attachment = skin.getAttachment(slotIndex, timelineName);
							if (attachment == null) throw new Error("Deform attachment not found: " + timelineMap.name);
							var weighted = attachment.bones != null;
							var vertices = attachment.vertices;
							var deformLength = weighted ? (vertices.length / 3) * 2 : vertices.length;
							var timeline = new spine.DeformTimeline(timelineMap.length);
							timeline.slotIndex = slotIndex;
							timeline.attachment = attachment;
							var frameIndex = 0;
							for (var j = 0; j < timelineMap.length; j++) {
								var valueMap = timelineMap[j];
								var deform = void 0;
								var verticesValue = this.getValue(valueMap, "vertices", null);
								if (verticesValue == null) deform = weighted ? spine.Utils.newFloatArray(deformLength) : vertices;
								else {
									deform = spine.Utils.newFloatArray(deformLength);
									var start = this.getValue(valueMap, "offset", 0);
									spine.Utils.arrayCopy(verticesValue, 0, deform, start, verticesValue.length);
									if (scale != 1) {
										for (var i = start, n = i + verticesValue.length; i < n; i++) deform[i] *= scale;
									}
									if (!weighted) {
										for (var i = 0; i < deformLength; i++) deform[i] += vertices[i];
									}
								}
								timeline.setFrame(frameIndex, valueMap.time, deform);
								this.readCurve(valueMap, timeline, frameIndex);
								frameIndex++;
							}
							timelines.push(timeline);
							duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
						}
					}
				}
			}
			var drawOrderNode = map.drawOrder;
			if (drawOrderNode == null) drawOrderNode = map.draworder;
			if (drawOrderNode != null) {
				var timeline = new spine.DrawOrderTimeline(drawOrderNode.length);
				var slotCount = skeletonData.slots.length;
				var frameIndex = 0;
				for (var j = 0; j < drawOrderNode.length; j++) {
					var drawOrderMap = drawOrderNode[j];
					var drawOrder = null;
					var offsets = this.getValue(drawOrderMap, "offsets", null);
					if (offsets != null) {
						drawOrder = spine.Utils.newArray(slotCount, -1);
						var unchanged = spine.Utils.newArray(slotCount - offsets.length, 0);
						var originalIndex = 0,
							unchangedIndex = 0;
						for (var i = 0; i < offsets.length; i++) {
							var offsetMap = offsets[i];
							var slotIndex = skeletonData.findSlotIndex(offsetMap.slot);
							if (slotIndex == -1) throw new Error("Slot not found: " + offsetMap.slot);
							while (originalIndex != slotIndex) unchanged[unchangedIndex++] = originalIndex++;
							drawOrder[originalIndex + offsetMap.offset] = originalIndex++;
						}
						while (originalIndex < slotCount) unchanged[unchangedIndex++] = originalIndex++;
						for (var i = slotCount - 1; i >= 0; i--) if (drawOrder[i] == -1) drawOrder[i] = unchanged[--unchangedIndex];
					}
					timeline.setFrame(frameIndex++, drawOrderMap.time, drawOrder);
				}
				timelines.push(timeline);
				duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
			}
			if (map.events) {
				var timeline = new spine.EventTimeline(map.events.length);
				var frameIndex = 0;
				for (var i = 0; i < map.events.length; i++) {
					var eventMap = map.events[i];
					var eventData = skeletonData.findEvent(eventMap.name);
					if (eventData == null) throw new Error("Event not found: " + eventMap.name);
					var event_5 = new spine.Event(spine.Utils.toSinglePrecision(eventMap.time), eventData);
					event_5.intValue = this.getValue(eventMap, "int", eventData.intValue);
					event_5.floatValue = this.getValue(eventMap, "float", eventData.floatValue);
					event_5.stringValue = this.getValue(eventMap, "string", eventData.stringValue);
					timeline.setFrame(frameIndex++, event_5);
				}
				timelines.push(timeline);
				duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
			}
			if (isNaN(duration)) {
				throw new Error("Error while parsing animation, duration is NaN");
			}
			skeletonData.animations.push(new spine.Animation(name, timelines, duration));
		};
		SkeletonJson.prototype.readCurve = function (map, timeline, frameIndex) {
			if (!map.curve) return;
			if (map.curve === "stepped") timeline.setStepped(frameIndex);
			else if (Object.prototype.toString.call(map.curve) === "[object Array]") {
				var curve = map.curve;
				timeline.setCurve(frameIndex, curve[0], curve[1], curve[2], curve[3]);
			}
		};
		SkeletonJson.prototype.getValue = function (map, prop, defaultValue) {
			return map[prop] !== undefined ? map[prop] : defaultValue;
		};
		SkeletonJson.blendModeFromString = function (str) {
			str = str.toLowerCase();
			if (str == "normal") return spine.BlendMode.Normal;
			if (str == "additive") return spine.BlendMode.Additive;
			if (str == "multiply") return spine.BlendMode.Multiply;
			if (str == "screen") return spine.BlendMode.Screen;
			throw new Error("Unknown blend mode: " + str);
		};
		SkeletonJson.positionModeFromString = function (str) {
			str = str.toLowerCase();
			if (str == "fixed") return spine.PositionMode.Fixed;
			if (str == "percent") return spine.PositionMode.Percent;
			throw new Error("Unknown position mode: " + str);
		};
		SkeletonJson.spacingModeFromString = function (str) {
			str = str.toLowerCase();
			if (str == "length") return spine.SpacingMode.Length;
			if (str == "fixed") return spine.SpacingMode.Fixed;
			if (str == "percent") return spine.SpacingMode.Percent;
			throw new Error("Unknown position mode: " + str);
		};
		SkeletonJson.rotateModeFromString = function (str) {
			str = str.toLowerCase();
			if (str == "tangent") return spine.RotateMode.Tangent;
			if (str == "chain") return spine.RotateMode.Chain;
			if (str == "chainscale") return spine.RotateMode.ChainScale;
			throw new Error("Unknown rotate mode: " + str);
		};
		SkeletonJson.transformModeFromString = function (str) {
			str = str.toLowerCase();
			if (str == "normal") return spine.TransformMode.Normal;
			if (str == "onlytranslation") return spine.TransformMode.OnlyTranslation;
			if (str == "norotationorreflection") return spine.TransformMode.NoRotationOrReflection;
			if (str == "noscale") return spine.TransformMode.NoScale;
			if (str == "noscaleorreflection") return spine.TransformMode.NoScaleOrReflection;
			throw new Error("Unknown transform mode: " + str);
		};
		return SkeletonJson;
	})();
	spine.SkeletonJson = SkeletonJson;
	var LinkedMesh = (function () {
		function LinkedMesh(mesh, skin, slotIndex, parent, inheritDeform) {
			this.mesh = mesh;
			this.skin = skin;
			this.slotIndex = slotIndex;
			this.parent = parent;
			this.inheritDeform = inheritDeform;
		}
		return LinkedMesh;
	})();
	var Vertices = (function () {
		function Vertices(bones, vertices) {
			if (bones === void 0) {
				bones = null;
			}
			if (vertices === void 0) {
				vertices = null;
			}
			this.bones = bones;
			this.vertices = vertices;
		}
		return Vertices;
	})();
})(spine || (spine = {}));
var spine;
(function (spine) {
	var Skin = (function () {
		function Skin(name) {
			this.attachments = new Array();
			this.bones = Array();
			this.constraints = new Array();
			if (name == null) throw new Error("name cannot be null.");
			this.name = name;
		}
		Skin.prototype.setAttachment = function (slotIndex, name, attachment) {
			if (attachment == null) throw new Error("attachment cannot be null.");
			var attachments = this.attachments;
			if (slotIndex >= attachments.length) attachments.length = slotIndex + 1;
			if (!attachments[slotIndex]) attachments[slotIndex] = {};
			attachments[slotIndex][name] = attachment;
		};
		Skin.prototype.addAttachment = function (slotIndex, name, attachment) {
			if (attachment == null) throw new Error("attachment cannot be null.");
			var attachments = this.attachments;
			if (slotIndex >= attachments.length) attachments.length = slotIndex + 1;
			if (!attachments[slotIndex]) attachments[slotIndex] = {};
			attachments[slotIndex][name] = attachment;
		};
		Skin.prototype.getAttachment = function (slotIndex, name) {
			var dictionary = this.attachments[slotIndex];
			return dictionary ? dictionary[name] : null;
		};
		Skin.prototype.addSkin = function (skin) {
			for (var i = 0; i < skin.bones.length; i++) {
				var bone = skin.bones[i];
				var contained = false;
				for (var j = 0; j < this.bones.length; j++) {
					if (this.bones[j] == bone) {
						contained = true;
						break;
					}
				}
				if (!contained) this.bones.push(bone);
			}
			for (var i = 0; i < skin.constraints.length; i++) {
				var constraint = skin.constraints[i];
				var contained = false;
				for (var j = 0; j < this.constraints.length; j++) {
					if (this.constraints[j] == constraint) {
						contained = true;
						break;
					}
				}
				if (!contained) this.constraints.push(constraint);
			}
			var attachments = skin.getAttachments();
			for (var i = 0; i < attachments.length; i++) {
				var attachment = attachments[i];
				this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment);
			}
		};
		Skin.prototype.copySkin = function (skin) {
			for (var i = 0; i < skin.bones.length; i++) {
				var bone = skin.bones[i];
				var contained = false;
				for (var j = 0; j < this.bones.length; j++) {
					if (this.bones[j] == bone) {
						contained = true;
						break;
					}
				}
				if (!contained) this.bones.push(bone);
			}
			for (var i = 0; i < skin.constraints.length; i++) {
				var constraint = skin.constraints[i];
				var contained = false;
				for (var j = 0; j < this.constraints.length; j++) {
					if (this.constraints[j] == constraint) {
						contained = true;
						break;
					}
				}
				if (!contained) this.constraints.push(constraint);
			}
			var attachments = skin.getAttachments();
			for (var i = 0; i < attachments.length; i++) {
				var attachment = attachments[i];
				if (attachment.attachment == null) continue;
				if (attachment.attachment instanceof spine.MeshAttachment) {
					attachment.attachment = attachment.attachment.newLinkedMesh();
					this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment);
				} else {
					attachment.attachment = attachment.attachment.copy();
					this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment);
				}
			}
		};
		Skin.prototype.getAttachment = function (slotIndex, name) {
			var dictionary = this.attachments[slotIndex];
			return dictionary ? dictionary[name] : null;
		};
		Skin.prototype.removeAttachment = function (slotIndex, name) {
			var dictionary = this.attachments[slotIndex];
			if (dictionary) dictionary[name] = null;
		};
		Skin.prototype.getAttachments = function () {
			var entries = new Array();
			for (var i = 0; i < this.attachments.length; i++) {
				var slotAttachments = this.attachments[i];
				if (slotAttachments) {
					for (var name_4 in slotAttachments) {
						var attachment = slotAttachments[name_4];
						if (attachment) entries.push(new SkinEntry(i, name_4, attachment));
					}
				}
			}
			return entries;
		};
		Skin.prototype.getAttachmentsForSlot = function (slotIndex, attachments) {
			var slotAttachments = this.attachments[slotIndex];
			if (slotAttachments) {
				for (var name_5 in slotAttachments) {
					var attachment = slotAttachments[name_5];
					if (attachment) attachments.push(new SkinEntry(slotIndex, name_5, attachment));
				}
			}
		};
		Skin.prototype.clear = function () {
			this.attachments.length = 0;
			this.bones.length = 0;
			this.constraints.length = 0;
		};
		Skin.prototype.attachAll = function (skeleton, oldSkin) {
			var slotIndex = 0;
			for (var i = 0; i < skeleton.slots.length; i++) {
				var slot = skeleton.slots[i];
				var slotAttachment = slot.getAttachment();
				if (slotAttachment && slotIndex < oldSkin.attachments.length) {
					var dictionary = oldSkin.attachments[slotIndex];
					for (var key in dictionary) {
						var skinAttachment = dictionary[key];
						if (slotAttachment == skinAttachment) {
							var attachment = this.getAttachment(slotIndex, key);
							if (attachment != null) slot.setAttachment(attachment);
							break;
						}
					}
				}
				slotIndex++;
			}
		};
		return Skin;
	})();
	spine.Skin = Skin;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var Slot = (function () {
		function Slot(data, bone) {
			this.attachmentVertices = new Array();
			if (data == null) throw new Error("data cannot be null.");
			if (bone == null) throw new Error("bone cannot be null.");
			this.data = data;
			this.bone = bone;
			this.color = new spine.Color();
			this.darkColor = data.darkColor == null ? null : new spine.Color();
			this.setToSetupPose();
		}
		Slot.prototype.getAttachment = function () {
			return this.attachment;
		};
		Slot.prototype.setAttachment = function (attachment) {
			if (this.attachment == attachment) return;
			this.attachment = attachment;
			this.attachmentTime = this.bone.skeleton.time;
			this.attachmentVertices.length = 0;
		};
		Slot.prototype.setAttachmentTime = function (time) {
			this.attachmentTime = this.bone.skeleton.time - time;
		};
		Slot.prototype.getAttachmentTime = function () {
			return this.bone.skeleton.time - this.attachmentTime;
		};
		Slot.prototype.setToSetupPose = function () {
			this.color.setFromColor(this.data.color);
			if (this.darkColor != null) this.darkColor.setFromColor(this.data.darkColor);
			if (this.data.attachmentName == null) this.attachment = null;
			else {
				this.attachment = null;
				this.setAttachment(this.bone.skeleton.getAttachment(this.data.index, this.data.attachmentName));
			}
		};
		return Slot;
	})();
	spine.Slot = Slot;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var SlotData = (function () {
		function SlotData(index, name, boneData) {
			this.color = new spine.Color(1, 1, 1, 1);
			if (index < 0) throw new Error("index must be >= 0.");
			if (name == null) throw new Error("name cannot be null.");
			if (boneData == null) throw new Error("boneData cannot be null.");
			this.index = index;
			this.name = name;
			this.boneData = boneData;
		}
		SlotData.prototype.copy = function () {
			var copy = new SlotData(this.index, this.name, this.boneData.copy());
			copy.color = this.color.copy();
			for (var key in this) {
				if (copy[key] == void 0) {
					copy[key] = this[key];
				}
			}
			return copy;
		};
		return SlotData;
	})();
	spine.SlotData = SlotData;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var Texture = (function () {
		function Texture(image) {
			this._image = image;
		}
		Texture.prototype.getImage = function () {
			return this._image;
		};
		Texture.filterFromString = function (text) {
			switch (text.toLowerCase()) {
				case "nearest":
					return TextureFilter.Nearest;
				case "linear":
					return TextureFilter.Linear;
				case "mipmap":
					return TextureFilter.MipMap;
				case "mipmapnearestnearest":
					return TextureFilter.MipMapNearestNearest;
				case "mipmaplinearnearest":
					return TextureFilter.MipMapLinearNearest;
				case "mipmapnearestlinear":
					return TextureFilter.MipMapNearestLinear;
				case "mipmaplinearlinear":
					return TextureFilter.MipMapLinearLinear;
				default:
					throw new Error("Unknown texture filter " + text);
			}
		};
		Texture.wrapFromString = function (text) {
			switch (text.toLowerCase()) {
				case "mirroredtepeat":
					return TextureWrap.MirroredRepeat;
				case "clamptoedge":
					return TextureWrap.ClampToEdge;
				case "repeat":
					return TextureWrap.Repeat;
				default:
					throw new Error("Unknown texture wrap " + text);
			}
		};
		return Texture;
	})();
	spine.Texture = Texture;
	var TextureFilter;
	(function (TextureFilter) {
		TextureFilter[(TextureFilter["Nearest"] = 9728)] = "Nearest";
		TextureFilter[(TextureFilter["Linear"] = 9729)] = "Linear";
		TextureFilter[(TextureFilter["MipMap"] = 9987)] = "MipMap";
		TextureFilter[(TextureFilter["MipMapNearestNearest"] = 9984)] = "MipMapNearestNearest";
		TextureFilter[(TextureFilter["MipMapLinearNearest"] = 9985)] = "MipMapLinearNearest";
		TextureFilter[(TextureFilter["MipMapNearestLinear"] = 9986)] = "MipMapNearestLinear";
		TextureFilter[(TextureFilter["MipMapLinearLinear"] = 9987)] = "MipMapLinearLinear";
	})((TextureFilter = spine.TextureFilter || (spine.TextureFilter = {})));
	var TextureWrap;
	(function (TextureWrap) {
		TextureWrap[(TextureWrap["MirroredRepeat"] = 33648)] = "MirroredRepeat";
		TextureWrap[(TextureWrap["ClampToEdge"] = 33071)] = "ClampToEdge";
		TextureWrap[(TextureWrap["Repeat"] = 10497)] = "Repeat";
	})((TextureWrap = spine.TextureWrap || (spine.TextureWrap = {})));
	var TextureRegion = (function () {
		function TextureRegion() {
			this.u = 0;
			this.v = 0;
			this.u2 = 0;
			this.v2 = 0;
			this.width = 0;
			this.height = 0;
			this.rotate = false;
			this.offsetX = 0;
			this.offsetY = 0;
			this.originalWidth = 0;
			this.originalHeight = 0;
		}
		return TextureRegion;
	})();
	spine.TextureRegion = TextureRegion;
	var FakeTexture = (function (_super) {
		__extends(FakeTexture, _super);
		function FakeTexture() {
			return (_super !== null && _super.apply(this, arguments)) || this;
		}
		FakeTexture.prototype.setFilters = function (minFilter, magFilter) {};
		FakeTexture.prototype.setWraps = function (uWrap, vWrap) {};
		FakeTexture.prototype.dispose = function () {};
		return FakeTexture;
	})(spine.Texture);
	spine.FakeTexture = FakeTexture;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var TextureAtlas = (function () {
		function TextureAtlas(atlasText, textureLoader) {
			this.pages = new Array();
			this.regions = new Array();
			this.load(atlasText, textureLoader);
		}
		TextureAtlas.prototype.load = function (atlasText, textureLoader) {
			if (textureLoader == null) throw new Error("textureLoader cannot be null.");
			var reader = new TextureAtlasReader(atlasText);
			var tuple = new Array(4);
			var page = null;
			while (true) {
				var line = reader.readLine();
				if (line == null) break;
				line = line.trim();
				if (line.length == 0) page = null;
				else if (!page) {
					page = new TextureAtlasPage();
					page.name = line;
					if (reader.readTuple(tuple) == 2) {
						page.width = parseInt(tuple[0]);
						page.height = parseInt(tuple[1]);
						reader.readTuple(tuple);
					}
					reader.readTuple(tuple);
					page.minFilter = spine.Texture.filterFromString(tuple[0]);
					page.magFilter = spine.Texture.filterFromString(tuple[1]);
					var direction = reader.readValue();
					page.uWrap = spine.TextureWrap.ClampToEdge;
					page.vWrap = spine.TextureWrap.ClampToEdge;
					if (direction == "x") page.uWrap = spine.TextureWrap.Repeat;
					else if (direction == "y") page.vWrap = spine.TextureWrap.Repeat;
					else if (direction == "xy") page.uWrap = page.vWrap = spine.TextureWrap.Repeat;
					page.texture = textureLoader(line);
					page.texture.setFilters(page.minFilter, page.magFilter);
					page.texture.setWraps(page.uWrap, page.vWrap);
					page.width = page.texture.getImage().width;
					page.height = page.texture.getImage().height;
					this.pages.push(page);
				} else {
					var region = new TextureAtlasRegion();
					region.name = line;
					region.page = page;
					region.rotate = reader.readValue() == "true";
					reader.readTuple(tuple);
					var x = parseInt(tuple[0]);
					var y = parseInt(tuple[1]);
					reader.readTuple(tuple);
					var width = parseInt(tuple[0]);
					var height = parseInt(tuple[1]);
					region.u = x / page.width;
					region.v = y / page.height;
					if (region.rotate) {
						region.u2 = (x + height) / page.width;
						region.v2 = (y + width) / page.height;
					} else {
						region.u2 = (x + width) / page.width;
						region.v2 = (y + height) / page.height;
					}
					region.x = x;
					region.y = y;
					region.width = Math.abs(width);
					region.height = Math.abs(height);
					if (reader.readTuple(tuple) == 4) {
						if (reader.readTuple(tuple) == 4) {
							reader.readTuple(tuple);
						}
					}
					region.originalWidth = parseInt(tuple[0]);
					region.originalHeight = parseInt(tuple[1]);
					reader.readTuple(tuple);
					region.offsetX = parseInt(tuple[0]);
					region.offsetY = parseInt(tuple[1]);
					region.index = parseInt(reader.readValue());
					region.texture = page.texture;
					this.regions.push(region);
				}
			}
		};
		TextureAtlas.prototype.findRegion = function (name) {
			for (var i = 0; i < this.regions.length; i++) {
				if (this.regions[i].name == name) {
					return this.regions[i];
				}
			}
			return null;
		};
		TextureAtlas.prototype.dispose = function () {
			for (var i = 0; i < this.pages.length; i++) {
				this.pages[i].texture.dispose();
			}
		};
		return TextureAtlas;
	})();
	spine.TextureAtlas = TextureAtlas;
	var TextureAtlasReader = (function () {
		function TextureAtlasReader(text) {
			this.index = 0;
			this.lines = text.split(/\r\n|\r|\n/);
		}
		TextureAtlasReader.prototype.readLine = function () {
			if (this.index >= this.lines.length) return null;
			return this.lines[this.index++];
		};
		TextureAtlasReader.prototype.readValue = function () {
			var line = this.readLine();
			var colon = line.indexOf(":");
			if (colon == -1) throw new Error("Invalid line: " + line);
			return line.substring(colon + 1).trim();
		};
		TextureAtlasReader.prototype.readTuple = function (tuple) {
			var line = this.readLine();
			var colon = line.indexOf(":");
			if (colon == -1) throw new Error("Invalid line: " + line);
			var i = 0,
				lastMatch = colon + 1;
			for (; i < 3; i++) {
				var comma = line.indexOf(",", lastMatch);
				if (comma == -1) break;
				tuple[i] = line.substr(lastMatch, comma - lastMatch).trim();
				lastMatch = comma + 1;
			}
			tuple[i] = line.substring(lastMatch).trim();
			return i + 1;
		};
		return TextureAtlasReader;
	})();
	spine.TextureAtlasReader = TextureAtlasReader;
	var TextureAtlasPage = (function () {
		function TextureAtlasPage() {}
		return TextureAtlasPage;
	})();
	spine.TextureAtlasPage = TextureAtlasPage;
	var TextureAtlasRegion = (function (_super) {
		__extends(TextureAtlasRegion, _super);
		function TextureAtlasRegion() {
			return (_super !== null && _super.apply(this, arguments)) || this;
		}
		return TextureAtlasRegion;
	})(spine.TextureRegion);
	spine.TextureAtlasRegion = TextureAtlasRegion;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var TransformConstraint = (function () {
		function TransformConstraint(data, skeleton) {
			this.rotateMix = 0;
			this.translateMix = 0;
			this.scaleMix = 0;
			this.shearMix = 0;
			this.temp = new spine.Vector2();
			if (data == null) throw new Error("data cannot be null.");
			if (skeleton == null) throw new Error("skeleton cannot be null.");
			this.data = data;
			this.rotateMix = data.rotateMix;
			this.translateMix = data.translateMix;
			this.scaleMix = data.scaleMix;
			this.shearMix = data.shearMix;
			this.bones = new Array();
			for (var i = 0; i < data.bones.length; i++) this.bones.push(skeleton.findBone(data.bones[i].name));
			this.target = skeleton.findBone(data.target.name);
		}
		TransformConstraint.prototype.apply = function () {
			this.update();
		};
		TransformConstraint.prototype.update = function () {
			if (this.data.local) {
				if (this.data.relative) this.applyRelativeLocal();
				else this.applyAbsoluteLocal();
			} else {
				if (this.data.relative) this.applyRelativeWorld();
				else this.applyAbsoluteWorld();
			}
		};
		TransformConstraint.prototype.applyAbsoluteWorld = function () {
			var rotateMix = this.rotateMix,
				translateMix = this.translateMix,
				scaleMix = this.scaleMix,
				shearMix = this.shearMix;
			var target = this.target;
			var ta = target.a,
				tb = target.b,
				tc = target.c,
				td = target.d;
			var degRadReflect = ta * td - tb * tc > 0 ? spine.MathUtils.degRad : -spine.MathUtils.degRad;
			var offsetRotation = this.data.offsetRotation * degRadReflect;
			var offsetShearY = this.data.offsetShearY * degRadReflect;
			var bones = this.bones;
			for (var i = 0, n = bones.length; i < n; i++) {
				var bone = bones[i];
				var modified = false;
				if (rotateMix != 0) {
					var a = bone.a,
						b = bone.b,
						c = bone.c,
						d = bone.d;
					var r = Math.atan2(tc, ta) - Math.atan2(c, a) + offsetRotation;
					if (r > spine.MathUtils.PI) r -= spine.MathUtils.PI2;
					else if (r < -spine.MathUtils.PI) r += spine.MathUtils.PI2;
					r *= rotateMix;
					var cos = Math.cos(r),
						sin = Math.sin(r);
					bone.a = cos * a - sin * c;
					bone.b = cos * b - sin * d;
					bone.c = sin * a + cos * c;
					bone.d = sin * b + cos * d;
					modified = true;
				}
				if (translateMix != 0) {
					var temp = this.temp;
					target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY));
					bone.worldX += (temp.x - bone.worldX) * translateMix;
					bone.worldY += (temp.y - bone.worldY) * translateMix;
					modified = true;
				}
				if (scaleMix > 0) {
					var s = Math.sqrt(bone.a * bone.a + bone.c * bone.c);
					var ts = Math.sqrt(ta * ta + tc * tc);
					if (s > 0.00001) s = (s + (ts - s + this.data.offsetScaleX) * scaleMix) / s;
					bone.a *= s;
					bone.c *= s;
					s = Math.sqrt(bone.b * bone.b + bone.d * bone.d);
					ts = Math.sqrt(tb * tb + td * td);
					if (s > 0.00001) s = (s + (ts - s + this.data.offsetScaleY) * scaleMix) / s;
					bone.b *= s;
					bone.d *= s;
					modified = true;
				}
				if (shearMix > 0) {
					var b = bone.b,
						d = bone.d;
					var by = Math.atan2(d, b);
					var r = Math.atan2(td, tb) - Math.atan2(tc, ta) - (by - Math.atan2(bone.c, bone.a));
					if (r > spine.MathUtils.PI) r -= spine.MathUtils.PI2;
					else if (r < -spine.MathUtils.PI) r += spine.MathUtils.PI2;
					r = by + (r + offsetShearY) * shearMix;
					var s = Math.sqrt(b * b + d * d);
					bone.b = Math.cos(r) * s;
					bone.d = Math.sin(r) * s;
					modified = true;
				}
				if (modified) bone.appliedValid = false;
			}
		};
		TransformConstraint.prototype.applyRelativeWorld = function () {
			var rotateMix = this.rotateMix,
				translateMix = this.translateMix,
				scaleMix = this.scaleMix,
				shearMix = this.shearMix;
			var target = this.target;
			var ta = target.a,
				tb = target.b,
				tc = target.c,
				td = target.d;
			var degRadReflect = ta * td - tb * tc > 0 ? spine.MathUtils.degRad : -spine.MathUtils.degRad;
			var offsetRotation = this.data.offsetRotation * degRadReflect,
				offsetShearY = this.data.offsetShearY * degRadReflect;
			var bones = this.bones;
			for (var i = 0, n = bones.length; i < n; i++) {
				var bone = bones[i];
				var modified = false;
				if (rotateMix != 0) {
					var a = bone.a,
						b = bone.b,
						c = bone.c,
						d = bone.d;
					var r = Math.atan2(tc, ta) + offsetRotation;
					if (r > spine.MathUtils.PI) r -= spine.MathUtils.PI2;
					else if (r < -spine.MathUtils.PI) r += spine.MathUtils.PI2;
					r *= rotateMix;
					var cos = Math.cos(r),
						sin = Math.sin(r);
					bone.a = cos * a - sin * c;
					bone.b = cos * b - sin * d;
					bone.c = sin * a + cos * c;
					bone.d = sin * b + cos * d;
					modified = true;
				}
				if (translateMix != 0) {
					var temp = this.temp;
					target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY));
					bone.worldX += temp.x * translateMix;
					bone.worldY += temp.y * translateMix;
					modified = true;
				}
				if (scaleMix > 0) {
					var s = (Math.sqrt(ta * ta + tc * tc) - 1 + this.data.offsetScaleX) * scaleMix + 1;
					bone.a *= s;
					bone.c *= s;
					s = (Math.sqrt(tb * tb + td * td) - 1 + this.data.offsetScaleY) * scaleMix + 1;
					bone.b *= s;
					bone.d *= s;
					modified = true;
				}
				if (shearMix > 0) {
					var r = Math.atan2(td, tb) - Math.atan2(tc, ta);
					if (r > spine.MathUtils.PI) r -= spine.MathUtils.PI2;
					else if (r < -spine.MathUtils.PI) r += spine.MathUtils.PI2;
					var b = bone.b,
						d = bone.d;
					r = Math.atan2(d, b) + (r - spine.MathUtils.PI / 2 + offsetShearY) * shearMix;
					var s = Math.sqrt(b * b + d * d);
					bone.b = Math.cos(r) * s;
					bone.d = Math.sin(r) * s;
					modified = true;
				}
				if (modified) bone.appliedValid = false;
			}
		};
		TransformConstraint.prototype.applyAbsoluteLocal = function () {
			var rotateMix = this.rotateMix,
				translateMix = this.translateMix,
				scaleMix = this.scaleMix,
				shearMix = this.shearMix;
			var target = this.target;
			if (!target.appliedValid) target.updateAppliedTransform();
			var bones = this.bones;
			for (var i = 0, n = bones.length; i < n; i++) {
				var bone = bones[i];
				if (!bone.appliedValid) bone.updateAppliedTransform();
				var rotation = bone.arotation;
				if (rotateMix != 0) {
					var r = target.arotation - rotation + this.data.offsetRotation;
					r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360;
					rotation += r * rotateMix;
				}
				var x = bone.ax,
					y = bone.ay;
				if (translateMix != 0) {
					x += (target.ax - x + this.data.offsetX) * translateMix;
					y += (target.ay - y + this.data.offsetY) * translateMix;
				}
				var scaleX = bone.ascaleX,
					scaleY = bone.ascaleY;
				if (scaleMix > 0) {
					if (scaleX > 0.00001) scaleX = (scaleX + (target.ascaleX - scaleX + this.data.offsetScaleX) * scaleMix) / scaleX;
					if (scaleY > 0.00001) scaleY = (scaleY + (target.ascaleY - scaleY + this.data.offsetScaleY) * scaleMix) / scaleY;
				}
				var shearY = bone.ashearY;
				if (shearMix > 0) {
					var r = target.ashearY - shearY + this.data.offsetShearY;
					r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360;
					bone.shearY += r * shearMix;
				}
				bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
			}
		};
		TransformConstraint.prototype.applyRelativeLocal = function () {
			var rotateMix = this.rotateMix,
				translateMix = this.translateMix,
				scaleMix = this.scaleMix,
				shearMix = this.shearMix;
			var target = this.target;
			if (!target.appliedValid) target.updateAppliedTransform();
			var bones = this.bones;
			for (var i = 0, n = bones.length; i < n; i++) {
				var bone = bones[i];
				if (!bone.appliedValid) bone.updateAppliedTransform();
				var rotation = bone.arotation;
				if (rotateMix != 0) rotation += (target.arotation + this.data.offsetRotation) * rotateMix;
				var x = bone.ax,
					y = bone.ay;
				if (translateMix != 0) {
					x += (target.ax + this.data.offsetX) * translateMix;
					y += (target.ay + this.data.offsetY) * translateMix;
				}
				var scaleX = bone.ascaleX,
					scaleY = bone.ascaleY;
				if (scaleMix > 0) {
					if (scaleX > 0.00001) scaleX *= (target.ascaleX - 1 + this.data.offsetScaleX) * scaleMix + 1;
					if (scaleY > 0.00001) scaleY *= (target.ascaleY - 1 + this.data.offsetScaleY) * scaleMix + 1;
				}
				var shearY = bone.ashearY;
				if (shearMix > 0) shearY += (target.ashearY + this.data.offsetShearY) * shearMix;
				bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
			}
		};
		TransformConstraint.prototype.getOrder = function () {
			return this.data.order;
		};
		return TransformConstraint;
	})();
	spine.TransformConstraint = TransformConstraint;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var TransformConstraintData = (function () {
		function TransformConstraintData(name) {
			this.order = 0;
			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;
			if (name == null) throw new Error("name cannot be null.");
			this.name = name;
		}
		return TransformConstraintData;
	})();
	spine.TransformConstraintData = TransformConstraintData;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var Triangulator = (function () {
		function Triangulator() {
			this.convexPolygons = new Array();
			this.convexPolygonsIndices = new Array();
			this.indicesArray = new Array();
			this.isConcaveArray = new Array();
			this.triangles = new Array();
			this.polygonPool = new spine.Pool(function () {
				return new Array();
			});
			this.polygonIndicesPool = new spine.Pool(function () {
				return new Array();
			});
		}
		Triangulator.prototype.triangulate = function (verticesArray) {
			var vertices = verticesArray;
			var vertexCount = verticesArray.length >> 1;
			var indices = this.indicesArray;
			indices.length = 0;
			for (var i = 0; i < vertexCount; i++) indices[i] = i;
			var isConcave = this.isConcaveArray;
			isConcave.length = 0;
			for (var i = 0, n = vertexCount; i < n; ++i) isConcave[i] = Triangulator.isConcave(i, vertexCount, vertices, indices);
			var triangles = this.triangles;
			triangles.length = 0;
			while (vertexCount > 3) {
				var previous = vertexCount - 1,
					i = 0,
					next = 1;
				while (true) {
					outer: if (!isConcave[i]) {
						var p1 = indices[previous] << 1,
							p2 = indices[i] << 1,
							p3 = indices[next] << 1;
						var p1x = vertices[p1],
							p1y = vertices[p1 + 1];
						var p2x = vertices[p2],
							p2y = vertices[p2 + 1];
						var p3x = vertices[p3],
							p3y = vertices[p3 + 1];
						for (var ii = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount) {
							if (!isConcave[ii]) continue;
							var v = indices[ii] << 1;
							var vx = vertices[v],
								vy = vertices[v + 1];
							if (Triangulator.positiveArea(p3x, p3y, p1x, p1y, vx, vy)) {
								if (Triangulator.positiveArea(p1x, p1y, p2x, p2y, vx, vy)) {
									if (Triangulator.positiveArea(p2x, p2y, p3x, p3y, vx, vy)) break outer;
								}
							}
						}
						break;
					}
					if (next == 0) {
						do {
							if (!isConcave[i]) break;
							i--;
						} while (i > 0);
						break;
					}
					previous = i;
					i = next;
					next = (next + 1) % vertexCount;
				}
				triangles.push(indices[(vertexCount + i - 1) % vertexCount]);
				triangles.push(indices[i]);
				triangles.push(indices[(i + 1) % vertexCount]);
				indices.splice(i, 1);
				isConcave.splice(i, 1);
				vertexCount--;
				var previousIndex = (vertexCount + i - 1) % vertexCount;
				var nextIndex = i == vertexCount ? 0 : i;
				isConcave[previousIndex] = Triangulator.isConcave(previousIndex, vertexCount, vertices, indices);
				isConcave[nextIndex] = Triangulator.isConcave(nextIndex, vertexCount, vertices, indices);
			}
			if (vertexCount == 3) {
				triangles.push(indices[2]);
				triangles.push(indices[0]);
				triangles.push(indices[1]);
			}
			return triangles;
		};
		Triangulator.prototype.decompose = function (verticesArray, triangles) {
			var vertices = verticesArray;
			var convexPolygons = this.convexPolygons;
			this.polygonPool.freeAll(convexPolygons);
			convexPolygons.length = 0;
			var convexPolygonsIndices = this.convexPolygonsIndices;
			this.polygonIndicesPool.freeAll(convexPolygonsIndices);
			convexPolygonsIndices.length = 0;
			var polygonIndices = this.polygonIndicesPool.obtain();
			polygonIndices.length = 0;
			var polygon = this.polygonPool.obtain();
			polygon.length = 0;
			var fanBaseIndex = -1,
				lastWinding = 0;
			for (var i = 0, n = triangles.length; i < n; i += 3) {
				var t1 = triangles[i] << 1,
					t2 = triangles[i + 1] << 1,
					t3 = triangles[i + 2] << 1;
				var x1 = vertices[t1],
					y1 = vertices[t1 + 1];
				var x2 = vertices[t2],
					y2 = vertices[t2 + 1];
				var x3 = vertices[t3],
					y3 = vertices[t3 + 1];
				var merged = false;
				if (fanBaseIndex == t1) {
					var o = polygon.length - 4;
					var winding1 = Triangulator.winding(polygon[o], polygon[o + 1], polygon[o + 2], polygon[o + 3], x3, y3);
					var winding2 = Triangulator.winding(x3, y3, polygon[0], polygon[1], polygon[2], polygon[3]);
					if (winding1 == lastWinding && winding2 == lastWinding) {
						polygon.push(x3);
						polygon.push(y3);
						polygonIndices.push(t3);
						merged = true;
					}
				}
				if (!merged) {
					if (polygon.length > 0) {
						convexPolygons.push(polygon);
						convexPolygonsIndices.push(polygonIndices);
					} else {
						this.polygonPool.free(polygon);
						this.polygonIndicesPool.free(polygonIndices);
					}
					polygon = this.polygonPool.obtain();
					polygon.length = 0;
					polygon.push(x1);
					polygon.push(y1);
					polygon.push(x2);
					polygon.push(y2);
					polygon.push(x3);
					polygon.push(y3);
					polygonIndices = this.polygonIndicesPool.obtain();
					polygonIndices.length = 0;
					polygonIndices.push(t1);
					polygonIndices.push(t2);
					polygonIndices.push(t3);
					lastWinding = Triangulator.winding(x1, y1, x2, y2, x3, y3);
					fanBaseIndex = t1;
				}
			}
			if (polygon.length > 0) {
				convexPolygons.push(polygon);
				convexPolygonsIndices.push(polygonIndices);
			}
			for (var i = 0, n = convexPolygons.length; i < n; i++) {
				polygonIndices = convexPolygonsIndices[i];
				if (polygonIndices.length == 0) continue;
				var firstIndex = polygonIndices[0];
				var lastIndex = polygonIndices[polygonIndices.length - 1];
				polygon = convexPolygons[i];
				var o = polygon.length - 4;
				var prevPrevX = polygon[o],
					prevPrevY = polygon[o + 1];
				var prevX = polygon[o + 2],
					prevY = polygon[o + 3];
				var firstX = polygon[0],
					firstY = polygon[1];
				var secondX = polygon[2],
					secondY = polygon[3];
				var winding = Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY);
				for (var ii = 0; ii < n; ii++) {
					if (ii == i) continue;
					var otherIndices = convexPolygonsIndices[ii];
					if (otherIndices.length != 3) continue;
					var otherFirstIndex = otherIndices[0];
					var otherSecondIndex = otherIndices[1];
					var otherLastIndex = otherIndices[2];
					var otherPoly = convexPolygons[ii];
					var x3 = otherPoly[otherPoly.length - 2],
						y3 = otherPoly[otherPoly.length - 1];
					if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex) continue;
					var winding1 = Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3);
					var winding2 = Triangulator.winding(x3, y3, firstX, firstY, secondX, secondY);
					if (winding1 == winding && winding2 == winding) {
						otherPoly.length = 0;
						otherIndices.length = 0;
						polygon.push(x3);
						polygon.push(y3);
						polygonIndices.push(otherLastIndex);
						prevPrevX = prevX;
						prevPrevY = prevY;
						prevX = x3;
						prevY = y3;
						ii = 0;
					}
				}
			}
			for (var i = convexPolygons.length - 1; i >= 0; i--) {
				polygon = convexPolygons[i];
				if (polygon.length == 0) {
					convexPolygons.splice(i, 1);
					this.polygonPool.free(polygon);
					polygonIndices = convexPolygonsIndices[i];
					convexPolygonsIndices.splice(i, 1);
					this.polygonIndicesPool.free(polygonIndices);
				}
			}
			return convexPolygons;
		};
		Triangulator.isConcave = function (index, vertexCount, vertices, indices) {
			var previous = indices[(vertexCount + index - 1) % vertexCount] << 1;
			var current = indices[index] << 1;
			var next = indices[(index + 1) % vertexCount] << 1;
			return !this.positiveArea(
				vertices[previous],
				vertices[previous + 1],
				vertices[current],
				vertices[current + 1],
				vertices[next],
				vertices[next + 1]
			);
		};
		Triangulator.positiveArea = function (p1x, p1y, p2x, p2y, p3x, p3y) {
			return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0;
		};
		Triangulator.winding = function (p1x, p1y, p2x, p2y, p3x, p3y) {
			var px = p2x - p1x,
				py = p2y - p1y;
			return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1;
		};
		return Triangulator;
	})();
	spine.Triangulator = Triangulator;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var IntSet = (function () {
		function IntSet() {
			this.array = new Array();
		}
		IntSet.prototype.add = function (value) {
			var contains = this.contains(value);
			this.array[value | 0] = value | 0;
			return !contains;
		};
		IntSet.prototype.contains = function (value) {
			return this.array[value | 0] != undefined;
		};
		IntSet.prototype.remove = function (value) {
			this.array[value | 0] = undefined;
		};
		IntSet.prototype.clear = function () {
			this.array.length = 0;
		};
		return IntSet;
	})();
	spine.IntSet = IntSet;
	var Color = (function () {
		function Color(r, g, b, a) {
			if (r === void 0) {
				r = 0;
			}
			if (g === void 0) {
				g = 0;
			}
			if (b === void 0) {
				b = 0;
			}
			if (a === void 0) {
				a = 0;
			}
			this.r = r;
			this.g = g;
			this.b = b;
			this.a = a;
		}
		Color.prototype.set = function (r, g, b, a) {
			this.r = r;
			this.g = g;
			this.b = b;
			this.a = a;
			this.clamp();
			return this;
		};
		Color.prototype.setFromColor = function (c) {
			this.r = c.r;
			this.g = c.g;
			this.b = c.b;
			this.a = c.a;
			return this;
		};
		Color.prototype.setFromString = function (hex) {
			hex = hex.charAt(0) == "#" ? hex.substr(1) : hex;
			this.r = parseInt(hex.substr(0, 2), 16) / 255.0;
			this.g = parseInt(hex.substr(2, 2), 16) / 255.0;
			this.b = parseInt(hex.substr(4, 2), 16) / 255.0;
			this.a = (hex.length != 8 ? 255 : parseInt(hex.substr(6, 2), 16)) / 255.0;
			return this;
		};
		Color.prototype.add = function (r, g, b, a) {
			this.r += r;
			this.g += g;
			this.b += b;
			this.a += a;
			this.clamp();
			return this;
		};
		Color.prototype.clamp = function () {
			if (this.r < 0) this.r = 0;
			else if (this.r > 1) this.r = 1;
			if (this.g < 0) this.g = 0;
			else if (this.g > 1) this.g = 1;
			if (this.b < 0) this.b = 0;
			else if (this.b > 1) this.b = 1;
			if (this.a < 0) this.a = 0;
			else if (this.a > 1) this.a = 1;
			return this;
		};
		Color.prototype.copy = function () {
			return new Color(this.r, this.g, this.b, this.a);
		};
		Color.rgba8888ToColor = function (color, value) {
			color.r = ((value & 0xff000000) >>> 24) / 255;
			color.g = ((value & 0x00ff0000) >>> 16) / 255;
			color.b = ((value & 0x0000ff00) >>> 8) / 255;
			color.a = (value & 0x000000ff) / 255;
		};
		Color.rgb888ToColor = function (color, value) {
			color.r = ((value & 0x00ff0000) >>> 16) / 255;
			color.g = ((value & 0x0000ff00) >>> 8) / 255;
			color.b = (value & 0x000000ff) / 255;
		};
		Color.WHITE = new Color(1, 1, 1, 1);
		Color.RED = new Color(1, 0, 0, 1);
		Color.GREEN = new Color(0, 1, 0, 1);
		Color.BLUE = new Color(0, 0, 1, 1);
		Color.MAGENTA = new Color(1, 0, 1, 1);
		return Color;
	})();
	spine.Color = Color;
	var MathUtils = (function () {
		function MathUtils() {}
		MathUtils.clamp = function (value, min, max) {
			if (value < min) return min;
			if (value > max) return max;
			return value;
		};
		MathUtils.cosDeg = function (degrees) {
			return Math.cos(degrees * MathUtils.degRad);
		};
		MathUtils.sinDeg = function (degrees) {
			return Math.sin(degrees * MathUtils.degRad);
		};
		MathUtils.signum = function (value) {
			return value > 0 ? 1 : value < 0 ? -1 : 0;
		};
		MathUtils.toInt = function (x) {
			return x > 0 ? Math.floor(x) : Math.ceil(x);
		};
		MathUtils.cbrt = function (x) {
			var y = Math.pow(Math.abs(x), 1 / 3);
			return x < 0 ? -y : y;
		};
		MathUtils.randomTriangular = function (min, max) {
			return MathUtils.randomTriangularWith(min, max, (min + max) * 0.5);
		};
		MathUtils.randomTriangularWith = function (min, max, mode) {
			var u = Math.random();
			var d = max - min;
			if (u <= (mode - min) / d) return min + Math.sqrt(u * d * (mode - min));
			return max - Math.sqrt((1 - u) * d * (max - mode));
		};
		MathUtils.PI = 3.1415927;
		MathUtils.PI2 = MathUtils.PI * 2;
		MathUtils.radiansToDegrees = 180 / MathUtils.PI;
		MathUtils.radDeg = MathUtils.radiansToDegrees;
		MathUtils.degreesToRadians = MathUtils.PI / 180;
		MathUtils.degRad = MathUtils.degreesToRadians;
		return MathUtils;
	})();
	spine.MathUtils = MathUtils;
	var Interpolation = (function () {
		function Interpolation() {}
		Interpolation.prototype.apply = function (start, end, a) {
			return start + (end - start) * this.applyInternal(a);
		};
		return Interpolation;
	})();
	spine.Interpolation = Interpolation;
	var Pow = (function (_super) {
		__extends(Pow, _super);
		function Pow(power) {
			var _this = _super.call(this) || this;
			_this.power = 2;
			_this.power = power;
			return _this;
		}
		Pow.prototype.applyInternal = function (a) {
			if (a <= 0.5) return Math.pow(a * 2, this.power) / 2;
			return Math.pow((a - 1) * 2, this.power) / (this.power % 2 == 0 ? -2 : 2) + 1;
		};
		return Pow;
	})(Interpolation);
	spine.Pow = Pow;
	var PowOut = (function (_super) {
		__extends(PowOut, _super);
		function PowOut(power) {
			return _super.call(this, power) || this;
		}
		PowOut.prototype.applyInternal = function (a) {
			return Math.pow(a - 1, this.power) * (this.power % 2 == 0 ? -1 : 1) + 1;
		};
		return PowOut;
	})(Pow);
	spine.PowOut = PowOut;
	var Utils = (function () {
		function Utils() {}
		Utils.arrayCopy = function (source, sourceStart, dest, destStart, numElements) {
			for (var i = sourceStart, j = destStart; i < sourceStart + numElements; i++, j++) {
				dest[j] = source[i];
			}
		};
		Utils.setArraySize = function (array, size, value) {
			if (value === void 0) {
				value = 0;
			}
			var oldSize = array.length;
			if (oldSize == size) return array;
			array.length = size;
			if (oldSize < size) {
				for (var i = oldSize; i < size; i++) array[i] = value;
			}
			return array;
		};
		Utils.ensureArrayCapacity = function (array, size, value) {
			if (value === void 0) {
				value = 0;
			}
			if (array.length >= size) return array;
			return Utils.setArraySize(array, size, value);
		};
		Utils.newArray = function (size, defaultValue) {
			var array = new Array(size);
			for (var i = 0; i < size; i++) array[i] = defaultValue;
			return array;
		};
		Utils.newFloatArray = function (size) {
			if (Utils.SUPPORTS_TYPED_ARRAYS) {
				return new Float32Array(size);
			} else {
				var array = new Array(size);
				for (var i = 0; i < array.length; i++) array[i] = 0;
				return array;
			}
		};
		Utils.newShortArray = function (size) {
			if (Utils.SUPPORTS_TYPED_ARRAYS) {
				return new Int16Array(size);
			} else {
				var array = new Array(size);
				for (var i = 0; i < array.length; i++) array[i] = 0;
				return array;
			}
		};
		Utils.toFloatArray = function (array) {
			return Utils.SUPPORTS_TYPED_ARRAYS ? new Float32Array(array) : array;
		};
		Utils.toSinglePrecision = function (value) {
			return Utils.SUPPORTS_TYPED_ARRAYS ? Math.fround(value) : value;
		};
		Utils.webkit602BugfixHelper = function (alpha, pose) {};
		Utils.SUPPORTS_TYPED_ARRAYS = typeof Float32Array !== "undefined";
		return Utils;
	})();
	spine.Utils = Utils;
	var DebugUtils = (function () {
		function DebugUtils() {}
		DebugUtils.logBones = function (skeleton) {
			for (var i = 0; i < skeleton.bones.length; i++) {
				var bone = skeleton.bones[i];
				console.log(bone.data.name + ", " + bone.a + ", " + bone.b + ", " + bone.c + ", " + bone.d + ", " + bone.worldX + ", " + bone.worldY);
			}
		};
		return DebugUtils;
	})();
	spine.DebugUtils = DebugUtils;
	var Pool = (function () {
		function Pool(instantiator) {
			this.items = new Array();
			this.instantiator = instantiator;
		}
		Pool.prototype.obtain = function () {
			return this.items.length > 0 ? this.items.pop() : this.instantiator();
		};
		Pool.prototype.free = function (item) {
			if (item.reset) item.reset();
			this.items.push(item);
		};
		Pool.prototype.freeAll = function (items) {
			for (var i = 0; i < items.length; i++) {
				if (items[i].reset) items[i].reset();
				this.items[i] = items[i];
			}
		};
		Pool.prototype.clear = function () {
			this.items.length = 0;
		};
		return Pool;
	})();
	spine.Pool = Pool;
	var Vector2 = (function () {
		function Vector2(x, y) {
			if (x === void 0) {
				x = 0;
			}
			if (y === void 0) {
				y = 0;
			}
			this.x = x;
			this.y = y;
		}
		Vector2.prototype.set = function (x, y) {
			this.x = x;
			this.y = y;
			return this;
		};
		Vector2.prototype.length = function () {
			var x = this.x;
			var y = this.y;
			return Math.sqrt(x * x + y * y);
		};
		Vector2.prototype.normalize = function () {
			var len = this.length();
			if (len != 0) {
				this.x /= len;
				this.y /= len;
			}
			return this;
		};
		return Vector2;
	})();
	spine.Vector2 = Vector2;
	var TimeKeeper = (function () {
		function TimeKeeper() {
			this.maxDelta = 0.064;
			this.framesPerSecond = 0;
			this.delta = 0;
			this.totalTime = 0;
			this.lastTime = Date.now() / 1000;
			this.frameCount = 0;
			this.frameTime = 0;
		}
		TimeKeeper.prototype.update = function () {
			var now = Date.now() / 1000;
			this.delta = now - this.lastTime;
			this.frameTime += this.delta;
			this.totalTime += this.delta;
			if (this.delta > this.maxDelta) this.delta = this.maxDelta;
			this.lastTime = now;
			this.frameCount++;
			if (this.frameTime > 1) {
				this.framesPerSecond = this.frameCount / this.frameTime;
				this.frameTime = 0;
				this.frameCount = 0;
			}
		};
		return TimeKeeper;
	})();
	spine.TimeKeeper = TimeKeeper;
	var WindowedMean = (function () {
		function WindowedMean(windowSize) {
			if (windowSize === void 0) {
				windowSize = 32;
			}
			this.addedValues = 0;
			this.lastValue = 0;
			this.mean = 0;
			this.dirty = true;
			this.values = new Array(windowSize);
		}
		WindowedMean.prototype.hasEnoughData = function () {
			return this.addedValues >= this.values.length;
		};
		WindowedMean.prototype.addValue = function (value) {
			if (this.addedValues < this.values.length) this.addedValues++;
			this.values[this.lastValue++] = value;
			if (this.lastValue > this.values.length - 1) this.lastValue = 0;
			this.dirty = true;
		};
		WindowedMean.prototype.getMean = function () {
			if (this.hasEnoughData()) {
				if (this.dirty) {
					var mean = 0;
					for (var i = 0; i < this.values.length; i++) {
						mean += this.values[i];
					}
					this.mean = mean / this.values.length;
					this.dirty = false;
				}
				return this.mean;
			} else {
				return 0;
			}
		};
		return WindowedMean;
	})();
	spine.WindowedMean = WindowedMean;
})(spine || (spine = {}));
(function () {
	if (!Math.fround) {
		Math.fround = (function (array) {
			return function (x) {
				return ((array[0] = x), array[0]);
			};
		})(new Float32Array(1));
	}
})();
var spine;
(function (spine) {
	var Attachment = (function () {
		function Attachment(name) {
			if (name == null) throw new Error("name cannot be null.");
			this.name = name;
		}
		return Attachment;
	})();
	spine.Attachment = Attachment;
	var VertexAttachment = (function (_super) {
		__extends(VertexAttachment, _super);
		function VertexAttachment(name) {
			var _this = _super.call(this, name) || this;
			_this.id = (VertexAttachment.nextID++ & 65535) << 11;
			_this.worldVerticesLength = 0;
			return _this;
		}
		VertexAttachment.prototype.computeWorldVertices = function (slot, start, count, worldVertices, offset, stride) {
			count = offset + (count >> 1) * stride;
			var skeleton = slot.bone.skeleton;
			var deformArray = slot.attachmentVertices;
			var vertices = this.vertices;
			var bones = this.bones;
			if (bones == null) {
				if (deformArray.length > 0) vertices = deformArray;
				var bone = slot.bone;
				var x = bone.worldX;
				var y = bone.worldY;
				var a = bone.a,
					b = bone.b,
					c = bone.c,
					d = bone.d;
				for (var v_1 = start, w = offset; w < count; v_1 += 2, w += stride) {
					var vx = vertices[v_1],
						vy = vertices[v_1 + 1];
					worldVertices[w] = vx * a + vy * b + x;
					worldVertices[w + 1] = vx * c + vy * d + y;
				}
				return;
			}
			var v = 0,
				skip = 0;
			for (var i = 0; i < start; i += 2) {
				var n = bones[v];
				v += n + 1;
				skip += n;
			}
			var skeletonBones = skeleton.bones;
			if (deformArray.length == 0) {
				for (var w = offset, b = skip * 3; w < count; w += stride) {
					var wx = 0,
						wy = 0;
					var n = bones[v++];
					n += v;
					for (; v < n; v++, b += 3) {
						var bone = skeletonBones[bones[v]];
						var vx = vertices[b],
							vy = vertices[b + 1],
							weight = vertices[b + 2];
						wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
						wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
					}
					worldVertices[w] = wx;
					worldVertices[w + 1] = wy;
				}
			} else {
				var deform = deformArray;
				for (var w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) {
					var wx = 0,
						wy = 0;
					var n = bones[v++];
					n += v;
					for (; v < n; v++, b += 3, f += 2) {
						var bone = skeletonBones[bones[v]];
						var vx = vertices[b] + deform[f],
							vy = vertices[b + 1] + deform[f + 1],
							weight = vertices[b + 2];
						wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
						wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
					}
					worldVertices[w] = wx;
					worldVertices[w + 1] = wy;
				}
			}
		};
		VertexAttachment.prototype.applyDeform = function (sourceAttachment) {
			return this == sourceAttachment;
		};
		VertexAttachment.nextID = 0;
		return VertexAttachment;
	})(Attachment);
	spine.VertexAttachment = VertexAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var AttachmentType;
	(function (AttachmentType) {
		AttachmentType[(AttachmentType["Region"] = 0)] = "Region";
		AttachmentType[(AttachmentType["BoundingBox"] = 1)] = "BoundingBox";
		AttachmentType[(AttachmentType["Mesh"] = 2)] = "Mesh";
		AttachmentType[(AttachmentType["LinkedMesh"] = 3)] = "LinkedMesh";
		AttachmentType[(AttachmentType["Path"] = 4)] = "Path";
		AttachmentType[(AttachmentType["Point"] = 5)] = "Point";
		AttachmentType[(AttachmentType["Clipping"] = 6)] = "Clipping";
	})((AttachmentType = spine.AttachmentType || (spine.AttachmentType = {})));
})(spine || (spine = {}));
var spine;
(function (spine) {
	var BoundingBoxAttachment = (function (_super) {
		__extends(BoundingBoxAttachment, _super);
		function BoundingBoxAttachment(name) {
			var _this = _super.call(this, name) || this;
			_this.color = new spine.Color(1, 1, 1, 1);
			return _this;
		}
		return BoundingBoxAttachment;
	})(spine.VertexAttachment);
	spine.BoundingBoxAttachment = BoundingBoxAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var ClippingAttachment = (function (_super) {
		__extends(ClippingAttachment, _super);
		function ClippingAttachment(name) {
			var _this = _super.call(this, name) || this;
			_this.color = new spine.Color(0.2275, 0.2275, 0.8078, 1);
			return _this;
		}
		return ClippingAttachment;
	})(spine.VertexAttachment);
	spine.ClippingAttachment = ClippingAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var MeshAttachment = (function (_super) {
		__extends(MeshAttachment, _super);
		function MeshAttachment(name) {
			var _this = _super.call(this, name) || this;
			_this.color = new spine.Color(1, 1, 1, 1);
			_this.inheritDeform = false;
			_this.tempColor = new spine.Color(0, 0, 0, 0);
			return _this;
		}
		MeshAttachment.prototype.updateUVs = function () {
			var u = 0,
				v = 0,
				width = 0,
				height = 0;
			if (this.region == null) {
				u = v = 0;
				width = height = 1;
			} else {
				u = this.region.u;
				v = this.region.v;
				width = this.region.u2 - u;
				height = this.region.v2 - v;
			}
			var regionUVs = this.regionUVs;
			if (this.uvs == null || this.uvs.length != regionUVs.length) this.uvs = spine.Utils.newFloatArray(regionUVs.length);
			var uvs = this.uvs;
			if (this.region.rotate) {
				for (var i = 0, n = uvs.length; i < n; i += 2) {
					uvs[i] = u + regionUVs[i + 1] * width;
					uvs[i + 1] = v + height - regionUVs[i] * height;
				}
			} else {
				for (var i = 0, n = uvs.length; i < n; i += 2) {
					uvs[i] = u + regionUVs[i] * width;
					uvs[i + 1] = v + regionUVs[i + 1] * height;
				}
			}
		};
		MeshAttachment.prototype.applyDeform = function (sourceAttachment) {
			return this == sourceAttachment || (this.inheritDeform && this.parentMesh == sourceAttachment);
		};
		MeshAttachment.prototype.getParentMesh = function () {
			return this.parentMesh;
		};
		MeshAttachment.prototype.setParentMesh = function (parentMesh) {
			this.parentMesh = parentMesh;
			if (parentMesh != null) {
				this.bones = parentMesh.bones;
				this.vertices = parentMesh.vertices;
				this.worldVerticesLength = parentMesh.worldVerticesLength;
				this.regionUVs = parentMesh.regionUVs;
				this.triangles = parentMesh.triangles;
				this.hullLength = parentMesh.hullLength;
				this.worldVerticesLength = parentMesh.worldVerticesLength;
			}
		};
		return MeshAttachment;
	})(spine.VertexAttachment);
	spine.MeshAttachment = MeshAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var PathAttachment = (function (_super) {
		__extends(PathAttachment, _super);
		function PathAttachment(name) {
			var _this = _super.call(this, name) || this;
			_this.closed = false;
			_this.constantSpeed = false;
			_this.color = new spine.Color(1, 1, 1, 1);
			return _this;
		}
		return PathAttachment;
	})(spine.VertexAttachment);
	spine.PathAttachment = PathAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var PointAttachment = (function (_super) {
		__extends(PointAttachment, _super);
		function PointAttachment(name) {
			var _this = _super.call(this, name) || this;
			_this.color = new spine.Color(0.38, 0.94, 0, 1);
			return _this;
		}
		PointAttachment.prototype.computeWorldPosition = function (bone, point) {
			point.x = this.x * bone.a + this.y * bone.b + bone.worldX;
			point.y = this.x * bone.c + this.y * bone.d + bone.worldY;
			return point;
		};
		PointAttachment.prototype.computeWorldRotation = function (bone) {
			var cos = spine.MathUtils.cosDeg(this.rotation),
				sin = spine.MathUtils.sinDeg(this.rotation);
			var x = cos * bone.a + sin * bone.b;
			var y = cos * bone.c + sin * bone.d;
			return Math.atan2(y, x) * spine.MathUtils.radDeg;
		};
		return PointAttachment;
	})(spine.VertexAttachment);
	spine.PointAttachment = PointAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var RegionAttachment = (function (_super) {
		__extends(RegionAttachment, _super);
		function RegionAttachment(name) {
			var _this = _super.call(this, name) || this;
			_this.x = 0;
			_this.y = 0;
			_this.scaleX = 1;
			_this.scaleY = 1;
			_this.rotation = 0;
			_this.width = 0;
			_this.height = 0;
			_this.color = new spine.Color(1, 1, 1, 1);
			_this.offset = spine.Utils.newFloatArray(8);
			_this.uvs = spine.Utils.newFloatArray(8);
			_this.tempColor = new spine.Color(1, 1, 1, 1);
			return _this;
		}
		RegionAttachment.prototype.updateOffset = function () {
			var regionScaleX = (this.width / this.region.originalWidth) * this.scaleX;
			var regionScaleY = (this.height / this.region.originalHeight) * this.scaleY;
			var localX = (-this.width / 2) * this.scaleX + this.region.offsetX * regionScaleX;
			var localY = (-this.height / 2) * this.scaleY + this.region.offsetY * regionScaleY;
			var localX2 = localX + this.region.width * regionScaleX;
			var localY2 = localY + this.region.height * regionScaleY;
			var radians = (this.rotation * Math.PI) / 180;
			var cos = Math.cos(radians);
			var sin = Math.sin(radians);
			var localXCos = localX * cos + this.x;
			var localXSin = localX * sin;
			var localYCos = localY * cos + this.y;
			var localYSin = localY * sin;
			var localX2Cos = localX2 * cos + this.x;
			var localX2Sin = localX2 * sin;
			var localY2Cos = localY2 * cos + this.y;
			var localY2Sin = localY2 * sin;
			var offset = this.offset;
			offset[RegionAttachment.OX1] = localXCos - localYSin;
			offset[RegionAttachment.OY1] = localYCos + localXSin;
			offset[RegionAttachment.OX2] = localXCos - localY2Sin;
			offset[RegionAttachment.OY2] = localY2Cos + localXSin;
			offset[RegionAttachment.OX3] = localX2Cos - localY2Sin;
			offset[RegionAttachment.OY3] = localY2Cos + localX2Sin;
			offset[RegionAttachment.OX4] = localX2Cos - localYSin;
			offset[RegionAttachment.OY4] = localYCos + localX2Sin;
		};
		RegionAttachment.prototype.setRegion = function (region) {
			this.region = region;
			var uvs = this.uvs;
			if (region.rotate) {
				uvs[2] = region.u;
				uvs[3] = region.v2;
				uvs[4] = region.u;
				uvs[5] = region.v;
				uvs[6] = region.u2;
				uvs[7] = region.v;
				uvs[0] = region.u2;
				uvs[1] = region.v2;
			} else {
				uvs[0] = region.u;
				uvs[1] = region.v2;
				uvs[2] = region.u;
				uvs[3] = region.v;
				uvs[4] = region.u2;
				uvs[5] = region.v;
				uvs[6] = region.u2;
				uvs[7] = region.v2;
			}
		};
		RegionAttachment.prototype.computeWorldVertices = function (bone, worldVertices, offset, stride) {
			var vertexOffset = this.offset;
			var x = bone.worldX,
				y = bone.worldY;
			var a = bone.a,
				b = bone.b,
				c = bone.c,
				d = bone.d;
			var offsetX = 0,
				offsetY = 0;
			offsetX = vertexOffset[RegionAttachment.OX1];
			offsetY = vertexOffset[RegionAttachment.OY1];
			worldVertices[offset] = offsetX * a + offsetY * b + x;
			worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
			offset += stride;
			offsetX = vertexOffset[RegionAttachment.OX2];
			offsetY = vertexOffset[RegionAttachment.OY2];
			worldVertices[offset] = offsetX * a + offsetY * b + x;
			worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
			offset += stride;
			offsetX = vertexOffset[RegionAttachment.OX3];
			offsetY = vertexOffset[RegionAttachment.OY3];
			worldVertices[offset] = offsetX * a + offsetY * b + x;
			worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
			offset += stride;
			offsetX = vertexOffset[RegionAttachment.OX4];
			offsetY = vertexOffset[RegionAttachment.OY4];
			worldVertices[offset] = offsetX * a + offsetY * b + x;
			worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
		};
		RegionAttachment.prototype.copy = function () {
			var copy = new RegionAttachment(this.name);
			copy.region = this.region;
			// copy.rendererObject = this.rendererObject;
			copy.path = this.path;
			copy.x = this.x;
			copy.y = this.y;
			copy.scaleX = this.scaleX;
			copy.scaleY = this.scaleY;
			copy.rotation = this.rotation;
			copy.width = this.width;
			copy.height = this.height;
			spine.Utils.arrayCopy(this.uvs, 0, copy.uvs, 0, 8);
			spine.Utils.arrayCopy(this.offset, 0, copy.offset, 0, 8);
			copy.color.setFromColor(this.color);
			return copy;
		};
		RegionAttachment.OX1 = 0;
		RegionAttachment.OY1 = 1;
		RegionAttachment.OX2 = 2;
		RegionAttachment.OY2 = 3;
		RegionAttachment.OX3 = 4;
		RegionAttachment.OY3 = 5;
		RegionAttachment.OX4 = 6;
		RegionAttachment.OY4 = 7;
		RegionAttachment.X1 = 0;
		RegionAttachment.Y1 = 1;
		RegionAttachment.C1R = 2;
		RegionAttachment.C1G = 3;
		RegionAttachment.C1B = 4;
		RegionAttachment.C1A = 5;
		RegionAttachment.U1 = 6;
		RegionAttachment.V1 = 7;
		RegionAttachment.X2 = 8;
		RegionAttachment.Y2 = 9;
		RegionAttachment.C2R = 10;
		RegionAttachment.C2G = 11;
		RegionAttachment.C2B = 12;
		RegionAttachment.C2A = 13;
		RegionAttachment.U2 = 14;
		RegionAttachment.V2 = 15;
		RegionAttachment.X3 = 16;
		RegionAttachment.Y3 = 17;
		RegionAttachment.C3R = 18;
		RegionAttachment.C3G = 19;
		RegionAttachment.C3B = 20;
		RegionAttachment.C3A = 21;
		RegionAttachment.U3 = 22;
		RegionAttachment.V3 = 23;
		RegionAttachment.X4 = 24;
		RegionAttachment.Y4 = 25;
		RegionAttachment.C4R = 26;
		RegionAttachment.C4G = 27;
		RegionAttachment.C4B = 28;
		RegionAttachment.C4A = 29;
		RegionAttachment.U4 = 30;
		RegionAttachment.V4 = 31;
		return RegionAttachment;
	})(spine.Attachment);
	spine.RegionAttachment = RegionAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var JitterEffect = (function () {
		function JitterEffect(jitterX, jitterY) {
			this.jitterX = 0;
			this.jitterY = 0;
			this.jitterX = jitterX;
			this.jitterY = jitterY;
		}
		JitterEffect.prototype.begin = function (skeleton) {};
		JitterEffect.prototype.transform = function (position, uv, light, dark) {
			position.x += spine.MathUtils.randomTriangular(-this.jitterX, this.jitterY);
			position.y += spine.MathUtils.randomTriangular(-this.jitterX, this.jitterY);
		};
		JitterEffect.prototype.end = function () {};
		return JitterEffect;
	})();
	spine.JitterEffect = JitterEffect;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var SwirlEffect = (function () {
		function SwirlEffect(radius) {
			this.centerX = 0;
			this.centerY = 0;
			this.radius = 0;
			this.angle = 0;
			this.worldX = 0;
			this.worldY = 0;
			this.radius = radius;
		}
		SwirlEffect.prototype.begin = function (skeleton) {
			this.worldX = skeleton.x + this.centerX;
			this.worldY = skeleton.y + this.centerY;
		};
		SwirlEffect.prototype.transform = function (position, uv, light, dark) {
			var radAngle = this.angle * spine.MathUtils.degreesToRadians;
			var x = position.x - this.worldX;
			var y = position.y - this.worldY;
			var dist = Math.sqrt(x * x + y * y);
			if (dist < this.radius) {
				var theta = SwirlEffect.interpolation.apply(0, radAngle, (this.radius - dist) / this.radius);
				var cos = Math.cos(theta);
				var sin = Math.sin(theta);
				position.x = cos * x - sin * y + this.worldX;
				position.y = sin * x + cos * y + this.worldY;
			}
		};
		SwirlEffect.prototype.end = function () {};
		SwirlEffect.interpolation = new spine.PowOut(2);
		return SwirlEffect;
	})();
	spine.SwirlEffect = SwirlEffect;
})(spine || (spine = {}));
var spine;
(function (spine) {
	var webgl;
	(function (webgl) {
		var AssetManager = (function (_super) {
			__extends(AssetManager, _super);
			function AssetManager(context, pathPrefix) {
				if (pathPrefix === void 0) {
					pathPrefix = "";
				}
				return (
					_super.call(
						this,
						function (image) {
							return new spine.webgl.GLTexture(context, image);
						},
						pathPrefix
					) || this
				);
			}
			return AssetManager;
		})(spine.AssetManager);
		webgl.AssetManager = AssetManager;
	})((webgl = spine.webgl || (spine.webgl = {})));
})(spine || (spine = {}));
var spine;
(function (spine) {
	var webgl;
	(function (webgl) {
		var OrthoCamera = (function () {
			function OrthoCamera(viewportWidth, viewportHeight) {
				this.position = new webgl.Vector3(0, 0, 0);
				this.direction = new webgl.Vector3(0, 0, -1);
				this.up = new webgl.Vector3(0, 1, 0);
				this.near = 0;
				this.far = 100;
				this.zoom = 1;
				this.viewportWidth = 0;
				this.viewportHeight = 0;
				this.projectionView = new webgl.Matrix4();
				this.inverseProjectionView = new webgl.Matrix4();
				this.projection = new webgl.Matrix4();
				this.view = new webgl.Matrix4();
				this.tmp = new webgl.Vector3();
				this.viewportWidth = viewportWidth;
				this.viewportHeight = viewportHeight;
				this.update();
			}
			OrthoCamera.prototype.update = function () {
				var projection = this.projection;
				var view = this.view;
				var projectionView = this.projectionView;
				var inverseProjectionView = this.inverseProjectionView;
				var zoom = this.zoom,
					viewportWidth = this.viewportWidth,
					viewportHeight = this.viewportHeight;
				projection.ortho(
					zoom * (-viewportWidth / 2),
					zoom * (viewportWidth / 2),
					zoom * (-viewportHeight / 2),
					zoom * (viewportHeight / 2),
					this.near,
					this.far
				);
				view.lookAt(this.position, this.direction, this.up);
				projectionView.set(projection.values);
				projectionView.multiply(view);
				inverseProjectionView.set(projectionView.values).invert();
			};
			OrthoCamera.prototype.screenToWorld = function (screenCoords, screenWidth, screenHeight) {
				var x = screenCoords.x,
					y = screenHeight - screenCoords.y - 1;
				var tmp = this.tmp;
				tmp.x = (2 * x) / screenWidth - 1;
				tmp.y = (2 * y) / screenHeight - 1;
				tmp.z = 2 * screenCoords.z - 1;
				tmp.project(this.inverseProjectionView);
				screenCoords.set(tmp.x, tmp.y, tmp.z);
				return screenCoords;
			};
			OrthoCamera.prototype.setViewport = function (viewportWidth, viewportHeight) {
				this.viewportWidth = viewportWidth;
				this.viewportHeight = viewportHeight;
			};
			return OrthoCamera;
		})();
		webgl.OrthoCamera = OrthoCamera;
	})((webgl = spine.webgl || (spine.webgl = {})));
})(spine || (spine = {}));
var spine;
(function (spine) {
	var webgl;
	(function (webgl) {
		var GLTexture = (function (_super) {
			__extends(GLTexture, _super);
			function GLTexture(context, image, useMipMaps) {
				if (useMipMaps === void 0) {
					useMipMaps = false;
				}
				var _this = _super.call(this, image) || this;
				_this.texture = null;
				_this.boundUnit = 0;
				_this.useMipMaps = false;
				_this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context);
				_this.useMipMaps = useMipMaps;
				_this.restore();
				_this.context.addRestorable(_this);
				return _this;
			}
			GLTexture.prototype.setFilters = function (minFilter, magFilter) {
				var gl = this.context.gl;
				this.bind();
				gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
				gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
			};
			GLTexture.prototype.setWraps = function (uWrap, vWrap) {
				var gl = this.context.gl;
				this.bind();
				gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, uWrap);
				gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, vWrap);
			};
			GLTexture.prototype.update = function (useMipMaps) {
				var gl = this.context.gl;
				if (!this.texture) {
					this.texture = this.context.gl.createTexture();
				}
				this.bind();
				useMipMaps = gl.isWebgl2 && gl.useMipMaps;
				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.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_BASE_LEVEL, 0);
					gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAX_LEVEL, 1);
					gl.generateMipmap(gl.TEXTURE_2D);
				}
			};
			GLTexture.prototype.restore = function () {
				this.texture = null;
				this.update(this.useMipMaps);
			};
			GLTexture.prototype.bind = function (unit) {
				if (unit === void 0) {
					unit = 0;
				}
				var gl = this.context.gl;
				this.boundUnit = unit;
				gl.activeTexture(gl.TEXTURE0 + unit);
				gl.bindTexture(gl.TEXTURE_2D, this.texture);
			};
			GLTexture.prototype.unbind = function () {
				var gl = this.context.gl;
				gl.activeTexture(gl.TEXTURE0 + this.boundUnit);
				gl.bindTexture(gl.TEXTURE_2D, null);
			};
			GLTexture.prototype.dispose = function () {
				this.context.removeRestorable(this);
				var gl = this.context.gl;
				gl.deleteTexture(this.texture);
			};
			return GLTexture;
		})(spine.Texture);
		webgl.GLTexture = GLTexture;
	})((webgl = spine.webgl || (spine.webgl = {})));
})(spine || (spine = {}));
var spine;
(function (spine) {
	var webgl;
	(function (webgl) {
		var Input = (function () {
			function Input(element) {
				this.lastX = 0;
				this.lastY = 0;
				this.buttonDown = false;
				this.currTouch = null;
				this.touchesPool = new spine.Pool(function () {
					return new spine.webgl.Touch(0, 0, 0);
				});
				this.listeners = new Array();
				this.element = element;
				this.setupCallbacks(element);
			}
			Input.prototype.setupCallbacks = function (element) {
				var _this = this;
				element.addEventListener(
					"mousedown",
					function (ev) {
						if (ev instanceof MouseEvent) {
							var rect = element.getBoundingClientRect();
							var x = ev.clientX - rect.left;
							var y = ev.clientY - rect.top;
							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;
						}
					},
					true
				);
				element.addEventListener(
					"mousemove",
					function (ev) {
						if (ev instanceof MouseEvent) {
							var rect = element.getBoundingClientRect();
							var x = ev.clientX - rect.left;
							var y = ev.clientY - rect.top;
							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;
						}
					},
					true
				);
				element.addEventListener(
					"mouseup",
					function (ev) {
						if (ev instanceof MouseEvent) {
							var rect = element.getBoundingClientRect();
							var x = ev.clientX - rect.left;
							var y = ev.clientY - rect.top;
							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;
						}
					},
					true
				);
				element.addEventListener(
					"touchstart",
					function (ev) {
						if (_this.currTouch != null) return;
						var touches = ev.changedTouches;
						for (var i = 0; i < touches.length; i++) {
							var touch = touches[i];
							var rect = element.getBoundingClientRect();
							var x = touch.clientX - rect.left;
							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;
						}
						var listeners = _this.listeners;
						for (var i_8 = 0; i_8 < listeners.length; i_8++) {
							listeners[i_8].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",
					function (ev) {
						var touches = ev.changedTouches;
						for (var i = 0; i < touches.length; i++) {
							var touch = touches[i];
							if (_this.currTouch.identifier === touch.identifier) {
								var rect = element.getBoundingClientRect();
								var x = (_this.currTouch.x = touch.clientX - rect.left);
								var y = (_this.currTouch.y = touch.clientY - rect.top);
								_this.touchesPool.free(_this.currTouch);
								var listeners = _this.listeners;
								for (var i_9 = 0; i_9 < listeners.length; i_9++) {
									listeners[i_9].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",
					function (ev) {
						var touches = ev.changedTouches;
						for (var i = 0; i < touches.length; i++) {
							var touch = touches[i];
							if (_this.currTouch.identifier === touch.identifier) {
								var rect = element.getBoundingClientRect();
								var x = (_this.currTouch.x = touch.clientX - rect.left);
								var y = (_this.currTouch.y = touch.clientY - rect.top);
								_this.touchesPool.free(_this.currTouch);
								var listeners = _this.listeners;
								for (var i_10 = 0; i_10 < listeners.length; i_10++) {
									listeners[i_10].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",
					function (ev) {
						if (_this.currTouch == null) return;
						var touches = ev.changedTouches;
						for (var i = 0; i < touches.length; i++) {
							var touch = touches[i];
							if (_this.currTouch.identifier === touch.identifier) {
								var rect = element.getBoundingClientRect();
								var x = touch.clientX - rect.left;
								var y = touch.clientY - rect.top;
								var listeners = _this.listeners;
								for (var i_11 = 0; i_11 < listeners.length; i_11++) {
									listeners[i_11].dragged(x, y);
								}
								console.log("Drag " + x + ", " + y);
								_this.lastX = _this.currTouch.x = x;
								_this.lastY = _this.currTouch.y = y;
								break;
							}
						}
						ev.preventDefault();
					},
					false
				);
			};
			Input.prototype.addListener = function (listener) {
				this.listeners.push(listener);
			};
			Input.prototype.removeListener = function (listener) {
				var idx = this.listeners.indexOf(listener);
				if (idx > -1) {
					this.listeners.splice(idx, 1);
				}
			};
			return Input;
		})();
		webgl.Input = Input;
		var Touch = (function () {
			function Touch(identifier, x, y) {
				this.identifier = identifier;
				this.x = x;
				this.y = y;
			}
			return Touch;
		})();
		webgl.Touch = Touch;
	})((webgl = spine.webgl || (spine.webgl = {})));
})(spine || (spine = {}));
var spine;
(function (spine) {
	var webgl;
	(function (webgl) {
		var LoadingScreen = (function () {
			function LoadingScreen(renderer) {
				this.logo = null;
				this.spinner = null;
				this.angle = 0;
				this.fadeOut = 0;
				this.timeKeeper = new spine.TimeKeeper();
				this.backgroundColor = new spine.Color(0.135, 0.135, 0.135, 1);
				this.tempColor = new spine.Color();
				this.firstDraw = 0;
				this.renderer = renderer;
				this.timeKeeper.maxDelta = 9;
				if (LoadingScreen.logoImg === null) {
					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 = function (ev) {
						LoadingScreen.loaded++;
					};
					LoadingScreen.spinnerImg = new Image();
					LoadingScreen.spinnerImg.src = LoadingScreen.SPINNER_DATA;
					if (!isSafari) LoadingScreen.spinnerImg.crossOrigin = "anonymous";
					LoadingScreen.spinnerImg.onload = function (ev) {
						LoadingScreen.loaded++;
					};
				}
			}
			LoadingScreen.prototype.draw = function (complete) {
				if (complete === void 0) {
					complete = false;
				}
				if (complete && this.fadeOut > LoadingScreen.FADE_SECONDS) return;
				this.timeKeeper.update();
				var a = Math.abs(Math.sin(this.timeKeeper.totalTime + 0.75));
				this.angle -= this.timeKeeper.delta * 360 * (1 + 1.5 * Math.pow(a, 5));
				var renderer = this.renderer;
				var canvas = renderer.canvas;
				var gl = renderer.context.gl;
				var oldX = renderer.camera.position.x,
					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;
				renderer.resize(webgl.ResizeMode.Stretch);
				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 webgl.GLTexture(renderer.context, LoadingScreen.logoImg);
					this.spinner = new webgl.GLTexture(renderer.context, LoadingScreen.spinnerImg);
				}
				this.logo.update(false);
				this.spinner.update(false);
				var logoWidth = this.logo.getImage().width;
				var logoHeight = this.logo.getImage().height;
				var spinnerWidth = this.spinner.getImage().width;
				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 =
				"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAKAAAAChCAMAAAB3TUS6AAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAYNQTFRFAAAA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AA/0AAkTDRyAAAAIB0Uk5TAAABAgMEBQYHCAkKCwwODxAREhMUFRYXGBkaHB0eICEiIyQlJicoKSorLC0uLzAxMjM0Nzg5Ojs8PT4/QEFDRUlKS0xNTk9QUlRWWFlbXF1eYWJjZmhscHF0d3h5e3x+f4CIiYuMj5GSlJWXm56io6arr7rAxcjO0dXe6Onr8fmb5sOOAAADuElEQVQYGe3B+3vTVBwH4M/3nCRt13br2Lozhug2q25gYQubcxqVKYoMCYoKjEsUdSpeiBc0Kl7yp9t2za39pely7PF5zvuiQKc+/e2f8K+f9g2oyQ77Ag4VGX+HketQ0XYYe0JQ0CdhogwF+WFiBgr6JkxUoKCDMMGgoP0w9gdUtB3GfoCKVsPYAVQ0H8YuQUWVMHYGKuJhrAklPQkjJpT0bdj3O9S0FfZ9ADXxP8MjVSiqFfa8B2VVV8+df14QtB4iwn+BpuZEgyM38WMQHDYhnbkgukrIh5ygZ48glyn6KshlL+jbhVRcxCzk0ApiC5CI5kVsgTAy9jiI/WxBGmqIFBMjqwYphwRZaiLNwsjqQdoVSFISGRwjM4OMFUjBRcYCYWT0XZD2SwUS0LzIKCGH2SDja0LxKiJjCrm0gowVFI6aIs1CTouPg5QvUTgSKXMMuVUeBSmEopFITBPGwO8HCYbCTYtImTAWejuI3CMUjmZFT5NjbM/9GvQcMkhADdFRIxxD7aug4wGDFGSVTcLx0MzutQ2CpmmapmmapmmapmmapmmaphWBmGFV6rNNcaLC0GUuv3LROftUo8wJk0a10207sVED6IIf+9673LIwQeW2PaCEJX/A+xYmhTbtQUu46g96SJgQZg9Zwxf+EAMTwuwhm3jkD7EwIdweBn+YhQlh9pA2HvpDTEwIs4es4GN/CMekNOxBJ9D2B10nTAyfW7fT1hjYgZ/xYIUwUcycaiwuv2h3tOcZADr7ud/12c0ru2cWSwQ1UAcixIgImqZpmqZpmqZpmqZpmqZp2v8HMSIcF186t8oghbnlOJt1wnHwl7yOGxwSlHacrjWG8dVuej03OApn7jhHtiyMiZa9yD6haLYTebWOsbDXvQRHwchJWSTkV/rQS+EoWttJaTHkJe56KXcJRZt20jY48nnBy9hE4WjLSbvAkIfwMm5zFG/KyWgRRke3vYwGZDjpZHCMruJltCAFrTtpVYxu1ktzCHKwbSdlGqOreynXGGQpOylljI5uebFbBuSZc2IbhBxmvcj9GiSiZ52+HQO5nPb6TkIqajs9L5eQk7jnddxZgGT0jNOxYSI36+Kdj9oG5OPV6QpB6yJuGAYnqIrecLveYlDUKffIOtREl90+BiWV3cgMlNR0I09DSS030oaSttzILpT0phu5BBWRmyAoiLkJgoIMN8GgoJKb4FBQzU0YUFDdTRhQUNVNcCjIdBMEBdE7buQ8lFRz+97lUFN5fe+qu//aMkeB/gU2ae9y2HgbngAAAABJRU5ErkJggg==";
			LoadingScreen.SPINE_LOGO_DATA =
				"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAFIAAAAZCAYAAACis3k0AAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAtNJREFUaN7tmT2I1EAUxwN+oWgRT0HFKo0WCkJ6ObmAWFwZbCxsXGysLNJaiCyIoDaSwk4ETzvhmnBaCRbBWoQ01ho4PwotjP8cE337mMy8TLK757mBH3fLTWbe/PbN53neNniqZW8FvAVvQAqugwvgDDgO9niLRyTyJagM/ACPF6bsIl9ZRDac/Cc6tLn5xQdRQ496QlKPLxD5QCDxO9jtGM8QfYoIgUlgCipGCRJL5VvlyOdCU09iEXkCfLSIfCrs7Fab6nOsiafu06iDwES9w/uU1QnDC+ekkVS9vEaDsgVeB0d+z1VDtOGxRaYPboP3Gokb4GgXkZp4chZPJKgvZ3U0XkriK/TIt9YUDllFgTAjGwoaoHqfBhMI58yD4BQ4V6/aHYdfxToftvw9F2SiVroawU2/Cv5C4Thv0KB9S5nxlOd4STxjwUjzSdYlgrYijw2BsEfgsaFcM09lhiys94xXQQwugcvgJrgFLjrEE7WUiTuWCQzt/ZXN7FfqGwuGClyVy2xZAFmfDQvNtwFFSspMDGsD+UTWqu1KoVmVooFEJgKRXw0if85RpISEzwsjzeqWzkjkC4PIJ3MUmQgITAHlQwTFhnZhELkEntfZRwR+AvfAgXmJHOqU02XligWT8ppg67NXbdCXeq7afUQ6L8C2DalEZNt2YyQ94Qy8/ekjMpBMbfyl5iTjG7YAI8cNecROAb4kJmTjaXAF3AGvwQewOiuRxEtlSaT4j2h2lMsUueQEoMlIKpTvAmKhxPMtC876jEX6rE8l8TNx/KVbn6xlWU9NWcSDUsO4NGWpQOTZFpHPOooMXcswmW2XFk3ixb2v0Nq+XVKP00QNaffBLyWwBI/AkTlfMYZDXMf12kc6yjwEjoFdO/5me5oi/6tnyhlZX6OtgmX1c2Uh0k3khmbB2b9TRfpd/jfTUeRDJvHdYg5wE7kPXAN3wQ1weDvH+xufEgpi5qIl3QAAAABJRU5ErkJggg==";
			return LoadingScreen;
		})();
		webgl.LoadingScreen = LoadingScreen;
	})((webgl = spine.webgl || (spine.webgl = {})));
})(spine || (spine = {}));
var spine;
(function (spine) {
	var webgl;
	(function (webgl) {
		webgl.M00 = 0;
		webgl.M01 = 4;
		webgl.M02 = 8;
		webgl.M03 = 12;
		webgl.M10 = 1;
		webgl.M11 = 5;
		webgl.M12 = 9;
		webgl.M13 = 13;
		webgl.M20 = 2;
		webgl.M21 = 6;
		webgl.M22 = 10;
		webgl.M23 = 14;
		webgl.M30 = 3;
		webgl.M31 = 7;
		webgl.M32 = 11;
		webgl.M33 = 15;
		var Matrix4 = (function () {
			function Matrix4() {
				this.temp = new Float32Array(16);
				this.values = new Float32Array(16);
				var v = this.values;
				v[webgl.M00] = 1;
				v[webgl.M11] = 1;
				v[webgl.M22] = 1;
				v[webgl.M33] = 1;
			}
			Matrix4.prototype.concat = function (other) {
				var i, e, a, b, ai0, ai1, ai2, ai3;
				// Calculate e = a * b
				e = this.values;
				a = this.values;
				b = other.values;
				// If e equals b, copy b to temporary matrix.
				if (e === b) {
					b = new Float32Array(16);
					for (i = 0; i < 16; ++i) {
						b[i] = e[i];
					}
				}
				for (i = 0; i < 4; i++) {
					ai0 = a[i];
					ai1 = a[i + 4];
					ai2 = a[i + 8];
					ai3 = a[i + 12];
					e[i] = ai0 * b[0] + ai1 * b[1] + ai2 * b[2] + ai3 * b[3];
					e[i + 4] = ai0 * b[4] + ai1 * b[5] + ai2 * b[6] + ai3 * b[7];
					e[i + 8] = ai0 * b[8] + ai1 * b[9] + ai2 * b[10] + ai3 * b[11];
					e[i + 12] = ai0 * b[12] + ai1 * b[13] + ai2 * b[14] + ai3 * b[15];
				}
				return this;
			};
			Matrix4.prototype.set = function (values) {
				this.values.set(values);
				return this;
			};
			Matrix4.prototype.transpose = function () {
				var t = this.temp;
				var v = this.values;
				t[webgl.M00] = v[webgl.M00];
				t[webgl.M01] = v[webgl.M10];
				t[webgl.M02] = v[webgl.M20];
				t[webgl.M03] = v[webgl.M30];
				t[webgl.M10] = v[webgl.M01];
				t[webgl.M11] = v[webgl.M11];
				t[webgl.M12] = v[webgl.M21];
				t[webgl.M13] = v[webgl.M31];
				t[webgl.M20] = v[webgl.M02];
				t[webgl.M21] = v[webgl.M12];
				t[webgl.M22] = v[webgl.M22];
				t[webgl.M23] = v[webgl.M32];
				t[webgl.M30] = v[webgl.M03];
				t[webgl.M31] = v[webgl.M13];
				t[webgl.M32] = v[webgl.M23];
				t[webgl.M33] = v[webgl.M33];
				return this.set(t);
			};
			Matrix4.prototype.identity = function () {
				var v = this.values;
				v[webgl.M00] = 1;
				v[webgl.M01] = 0;
				v[webgl.M02] = 0;
				v[webgl.M03] = 0;
				v[webgl.M10] = 0;
				v[webgl.M11] = 1;
				v[webgl.M12] = 0;
				v[webgl.M13] = 0;
				v[webgl.M20] = 0;
				v[webgl.M21] = 0;
				v[webgl.M22] = 1;
				v[webgl.M23] = 0;
				v[webgl.M30] = 0;
				v[webgl.M31] = 0;
				v[webgl.M32] = 0;
				v[webgl.M33] = 1;
				return this;
			};
			Matrix4.prototype.invert = function () {
				var v = this.values;
				var t = this.temp;
				var l_det =
					v[webgl.M30] * v[webgl.M21] * v[webgl.M12] * v[webgl.M03] -
					v[webgl.M20] * v[webgl.M31] * v[webgl.M12] * v[webgl.M03] -
					v[webgl.M30] * v[webgl.M11] * v[webgl.M22] * v[webgl.M03] +
					v[webgl.M10] * v[webgl.M31] * v[webgl.M22] * v[webgl.M03] +
					v[webgl.M20] * v[webgl.M11] * v[webgl.M32] * v[webgl.M03] -
					v[webgl.M10] * v[webgl.M21] * v[webgl.M32] * v[webgl.M03] -
					v[webgl.M30] * v[webgl.M21] * v[webgl.M02] * v[webgl.M13] +
					v[webgl.M20] * v[webgl.M31] * v[webgl.M02] * v[webgl.M13] +
					v[webgl.M30] * v[webgl.M01] * v[webgl.M22] * v[webgl.M13] -
					v[webgl.M00] * v[webgl.M31] * v[webgl.M22] * v[webgl.M13] -
					v[webgl.M20] * v[webgl.M01] * v[webgl.M32] * v[webgl.M13] +
					v[webgl.M00] * v[webgl.M21] * v[webgl.M32] * v[webgl.M13] +
					v[webgl.M30] * v[webgl.M11] * v[webgl.M02] * v[webgl.M23] -
					v[webgl.M10] * v[webgl.M31] * v[webgl.M02] * v[webgl.M23] -
					v[webgl.M30] * v[webgl.M01] * v[webgl.M12] * v[webgl.M23] +
					v[webgl.M00] * v[webgl.M31] * v[webgl.M12] * v[webgl.M23] +
					v[webgl.M10] * v[webgl.M01] * v[webgl.M32] * v[webgl.M23] -
					v[webgl.M00] * v[webgl.M11] * v[webgl.M32] * v[webgl.M23] -
					v[webgl.M20] * v[webgl.M11] * v[webgl.M02] * v[webgl.M33] +
					v[webgl.M10] * v[webgl.M21] * v[webgl.M02] * v[webgl.M33] +
					v[webgl.M20] * v[webgl.M01] * v[webgl.M12] * v[webgl.M33] -
					v[webgl.M00] * v[webgl.M21] * v[webgl.M12] * v[webgl.M33] -
					v[webgl.M10] * v[webgl.M01] * v[webgl.M22] * v[webgl.M33] +
					v[webgl.M00] * v[webgl.M11] * v[webgl.M22] * v[webgl.M33];
				if (l_det == 0) throw new Error("non-invertible matrix");
				var inv_det = 1.0 / l_det;
				t[webgl.M00] =
					v[webgl.M12] * v[webgl.M23] * v[webgl.M31] -
					v[webgl.M13] * v[webgl.M22] * v[webgl.M31] +
					v[webgl.M13] * v[webgl.M21] * v[webgl.M32] -
					v[webgl.M11] * v[webgl.M23] * v[webgl.M32] -
					v[webgl.M12] * v[webgl.M21] * v[webgl.M33] +
					v[webgl.M11] * v[webgl.M22] * v[webgl.M33];
				t[webgl.M01] =
					v[webgl.M03] * v[webgl.M22] * v[webgl.M31] -
					v[webgl.M02] * v[webgl.M23] * v[webgl.M31] -
					v[webgl.M03] * v[webgl.M21] * v[webgl.M32] +
					v[webgl.M01] * v[webgl.M23] * v[webgl.M32] +
					v[webgl.M02] * v[webgl.M21] * v[webgl.M33] -
					v[webgl.M01] * v[webgl.M22] * v[webgl.M33];
				t[webgl.M02] =
					v[webgl.M02] * v[webgl.M13] * v[webgl.M31] -
					v[webgl.M03] * v[webgl.M12] * v[webgl.M31] +
					v[webgl.M03] * v[webgl.M11] * v[webgl.M32] -
					v[webgl.M01] * v[webgl.M13] * v[webgl.M32] -
					v[webgl.M02] * v[webgl.M11] * v[webgl.M33] +
					v[webgl.M01] * v[webgl.M12] * v[webgl.M33];
				t[webgl.M03] =
					v[webgl.M03] * v[webgl.M12] * v[webgl.M21] -
					v[webgl.M02] * v[webgl.M13] * v[webgl.M21] -
					v[webgl.M03] * v[webgl.M11] * v[webgl.M22] +
					v[webgl.M01] * v[webgl.M13] * v[webgl.M22] +
					v[webgl.M02] * v[webgl.M11] * v[webgl.M23] -
					v[webgl.M01] * v[webgl.M12] * v[webgl.M23];
				t[webgl.M10] =
					v[webgl.M13] * v[webgl.M22] * v[webgl.M30] -
					v[webgl.M12] * v[webgl.M23] * v[webgl.M30] -
					v[webgl.M13] * v[webgl.M20] * v[webgl.M32] +
					v[webgl.M10] * v[webgl.M23] * v[webgl.M32] +
					v[webgl.M12] * v[webgl.M20] * v[webgl.M33] -
					v[webgl.M10] * v[webgl.M22] * v[webgl.M33];
				t[webgl.M11] =
					v[webgl.M02] * v[webgl.M23] * v[webgl.M30] -
					v[webgl.M03] * v[webgl.M22] * v[webgl.M30] +
					v[webgl.M03] * v[webgl.M20] * v[webgl.M32] -
					v[webgl.M00] * v[webgl.M23] * v[webgl.M32] -
					v[webgl.M02] * v[webgl.M20] * v[webgl.M33] +
					v[webgl.M00] * v[webgl.M22] * v[webgl.M33];
				t[webgl.M12] =
					v[webgl.M03] * v[webgl.M12] * v[webgl.M30] -
					v[webgl.M02] * v[webgl.M13] * v[webgl.M30] -
					v[webgl.M03] * v[webgl.M10] * v[webgl.M32] +
					v[webgl.M00] * v[webgl.M13] * v[webgl.M32] +
					v[webgl.M02] * v[webgl.M10] * v[webgl.M33] -
					v[webgl.M00] * v[webgl.M12] * v[webgl.M33];
				t[webgl.M13] =
					v[webgl.M02] * v[webgl.M13] * v[webgl.M20] -
					v[webgl.M03] * v[webgl.M12] * v[webgl.M20] +
					v[webgl.M03] * v[webgl.M10] * v[webgl.M22] -
					v[webgl.M00] * v[webgl.M13] * v[webgl.M22] -
					v[webgl.M02] * v[webgl.M10] * v[webgl.M23] +
					v[webgl.M00] * v[webgl.M12] * v[webgl.M23];
				t[webgl.M20] =
					v[webgl.M11] * v[webgl.M23] * v[webgl.M30] -
					v[webgl.M13] * v[webgl.M21] * v[webgl.M30] +
					v[webgl.M13] * v[webgl.M20] * v[webgl.M31] -
					v[webgl.M10] * v[webgl.M23] * v[webgl.M31] -
					v[webgl.M11] * v[webgl.M20] * v[webgl.M33] +
					v[webgl.M10] * v[webgl.M21] * v[webgl.M33];
				t[webgl.M21] =
					v[webgl.M03] * v[webgl.M21] * v[webgl.M30] -
					v[webgl.M01] * v[webgl.M23] * v[webgl.M30] -
					v[webgl.M03] * v[webgl.M20] * v[webgl.M31] +
					v[webgl.M00] * v[webgl.M23] * v[webgl.M31] +
					v[webgl.M01] * v[webgl.M20] * v[webgl.M33] -
					v[webgl.M00] * v[webgl.M21] * v[webgl.M33];
				t[webgl.M22] =
					v[webgl.M01] * v[webgl.M13] * v[webgl.M30] -
					v[webgl.M03] * v[webgl.M11] * v[webgl.M30] +
					v[webgl.M03] * v[webgl.M10] * v[webgl.M31] -
					v[webgl.M00] * v[webgl.M13] * v[webgl.M31] -
					v[webgl.M01] * v[webgl.M10] * v[webgl.M33] +
					v[webgl.M00] * v[webgl.M11] * v[webgl.M33];
				t[webgl.M23] =
					v[webgl.M03] * v[webgl.M11] * v[webgl.M20] -
					v[webgl.M01] * v[webgl.M13] * v[webgl.M20] -
					v[webgl.M03] * v[webgl.M10] * v[webgl.M21] +
					v[webgl.M00] * v[webgl.M13] * v[webgl.M21] +
					v[webgl.M01] * v[webgl.M10] * v[webgl.M23] -
					v[webgl.M00] * v[webgl.M11] * v[webgl.M23];
				t[webgl.M30] =
					v[webgl.M12] * v[webgl.M21] * v[webgl.M30] -
					v[webgl.M11] * v[webgl.M22] * v[webgl.M30] -
					v[webgl.M12] * v[webgl.M20] * v[webgl.M31] +
					v[webgl.M10] * v[webgl.M22] * v[webgl.M31] +
					v[webgl.M11] * v[webgl.M20] * v[webgl.M32] -
					v[webgl.M10] * v[webgl.M21] * v[webgl.M32];
				t[webgl.M31] =
					v[webgl.M01] * v[webgl.M22] * v[webgl.M30] -
					v[webgl.M02] * v[webgl.M21] * v[webgl.M30] +
					v[webgl.M02] * v[webgl.M20] * v[webgl.M31] -
					v[webgl.M00] * v[webgl.M22] * v[webgl.M31] -
					v[webgl.M01] * v[webgl.M20] * v[webgl.M32] +
					v[webgl.M00] * v[webgl.M21] * v[webgl.M32];
				t[webgl.M32] =
					v[webgl.M02] * v[webgl.M11] * v[webgl.M30] -
					v[webgl.M01] * v[webgl.M12] * v[webgl.M30] -
					v[webgl.M02] * v[webgl.M10] * v[webgl.M31] +
					v[webgl.M00] * v[webgl.M12] * v[webgl.M31] +
					v[webgl.M01] * v[webgl.M10] * v[webgl.M32] -
					v[webgl.M00] * v[webgl.M11] * v[webgl.M32];
				t[webgl.M33] =
					v[webgl.M01] * v[webgl.M12] * v[webgl.M20] -
					v[webgl.M02] * v[webgl.M11] * v[webgl.M20] +
					v[webgl.M02] * v[webgl.M10] * v[webgl.M21] -
					v[webgl.M00] * v[webgl.M12] * v[webgl.M21] -
					v[webgl.M01] * v[webgl.M10] * v[webgl.M22] +
					v[webgl.M00] * v[webgl.M11] * v[webgl.M22];
				v[webgl.M00] = t[webgl.M00] * inv_det;
				v[webgl.M01] = t[webgl.M01] * inv_det;
				v[webgl.M02] = t[webgl.M02] * inv_det;
				v[webgl.M03] = t[webgl.M03] * inv_det;
				v[webgl.M10] = t[webgl.M10] * inv_det;
				v[webgl.M11] = t[webgl.M11] * inv_det;
				v[webgl.M12] = t[webgl.M12] * inv_det;
				v[webgl.M13] = t[webgl.M13] * inv_det;
				v[webgl.M20] = t[webgl.M20] * inv_det;
				v[webgl.M21] = t[webgl.M21] * inv_det;
				v[webgl.M22] = t[webgl.M22] * inv_det;
				v[webgl.M23] = t[webgl.M23] * inv_det;
				v[webgl.M30] = t[webgl.M30] * inv_det;
				v[webgl.M31] = t[webgl.M31] * inv_det;
				v[webgl.M32] = t[webgl.M32] * inv_det;
				v[webgl.M33] = t[webgl.M33] * inv_det;
				return this;
			};
			Matrix4.prototype.determinant = function () {
				var v = this.values;
				return (
					v[webgl.M30] * v[webgl.M21] * v[webgl.M12] * v[webgl.M03] -
					v[webgl.M20] * v[webgl.M31] * v[webgl.M12] * v[webgl.M03] -
					v[webgl.M30] * v[webgl.M11] * v[webgl.M22] * v[webgl.M03] +
					v[webgl.M10] * v[webgl.M31] * v[webgl.M22] * v[webgl.M03] +
					v[webgl.M20] * v[webgl.M11] * v[webgl.M32] * v[webgl.M03] -
					v[webgl.M10] * v[webgl.M21] * v[webgl.M32] * v[webgl.M03] -
					v[webgl.M30] * v[webgl.M21] * v[webgl.M02] * v[webgl.M13] +
					v[webgl.M20] * v[webgl.M31] * v[webgl.M02] * v[webgl.M13] +
					v[webgl.M30] * v[webgl.M01] * v[webgl.M22] * v[webgl.M13] -
					v[webgl.M00] * v[webgl.M31] * v[webgl.M22] * v[webgl.M13] -
					v[webgl.M20] * v[webgl.M01] * v[webgl.M32] * v[webgl.M13] +
					v[webgl.M00] * v[webgl.M21] * v[webgl.M32] * v[webgl.M13] +
					v[webgl.M30] * v[webgl.M11] * v[webgl.M02] * v[webgl.M23] -
					v[webgl.M10] * v[webgl.M31] * v[webgl.M02] * v[webgl.M23] -
					v[webgl.M30] * v[webgl.M01] * v[webgl.M12] * v[webgl.M23] +
					v[webgl.M00] * v[webgl.M31] * v[webgl.M12] * v[webgl.M23] +
					v[webgl.M10] * v[webgl.M01] * v[webgl.M32] * v[webgl.M23] -
					v[webgl.M00] * v[webgl.M11] * v[webgl.M32] * v[webgl.M23] -
					v[webgl.M20] * v[webgl.M11] * v[webgl.M02] * v[webgl.M33] +
					v[webgl.M10] * v[webgl.M21] * v[webgl.M02] * v[webgl.M33] +
					v[webgl.M20] * v[webgl.M01] * v[webgl.M12] * v[webgl.M33] -
					v[webgl.M00] * v[webgl.M21] * v[webgl.M12] * v[webgl.M33] -
					v[webgl.M10] * v[webgl.M01] * v[webgl.M22] * v[webgl.M33] +
					v[webgl.M00] * v[webgl.M11] * v[webgl.M22] * v[webgl.M33]
				);
			};
			Matrix4.prototype.translate = function (x, y, z) {
				var v = this.values;
				v[12] += v[0] * x + v[4] * y + v[8] * z;
				v[13] += v[1] * x + v[5] * y + v[9] * z;
				v[14] += v[2] * x + v[6] * y + v[10] * z;
				v[15] += v[3] * x + v[7] * y + v[11] * z;
				return this;
			};
			Matrix4.prototype.setX = function (x) {
				var v = this.values;
				v[12] = v[0] * x;
				return this;
			};
			Matrix4.prototype.setY = function (y) {
				var v = this.values;
				v[13] = v[5] * y;
				return this;
			};
			Matrix4.prototype.setPos2D = function (x, y) {
				var v = this.values;
				v[12] = v[0] * x + v[4] * y;
				v[13] = v[1] * x + v[5] * y;
				return this;
			};
			Matrix4.prototype.setRotate = function (angle, x, y, z) {
				var v, s, c, len, rlen, nc, xy, yz, zx, xs, ys, zs;
				angle = (Math.PI * angle) / 180;
				v = this.values;
				s = Math.sin(angle);
				c = Math.cos(angle);
				if (0 !== x && 0 === y && 0 === z) {
					if (x < 0) s = -s;
					v[0] = 1;
					v[4] = 0;
					v[8] = 0;
					v[12] = 0;
					v[1] = 0;
					v[5] = c;
					v[9] = -s;
					v[13] = 0;
					v[2] = 0;
					v[6] = s;
					v[10] = c;
					v[14] = 0;
					v[3] = 0;
					v[7] = 0;
					v[11] = 0;
					v[15] = 1;
				} else if (0 === x && 0 !== y && 0 === z) {
					if (y < 0) s = -s;
					v[0] = c;
					v[4] = 0;
					v[8] = s;
					v[12] = 0;
					v[1] = 0;
					v[5] = 1;
					v[9] = 0;
					v[13] = 0;
					v[2] = -s;
					v[6] = 0;
					v[10] = c;
					v[14] = 0;
					v[3] = 0;
					v[7] = 0;
					v[11] = 0;
					v[15] = 1;
				} else if (0 === x && 0 === y && 0 !== z) {
					if (z < 0) s = -s;
					v[0] = c;
					v[4] = -s;
					v[8] = 0;
					v[12] = 0;
					v[1] = s;
					v[5] = c;
					v[9] = 0;
					v[13] = 0;
					v[2] = 0;
					v[6] = 0;
					v[10] = 1;
					v[14] = 0;
					v[3] = 0;
					v[7] = 0;
					v[11] = 0;
					v[15] = 1;
				} else {
					len = Math.sqrt(x * x + y * y + z * z);
					if (len !== 1) {
						rlen = 1 / len;
						x *= rlen;
						y *= rlen;
						z *= rlen;
					}
					nc = 1 - c;
					xy = x * y;
					yz = y * z;
					zx = z * x;
					xs = x * s;
					ys = y * s;
					zs = z * s;
					v[0] = x * x * nc + c;
					v[1] = xy * nc + zs;
					v[2] = zx * nc - ys;
					v[3] = 0;
					v[4] = xy * nc - zs;
					v[5] = y * y * nc + c;
					v[6] = yz * nc + xs;
					v[7] = 0;
					v[8] = zx * nc + ys;
					v[9] = yz * nc - xs;
					v[10] = z * z * nc + c;
					v[11] = 0;
					v[12] = 0;
					v[13] = 0;
					v[14] = 0;
					v[15] = 1;
				}
				return this;
			};
			Matrix4.prototype.rotate = function (angle, x, y, z) {
				return this.concat(new spine.webgl.Matrix4().setRotate(angle, x, y, z));
			};
			Matrix4.prototype.scale = function (x, y, z) {
				var v = this.values;
				v[0] *= x;
				v[4] *= y;
				v[8] *= z;
				v[1] *= x;
				v[5] *= y;
				v[9] *= z;
				v[2] *= x;
				v[6] *= y;
				v[10] *= z;
				v[3] *= x;
				v[7] *= y;
				v[11] *= z;
				return this;
			};
			Matrix4.prototype.copy = function () {
				return new Matrix4().set(this.values);
			};
			Matrix4.prototype.projection = function (near, far, fovy, aspectRatio) {
				this.identity();
				var l_fd = 1.0 / Math.tan((fovy * (Math.PI / 180)) / 2.0);
				var l_a1 = (far + near) / (near - far);
				var l_a2 = (2 * far * near) / (near - far);
				var v = this.values;
				v[webgl.M00] = l_fd / aspectRatio;
				v[webgl.M10] = 0;
				v[webgl.M20] = 0;
				v[webgl.M30] = 0;
				v[webgl.M01] = 0;
				v[webgl.M11] = l_fd;
				v[webgl.M21] = 0;
				v[webgl.M31] = 0;
				v[webgl.M02] = 0;
				v[webgl.M12] = 0;
				v[webgl.M22] = l_a1;
				v[webgl.M32] = -1;
				v[webgl.M03] = 0;
				v[webgl.M13] = 0;
				v[webgl.M23] = l_a2;
				v[webgl.M33] = 0;
				return this;
			};
			Matrix4.prototype.ortho2d = function (x, y, width, height) {
				return this.ortho(x, x + width, y, y + height, 0, 1);
			};
			Matrix4.prototype.ortho = function (left, right, bottom, top, near, far) {
				this.identity();
				var x_orth = 2 / (right - left);
				var y_orth = 2 / (top - bottom);
				var z_orth = -2 / (far - near);
				var tx = -(right + left) / (right - left);
				var ty = -(top + bottom) / (top - bottom);
				var tz = -(far + near) / (far - near);
				var v = this.values;
				v[webgl.M00] = x_orth;
				v[webgl.M10] = 0;
				v[webgl.M20] = 0;
				v[webgl.M30] = 0;
				v[webgl.M01] = 0;
				v[webgl.M11] = y_orth;
				v[webgl.M21] = 0;
				v[webgl.M31] = 0;
				v[webgl.M02] = 0;
				v[webgl.M12] = 0;
				v[webgl.M22] = z_orth;
				v[webgl.M32] = 0;
				v[webgl.M03] = tx;
				v[webgl.M13] = ty;
				v[webgl.M23] = tz;
				v[webgl.M33] = 1;
				return this;
			};
			Matrix4.prototype.multiply = function (matrix) {
				var t = this.temp;
				var v = this.values;
				var m = matrix.values;
				t[webgl.M00] = v[webgl.M00] * m[webgl.M00] + v[webgl.M01] * m[webgl.M10] + v[webgl.M02] * m[webgl.M20] + v[webgl.M03] * m[webgl.M30];
				t[webgl.M01] = v[webgl.M00] * m[webgl.M01] + v[webgl.M01] * m[webgl.M11] + v[webgl.M02] * m[webgl.M21] + v[webgl.M03] * m[webgl.M31];
				t[webgl.M02] = v[webgl.M00] * m[webgl.M02] + v[webgl.M01] * m[webgl.M12] + v[webgl.M02] * m[webgl.M22] + v[webgl.M03] * m[webgl.M32];
				t[webgl.M03] = v[webgl.M00] * m[webgl.M03] + v[webgl.M01] * m[webgl.M13] + v[webgl.M02] * m[webgl.M23] + v[webgl.M03] * m[webgl.M33];
				t[webgl.M10] = v[webgl.M10] * m[webgl.M00] + v[webgl.M11] * m[webgl.M10] + v[webgl.M12] * m[webgl.M20] + v[webgl.M13] * m[webgl.M30];
				t[webgl.M11] = v[webgl.M10] * m[webgl.M01] + v[webgl.M11] * m[webgl.M11] + v[webgl.M12] * m[webgl.M21] + v[webgl.M13] * m[webgl.M31];
				t[webgl.M12] = v[webgl.M10] * m[webgl.M02] + v[webgl.M11] * m[webgl.M12] + v[webgl.M12] * m[webgl.M22] + v[webgl.M13] * m[webgl.M32];
				t[webgl.M13] = v[webgl.M10] * m[webgl.M03] + v[webgl.M11] * m[webgl.M13] + v[webgl.M12] * m[webgl.M23] + v[webgl.M13] * m[webgl.M33];
				t[webgl.M20] = v[webgl.M20] * m[webgl.M00] + v[webgl.M21] * m[webgl.M10] + v[webgl.M22] * m[webgl.M20] + v[webgl.M23] * m[webgl.M30];
				t[webgl.M21] = v[webgl.M20] * m[webgl.M01] + v[webgl.M21] * m[webgl.M11] + v[webgl.M22] * m[webgl.M21] + v[webgl.M23] * m[webgl.M31];
				t[webgl.M22] = v[webgl.M20] * m[webgl.M02] + v[webgl.M21] * m[webgl.M12] + v[webgl.M22] * m[webgl.M22] + v[webgl.M23] * m[webgl.M32];
				t[webgl.M23] = v[webgl.M20] * m[webgl.M03] + v[webgl.M21] * m[webgl.M13] + v[webgl.M22] * m[webgl.M23] + v[webgl.M23] * m[webgl.M33];
				t[webgl.M30] = v[webgl.M30] * m[webgl.M00] + v[webgl.M31] * m[webgl.M10] + v[webgl.M32] * m[webgl.M20] + v[webgl.M33] * m[webgl.M30];
				t[webgl.M31] = v[webgl.M30] * m[webgl.M01] + v[webgl.M31] * m[webgl.M11] + v[webgl.M32] * m[webgl.M21] + v[webgl.M33] * m[webgl.M31];
				t[webgl.M32] = v[webgl.M30] * m[webgl.M02] + v[webgl.M31] * m[webgl.M12] + v[webgl.M32] * m[webgl.M22] + v[webgl.M33] * m[webgl.M32];
				t[webgl.M33] = v[webgl.M30] * m[webgl.M03] + v[webgl.M31] * m[webgl.M13] + v[webgl.M32] * m[webgl.M23] + v[webgl.M33] * m[webgl.M33];
				return this.set(this.temp);
			};
			Matrix4.prototype.multiplyLeft = function (matrix) {
				var t = this.temp;
				var v = this.values;
				var m = matrix.values;
				t[webgl.M00] = m[webgl.M00] * v[webgl.M00] + m[webgl.M01] * v[webgl.M10] + m[webgl.M02] * v[webgl.M20] + m[webgl.M03] * v[webgl.M30];
				t[webgl.M01] = m[webgl.M00] * v[webgl.M01] + m[webgl.M01] * v[webgl.M11] + m[webgl.M02] * v[webgl.M21] + m[webgl.M03] * v[webgl.M31];
				t[webgl.M02] = m[webgl.M00] * v[webgl.M02] + m[webgl.M01] * v[webgl.M12] + m[webgl.M02] * v[webgl.M22] + m[webgl.M03] * v[webgl.M32];
				t[webgl.M03] = m[webgl.M00] * v[webgl.M03] + m[webgl.M01] * v[webgl.M13] + m[webgl.M02] * v[webgl.M23] + m[webgl.M03] * v[webgl.M33];
				t[webgl.M10] = m[webgl.M10] * v[webgl.M00] + m[webgl.M11] * v[webgl.M10] + m[webgl.M12] * v[webgl.M20] + m[webgl.M13] * v[webgl.M30];
				t[webgl.M11] = m[webgl.M10] * v[webgl.M01] + m[webgl.M11] * v[webgl.M11] + m[webgl.M12] * v[webgl.M21] + m[webgl.M13] * v[webgl.M31];
				t[webgl.M12] = m[webgl.M10] * v[webgl.M02] + m[webgl.M11] * v[webgl.M12] + m[webgl.M12] * v[webgl.M22] + m[webgl.M13] * v[webgl.M32];
				t[webgl.M13] = m[webgl.M10] * v[webgl.M03] + m[webgl.M11] * v[webgl.M13] + m[webgl.M12] * v[webgl.M23] + m[webgl.M13] * v[webgl.M33];
				t[webgl.M20] = m[webgl.M20] * v[webgl.M00] + m[webgl.M21] * v[webgl.M10] + m[webgl.M22] * v[webgl.M20] + m[webgl.M23] * v[webgl.M30];
				t[webgl.M21] = m[webgl.M20] * v[webgl.M01] + m[webgl.M21] * v[webgl.M11] + m[webgl.M22] * v[webgl.M21] + m[webgl.M23] * v[webgl.M31];
				t[webgl.M22] = m[webgl.M20] * v[webgl.M02] + m[webgl.M21] * v[webgl.M12] + m[webgl.M22] * v[webgl.M22] + m[webgl.M23] * v[webgl.M32];
				t[webgl.M23] = m[webgl.M20] * v[webgl.M03] + m[webgl.M21] * v[webgl.M13] + m[webgl.M22] * v[webgl.M23] + m[webgl.M23] * v[webgl.M33];
				t[webgl.M30] = m[webgl.M30] * v[webgl.M00] + m[webgl.M31] * v[webgl.M10] + m[webgl.M32] * v[webgl.M20] + m[webgl.M33] * v[webgl.M30];
				t[webgl.M31] = m[webgl.M30] * v[webgl.M01] + m[webgl.M31] * v[webgl.M11] + m[webgl.M32] * v[webgl.M21] + m[webgl.M33] * v[webgl.M31];
				t[webgl.M32] = m[webgl.M30] * v[webgl.M02] + m[webgl.M31] * v[webgl.M12] + m[webgl.M32] * v[webgl.M22] + m[webgl.M33] * v[webgl.M32];
				t[webgl.M33] = m[webgl.M30] * v[webgl.M03] + m[webgl.M31] * v[webgl.M13] + m[webgl.M32] * v[webgl.M23] + m[webgl.M33] * v[webgl.M33];
				return this.set(this.temp);
			};
			Matrix4.prototype.lookAt = function (position, direction, up) {
				Matrix4.initTemps();
				var xAxis = Matrix4.xAxis,
					yAxis = Matrix4.yAxis,
					zAxis = Matrix4.zAxis;
				zAxis.setFrom(direction).normalize();
				xAxis.setFrom(direction).normalize();
				xAxis.cross(up).normalize();
				yAxis.setFrom(xAxis).cross(zAxis).normalize();
				this.identity();
				var val = this.values;
				val[webgl.M00] = xAxis.x;
				val[webgl.M01] = xAxis.y;
				val[webgl.M02] = xAxis.z;
				val[webgl.M10] = yAxis.x;
				val[webgl.M11] = yAxis.y;
				val[webgl.M12] = yAxis.z;
				val[webgl.M20] = -zAxis.x;
				val[webgl.M21] = -zAxis.y;
				val[webgl.M22] = -zAxis.z;
				Matrix4.tmpMatrix.identity();
				Matrix4.tmpMatrix.values[webgl.M03] = -position.x;
				Matrix4.tmpMatrix.values[webgl.M13] = -position.y;
				Matrix4.tmpMatrix.values[webgl.M23] = -position.z;
				this.multiply(Matrix4.tmpMatrix);
				return this;
			};
			Matrix4.initTemps = function () {
				if (Matrix4.xAxis === null) Matrix4.xAxis = new webgl.Vector3();
				if (Matrix4.yAxis === null) Matrix4.yAxis = new webgl.Vector3();
				if (Matrix4.zAxis === null) Matrix4.zAxis = new webgl.Vector3();
			};
			Matrix4.xAxis = null;
			Matrix4.yAxis = null;
			Matrix4.zAxis = null;
			Matrix4.tmpMatrix = new Matrix4();
			return Matrix4;
		})();
		webgl.Matrix4 = Matrix4;
	})((webgl = spine.webgl || (spine.webgl = {})));
})(spine || (spine = {}));
var spine;
(function (spine) {
	var webgl;
	(function (webgl) {
		var Mesh = (function () {
			function Mesh(context, attributes, maxVertices, maxIndices) {
				this.attributes = attributes;
				this.verticesLength = 0;
				this.dirtyVertices = false;
				this.indicesLength = 0;
				this.dirtyIndices = false;
				this.elementsPerVertex = 0;
				this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context);
				this.elementsPerVertex = 0;
				for (var i = 0; i < attributes.length; i++) {
					this.elementsPerVertex += attributes[i].numElements;
				}
				this.vertices = new Float32Array(maxVertices * this.elementsPerVertex);
				this.indices = new Uint16Array(maxIndices);
				this.context.addRestorable(this);
			}
			Mesh.prototype.getAttributes = function () {
				return this.attributes;
			};
			Mesh.prototype.maxVertices = function () {
				return this.vertices.length / this.elementsPerVertex;
			};
			Mesh.prototype.numVertices = function () {
				return this.verticesLength / this.elementsPerVertex;
			};
			Mesh.prototype.setVerticesLength = function (length) {
				this.dirtyVertices = true;
				this.verticesLength = length;
			};
			Mesh.prototype.getVertices = function () {
				return this.vertices;
			};
			Mesh.prototype.maxIndices = function () {
				return this.indices.length;
			};
			Mesh.prototype.numIndices = function () {
				return this.indicesLength;
			};
			Mesh.prototype.setIndicesLength = function (length) {
				this.dirtyIndices = true;
				this.indicesLength = length;
			};
			Mesh.prototype.getIndices = function () {
				return this.indices;
			};
			Mesh.prototype.getVertexSizeInFloats = function () {
				var size = 0;
				for (var i = 0; i < this.attributes.length; i++) {
					var attribute = this.attributes[i];
					size += attribute.numElements;
				}
				return size;
			};
			Mesh.prototype.setVertices = function (vertices) {
				this.dirtyVertices = true;
				if (vertices.length > this.vertices.length) throw Error("Mesh can't store more than " + this.maxVertices() + " vertices");
				this.vertices.set(vertices, 0);
				this.verticesLength = vertices.length;
			};
			Mesh.prototype.setIndices = function (indices) {
				this.dirtyIndices = true;
				if (indices.length > this.indices.length) throw Error("Mesh can't store more than " + this.maxIndices() + " indices");
				this.indices.set(indices, 0);
				this.indicesLength = indices.length;
			};
			Mesh.prototype.draw = function (shader, primitiveType) {
				this.drawWithOffset(
					shader,
					primitiveType,
					0,
					this.indicesLength > 0 ? this.indicesLength : this.verticesLength / this.elementsPerVertex
				);
			};
			Mesh.prototype.drawWithOffset = function (shader, primitiveType, offset, count) {
				var gl = this.context.gl;
				if (this.dirtyVertices || this.dirtyIndices) this.update();
				this.bind(shader);
				if (this.indicesLength > 0) {
					gl.drawElements(primitiveType, count, gl.UNSIGNED_SHORT, offset * 2);
				} else {
					gl.drawArrays(primitiveType, offset, count);
				}
				this.unbind(shader);
			};
			Mesh.prototype.bind = function (shader) {
				var gl = this.context.gl;
				gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer);
				var offset = 0;
				for (var i = 0; i < this.attributes.length; i++) {
					var attrib = this.attributes[i];
					var location_1 = shader.getAttributeLocation(attrib.name);
					gl.enableVertexAttribArray(location_1);
					gl.vertexAttribPointer(location_1, attrib.numElements, gl.FLOAT, false, this.elementsPerVertex * 4, offset * 4);
					offset += attrib.numElements;
				}
				if (this.indicesLength > 0) gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
			};
			Mesh.prototype.unbind = function (shader) {
				var gl = this.context.gl;
				for (var i = 0; i < this.attributes.length; i++) {
					var attrib = this.attributes[i];
					var location_2 = shader.getAttributeLocation(attrib.name);
					gl.disableVertexAttribArray(location_2);
				}
				gl.bindBuffer(gl.ARRAY_BUFFER, null);
				if (this.indicesLength > 0) gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
			};
			Mesh.prototype.update = function () {
				var gl = this.context.gl;
				if (this.dirtyVertices) {
					if (!this.verticesBuffer) {
						this.verticesBuffer = gl.createBuffer();
					}
					gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer);
					gl.bufferData(gl.ARRAY_BUFFER, this.vertices.subarray(0, this.verticesLength), gl.DYNAMIC_DRAW);
					this.dirtyVertices = false;
				}
				if (this.dirtyIndices) {
					if (!this.indicesBuffer) {
						this.indicesBuffer = gl.createBuffer();
					}
					gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
					gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices.subarray(0, this.indicesLength), gl.DYNAMIC_DRAW);
					this.dirtyIndices = false;
				}
			};
			Mesh.prototype.restore = function () {
				this.verticesBuffer = null;
				this.indicesBuffer = null;
				this.update();
			};
			Mesh.prototype.dispose = function () {
				this.context.removeRestorable(this);
				var gl = this.context.gl;
				gl.deleteBuffer(this.verticesBuffer);
				gl.deleteBuffer(this.indicesBuffer);
			};
			return Mesh;
		})();
		webgl.Mesh = Mesh;
		var VertexAttribute = (function () {
			function VertexAttribute(name, type, numElements) {
				this.name = name;
				this.type = type;
				this.numElements = numElements;
			}
			return VertexAttribute;
		})();
		webgl.VertexAttribute = VertexAttribute;
		var Position2Attribute = (function (_super) {
			__extends(Position2Attribute, _super);
			function Position2Attribute() {
				return _super.call(this, webgl.Shader.POSITION, VertexAttributeType.Float, 2) || this;
			}
			return Position2Attribute;
		})(VertexAttribute);
		webgl.Position2Attribute = Position2Attribute;
		var Position3Attribute = (function (_super) {
			__extends(Position3Attribute, _super);
			function Position3Attribute() {
				return _super.call(this, webgl.Shader.POSITION, VertexAttributeType.Float, 3) || this;
			}
			return Position3Attribute;
		})(VertexAttribute);
		webgl.Position3Attribute = Position3Attribute;
		var TexCoordAttribute = (function (_super) {
			__extends(TexCoordAttribute, _super);
			function TexCoordAttribute(unit) {
				if (unit === void 0) {
					unit = 0;
				}
				return _super.call(this, webgl.Shader.TEXCOORDS + (unit == 0 ? "" : unit), VertexAttributeType.Float, 2) || this;
			}
			return TexCoordAttribute;
		})(VertexAttribute);
		webgl.TexCoordAttribute = TexCoordAttribute;
		var ColorAttribute = (function (_super) {
			__extends(ColorAttribute, _super);
			function ColorAttribute() {
				return _super.call(this, webgl.Shader.COLOR, VertexAttributeType.Float, 4) || this;
			}
			return ColorAttribute;
		})(VertexAttribute);
		webgl.ColorAttribute = ColorAttribute;
		var Color2Attribute = (function (_super) {
			__extends(Color2Attribute, _super);
			function Color2Attribute() {
				return _super.call(this, webgl.Shader.COLOR2, VertexAttributeType.Float, 4) || this;
			}
			return Color2Attribute;
		})(VertexAttribute);
		webgl.Color2Attribute = Color2Attribute;
		var VertexAttributeType;
		(function (VertexAttributeType) {
			VertexAttributeType[(VertexAttributeType["Float"] = 0)] = "Float";
		})((VertexAttributeType = webgl.VertexAttributeType || (webgl.VertexAttributeType = {})));
	})((webgl = spine.webgl || (spine.webgl = {})));
})(spine || (spine = {}));
var spine;
(function (spine) {
	var webgl;
	(function (webgl) {
		var PolygonBatcher = (function () {
			function PolygonBatcher(context, twoColorTint, maxVertices) {
				if (twoColorTint === void 0) {
					twoColorTint = true;
				}
				if (maxVertices === void 0) {
					maxVertices = 10920;
				}
				this.isDrawing = false;
				this.shader = null;
				this.lastTexture = null;
				this.verticesLength = 0;
				this.indicesLength = 0;
				if (maxVertices > 10920) throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
				this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context);
				var attributes = twoColorTint
					? [new webgl.Position2Attribute(), new webgl.ColorAttribute(), new webgl.TexCoordAttribute(), new webgl.Color2Attribute()]
					: [new webgl.Position2Attribute(), new webgl.ColorAttribute(), new webgl.TexCoordAttribute()];
				this.mesh = new webgl.Mesh(context, attributes, maxVertices, maxVertices * 3);
				this.srcBlend = this.context.gl.SRC_ALPHA;
				this.dstBlend = this.context.gl.ONE_MINUS_SRC_ALPHA;
			}
			PolygonBatcher.prototype.begin = function (shader) {
				var gl = this.context.gl;
				if (this.isDrawing) throw new Error("PolygonBatch is already drawing. Call PolygonBatch.end() before calling PolygonBatch.begin()");
				this.drawCalls = 0;
				this.shader = shader;
				this.lastTexture = null;
				this.isDrawing = true;
				gl.enable(gl.BLEND);
				// gl.blendFunc(this.srcBlend, this.dstBlend);
				gl.blendFuncSeparate(this.srcBlend, this.dstBlend, gl.ONE, this.dstBlend);
			};
			PolygonBatcher.prototype.setBlendMode = function (srcBlend, dstBlend) {
				var gl = this.context.gl;
				this.srcBlend = srcBlend;
				this.dstBlend = dstBlend;
				if (this.isDrawing) {
					this.flush();
					// gl.blendFunc(this.srcBlend, this.dstBlend);
					gl.blendFuncSeparate(this.srcBlend, this.dstBlend, gl.ONE, this.dstBlend);
				}
			};
			PolygonBatcher.prototype.draw = function (texture, vertices, indices) {
				if (texture != this.lastTexture) {
					this.flush();
					this.lastTexture = texture;
				} else if (
					this.verticesLength + vertices.length > this.mesh.getVertices().length ||
					this.indicesLength + indices.length > this.mesh.getIndices().length
				) {
					this.flush();
				}
				var indexStart = this.mesh.numVertices();
				this.mesh.getVertices().set(vertices, this.verticesLength);
				this.verticesLength += vertices.length;
				this.mesh.setVerticesLength(this.verticesLength);
				var indicesArray = this.mesh.getIndices();
				for (var i = this.indicesLength, j = 0; j < indices.length; i++, j++) indicesArray[i] = indices[j] + indexStart;
				this.indicesLength += indices.length;
				this.mesh.setIndicesLength(this.indicesLength);
			};
			PolygonBatcher.prototype.flush = function () {
				var gl = this.context.gl;
				if (this.verticesLength == 0) return;
				this.lastTexture.bind();
				this.mesh.draw(this.shader, gl.TRIANGLES);
				this.verticesLength = 0;
				this.indicesLength = 0;
				this.mesh.setVerticesLength(0);
				this.mesh.setIndicesLength(0);
				this.drawCalls++;
			};
			PolygonBatcher.prototype.end = function () {
				var gl = this.context.gl;
				if (!this.isDrawing) throw new Error("PolygonBatch is not drawing. Call PolygonBatch.begin() before calling PolygonBatch.end()");
				if (this.verticesLength > 0 || this.indicesLength > 0) this.flush();
				this.shader = null;
				this.lastTexture = null;
				this.isDrawing = false;
				gl.disable(gl.BLEND);
			};
			PolygonBatcher.prototype.getDrawCalls = function () {
				return this.drawCalls;
			};
			PolygonBatcher.prototype.dispose = function () {
				this.mesh.dispose();
			};
			return PolygonBatcher;
		})();
		webgl.PolygonBatcher = PolygonBatcher;
	})((webgl = spine.webgl || (spine.webgl = {})));
})(spine || (spine = {}));
var spine;
(function (spine) {
	var webgl;
	(function (webgl) {
		var SceneRenderer = (function () {
			function SceneRenderer(canvas, context, twoColorTint) {
				if (twoColorTint === void 0) {
					twoColorTint = true;
				}
				this.twoColorTint = false;
				this.activeRenderer = null;
				this.QUAD = [0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0];
				this.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
				this.WHITE = new spine.Color(1, 1, 1, 1);
				this.canvas = canvas;
				this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context);
				this.twoColorTint = twoColorTint;
				this.camera = new webgl.OrthoCamera(canvas.width, canvas.height);
				this.batcherShader = twoColorTint ? webgl.Shader.newTwoColoredTextured(this.context) : webgl.Shader.newColoredTextured(this.context);
				this.batcher = new webgl.PolygonBatcher(this.context, twoColorTint);
				this.shapesShader = webgl.Shader.newColored(this.context);
				this.shapes = new webgl.ShapeRenderer(this.context);
				this.skeletonRenderer = new webgl.SkeletonRenderer(this.context, twoColorTint);
				this.skeletonDebugRenderer = new webgl.SkeletonDebugRenderer(this.context);
			}
			SceneRenderer.prototype.begin = function () {
				this.camera.update();
				this.enableRenderer(this.batcher);
			};
			SceneRenderer.prototype.drawSkeleton = function (skeleton, premultipliedAlpha, slotRangeStart, slotRangeEnd) {
				if (premultipliedAlpha === void 0) {
					premultipliedAlpha = false;
				}
				if (slotRangeStart === void 0) {
					slotRangeStart = -1;
				}
				if (slotRangeEnd === void 0) {
					slotRangeEnd = -1;
				}
				this.enableRenderer(this.batcher);
				this.skeletonRenderer.premultipliedAlpha = premultipliedAlpha;
				this.skeletonRenderer.draw(this.batcher, skeleton, slotRangeStart, slotRangeEnd);
			};
			SceneRenderer.prototype.drawSkeletonDebug = function (skeleton, premultipliedAlpha, ignoredBones) {
				if (premultipliedAlpha === void 0) {
					premultipliedAlpha = false;
				}
				if (ignoredBones === void 0) {
					ignoredBones = null;
				}
				this.enableRenderer(this.shapes);
				this.skeletonDebugRenderer.premultipliedAlpha = premultipliedAlpha;
				this.skeletonDebugRenderer.draw(this.shapes, skeleton, ignoredBones);
			};
			SceneRenderer.prototype.drawTexture = function (texture, x, y, width, height, color) {
				if (color === void 0) {
					color = null;
				}
				this.enableRenderer(this.batcher);
				if (color === null) color = this.WHITE;
				var quad = this.QUAD;
				var i = 0;
				quad[i++] = x;
				quad[i++] = y;
				quad[i++] = color.r;
				quad[i++] = color.g;
				quad[i++] = color.b;
				quad[i++] = color.a;
				quad[i++] = 0;
				quad[i++] = 1;
				if (this.twoColorTint) {
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
				}
				quad[i++] = x + width;
				quad[i++] = y;
				quad[i++] = color.r;
				quad[i++] = color.g;
				quad[i++] = color.b;
				quad[i++] = color.a;
				quad[i++] = 1;
				quad[i++] = 1;
				if (this.twoColorTint) {
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
				}
				quad[i++] = x + width;
				quad[i++] = y + height;
				quad[i++] = color.r;
				quad[i++] = color.g;
				quad[i++] = color.b;
				quad[i++] = color.a;
				quad[i++] = 1;
				quad[i++] = 0;
				if (this.twoColorTint) {
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
				}
				quad[i++] = x;
				quad[i++] = y + height;
				quad[i++] = color.r;
				quad[i++] = color.g;
				quad[i++] = color.b;
				quad[i++] = color.a;
				quad[i++] = 0;
				quad[i++] = 0;
				if (this.twoColorTint) {
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
				}
				this.batcher.draw(texture, quad, this.QUAD_TRIANGLES);
			};
			SceneRenderer.prototype.drawTextureUV = function (texture, x, y, width, height, u, v, u2, v2, color) {
				if (color === void 0) {
					color = null;
				}
				this.enableRenderer(this.batcher);
				if (color === null) color = this.WHITE;
				var quad = this.QUAD;
				var i = 0;
				quad[i++] = x;
				quad[i++] = y;
				quad[i++] = color.r;
				quad[i++] = color.g;
				quad[i++] = color.b;
				quad[i++] = color.a;
				quad[i++] = u;
				quad[i++] = v;
				if (this.twoColorTint) {
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
				}
				quad[i++] = x + width;
				quad[i++] = y;
				quad[i++] = color.r;
				quad[i++] = color.g;
				quad[i++] = color.b;
				quad[i++] = color.a;
				quad[i++] = u2;
				quad[i++] = v;
				if (this.twoColorTint) {
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
				}
				quad[i++] = x + width;
				quad[i++] = y + height;
				quad[i++] = color.r;
				quad[i++] = color.g;
				quad[i++] = color.b;
				quad[i++] = color.a;
				quad[i++] = u2;
				quad[i++] = v2;
				if (this.twoColorTint) {
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
				}
				quad[i++] = x;
				quad[i++] = y + height;
				quad[i++] = color.r;
				quad[i++] = color.g;
				quad[i++] = color.b;
				quad[i++] = color.a;
				quad[i++] = u;
				quad[i++] = v2;
				if (this.twoColorTint) {
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
				}
				this.batcher.draw(texture, quad, this.QUAD_TRIANGLES);
			};
			SceneRenderer.prototype.drawTextureRotated = function (texture, x, y, width, height, pivotX, pivotY, angle, color, premultipliedAlpha) {
				if (color === void 0) {
					color = null;
				}
				if (premultipliedAlpha === void 0) {
					premultipliedAlpha = false;
				}
				this.enableRenderer(this.batcher);
				if (color === null) color = this.WHITE;
				var quad = this.QUAD;
				var worldOriginX = x + pivotX;
				var worldOriginY = y + pivotY;
				var fx = -pivotX;
				var fy = -pivotY;
				var fx2 = width - pivotX;
				var fy2 = height - pivotY;
				var p1x = fx;
				var p1y = fy;
				var p2x = fx;
				var p2y = fy2;
				var p3x = fx2;
				var p3y = fy2;
				var p4x = fx2;
				var p4y = fy;
				var x1 = 0;
				var y1 = 0;
				var x2 = 0;
				var y2 = 0;
				var x3 = 0;
				var y3 = 0;
				var x4 = 0;
				var y4 = 0;
				if (angle != 0) {
					var cos = spine.MathUtils.cosDeg(angle);
					var sin = spine.MathUtils.sinDeg(angle);
					x1 = cos * p1x - sin * p1y;
					y1 = sin * p1x + cos * p1y;
					x4 = cos * p2x - sin * p2y;
					y4 = sin * p2x + cos * p2y;
					x3 = cos * p3x - sin * p3y;
					y3 = sin * p3x + cos * p3y;
					x2 = x3 + (x1 - x4);
					y2 = y3 + (y1 - y4);
				} else {
					x1 = p1x;
					y1 = p1y;
					x4 = p2x;
					y4 = p2y;
					x3 = p3x;
					y3 = p3y;
					x2 = p4x;
					y2 = p4y;
				}
				x1 += worldOriginX;
				y1 += worldOriginY;
				x2 += worldOriginX;
				y2 += worldOriginY;
				x3 += worldOriginX;
				y3 += worldOriginY;
				x4 += worldOriginX;
				y4 += worldOriginY;
				var i = 0;
				quad[i++] = x1;
				quad[i++] = y1;
				quad[i++] = color.r;
				quad[i++] = color.g;
				quad[i++] = color.b;
				quad[i++] = color.a;
				quad[i++] = 0;
				quad[i++] = 1;
				if (this.twoColorTint) {
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
				}
				quad[i++] = x2;
				quad[i++] = y2;
				quad[i++] = color.r;
				quad[i++] = color.g;
				quad[i++] = color.b;
				quad[i++] = color.a;
				quad[i++] = 1;
				quad[i++] = 1;
				if (this.twoColorTint) {
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
				}
				quad[i++] = x3;
				quad[i++] = y3;
				quad[i++] = color.r;
				quad[i++] = color.g;
				quad[i++] = color.b;
				quad[i++] = color.a;
				quad[i++] = 1;
				quad[i++] = 0;
				if (this.twoColorTint) {
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
				}
				quad[i++] = x4;
				quad[i++] = y4;
				quad[i++] = color.r;
				quad[i++] = color.g;
				quad[i++] = color.b;
				quad[i++] = color.a;
				quad[i++] = 0;
				quad[i++] = 0;
				if (this.twoColorTint) {
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
				}
				this.batcher.draw(texture, quad, this.QUAD_TRIANGLES);
			};
			SceneRenderer.prototype.drawRegion = function (region, x, y, width, height, color, premultipliedAlpha) {
				if (color === void 0) {
					color = null;
				}
				if (premultipliedAlpha === void 0) {
					premultipliedAlpha = false;
				}
				this.enableRenderer(this.batcher);
				if (color === null) color = this.WHITE;
				var quad = this.QUAD;
				var i = 0;
				quad[i++] = x;
				quad[i++] = y;
				quad[i++] = color.r;
				quad[i++] = color.g;
				quad[i++] = color.b;
				quad[i++] = color.a;
				quad[i++] = region.u;
				quad[i++] = region.v2;
				if (this.twoColorTint) {
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
				}
				quad[i++] = x + width;
				quad[i++] = y;
				quad[i++] = color.r;
				quad[i++] = color.g;
				quad[i++] = color.b;
				quad[i++] = color.a;
				quad[i++] = region.u2;
				quad[i++] = region.v2;
				if (this.twoColorTint) {
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
				}
				quad[i++] = x + width;
				quad[i++] = y + height;
				quad[i++] = color.r;
				quad[i++] = color.g;
				quad[i++] = color.b;
				quad[i++] = color.a;
				quad[i++] = region.u2;
				quad[i++] = region.v;
				if (this.twoColorTint) {
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
				}
				quad[i++] = x;
				quad[i++] = y + height;
				quad[i++] = color.r;
				quad[i++] = color.g;
				quad[i++] = color.b;
				quad[i++] = color.a;
				quad[i++] = region.u;
				quad[i++] = region.v;
				if (this.twoColorTint) {
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
					quad[i++] = 0;
				}
				this.batcher.draw(region.texture, quad, this.QUAD_TRIANGLES);
			};
			SceneRenderer.prototype.line = function (x, y, x2, y2, color, color2) {
				if (color === void 0) {
					color = null;
				}
				if (color2 === void 0) {
					color2 = null;
				}
				this.enableRenderer(this.shapes);
				this.shapes.line(x, y, x2, y2, color);
			};
			SceneRenderer.prototype.triangle = function (filled, x, y, x2, y2, x3, y3, color, color2, color3) {
				if (color === void 0) {
					color = null;
				}
				if (color2 === void 0) {
					color2 = null;
				}
				if (color3 === void 0) {
					color3 = null;
				}
				this.enableRenderer(this.shapes);
				this.shapes.triangle(filled, x, y, x2, y2, x3, y3, color, color2, color3);
			};
			SceneRenderer.prototype.quad = function (filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4) {
				if (color === void 0) {
					color = null;
				}
				if (color2 === void 0) {
					color2 = null;
				}
				if (color3 === void 0) {
					color3 = null;
				}
				if (color4 === void 0) {
					color4 = null;
				}
				this.enableRenderer(this.shapes);
				this.shapes.quad(filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4);
			};
			SceneRenderer.prototype.rect = function (filled, x, y, width, height, color) {
				if (color === void 0) {
					color = null;
				}
				this.enableRenderer(this.shapes);
				this.shapes.rect(filled, x, y, width, height, color);
			};
			SceneRenderer.prototype.rectLine = function (filled, x1, y1, x2, y2, width, color) {
				if (color === void 0) {
					color = null;
				}
				this.enableRenderer(this.shapes);
				this.shapes.rectLine(filled, x1, y1, x2, y2, width, color);
			};
			SceneRenderer.prototype.polygon = function (polygonVertices, offset, count, color) {
				if (color === void 0) {
					color = null;
				}
				this.enableRenderer(this.shapes);
				this.shapes.polygon(polygonVertices, offset, count, color);
			};
			SceneRenderer.prototype.circle = function (filled, x, y, radius, color, segments) {
				if (color === void 0) {
					color = null;
				}
				if (segments === void 0) {
					segments = 0;
				}
				this.enableRenderer(this.shapes);
				this.shapes.circle(filled, x, y, radius, color, segments);
			};
			SceneRenderer.prototype.curve = function (x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color) {
				if (color === void 0) {
					color = null;
				}
				this.enableRenderer(this.shapes);
				this.shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color);
			};
			SceneRenderer.prototype.end = function () {
				if (this.activeRenderer === this.batcher) this.batcher.end();
				else if (this.activeRenderer === this.shapes) this.shapes.end();
				this.activeRenderer = null;
			};
			SceneRenderer.prototype.resize = function (resizeMode) {
				var canvas = this.canvas;
				var w = canvas.clientWidth;
				var h = canvas.clientHeight;
				if (canvas.width != w || canvas.height != h) {
					canvas.width = w;
					canvas.height = h;
				}
				this.context.gl.viewport(0, 0, canvas.width, canvas.height);
				if (resizeMode === ResizeMode.Stretch) {
				} else if (resizeMode === ResizeMode.Expand) {
					this.camera.setViewport(w, h);
				} else if (resizeMode === ResizeMode.Fit) {
					var sourceWidth = canvas.width,
						sourceHeight = canvas.height;
					var targetWidth = this.camera.viewportWidth,
						targetHeight = this.camera.viewportHeight;
					var targetRatio = targetHeight / targetWidth;
					var sourceRatio = sourceHeight / sourceWidth;
					var scale = targetRatio < sourceRatio ? targetWidth / sourceWidth : targetHeight / sourceHeight;
					this.camera.viewportWidth = sourceWidth * scale;
					this.camera.viewportHeight = sourceHeight * scale;
				}
				this.camera.update();
			};
			SceneRenderer.prototype.enableRenderer = function (renderer) {
				if (this.activeRenderer === renderer) return;
				this.end();
				if (renderer instanceof webgl.PolygonBatcher) {
					this.batcherShader.bind();
					this.batcherShader.setUniform4x4f(webgl.Shader.MVP_MATRIX, this.camera.projectionView.values);
					this.batcherShader.setUniformi("u_texture", 0);
					this.batcher.begin(this.batcherShader);
					this.activeRenderer = this.batcher;
				} else if (renderer instanceof webgl.ShapeRenderer) {
					this.shapesShader.bind();
					this.shapesShader.setUniform4x4f(webgl.Shader.MVP_MATRIX, this.camera.projectionView.values);
					this.shapes.begin(this.shapesShader);
					this.activeRenderer = this.shapes;
				} else {
					this.activeRenderer = this.skeletonDebugRenderer;
				}
			};
			SceneRenderer.prototype.dispose = function () {
				this.batcher.dispose();
				this.batcherShader.dispose();
				this.shapes.dispose();
				this.shapesShader.dispose();
				this.skeletonDebugRenderer.dispose();
			};
			return SceneRenderer;
		})();
		webgl.SceneRenderer = SceneRenderer;
		var ResizeMode;
		(function (ResizeMode) {
			ResizeMode[(ResizeMode["Stretch"] = 0)] = "Stretch";
			ResizeMode[(ResizeMode["Expand"] = 1)] = "Expand";
			ResizeMode[(ResizeMode["Fit"] = 2)] = "Fit";
		})((ResizeMode = webgl.ResizeMode || (webgl.ResizeMode = {})));
	})((webgl = spine.webgl || (spine.webgl = {})));
})(spine || (spine = {}));
var spine;
(function (spine) {
	var webgl;
	(function (webgl) {
		var Shader = (function () {
			function Shader(context, vertexShader, fragmentShader) {
				this.vertexShader = vertexShader;
				this.fragmentShader = fragmentShader;
				this.vs = null;
				this.fs = null;
				this.program = null;
				this.tmp2x2 = new Float32Array(2 * 2);
				this.tmp3x3 = new Float32Array(3 * 3);
				this.tmp4x4 = new Float32Array(4 * 4);
				this.vsSource = vertexShader;
				this.fsSource = fragmentShader;
				this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context);
				this.context.addRestorable(this);
				this.compile();
			}
			Shader.prototype.getProgram = function () {
				return this.program;
			};
			Shader.prototype.getVertexShader = function () {
				return this.vertexShader;
			};
			Shader.prototype.getFragmentShader = function () {
				return this.fragmentShader;
			};
			Shader.prototype.getVertexShaderSource = function () {
				return this.vsSource;
			};
			Shader.prototype.getFragmentSource = function () {
				return this.fsSource;
			};
			Shader.prototype.compile = function () {
				var gl = this.context.gl;
				try {
					this.vs = this.compileShader(gl.VERTEX_SHADER, this.vertexShader);
					this.fs = this.compileShader(gl.FRAGMENT_SHADER, this.fragmentShader);
					this.program = this.compileProgram(this.vs, this.fs);
				} catch (e) {
					this.dispose();
					throw e;
				}
			};
			Shader.prototype.compileShader = function (type, source) {
				var gl = this.context.gl;
				var shader = gl.createShader(type);
				gl.shaderSource(shader, source);
				gl.compileShader(shader);
				if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
					var error = "Couldn't compile shader: " + gl.getShaderInfoLog(shader);
					gl.deleteShader(shader);
					if (!gl.isContextLost()) throw new Error(error);
				}
				return shader;
			};
			Shader.prototype.compileProgram = function (vs, fs) {
				var gl = this.context.gl;
				var program = gl.createProgram();
				gl.attachShader(program, vs);
				gl.attachShader(program, fs);
				gl.linkProgram(program);
				if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
					var error = "Couldn't compile shader program: " + gl.getProgramInfoLog(program);
					gl.deleteProgram(program);
					if (!gl.isContextLost()) throw new Error(error);
				}
				return program;
			};
			Shader.prototype.restore = function () {
				this.compile();
			};
			Shader.prototype.bind = function () {
				this.context.gl.useProgram(this.program);
			};
			Shader.prototype.unbind = function () {
				this.context.gl.useProgram(null);
			};
			Shader.prototype.setUniformi = function (uniform, value) {
				this.context.gl.uniform1i(this.getUniformLocation(uniform), value);
			};
			Shader.prototype.setUniformf = function (uniform, value) {
				this.context.gl.uniform1f(this.getUniformLocation(uniform), value);
			};
			Shader.prototype.setUniform2f = function (uniform, value, value2) {
				this.context.gl.uniform2f(this.getUniformLocation(uniform), value, value2);
			};
			Shader.prototype.setUniform3f = function (uniform, value, value2, value3) {
				this.context.gl.uniform3f(this.getUniformLocation(uniform), value, value2, value3);
			};
			Shader.prototype.setUniform4f = function (uniform, value, value2, value3, value4) {
				this.context.gl.uniform4f(this.getUniformLocation(uniform), value, value2, value3, value4);
			};
			Shader.prototype.setUniform2x2f = function (uniform, value) {
				var gl = this.context.gl;
				this.tmp2x2.set(value);
				gl.uniformMatrix2fv(this.getUniformLocation(uniform), false, this.tmp2x2);
			};
			Shader.prototype.setUniform3x3f = function (uniform, value) {
				var gl = this.context.gl;
				this.tmp3x3.set(value);
				gl.uniformMatrix3fv(this.getUniformLocation(uniform), false, this.tmp3x3);
			};
			Shader.prototype.setUniform4x4f = function (uniform, value) {
				var gl = this.context.gl;
				this.tmp4x4.set(value);
				gl.uniformMatrix4fv(this.getUniformLocation(uniform), false, this.tmp4x4);
			};
			Shader.prototype.getUniformLocation = function (uniform) {
				var gl = this.context.gl;
				var location = gl.getUniformLocation(this.program, uniform);
				if (!location && !gl.isContextLost()) throw new Error("Couldn't find location for uniform " + uniform);
				return location;
			};
			Shader.prototype.getAttributeLocation = function (attribute) {
				var gl = this.context.gl;
				var location = gl.getAttribLocation(this.program, attribute);
				if (location == -1 && !gl.isContextLost()) throw new Error("Couldn't find location for attribute " + attribute);
				return location;
			};
			Shader.prototype.dispose = function () {
				this.context.removeRestorable(this);
				var gl = this.context.gl;
				if (this.vs) {
					gl.deleteShader(this.vs);
					this.vs = null;
				}
				if (this.fs) {
					gl.deleteShader(this.fs);
					this.fs = null;
				}
				if (this.program) {
					gl.deleteProgram(this.program);
					this.program = null;
				}
			};
			Shader.newColoredTextured = function (context) {
				var vs =
					"\n\t\t\t\tattribute vec4 " +
					Shader.POSITION +
					";\n\t\t\t\tattribute vec4 " +
					Shader.COLOR +
					";\n\t\t\t\tattribute vec2 " +
					Shader.TEXCOORDS +
					";\n\t\t\t\tuniform mat4 " +
					Shader.MVP_MATRIX +
					";\n\t\t\t\tvarying vec4 v_color;\n\t\t\t\tvarying vec2 v_texCoords;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_color = " +
					Shader.COLOR +
					";\n\t\t\t\t\tv_texCoords = " +
					Shader.TEXCOORDS +
					";\n\t\t\t\t\tgl_Position = " +
					Shader.MVP_MATRIX +
					" * " +
					Shader.POSITION +
					";\n\t\t\t\t}\n\t\t\t";
				var fs =
					"\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_color;\n\t\t\t\tvarying vec2 v_texCoords;\n\t\t\t\tuniform sampler2D u_texture;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tgl_FragColor = v_color * texture2D(u_texture, v_texCoords);\n\t\t\t\t}\n\t\t\t";
				return new Shader(context, vs, fs);
			};
			Shader.newTwoColoredTextured = function (context) {
				var vs =
					"\n\t\t\t\tattribute vec4 " +
					Shader.POSITION +
					";\n\t\t\t\tattribute vec4 " +
					Shader.COLOR +
					";\n\t\t\t\tattribute vec4 " +
					Shader.COLOR2 +
					";\n\t\t\t\tattribute vec2 " +
					Shader.TEXCOORDS +
					";\n\t\t\t\tuniform mat4 " +
					Shader.MVP_MATRIX +
					";\n\t\t\t\tvarying vec4 v_light;\n\t\t\t\tvarying vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_light = " +
					Shader.COLOR +
					";\n\t\t\t\t\tv_dark = " +
					Shader.COLOR2 +
					";\n\t\t\t\t\tv_texCoords = " +
					Shader.TEXCOORDS +
					";\n\t\t\t\t\tgl_Position = " +
					Shader.MVP_MATRIX +
					" * " +
					Shader.POSITION +
					";\n\t\t\t\t}\n\t\t\t";
				var fs =
					"\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_light;\n\t\t\t\tvarying LOWP vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\t\t\t\tuniform sampler2D u_texture;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tvec4 texColor = texture2D(u_texture, v_texCoords);\n\t\t\t\t\tgl_FragColor.a = texColor.a * v_light.a;\n\t\t\t\t\tgl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n\t\t\t\t}\n\t\t\t";
				return new Shader(context, vs, fs);
			};
			Shader.newColored = function (context) {
				var vs =
					"\n\t\t\t\tattribute vec4 " +
					Shader.POSITION +
					";\n\t\t\t\tattribute vec4 " +
					Shader.COLOR +
					";\n\t\t\t\tuniform mat4 " +
					Shader.MVP_MATRIX +
					";\n\t\t\t\tvarying vec4 v_color;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_color = " +
					Shader.COLOR +
					";\n\t\t\t\t\tgl_Position = " +
					Shader.MVP_MATRIX +
					" * " +
					Shader.POSITION +
					";\n\t\t\t\t}\n\t\t\t";
				var fs =
					"\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_color;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tgl_FragColor = v_color;\n\t\t\t\t}\n\t\t\t";
				return new Shader(context, vs, fs);
			};
			Shader.MVP_MATRIX = "u_projTrans";
			Shader.POSITION = "a_position";
			Shader.COLOR = "a_color";
			Shader.COLOR2 = "a_color2";
			Shader.TEXCOORDS = "a_texCoords";
			Shader.SAMPLER = "u_texture";
			return Shader;
		})();
		webgl.Shader = Shader;
	})((webgl = spine.webgl || (spine.webgl = {})));
})(spine || (spine = {}));
var spine;
(function (spine) {
	var webgl;
	(function (webgl) {
		var ShapeRenderer = (function () {
			function ShapeRenderer(context, maxVertices) {
				if (maxVertices === void 0) {
					maxVertices = 10920;
				}
				this.isDrawing = false;
				this.shapeType = ShapeType.Filled;
				this.color = new spine.Color(1, 1, 1, 1);
				this.vertexIndex = 0;
				this.tmp = new spine.Vector2();
				if (maxVertices > 10920) throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
				this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context);
				this.mesh = new webgl.Mesh(context, [new webgl.Position2Attribute(), new webgl.ColorAttribute()], maxVertices, 0);
				this.srcBlend = this.context.gl.SRC_ALPHA;
				this.dstBlend = this.context.gl.ONE_MINUS_SRC_ALPHA;
			}
			ShapeRenderer.prototype.begin = function (shader) {
				if (this.isDrawing) throw new Error("ShapeRenderer.begin() has already been called");
				this.shader = shader;
				this.vertexIndex = 0;
				this.isDrawing = true;
				var gl = this.context.gl;
				gl.enable(gl.BLEND);
				gl.blendFunc(this.srcBlend, this.dstBlend);
			};
			ShapeRenderer.prototype.setBlendMode = function (srcBlend, dstBlend) {
				var gl = this.context.gl;
				this.srcBlend = srcBlend;
				this.dstBlend = dstBlend;
				if (this.isDrawing) {
					this.flush();
					gl.blendFunc(this.srcBlend, this.dstBlend);
				}
			};
			ShapeRenderer.prototype.setColor = function (color) {
				this.color.setFromColor(color);
			};
			ShapeRenderer.prototype.setColorWith = function (r, g, b, a) {
				this.color.set(r, g, b, a);
			};
			ShapeRenderer.prototype.point = function (x, y, color) {
				if (color === void 0) {
					color = null;
				}
				this.check(ShapeType.Point, 1);
				if (color === null) color = this.color;
				this.vertex(x, y, color);
			};
			ShapeRenderer.prototype.line = function (x, y, x2, y2, color) {
				if (color === void 0) {
					color = null;
				}
				this.check(ShapeType.Line, 2);
				var vertices = this.mesh.getVertices();
				var idx = this.vertexIndex;
				if (color === null) color = this.color;
				this.vertex(x, y, color);
				this.vertex(x2, y2, color);
			};
			ShapeRenderer.prototype.triangle = function (filled, x, y, x2, y2, x3, y3, color, color2, color3) {
				if (color === void 0) {
					color = null;
				}
				if (color2 === void 0) {
					color2 = null;
				}
				if (color3 === void 0) {
					color3 = null;
				}
				this.check(filled ? ShapeType.Filled : ShapeType.Line, 3);
				var vertices = this.mesh.getVertices();
				var idx = this.vertexIndex;
				if (color === null) color = this.color;
				if (color2 === null) color2 = this.color;
				if (color3 === null) color3 = this.color;
				if (filled) {
					this.vertex(x, y, color);
					this.vertex(x2, y2, color2);
					this.vertex(x3, y3, color3);
				} else {
					this.vertex(x, y, color);
					this.vertex(x2, y2, color2);
					this.vertex(x2, y2, color);
					this.vertex(x3, y3, color2);
					this.vertex(x3, y3, color);
					this.vertex(x, y, color2);
				}
			};
			ShapeRenderer.prototype.quad = function (filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4) {
				if (color === void 0) {
					color = null;
				}
				if (color2 === void 0) {
					color2 = null;
				}
				if (color3 === void 0) {
					color3 = null;
				}
				if (color4 === void 0) {
					color4 = null;
				}
				this.check(filled ? ShapeType.Filled : ShapeType.Line, 3);
				var vertices = this.mesh.getVertices();
				var idx = this.vertexIndex;
				if (color === null) color = this.color;
				if (color2 === null) color2 = this.color;
				if (color3 === null) color3 = this.color;
				if (color4 === null) color4 = this.color;
				if (filled) {
					this.vertex(x, y, color);
					this.vertex(x2, y2, color2);
					this.vertex(x3, y3, color3);
					this.vertex(x3, y3, color3);
					this.vertex(x4, y4, color4);
					this.vertex(x, y, color);
				} else {
					this.vertex(x, y, color);
					this.vertex(x2, y2, color2);
					this.vertex(x2, y2, color2);
					this.vertex(x3, y3, color3);
					this.vertex(x3, y3, color3);
					this.vertex(x4, y4, color4);
					this.vertex(x4, y4, color4);
					this.vertex(x, y, color);
				}
			};
			ShapeRenderer.prototype.rect = function (filled, x, y, width, height, color) {
				if (color === void 0) {
					color = null;
				}
				this.quad(filled, x, y, x + width, y, x + width, y + height, x, y + height, color, color, color, color);
			};
			ShapeRenderer.prototype.rectLine = function (filled, x1, y1, x2, y2, width, color) {
				if (color === void 0) {
					color = null;
				}
				this.check(filled ? ShapeType.Filled : ShapeType.Line, 8);
				if (color === null) color = this.color;
				var t = this.tmp.set(y2 - y1, x1 - x2);
				t.normalize();
				width *= 0.5;
				var tx = t.x * width;
				var ty = t.y * width;
				if (!filled) {
					this.vertex(x1 + tx, y1 + ty, color);
					this.vertex(x1 - tx, y1 - ty, color);
					this.vertex(x2 + tx, y2 + ty, color);
					this.vertex(x2 - tx, y2 - ty, color);
					this.vertex(x2 + tx, y2 + ty, color);
					this.vertex(x1 + tx, y1 + ty, color);
					this.vertex(x2 - tx, y2 - ty, color);
					this.vertex(x1 - tx, y1 - ty, color);
				} else {
					this.vertex(x1 + tx, y1 + ty, color);
					this.vertex(x1 - tx, y1 - ty, color);
					this.vertex(x2 + tx, y2 + ty, color);
					this.vertex(x2 - tx, y2 - ty, color);
					this.vertex(x2 + tx, y2 + ty, color);
					this.vertex(x1 - tx, y1 - ty, color);
				}
			};
			ShapeRenderer.prototype.x = function (x, y, size) {
				this.line(x - size, y - size, x + size, y + size);
				this.line(x - size, y + size, x + size, y - size);
			};
			ShapeRenderer.prototype.polygon = function (polygonVertices, offset, count, color) {
				if (color === void 0) {
					color = null;
				}
				if (count < 3) throw new Error("Polygon must contain at least 3 vertices");
				this.check(ShapeType.Line, count * 2);
				if (color === null) color = this.color;
				var vertices = this.mesh.getVertices();
				var idx = this.vertexIndex;
				offset <<= 1;
				count <<= 1;
				var firstX = polygonVertices[offset];
				var firstY = polygonVertices[offset + 1];
				var last = offset + count;
				for (var i = offset, n = offset + count - 2; i < n; i += 2) {
					var x1 = polygonVertices[i];
					var y1 = polygonVertices[i + 1];
					var x2 = 0;
					var y2 = 0;
					if (i + 2 >= last) {
						x2 = firstX;
						y2 = firstY;
					} else {
						x2 = polygonVertices[i + 2];
						y2 = polygonVertices[i + 3];
					}
					this.vertex(x1, y1, color);
					this.vertex(x2, y2, color);
				}
			};
			ShapeRenderer.prototype.circle = function (filled, x, y, radius, color, segments) {
				if (color === void 0) {
					color = null;
				}
				if (segments === void 0) {
					segments = 0;
				}
				if (segments === 0) segments = Math.max(1, (6 * spine.MathUtils.cbrt(radius)) | 0);
				if (segments <= 0) throw new Error("segments must be > 0.");
				if (color === null) color = this.color;
				var angle = (2 * spine.MathUtils.PI) / segments;
				var cos = Math.cos(angle);
				var sin = Math.sin(angle);
				var cx = radius,
					cy = 0;
				if (!filled) {
					this.check(ShapeType.Line, segments * 2 + 2);
					for (var i = 0; i < segments; i++) {
						this.vertex(x + cx, y + cy, color);
						var temp_1 = cx;
						cx = cos * cx - sin * cy;
						cy = sin * temp_1 + cos * cy;
						this.vertex(x + cx, y + cy, color);
					}
					this.vertex(x + cx, y + cy, color);
				} else {
					this.check(ShapeType.Filled, segments * 3 + 3);
					segments--;
					for (var i = 0; i < segments; i++) {
						this.vertex(x, y, color);
						this.vertex(x + cx, y + cy, color);
						var temp_2 = cx;
						cx = cos * cx - sin * cy;
						cy = sin * temp_2 + cos * cy;
						this.vertex(x + cx, y + cy, color);
					}
					this.vertex(x, y, color);
					this.vertex(x + cx, y + cy, color);
				}
				var temp = cx;
				cx = radius;
				cy = 0;
				this.vertex(x + cx, y + cy, color);
			};
			ShapeRenderer.prototype.curve = function (x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color) {
				if (color === void 0) {
					color = null;
				}
				this.check(ShapeType.Line, segments * 2 + 2);
				if (color === null) color = this.color;
				var subdiv_step = 1 / segments;
				var subdiv_step2 = subdiv_step * subdiv_step;
				var subdiv_step3 = subdiv_step * subdiv_step * subdiv_step;
				var pre1 = 3 * subdiv_step;
				var pre2 = 3 * subdiv_step2;
				var pre4 = 6 * subdiv_step2;
				var pre5 = 6 * subdiv_step3;
				var tmp1x = x1 - cx1 * 2 + cx2;
				var tmp1y = y1 - cy1 * 2 + cy2;
				var tmp2x = (cx1 - cx2) * 3 - x1 + x2;
				var tmp2y = (cy1 - cy2) * 3 - y1 + y2;
				var fx = x1;
				var fy = y1;
				var dfx = (cx1 - x1) * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3;
				var dfy = (cy1 - y1) * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3;
				var ddfx = tmp1x * pre4 + tmp2x * pre5;
				var ddfy = tmp1y * pre4 + tmp2y * pre5;
				var dddfx = tmp2x * pre5;
				var dddfy = tmp2y * pre5;
				while (segments-- > 0) {
					this.vertex(fx, fy, color);
					fx += dfx;
					fy += dfy;
					dfx += ddfx;
					dfy += ddfy;
					ddfx += dddfx;
					ddfy += dddfy;
					this.vertex(fx, fy, color);
				}
				this.vertex(fx, fy, color);
				this.vertex(x2, y2, color);
			};
			ShapeRenderer.prototype.vertex = function (x, y, color) {
				var idx = this.vertexIndex;
				var vertices = this.mesh.getVertices();
				vertices[idx++] = x;
				vertices[idx++] = y;
				vertices[idx++] = color.r;
				vertices[idx++] = color.g;
				vertices[idx++] = color.b;
				vertices[idx++] = color.a;
				this.vertexIndex = idx;
			};
			ShapeRenderer.prototype.end = function () {
				if (!this.isDrawing) throw new Error("ShapeRenderer.begin() has not been called");
				this.flush();
				this.context.gl.disable(this.context.gl.BLEND);
				this.isDrawing = false;
			};
			ShapeRenderer.prototype.flush = function () {
				if (this.vertexIndex == 0) return;
				this.mesh.setVerticesLength(this.vertexIndex);
				this.mesh.draw(this.shader, this.shapeType);
				this.vertexIndex = 0;
			};
			ShapeRenderer.prototype.check = function (shapeType, numVertices) {
				if (!this.isDrawing) throw new Error("ShapeRenderer.begin() has not been called");
				if (this.shapeType == shapeType) {
					if (this.mesh.maxVertices() - this.mesh.numVertices() < numVertices) this.flush();
					else return;
				} else {
					this.flush();
					this.shapeType = shapeType;
				}
			};
			ShapeRenderer.prototype.dispose = function () {
				this.mesh.dispose();
			};
			return ShapeRenderer;
		})();
		webgl.ShapeRenderer = ShapeRenderer;
		var ShapeType;
		(function (ShapeType) {
			ShapeType[(ShapeType["Point"] = 0)] = "Point";
			ShapeType[(ShapeType["Line"] = 1)] = "Line";
			ShapeType[(ShapeType["Filled"] = 4)] = "Filled";
		})((ShapeType = webgl.ShapeType || (webgl.ShapeType = {})));
	})((webgl = spine.webgl || (spine.webgl = {})));
})(spine || (spine = {}));
var spine;
(function (spine) {
	var webgl;
	(function (webgl) {
		var SkeletonDebugRenderer = (function () {
			function SkeletonDebugRenderer(context) {
				this.boneLineColor = new spine.Color(1, 0, 0, 1);
				this.boneOriginColor = new spine.Color(0, 1, 0, 1);
				this.attachmentLineColor = new spine.Color(0, 0, 1, 0.5);
				this.triangleLineColor = new spine.Color(1, 0.64, 0, 0.5);
				this.pathColor = new spine.Color().setFromString("FF7F00");
				this.clipColor = new spine.Color(0.8, 0, 0, 2);
				this.aabbColor = new spine.Color(0, 1, 0, 0.5);
				this.drawBones = true;
				this.drawRegionAttachments = true;
				this.drawBoundingBoxes = true;
				this.drawMeshHull = true;
				this.drawMeshTriangles = true;
				this.drawPaths = true;
				this.drawSkeletonXY = false;
				this.drawClipping = true;
				this.premultipliedAlpha = false;
				this.scale = 1;
				this.boneWidth = 2;
				this.bounds = new spine.SkeletonBounds();
				this.temp = new Array();
				this.vertices = spine.Utils.newFloatArray(2 * 1024);
				this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context);
			}
			SkeletonDebugRenderer.prototype.draw = function (shapes, skeleton, ignoredBones) {
				if (ignoredBones === void 0) {
					ignoredBones = null;
				}
				var skeletonX = skeleton.x;
				var skeletonY = skeleton.y;
				var gl = this.context.gl;
				var srcFunc = this.premultipliedAlpha ? gl.ONE : gl.SRC_ALPHA;
				shapes.setBlendMode(srcFunc, gl.ONE_MINUS_SRC_ALPHA);
				var bones = skeleton.bones;
				if (this.drawBones) {
					shapes.setColor(this.boneLineColor);
					for (var i = 0, n = bones.length; i < n; i++) {
						var bone = bones[i];
						if (ignoredBones && ignoredBones.indexOf(bone.data.name) > -1) continue;
						if (bone.parent == null) continue;
						var x = skeletonX + bone.data.length * bone.a + bone.worldX;
						var y = skeletonY + bone.data.length * bone.c + bone.worldY;
						shapes.rectLine(true, skeletonX + bone.worldX, skeletonY + bone.worldY, x, y, this.boneWidth * this.scale);
					}
					if (this.drawSkeletonXY) shapes.x(skeletonX, skeletonY, 4 * this.scale);
				}
				if (this.drawRegionAttachments) {
					shapes.setColor(this.attachmentLineColor);
					var slots = skeleton.slots;
					for (var i = 0, n = slots.length; i < n; i++) {
						var slot = slots[i];
						var attachment = slot.getAttachment();
						if (attachment instanceof spine.RegionAttachment) {
							var regionAttachment = attachment;
							var vertices = this.vertices;
							regionAttachment.computeWorldVertices(slot.bone, vertices, 0, 2);
							shapes.line(vertices[0], vertices[1], vertices[2], vertices[3]);
							shapes.line(vertices[2], vertices[3], vertices[4], vertices[5]);
							shapes.line(vertices[4], vertices[5], vertices[6], vertices[7]);
							shapes.line(vertices[6], vertices[7], vertices[0], vertices[1]);
						}
					}
				}
				if (this.drawMeshHull || this.drawMeshTriangles) {
					var slots = skeleton.slots;
					for (var i = 0, n = slots.length; i < n; i++) {
						var slot = slots[i];
						var attachment = slot.getAttachment();
						if (!(attachment instanceof spine.MeshAttachment)) continue;
						var mesh = attachment;
						var vertices = this.vertices;
						mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, 2);
						var triangles = mesh.triangles;
						var hullLength = mesh.hullLength;
						if (this.drawMeshTriangles) {
							shapes.setColor(this.triangleLineColor);
							for (var ii = 0, nn = triangles.length; ii < nn; ii += 3) {
								var v1 = triangles[ii] * 2,
									v2 = triangles[ii + 1] * 2,
									v3 = triangles[ii + 2] * 2;
								shapes.triangle(
									false,
									vertices[v1],
									vertices[v1 + 1],
									vertices[v2],
									vertices[v2 + 1],
									vertices[v3],
									vertices[v3 + 1]
								);
							}
						}
						if (this.drawMeshHull && hullLength > 0) {
							shapes.setColor(this.attachmentLineColor);
							hullLength = (hullLength >> 1) * 2;
							var lastX = vertices[hullLength - 2],
								lastY = vertices[hullLength - 1];
							for (var ii = 0, nn = hullLength; ii < nn; ii += 2) {
								var x = vertices[ii],
									y = vertices[ii + 1];
								shapes.line(x, y, lastX, lastY);
								lastX = x;
								lastY = y;
							}
						}
					}
				}
				if (this.drawBoundingBoxes) {
					var bounds = this.bounds;
					bounds.update(skeleton, true);
					shapes.setColor(this.aabbColor);
					shapes.rect(false, bounds.minX, bounds.minY, bounds.getWidth(), bounds.getHeight());
					var polygons = bounds.polygons;
					var boxes = bounds.boundingBoxes;
					for (var i = 0, n = polygons.length; i < n; i++) {
						var polygon = polygons[i];
						shapes.setColor(boxes[i].color);
						shapes.polygon(polygon, 0, polygon.length);
					}
				}
				if (this.drawPaths) {
					var slots = skeleton.slots;
					for (var i = 0, n = slots.length; i < n; i++) {
						var slot = slots[i];
						var attachment = slot.getAttachment();
						if (!(attachment instanceof spine.PathAttachment)) continue;
						var path = attachment;
						var nn = path.worldVerticesLength;
						var world = (this.temp = spine.Utils.setArraySize(this.temp, nn, 0));
						path.computeWorldVertices(slot, 0, nn, world, 0, 2);
						var color = this.pathColor;
						var x1 = world[2],
							y1 = world[3],
							x2 = 0,
							y2 = 0;
						if (path.closed) {
							shapes.setColor(color);
							var cx1 = world[0],
								cy1 = world[1],
								cx2 = world[nn - 2],
								cy2 = world[nn - 1];
							x2 = world[nn - 4];
							y2 = world[nn - 3];
							shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, 32);
							shapes.setColor(SkeletonDebugRenderer.LIGHT_GRAY);
							shapes.line(x1, y1, cx1, cy1);
							shapes.line(x2, y2, cx2, cy2);
						}
						nn -= 4;
						for (var ii = 4; ii < nn; ii += 6) {
							var cx1 = world[ii],
								cy1 = world[ii + 1],
								cx2 = world[ii + 2],
								cy2 = world[ii + 3];
							x2 = world[ii + 4];
							y2 = world[ii + 5];
							shapes.setColor(color);
							shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, 32);
							shapes.setColor(SkeletonDebugRenderer.LIGHT_GRAY);
							shapes.line(x1, y1, cx1, cy1);
							shapes.line(x2, y2, cx2, cy2);
							x1 = x2;
							y1 = y2;
						}
					}
				}
				if (this.drawBones) {
					shapes.setColor(this.boneOriginColor);
					for (var i = 0, n = bones.length; i < n; i++) {
						var bone = bones[i];
						if (ignoredBones && ignoredBones.indexOf(bone.data.name) > -1) continue;
						shapes.circle(true, skeletonX + bone.worldX, skeletonY + bone.worldY, 3 * this.scale, SkeletonDebugRenderer.GREEN, 8);
					}
				}
				if (this.drawClipping) {
					var slots = skeleton.slots;
					shapes.setColor(this.clipColor);
					for (var i = 0, n = slots.length; i < n; i++) {
						var slot = slots[i];
						var attachment = slot.getAttachment();
						if (!(attachment instanceof spine.ClippingAttachment)) continue;
						var clip = attachment;
						var nn = clip.worldVerticesLength;
						var world = (this.temp = spine.Utils.setArraySize(this.temp, nn, 0));
						clip.computeWorldVertices(slot, 0, nn, world, 0, 2);
						for (var i_12 = 0, n_2 = world.length; i_12 < n_2; i_12 += 2) {
							var x = world[i_12];
							var y = world[i_12 + 1];
							var x2 = world[(i_12 + 2) % world.length];
							var y2 = world[(i_12 + 3) % world.length];
							shapes.line(x, y, x2, y2);
						}
					}
				}
			};
			SkeletonDebugRenderer.prototype.dispose = function () {};
			SkeletonDebugRenderer.LIGHT_GRAY = new spine.Color(192 / 255, 192 / 255, 192 / 255, 1);
			SkeletonDebugRenderer.GREEN = new spine.Color(0, 1, 0, 1);
			return SkeletonDebugRenderer;
		})();
		webgl.SkeletonDebugRenderer = SkeletonDebugRenderer;
	})((webgl = spine.webgl || (spine.webgl = {})));
})(spine || (spine = {}));
var spine;
(function (spine) {
	var webgl;
	(function (webgl) {
		var Renderable = (function () {
			function Renderable(vertices, numVertices, numFloats) {
				this.vertices = vertices;
				this.numVertices = numVertices;
				this.numFloats = numFloats;
			}
			return Renderable;
		})();
		var SkeletonRenderer = (function () {
			function SkeletonRenderer(context, twoColorTint) {
				if (twoColorTint === void 0) {
					twoColorTint = true;
				}
				if (context instanceof webgl.ManagedWebGLRenderingContext) {
					this.gl = context.gl;
				} else {
					this.gl = context;
				}
				this.premultipliedAlpha = false;
				this.vertexEffect = null;
				this.tempColor = new spine.Color();
				this.tempColor2 = new spine.Color();
				this.vertexSize = 2 + 2 + 4;
				this.twoColorTint = false;
				this.renderable = new Renderable(null, 0, 0);
				this.clipper = new spine.SkeletonClipping();
				this.temp = new spine.Vector2();
				this.temp2 = new spine.Vector2();
				this.temp3 = new spine.Color();
				this.temp4 = new spine.Color();
				this.twoColorTint = twoColorTint;
				if (twoColorTint) this.vertexSize += 4;
				this.vertices = spine.Utils.newFloatArray(this.vertexSize * 1024);
			}
			SkeletonRenderer.prototype.getSlotsMask = function () {
				var scale = this.outcropScale;
				var angle = this.outcropAngle;
				var gl = this.gl;
				var ox = gl.canvas.width / 2;
				var oy = gl.canvas.height / 2;
				var x = this.outcropX;
				var y = this.outcropY;
				if (x == null) x = ox;
				if (y == null) y = oy;
				var offsetX = ox - x;
				var offsetY = oy - y;
				var t = offsetY + oy - gl.canvas.height * 0.1;
				var r = offsetX + ox;
				var b = offsetY - oy;
				var l = offsetX - ox;
				t /= scale;
				r /= scale;
				b /= scale;
				l /= scale;
				slotsMask = this.slotsMask;
				if (slotsMask == null) {
					slotsMask = this.slotsMask = new spine.ClippingAttachment("outcrop");
					slotsMask.vertices = new Array(8);
					slotsMask.worldVerticesLength = slotsMask.vertices.length;
				}
				var verts = slotsMask.vertices;
				verts[0] = l;
				verts[1] = t;
				verts[2] = l;
				verts[3] = b;
				verts[4] = r;
				verts[5] = b;
				verts[6] = r;
				verts[7] = t;
				if (angle) {
					angle = (angle / 180) * Math.PI;
					var cosA = Math.cos(angle);
					var sinA = Math.sin(angle);
					var dx, dy;
					for (var i = 0; i < 8; i += 2) {
						dx = verts[i];
						dy = verts[i + 1];
						verts[i] = dx * cosA + dy * sinA;
						verts[i + 1] = dy * cosA - dx * sinA;
					}
				}
				return slotsMask;
			};
			SkeletonRenderer.prototype.draw = function (batcher, skeleton, slotRangeStart, slotRangeEnd) {
				if (slotRangeStart === void 0) {
					slotRangeStart = -1;
				}
				if (slotRangeEnd === void 0) {
					slotRangeEnd = -1;
				}
				var gl = this.gl;
				var clipper = this.clipper;
				var premultipliedAlpha = this.premultipliedAlpha;
				var twoColorTint = this.twoColorTint;
				var blendMode = null;
				var tempPos = this.temp;
				var tempUv = this.temp2;
				var tempLight = this.temp3;
				var tempDark = this.temp4;
				var renderable = this.renderable;
				var uvs = null;
				var triangles = null;
				var drawOrder = skeleton.drawOrder;
				var attachmentColor = null;
				var skeletonColor = skeleton.color;
				var vertexSize = twoColorTint ? 12 : 8;
				var inRange = false;
				if (slotRangeStart == -1) inRange = true;
				var hideSlots = this.hideSlots;
				if (hideSlots && !Array.isArray(hideSlots)) hideSlots = [hideSlots];
				var slotName;
				var clipSlots;
				var slotsMask;
				if (this.outcropMask) {
					clipSlots = this.clipSlots;
					if (clipSlots) {
						if (!Array.isArray(clipSlots)) clipSlots = [clipSlots];
						slotsMask = this.getSlotsMask();
					}
				}
				for (var i = 0, n = drawOrder.length; i < n; i++) {
					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;
					}
					var attachment = slot.getAttachment();
					if (attachment && hideSlots) {
						slotName = attachment.name;
						if (slotName && hideSlots.indexOf(slotName) != -1) {
							clipper.clipEndWithSlot(slot);
							continue;
						}
					}
					if (attachment && clipSlots) {
						slotName = attachment.name;
						if (slotName && clipSlots.indexOf(slotName) != -1) {
							if (clipper.clipAttachment != slotsMask) clipper.clipStart(false, slotsMask);
						} else if (clipper.clipAttachment == slotsMask) {
							clipper.clipEnd();
						}
					}
					var texture = null;
					var clippedVertexSize = clipper.isClipping() ? 2 : vertexSize;
					if (attachment instanceof spine.RegionAttachment) {
						var region = attachment;
						renderable.vertices = this.vertices;
						renderable.numVertices = 4;
						renderable.numFloats = clippedVertexSize << 2;
						region.computeWorldVertices(slot.bone, renderable.vertices, 0, clippedVertexSize);
						triangles = SkeletonRenderer.QUAD_TRIANGLES;
						uvs = region.uvs;
						texture = region.region.renderObject.texture;
						attachmentColor = region.color;
					} else if (attachment instanceof spine.MeshAttachment) {
						var mesh = attachment;
						renderable.vertices = this.vertices;
						renderable.numVertices = mesh.worldVerticesLength >> 1;
						renderable.numFloats = renderable.numVertices * clippedVertexSize;
						if (renderable.numFloats > renderable.vertices.length) {
							renderable.vertices = this.vertices = spine.Utils.newFloatArray(renderable.numFloats);
						}
						mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, renderable.vertices, 0, clippedVertexSize);
						triangles = mesh.triangles;
						texture = mesh.region.renderObject.texture;
						uvs = mesh.uvs;
						attachmentColor = mesh.color;
					} else if (attachment instanceof spine.ClippingAttachment) {
						var clip = attachment;
						if (!this.disableMask && !this.outcropMask) {
							clipper.clipStart(slot, clip);
						}
					} else {
						clipper.clipEndWithSlot(slot);
					}
					if (texture != null) {
						var slotColor = slot.color;
						var finalColor = this.tempColor;
						finalColor.r = skeletonColor.r * slotColor.r * attachmentColor.r;
						finalColor.g = skeletonColor.g * slotColor.g * attachmentColor.g;
						finalColor.b = skeletonColor.b * slotColor.b * attachmentColor.b;
						finalColor.a = skeletonColor.a * slotColor.a * attachmentColor.a * skeleton.opacity;
						if (premultipliedAlpha) {
							finalColor.r *= finalColor.a;
							finalColor.g *= finalColor.a;
							finalColor.b *= finalColor.a;
						}
						var darkColor = this.tempColor2;
						if (slot.darkColor == null) darkColor.set(0, 0, 0, 1.0);
						else {
							if (premultipliedAlpha) {
								darkColor.r = slot.darkColor.r * finalColor.a;
								darkColor.g = slot.darkColor.g * finalColor.a;
								darkColor.b = slot.darkColor.b * finalColor.a;
							} else {
								darkColor.setFromColor(slot.darkColor);
							}
							darkColor.a = premultipliedAlpha ? 1.0 : 0.0;
						}
						var slotBlendMode = slot.data.blendMode;
						if (slotBlendMode != blendMode) {
							blendMode = slotBlendMode;
							batcher.setBlendMode(
								webgl.WebGLBlendModeConverter.getSourceGLBlendMode(blendMode, premultipliedAlpha),
								webgl.WebGLBlendModeConverter.getDestGLBlendMode(blendMode)
							);
						}
						if (clipper.isClipping()) {
							clipper.clipTriangles(
								renderable.vertices,
								renderable.numFloats,
								triangles,
								triangles.length,
								uvs,
								finalColor,
								darkColor,
								twoColorTint
							);
							var clippedVertices = new Float32Array(clipper.clippedVertices);
							var clippedTriangles = clipper.clippedTriangles;
							batcher.draw(texture, clippedVertices, clippedTriangles);
						} else {
							var verts = renderable.vertices;
							if (!twoColorTint) {
								for (var v = 2, u = 0, n_7 = renderable.numFloats; v < n_7; 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_8 = renderable.numFloats; v < n_8; v += vertexSize, u += 2) {
									verts[v] = finalColor.r;
									verts[v + 1] = finalColor.g;
									verts[v + 2] = finalColor.b;
									verts[v + 3] = finalColor.a;
									verts[v + 4] = uvs[u];
									verts[v + 5] = uvs[u + 1];
									verts[v + 6] = darkColor.r;
									verts[v + 7] = darkColor.g;
									verts[v + 8] = darkColor.b;
									verts[v + 9] = darkColor.a;
								}
							}
							var view = renderable.vertices.subarray(0, renderable.numFloats);
							batcher.draw(texture, view, triangles);
						}
						clipper.clipEndWithSlot(slot);
					}
				}
				clipper.clipEnd();
			};
			SkeletonRenderer.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
			return SkeletonRenderer;
		})();
		webgl.SkeletonRenderer = SkeletonRenderer;
	})((webgl = spine.webgl || (spine.webgl = {})));
})(spine || (spine = {}));
var spine;
(function (spine) {
	var webgl;
	(function (webgl) {
		var Vector3 = (function () {
			function Vector3(x, y, z) {
				if (x === void 0) {
					x = 0;
				}
				if (y === void 0) {
					y = 0;
				}
				if (z === void 0) {
					z = 0;
				}
				this.x = 0;
				this.y = 0;
				this.z = 0;
				this.x = x;
				this.y = y;
				this.z = z;
			}
			Vector3.prototype.setFrom = function (v) {
				this.x = v.x;
				this.y = v.y;
				this.z = v.z;
				return this;
			};
			Vector3.prototype.set = function (x, y, z) {
				this.x = x;
				this.y = y;
				this.z = z;
				return this;
			};
			Vector3.prototype.add = function (v) {
				this.x += v.x;
				this.y += v.y;
				this.z += v.z;
				return this;
			};
			Vector3.prototype.sub = function (v) {
				this.x -= v.x;
				this.y -= v.y;
				this.z -= v.z;
				return this;
			};
			Vector3.prototype.scale = function (s) {
				this.x *= s;
				this.y *= s;
				this.z *= s;
				return this;
			};
			Vector3.prototype.normalize = function () {
				var len = this.length();
				if (len == 0) return this;
				len = 1 / len;
				this.x *= len;
				this.y *= len;
				this.z *= len;
				return this;
			};
			Vector3.prototype.cross = function (v) {
				return this.set(this.y * v.z - this.z * v.y, this.z * v.x - this.x * v.z, this.x * v.y - this.y * v.x);
			};
			Vector3.prototype.multiply = function (matrix) {
				var l_mat = matrix.values;
				return this.set(
					this.x * l_mat[webgl.M00] + this.y * l_mat[webgl.M01] + this.z * l_mat[webgl.M02] + l_mat[webgl.M03],
					this.x * l_mat[webgl.M10] + this.y * l_mat[webgl.M11] + this.z * l_mat[webgl.M12] + l_mat[webgl.M13],
					this.x * l_mat[webgl.M20] + this.y * l_mat[webgl.M21] + this.z * l_mat[webgl.M22] + l_mat[webgl.M23]
				);
			};
			Vector3.prototype.project = function (matrix) {
				var l_mat = matrix.values;
				var l_w = 1 / (this.x * l_mat[webgl.M30] + this.y * l_mat[webgl.M31] + this.z * l_mat[webgl.M32] + l_mat[webgl.M33]);
				return this.set(
					(this.x * l_mat[webgl.M00] + this.y * l_mat[webgl.M01] + this.z * l_mat[webgl.M02] + l_mat[webgl.M03]) * l_w,
					(this.x * l_mat[webgl.M10] + this.y * l_mat[webgl.M11] + this.z * l_mat[webgl.M12] + l_mat[webgl.M13]) * l_w,
					(this.x * l_mat[webgl.M20] + this.y * l_mat[webgl.M21] + this.z * l_mat[webgl.M22] + l_mat[webgl.M23]) * l_w
				);
			};
			Vector3.prototype.dot = function (v) {
				return this.x * v.x + this.y * v.y + this.z * v.z;
			};
			Vector3.prototype.length = function () {
				return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
			};
			Vector3.prototype.distance = function (v) {
				var a = v.x - this.x;
				var b = v.y - this.y;
				var c = v.z - this.z;
				return Math.sqrt(a * a + b * b + c * c);
			};
			return Vector3;
		})();
		webgl.Vector3 = Vector3;
	})((webgl = spine.webgl || (spine.webgl = {})));
})(spine || (spine = {}));
var spine;
(function (spine) {
	var webgl;
	(function (webgl) {
		var ManagedWebGLRenderingContext = (function () {
			function ManagedWebGLRenderingContext(canvasOrContext, contextConfig) {
				if (contextConfig === void 0) {
					contextConfig = { alpha: "true" };
				}
				var _this = this;
				this.restorables = new Array();
				if (canvasOrContext instanceof HTMLCanvasElement) {
					var canvas = canvasOrContext;
					this.gl = canvas.getContext("webgl", contextConfig) || canvas.getContext("experimental-webgl", contextConfig);
					this.canvas = canvas;
					canvas.addEventListener("webglcontextlost", function (e) {
						var event = e;
						if (e) {
							e.preventDefault();
						}
					});
					canvas.addEventListener("webglcontextrestored", function (e) {
						for (var i = 0, n = _this.restorables.length; i < n; i++) {
							_this.restorables[i].restore();
						}
					});
				} else {
					this.gl = canvasOrContext;
					this.canvas = this.gl.canvas;
				}
			}
			ManagedWebGLRenderingContext.prototype.addRestorable = function (restorable) {
				this.restorables.push(restorable);
			};
			ManagedWebGLRenderingContext.prototype.removeRestorable = function (restorable) {
				var index = this.restorables.indexOf(restorable);
				if (index > -1) this.restorables.splice(index, 1);
			};
			return ManagedWebGLRenderingContext;
		})();
		webgl.ManagedWebGLRenderingContext = ManagedWebGLRenderingContext;
		var WebGLBlendModeConverter = (function () {
			function WebGLBlendModeConverter() {}
			WebGLBlendModeConverter.getDestGLBlendMode = function (blendMode) {
				switch (blendMode) {
					case spine.BlendMode.Normal:
						return WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA;
					case spine.BlendMode.Additive:
						return WebGLBlendModeConverter.ONE;
					case spine.BlendMode.Multiply:
						return WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA;
					case spine.BlendMode.Screen:
						return WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA;
					default:
						throw new Error("Unknown blend mode: " + blendMode);
				}
			};
			WebGLBlendModeConverter.getSourceGLBlendMode = function (blendMode, premultipliedAlpha) {
				if (premultipliedAlpha === void 0) {
					premultipliedAlpha = false;
				}
				switch (blendMode) {
					case spine.BlendMode.Normal:
						return premultipliedAlpha ? WebGLBlendModeConverter.ONE : WebGLBlendModeConverter.SRC_ALPHA;
					case spine.BlendMode.Additive:
						return premultipliedAlpha ? WebGLBlendModeConverter.ONE : WebGLBlendModeConverter.SRC_ALPHA;
					case spine.BlendMode.Multiply:
						return WebGLBlendModeConverter.DST_COLOR;
					case spine.BlendMode.Screen:
						return WebGLBlendModeConverter.ONE;
					default:
						throw new Error("Unknown blend mode: " + blendMode);
				}
			};
			WebGLBlendModeConverter.ZERO = 0;
			WebGLBlendModeConverter.ONE = 1;
			WebGLBlendModeConverter.SRC_COLOR = 0x0300;
			WebGLBlendModeConverter.ONE_MINUS_SRC_COLOR = 0x0301;
			WebGLBlendModeConverter.SRC_ALPHA = 0x0302;
			WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA = 0x0303;
			WebGLBlendModeConverter.DST_ALPHA = 0x0304;
			WebGLBlendModeConverter.ONE_MINUS_DST_ALPHA = 0x0305;
			WebGLBlendModeConverter.DST_COLOR = 0x0306;
			return WebGLBlendModeConverter;
		})();
		webgl.WebGLBlendModeConverter = WebGLBlendModeConverter;
	})((webgl = spine.webgl || (spine.webgl = {})));
})(spine || (spine = {}));
