
/******************************************************************************
 * Spine Runtimes Software License
 * Version 2.3
 *
 * Copyright (c) 2013-2015, Esoteric Software
 * All rights reserved.
 *
 * You are granted a perpetual, non-exclusive, non-sublicensable and
 * non-transferable license to use, install, execute and perform the Spine
 * Runtimes Software (the "Software") and derivative works solely for personal
 * or internal use. Without the written permission of Esoteric Software (see
 * Section 2 of the Spine Software License Agreement), you may not (a) modify,
 * translate, adapt or otherwise create derivative works, improvements of the
 * Software or develop new applications using the Software or (b) remove,
 * delete, alter or obscure any trademarks or any copyright, trademark, patent
 * or other intellectual property or proprietary rights notices on or in the
 * Software, including any copy thereof. Redistributions in binary or source
 * form must include this license and terms.
 *
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
 * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

var spine = {
	radDeg: 180 / Math.PI,
	degRad: Math.PI / 180,
	Float32Array: typeof(Float32Array) === 'undefined' ? Array : Float32Array,
	Uint32Array: typeof(Uint32Array) === 'undefined' ? Array : Uint32Array,
	Uint16Array: typeof(Uint16Array) === 'undefined' ? Array : Uint16Array
};
spine.temp = new spine.Float32Array(2);

spine.BoneData = function (name, parent) {
	this.name = name;
	this.parent = parent;
};
spine.BoneData.prototype = {
	length: 0,
	x: 0, y: 0,
	rotation: 0,
	scaleX: 1, scaleY: 1,
	inheritScale: true,
	inheritRotation: true
};

spine.BlendMode = {
	normal: 0,
	additive: 1,
	multiply: 2,
	screen: 3
};

spine.SlotData = function (name, boneData) {
	this.name = name;
	this.boneData = boneData;
};
spine.SlotData.prototype = {
	r: 1, g: 1, b: 1, a: 1,
	attachmentName: null,
	blendMode: spine.BlendMode.normal
};

spine.IkConstraintData = function (name) {
	this.name = name;
	this.bones = [];
};
spine.IkConstraintData.prototype = {
	target: null,
	bendDirection: 1,
	mix: 1
};

spine.TransformConstraintData = function (name) {
	this.name = name;
};
spine.TransformConstraintData.prototype = {
	bone: null,
	target: null,
	translateMix: 1,
	x: 0, y: 0
};

spine.Bone = function (boneData, skeleton, parent) {
	this.data = boneData;
	this.skeleton = skeleton;
	this.parent = parent;
	this.setToSetupPose();
};
spine.Bone.yDown = false;
spine.Bone.prototype = {
	x: 0, y: 0, rotation: 0, scaleX: 1, scaleY: 1,
	a: 0, b: 0, worldX: 0,
	c: 0, d: 0, worldY: 0,
	worldSignX: 1, worldSignY: 1,
	update: function () {
		this.updateWorldTransform(this.x, this.y, this.rotation, this.scaleX, this.scaleY);
	},
	updateWorldTransformWith: function () {
		this.updateWorldTransform(this.x, this.y, this.rotation, this.scaleX, this.scaleY);
	},
	updateWorldTransform: function (x, y, rotation, scaleX, scaleY) {
		this.appliedRotation = rotation;
		this.appliedScaleX = scaleX;
		this.appliedScaleY = scaleY;

		rotation *= spine.degRad;
		var cos = Math.cos(rotation), sin = Math.sin(rotation);
		var la = cos * scaleX, lb = -sin * scaleY, lc = sin * scaleX, ld = cos * scaleY;
		var parent = this.parent;
		if (!parent) { // Root bone.
			var skeleton = this.skeleton;
			if (skeleton.flipX) {
				x = -x;
				la = -la;
				lb = -lb;
			}
			if (skeleton.flipY != spine.Bone.yDown) {
				y = -y;
				lc = -lc;
				ld = -ld;
			}
			this.a = la;
			this.b = lb;
			this.c = lc;
			this.d = ld;
			this.worldX = x;
			this.worldY = y;
			this.worldSignX = scaleX < 0 ? -1 : 1;
			this.worldSignY = scaleY < 0 ? -1 : 1;
			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;
		this.worldSignX = parent.worldSignX * (scaleX < 0 ? -1 : 1);
		this.worldSignY = parent.worldSignY * (scaleY < 0 ? -1 : 1);

		if (this.data.inheritRotation && this.data.inheritScale) {
			this.a = pa * la + pb * lc;
			this.b = pa * lb + pb * ld;
			this.c = pc * la + pd * lc;
			this.d = pc * lb + pd * ld;
		} else {
			if (this.data.inheritRotation) { // No scale inheritance.
				pa = 1;
				pb = 0;
				pc = 0;
				pd = 1;
				do {
					rotation = parent.appliedRotation * spine.degRad;
					cos = Math.cos(rotation);
					sin = Math.sin(rotation);
					var temp = pa * cos + pb * sin;
					pb = pa * -sin + pb * cos;
					pa = temp;
					temp = pc * cos + pd * sin;
					pd = pc * -sin + pd * cos;
					pc = temp;

					if (!parent.data.inheritRotation) break;
					parent = parent.parent;
				} while (parent);
				this.a = pa * la + pb * lc;
				this.b = pa * lb + pb * ld;
				this.c = pc * la + pd * lc;
				this.d = pc * lb + pd * ld;
			} else if (this.data.inheritScale) { // No rotation inheritance.
				pa = 1;
				pb = 0;
				pc = 0;
				pd = 1;
				do {
					rotation = parent.appliedRotation * spine.degRad;
					cos = Math.cos(rotation);
					sin = Math.sin(rotation);
					var psx = parent.appliedScaleX, psy = parent.appliedScaleY;
					var za = cos * psx, zb = -sin * psy, zc = sin * psx, zd = cos * psy;
					var temp = pa * za + pb * zc;
					pb = pa * zb + pb * zd;
					pa = temp;
					temp = pc * za + pd * zc;
					pd = pc * zb + pd * zd;
					pc = temp;

					if (psx < 0) rotation = -rotation;
					cos = Math.cos(-rotation);
					sin = Math.sin(-rotation);
					temp = pa * cos + pb * sin;
					pb = pa * -sin + pb * cos;
					pa = temp;
					temp = pc * cos + pd * sin;
					pd = pc * -sin + pd * cos;
					pc = temp;

					if (!parent.data.inheritScale) break;
					parent = parent.parent;
				} while (parent);
				this.a = pa * la + pb * lc;
				this.b = pa * lb + pb * ld;
				this.c = pc * la + pd * lc;
				this.d = pc * lb + pd * ld;
			} else {
				this.a = la;
				this.b = lb;
				this.c = lc;
				this.d = ld;
			}
			if (this.skeleton.flipX) {
				this.a = -this.a;
				this.b = -this.b;
			}
			if (this.skeleton.flipY != spine.Bone.yDown) {
				this.c = -this.c;
				this.d = -this.d;
			}
		}
	},
	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;
	},
	getWorldRotationX: function () {
		return Math.atan2(this.c, this.a) * spine.radDeg;
	},
	getWorldRotationY: function () {
		return Math.atan2(this.d, this.b) * spine.radDeg;
	},
	getWorldScaleX: function () {
		return Math.sqrt(this.a * this.a + this.b * this.b) * this.worldSignX;
	},
	getWorldScaleY: function () {
		return Math.sqrt(this.c * this.c + this.d * this.d) * this.worldSignY;
	},
	worldToLocal: function (world) {
		var x = world[0] - this.worldX, y = world[1] - this.worldY;
		var a = this.a, b = this.b, c = this.c, d = this.d;
		var invDet = 1 / (a * d - b * c);
		world[0] = (x * d * invDet - y * b * invDet);
		world[1] = (y * a * invDet - x * c * invDet);
		return world;
	},
	localToWorld: function (local) {
		var x = local[0], y = local[1];
		local[0] = x * this.a + y * this.b + this.worldX;
		local[1] = x * this.c + y * this.d + this.worldY;
		return local;
	}
};

spine.Slot = function (slotData, bone) {
	this.data = slotData;
	this.bone = bone;
	this.attachmentVertices = new spine.Float32Array();
	this.setToSetupPose();
};
spine.Slot.prototype = {
	r: 1, g: 1, b: 1, a: 1,
	_attachmentTime: 0,
	attachment: null,
	setAttachment: function (attachment) {
		if (this.attachment == attachment) return;
		this.attachment = attachment;
		this._attachmentTime = this.bone.skeleton.time;
		this.attachmentVertices.length = 0;
	},
	setAttachmentTime: function (time) {
		this._attachmentTime = this.bone.skeleton.time - time;
	},
	getAttachmentTime: function () {
		return this.bone.skeleton.time - this._attachmentTime;
	},
	setToSetupPose: function () {
		var data = this.data;
		this.r = data.r;
		this.g = data.g;
		this.b = data.b;
		this.a = data.a;

		if (!data.attachmentName)
			this.setAttachment(null);
		else {
			var slotDatas = this.bone.skeleton.data.slots;
			for (var i = 0, n = slotDatas.length; i < n; i++) {
				if (slotDatas[i] == data) {
					this.attachment = null;
					this.setAttachment(this.bone.skeleton.getAttachmentBySlotIndex(i, data.attachmentName));
					break;
				}
			}
		}
	}
};

spine.IkConstraint = function (data, skeleton) {
	this.data = data;
	this.mix = data.mix;
	this.bendDirection = data.bendDirection;

	this.bones = [];
	for (var i = 0, n = data.bones.length; i < n; i++)
		this.bones[i] = skeleton.findBone(data.bones[i].name);
	this.target = skeleton.findBone(data.target.name);
};
spine.IkConstraint.prototype = {
	apply: function () {
		this.update();
	},
	update: function () {
		var target = this.target;
		var bones = this.bones;
		switch (bones.length) {
			case 1:
				spine.IkConstraint.apply1(bones[0], target.worldX, target.worldY, this.mix);
				break;
			case 2:
				spine.IkConstraint.apply2(bones[0], bones[1], target.worldX, target.worldY, this.bendDirection, this.mix);
				break;
		}
	},
};
/** Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified in the world
 * coordinate system. */
spine.IkConstraint.apply1 = function (bone, targetX, targetY, alpha) {
	var parentRotation = !bone.parent ? 0 : bone.parent.getWorldRotationX();
	var rotation = bone.rotation;
	var rotationIK = Math.atan2(targetY - bone.worldY, targetX - bone.worldX) * spine.radDeg - parentRotation;
	if ((bone.worldSignX != bone.worldSignY) != (bone.skeleton.flipX != (bone.skeleton.flipY != spine.Bone.yDown)))
		rotationIK = 360 - rotationIK;
	if (rotationIK > 180) rotationIK -= 360;
	else if (rotationIK < -180) rotationIK += 360;
	bone.updateWorldTransform(bone.x, bone.y, rotation + (rotationIK - rotation) * alpha, bone.appliedScaleX, bone.appliedScaleY);
};
/** Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as possible. The
 * target is specified in the world coordinate system.
 * @param child A direct descendant of the parent bone. */
spine.IkConstraint.apply2 = function (parent, child, targetX, targetY, bendDir, alpha) {
	if (alpha == 0) return;
	var px = parent.x, py = parent.y, psx = parent.appliedScaleX, psy = parent.appliedScaleY;
	var os1, os2, s2;
	if (psx < 0) {
		psx = -psx;
		os1 = 180;
		s2 = -1;
	} else {
		os1 = 0;
		s2 = 1;
	}
	if (psy < 0) {
		psy = -psy;
		s2 = -s2;
	}
	var cx = child.x, cy = child.y, csx = child.appliedScaleX;
	var u = Math.abs(psx - psy) <= 0.0001;
	if (!u && cy != 0) {
		child.worldX = parent.a * cx + parent.worldX;
		child.worldY = parent.c * cx + parent.worldY;
		cy = 0;
	}
	if (csx < 0) {
		csx = -csx;
		os2 = 180;
	} else
		os2 = 0;
	var pp = parent.parent;
	var tx, ty, dx, dy;
	if (!pp) {
		tx = targetX - px;
		ty = targetY - py;
		dx = child.worldX - px;
		dy = child.worldY - py;
	} else {
		var a = pp.a, b = pp.b, c = pp.c, d = pp.d, invDet = 1 / (a * d - b * c);
		var wx = pp.worldX, wy = pp.worldY, x = targetX - wx, y = targetY - wy;
		tx = (x * d - y * b) * invDet - px;
		ty = (y * a - x * c) * invDet - py;
		x = child.worldX - wx;
		y = child.worldY - wy;
		dx = (x * d - y * b) * invDet - px;
		dy = (y * a - x * c) * invDet - py;
	}
	var l1 = Math.sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1, a2;
	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;
			var a = l1 + l2 * cos, o = l2 * Math.sin(a2);
			a1 = Math.atan2(ty * a - tx * o, tx * a + ty * o);
		} else {
			var a = psx * l2, b = psy * l2, ta = Math.atan2(ty, tx);
			var aa = a * a, bb = b * b, ll = l1 * l1, dd = tx * tx + ty * ty;
			var c0 = bb * ll + aa * dd - aa * bb, c1 = -2 * bb * l1, c2 = bb - aa;
			var d = c1 * c1 - 4 * c2 * c0;
			if (d >= 0) {
				var q = Math.sqrt(d);
				if (c1 < 0) q = -q;
				q = -(c1 + q) / 2;
				var r0 = q / c2, r1 = c0 / q;
				var r = Math.abs(r0) < Math.abs(r1) ? r0 : r1;
				if (r * r <= dd) {
					var 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 = 0, minDist = Number.MAX_VALUE, minX = 0, minY = 0;
			var maxAngle = 0, maxDist = 0, maxX = 0, maxY = 0;
			var x = l1 + a, dist = x * x;
			if (dist > maxDist) {
				maxAngle = 0;
				maxDist = dist;
				maxX = x;
			}
			x = l1 - a;
			dist = x * x;
			if (dist < minDist) {
				minAngle = Math.PI;
				minDist = dist;
				minX = x;
			}
			var angle = Math.acos(-a * l1 / (aa - bb));
			x = a * Math.cos(angle) + l1;
			var y = b * Math.sin(angle);
			dist = x * x + y * y;
			if (dist < minDist) {
				minAngle = angle;
				minDist = dist;
				minX = x;
				minY = y;
			}
			if (dist > maxDist) {
				maxAngle = angle;
				maxDist = dist;
				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;
	a1 = (a1 - os) * spine.radDeg + os1;
	a2 = (a2 + os) * spine.radDeg * s2 + os2;
	if (a1 > 180) a1 -= 360;
	else if (a1 < -180) a1 += 360;
	if (a2 > 180) a2 -= 360;
	else if (a2 < -180) a2 += 360;
	var rotation = parent.rotation;
	parent.updateWorldTransform(px, py, rotation + (a1 - rotation) * alpha, parent.appliedScaleX, parent.appliedScaleY);
	rotation = child.rotation;
	child.updateWorldTransform(cx, cy, rotation + (a2 - rotation) * alpha, child.appliedScaleX, child.appliedScaleY);
};

spine.TransformConstraint = function (data, skeleton) {
	this.data = data;
	this.translateMix = data.translateMix;
	this.x = data.x;
	this.y = data.y;
	this.bone = skeleton.findBone(data.bone.name);
	this.target = skeleton.findBone(data.target.name);
};
spine.TransformConstraint.prototype = {
	apply: function () {
		this.update();
	},
	update: function () {
		var translateMix = this.translateMix;
		if (translateMix > 0) {
			var temp = spine.temp;
			temp[0] = x;
			temp[1] = y;
			this.target.localToWorld(temp);
			var bone = this.bone;
			bone.worldX += (temp[0] - bone.worldX) * translateMix;
			bone.worldY += (temp[1] - bone.worldY) * translateMix;
		}
	},
};

spine.Skin = function (name) {
	this.name = name;
	this.attachments = {};
};
spine.Skin.prototype = {
	addAttachment: function (slotIndex, name, attachment) {
		this.attachments[slotIndex + ":" + name] = attachment;
	},
	getAttachment: function (slotIndex, name) {
		return this.attachments[slotIndex + ":" + name];
	},
	_attachAll: function (skeleton, oldSkin) {
		for (var key in oldSkin.attachments) {
			var colon = key.indexOf(":");
			var slotIndex = parseInt(key.substring(0, colon));
			var name = key.substring(colon + 1);
			var slot = skeleton.slots[slotIndex];
			if (slot.attachment && slot.attachment.name == name) {
				var attachment = this.getAttachment(slotIndex, name);
				if (attachment) slot.setAttachment(attachment);
			}
		}
	}
};

spine.Animation = function (name, timelines, duration) {
	this.name = name;
	this.timelines = timelines;
	this.duration = duration;
};
spine.Animation.prototype = {
	apply: function (skeleton, lastTime, time, loop, events) {
		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, 1);
	},
	mix: function (skeleton, lastTime, time, loop, events, alpha) {
		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);
	}
};
spine.Animation.binarySearch = function (values, target, step) {
	var low = 0;
	var high = Math.floor(values.length / step) - 2;
	if (!high) 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;
	}
};
spine.Animation.binarySearch1 = function (values, target) {
	var low = 0;
	var high = values.length - 2;
	if (!high) return 1;
	var current = high >>> 1;
	while (true) {
		if (values[current + 1] <= target)
			low = current + 1;
		else
			high = current;
		if (low == high) return low + 1;
		current = (low + high) >>> 1;
	}
};
spine.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;
};

spine.Curves = function (frameCount) {
	var count = (frameCount - 1) * 19/*BEZIER_SIZE*/;
	this.curves = new spine.Float32Array(count); // type, x, y, ...
	this.curves.length = count;
};
spine.Curves.prototype = {
	setLinear: function (frameIndex) {
		this.curves[frameIndex * 19/*BEZIER_SIZE*/] = 0/*LINEAR*/;
	},
	setStepped: function (frameIndex) {
		this.curves[frameIndex * 19/*BEZIER_SIZE*/] = 1/*STEPPED*/;
	},
	/** Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
	 * cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
	 * the difference between the keyframe's values. */
	setCurve: function (frameIndex, cx1, cy1, cx2, cy2) {
		var subdiv1 = 1 / 10/*BEZIER_SEGMENTS*/, subdiv2 = subdiv1 * subdiv1, subdiv3 = subdiv2 * subdiv1;
		var pre1 = 3 * subdiv1, pre2 = 3 * subdiv2, pre4 = 6 * subdiv2, pre5 = 6 * subdiv3;
		var tmp1x = -cx1 * 2 + cx2, tmp1y = -cy1 * 2 + cy2, tmp2x = (cx1 - cx2) * 3 + 1, tmp2y = (cy1 - cy2) * 3 + 1;
		var dfx = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv3, dfy = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv3;
		var ddfx = tmp1x * pre4 + tmp2x * pre5, ddfy = tmp1y * pre4 + tmp2y * pre5;
		var dddfx = tmp2x * pre5, dddfy = tmp2y * pre5;

		var i = frameIndex * 19/*BEZIER_SIZE*/;
		var curves = this.curves;
		curves[i++] = 2/*BEZIER*/;

		var x = dfx, y = dfy;
		for (var n = i + 19/*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;
		}
	},
	getCurvePercent: function (frameIndex, percent) {
		percent = percent < 0 ? 0 : (percent > 1 ? 1 : percent);
		var curves = this.curves;
		var i = frameIndex * 19/*BEZIER_SIZE*/;
		var type = curves[i];
		if (type === 0/*LINEAR*/) return percent;
		if (type == 1/*STEPPED*/) return 0;
		i++;
		var x = 0;
		for (var start = i, n = i + 19/*BEZIER_SIZE*/ - 1; i < n; i += 2) {
			x = curves[i];
			if (x >= percent) {
				var prevX, prevY;
				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); // Last point is 1,1.
	}
};

spine.RotateTimeline = function (frameCount) {
	this.curves = new spine.Curves(frameCount);
	this.frames = new spine.Float32Array(frameCount * 2); // time, angle, ...
	this.frames.length = frameCount * 2;
};
spine.RotateTimeline.prototype = {
	boneIndex: 0,
	getFrameCount: function () {
		return this.frames.length / 2;
	},
	setFrame: function (frameIndex, time, angle) {
		frameIndex *= 2;
		this.frames[frameIndex] = time;
		this.frames[frameIndex + 1] = angle;
	},
	apply: function (skeleton, lastTime, time, firedEvents, alpha) {
		var frames = this.frames;
		if (time < frames[0]) return; // Time is before first frame.

		var bone = skeleton.bones[this.boneIndex];

		if (time >= frames[frames.length - 2]) { // Time is after last frame.
			var amount = bone.data.rotation + frames[frames.length - 1] - bone.rotation;
			while (amount > 180)
				amount -= 360;
			while (amount < -180)
				amount += 360;
			bone.rotation += amount * alpha;
			return;
		}

		// Interpolate between the previous frame and the current frame.
		var frameIndex = spine.Animation.binarySearch(frames, time, 2);
		var prevFrameValue = frames[frameIndex - 1];
		var frameTime = frames[frameIndex];
		var percent = 1 - (time - frameTime) / (frames[frameIndex - 2/*PREV_FRAME_TIME*/] - frameTime);
		percent = this.curves.getCurvePercent(frameIndex / 2 - 1, percent);

		var amount = frames[frameIndex + 1/*FRAME_VALUE*/] - prevFrameValue;
		while (amount > 180)
			amount -= 360;
		while (amount < -180)
			amount += 360;
		amount = bone.data.rotation + (prevFrameValue + amount * percent) - bone.rotation;
		while (amount > 180)
			amount -= 360;
		while (amount < -180)
			amount += 360;
		bone.rotation += amount * alpha;
	}
};

spine.TranslateTimeline = function (frameCount) {
	this.curves = new spine.Curves(frameCount);
	this.frames = new spine.Float32Array(frameCount * 3); // time, x, y, ...
	this.frames.length = frameCount * 3;
};
spine.TranslateTimeline.prototype = {
	boneIndex: 0,
	getFrameCount: function () {
		return this.frames.length / 3;
	},
	setFrame: function (frameIndex, time, x, y) {
		frameIndex *= 3;
		this.frames[frameIndex] = time;
		this.frames[frameIndex + 1] = x;
		this.frames[frameIndex + 2] = y;
	},
	apply: function (skeleton, lastTime, time, firedEvents, alpha) {
		var frames = this.frames;
		if (time < frames[0]) return; // Time is before first frame.

		var bone = skeleton.bones[this.boneIndex];

		if (time >= frames[frames.length - 3]) { // Time is after last frame.
			bone.x += (bone.data.x + frames[frames.length - 2] - bone.x) * alpha;
			bone.y += (bone.data.y + frames[frames.length - 1] - bone.y) * alpha;
			return;
		}

		// Interpolate between the previous frame and the current frame.
		var frameIndex = spine.Animation.binarySearch(frames, time, 3);
		var prevFrameX = frames[frameIndex - 2];
		var prevFrameY = frames[frameIndex - 1];
		var frameTime = frames[frameIndex];
		var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*PREV_FRAME_TIME*/] - frameTime);
		percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);

		bone.x += (bone.data.x + prevFrameX + (frames[frameIndex + 1/*FRAME_X*/] - prevFrameX) * percent - bone.x) * alpha;
		bone.y += (bone.data.y + prevFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - prevFrameY) * percent - bone.y) * alpha;
	}
};

spine.ScaleTimeline = function (frameCount) {
	this.curves = new spine.Curves(frameCount);
	this.frames = new spine.Float32Array(frameCount * 3); // time, x, y, ...
	this.frames.length = frameCount * 3;
};
spine.ScaleTimeline.prototype = {
	boneIndex: 0,
	getFrameCount: function () {
		return this.frames.length / 3;
	},
	setFrame: function (frameIndex, time, x, y) {
		frameIndex *= 3;
		this.frames[frameIndex] = time;
		this.frames[frameIndex + 1] = x;
		this.frames[frameIndex + 2] = y;
	},
	apply: function (skeleton, lastTime, time, firedEvents, alpha) {
		var frames = this.frames;
		if (time < frames[0]) return; // Time is before first frame.

		var bone = skeleton.bones[this.boneIndex];

		if (time >= frames[frames.length - 3]) { // Time is after last frame.
			bone.scaleX += (bone.data.scaleX * frames[frames.length - 2] - bone.scaleX) * alpha;
			bone.scaleY += (bone.data.scaleY * frames[frames.length - 1] - bone.scaleY) * alpha;
			return;
		}

		// Interpolate between the previous frame and the current frame.
		var frameIndex = spine.Animation.binarySearch(frames, time, 3);
		var prevFrameX = frames[frameIndex - 2];
		var prevFrameY = frames[frameIndex - 1];
		var frameTime = frames[frameIndex];
		var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*PREV_FRAME_TIME*/] - frameTime);
		percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);

		bone.scaleX += (bone.data.scaleX * (prevFrameX + (frames[frameIndex + 1/*FRAME_X*/] - prevFrameX) * percent) - bone.scaleX) * alpha;
		bone.scaleY += (bone.data.scaleY * (prevFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - prevFrameY) * percent) - bone.scaleY) * alpha;
	}
};

spine.ColorTimeline = function (frameCount) {
	this.curves = new spine.Curves(frameCount);
	this.frames = new spine.Float32Array(frameCount * 5); // time, r, g, b, a, ...
	this.frames.length = frameCount * 5;
};
spine.ColorTimeline.prototype = {
	slotIndex: 0,
	getFrameCount: function () {
		return this.frames.length / 5;
	},
	setFrame: function (frameIndex, time, r, g, b, a) {
		frameIndex *= 5;
		this.frames[frameIndex] = time;
		this.frames[frameIndex + 1] = r;
		this.frames[frameIndex + 2] = g;
		this.frames[frameIndex + 3] = b;
		this.frames[frameIndex + 4] = a;
	},
	apply: function (skeleton, lastTime, time, firedEvents, alpha) {
		var frames = this.frames;
		if (time < frames[0]) return; // Time is before first frame.

		var r, g, b, a;
		if (time >= frames[frames.length - 5]) {
			// Time is after last frame.
			var i = frames.length - 1;
			r = frames[i - 3];
			g = frames[i - 2];
			b = frames[i - 1];
			a = frames[i];
		} else {
			// Interpolate between the previous frame and the current frame.
			var frameIndex = spine.Animation.binarySearch(frames, time, 5);
			var prevFrameR = frames[frameIndex - 4];
			var prevFrameG = frames[frameIndex - 3];
			var prevFrameB = frames[frameIndex - 2];
			var prevFrameA = frames[frameIndex - 1];
			var frameTime = frames[frameIndex];
			var percent = 1 - (time - frameTime) / (frames[frameIndex - 5/*PREV_FRAME_TIME*/] - frameTime);
			percent = this.curves.getCurvePercent(frameIndex / 5 - 1, percent);

			r = prevFrameR + (frames[frameIndex + 1/*FRAME_R*/] - prevFrameR) * percent;
			g = prevFrameG + (frames[frameIndex + 2/*FRAME_G*/] - prevFrameG) * percent;
			b = prevFrameB + (frames[frameIndex + 3/*FRAME_B*/] - prevFrameB) * percent;
			a = prevFrameA + (frames[frameIndex + 4/*FRAME_A*/] - prevFrameA) * percent;
		}
		var slot = skeleton.slots[this.slotIndex];
		if (alpha < 1) {
			slot.r += (r - slot.r) * alpha;
			slot.g += (g - slot.g) * alpha;
			slot.b += (b - slot.b) * alpha;
			slot.a += (a - slot.a) * alpha;
		} else {
			slot.r = r;
			slot.g = g;
			slot.b = b;
			slot.a = a;
		}
	}
};

spine.AttachmentTimeline = function (frameCount) {
	this.curves = new spine.Curves(frameCount);
	this.frames = new spine.Float32Array(frameCount); // time, ...
	this.frames.length = frameCount;
	this.attachmentNames = [];
	this.attachmentNames.length = frameCount;
};
spine.AttachmentTimeline.prototype = {
	slotIndex: 0,
	getFrameCount: function () {
		return this.frames.length;
	},
	setFrame: function (frameIndex, time, attachmentName) {
		this.frames[frameIndex] = time;
		this.attachmentNames[frameIndex] = attachmentName;
	},
	apply: function (skeleton, lastTime, time, firedEvents, alpha) {
		var frames = this.frames;
		if (time < frames[0]) {
			if (lastTime > time) this.apply(skeleton, lastTime, Number.MAX_VALUE, null, 0);
			return;
		} else if (lastTime > time) //
			lastTime = -1;

		var frameIndex = time >= frames[frames.length - 1] ? frames.length - 1 : spine.Animation.binarySearch1(frames, time) - 1;
		if (frames[frameIndex] < lastTime) return;

		var attachmentName = this.attachmentNames[frameIndex];
		skeleton.slots[this.slotIndex].setAttachment(
			!attachmentName ? null : skeleton.getAttachmentBySlotIndex(this.slotIndex, attachmentName));
	}
};

spine.EventTimeline = function (frameCount) {
	this.frames = new spine.Float32Array(frameCount); // time, ...
	this.frames.length = frameCount;
	this.events = [];
	this.events.length = frameCount;
};
spine.EventTimeline.prototype = {
	getFrameCount: function () {
		return this.frames.length;
	},
	setFrame: function (frameIndex, event) {
		this.frames[frameIndex] = event.time;
		this.events[frameIndex] = event;
	},
	/** Fires events for frames > lastTime and <= time. */
	apply: function (skeleton, lastTime, time, firedEvents, alpha) {
		if (!firedEvents) return;

		var frames = this.frames;
		var frameCount = frames.length;

		if (lastTime > time) { // Fire events after last time for looped animations.
			this.apply(skeleton, lastTime, Number.MAX_VALUE, firedEvents, alpha);
			lastTime = -1;
		} else if (lastTime >= frames[frameCount - 1]) // Last time is after last frame.
			return;
		if (time < frames[0]) return; // Time is before first frame.

		var frameIndex;
		if (lastTime < frames[0])
			frameIndex = 0;
		else {
			frameIndex = spine.Animation.binarySearch1(frames, lastTime);
			var frame = frames[frameIndex];
			while (frameIndex > 0) { // Fire multiple events with the same frame.
				if (frames[frameIndex - 1] != frame) break;
				frameIndex--;
			}
		}
		var events = this.events;
		for (; frameIndex < frameCount && time >= frames[frameIndex]; frameIndex++)
			firedEvents[firedEvents.length] = events[frameIndex];
	}
};

spine.DrawOrderTimeline = function (frameCount) {
	this.frames = new spine.Float32Array(frameCount); // time, ...
	this.frames.length = frameCount;
	this.drawOrders = [];
	this.drawOrders.length = frameCount;
};
spine.DrawOrderTimeline.prototype = {
	getFrameCount: function () {
		return this.frames.length;
	},
	setFrame: function (frameIndex, time, drawOrder) {
		this.frames[frameIndex] = time;
		this.drawOrders[frameIndex] = drawOrder;
	},
	apply: function (skeleton, lastTime, time, firedEvents, alpha) {
		var frames = this.frames;
		if (time < frames[0]) return; // Time is before first frame.

		var frameIndex;
		if (time >= frames[frames.length - 1]) // Time is after last frame.
			frameIndex = frames.length - 1;
		else
			frameIndex = spine.Animation.binarySearch1(frames, time) - 1;

		var drawOrder = skeleton.drawOrder;
		var slots = skeleton.slots;
		var drawOrderToSetupIndex = this.drawOrders[frameIndex];
		if (!drawOrderToSetupIndex) {
			for (var i = 0, n = slots.length; i < n; i++)
				drawOrder[i] = slots[i];
		} else {
			for (var i = 0, n = drawOrderToSetupIndex.length; i < n; i++)
				drawOrder[i] = skeleton.slots[drawOrderToSetupIndex[i]];
		}

	}
};

spine.FfdTimeline = function (frameCount) {
	this.curves = new spine.Curves(frameCount);
	this.frames = new spine.Float32Array(frameCount);
	this.frames.length = frameCount;
	this.frameVertices = [];
	this.frameVertices.length = frameCount;
};
spine.FfdTimeline.prototype = {
	slotIndex: 0,
	attachment: 0,
	getFrameCount: function () {
		return this.frames.length;
	},
	setFrame: function (frameIndex, time, vertices) {
		this.frames[frameIndex] = time;
		this.frameVertices[frameIndex] = vertices;
	},
	apply: function (skeleton, lastTime, time, firedEvents, alpha) {
		var slot = skeleton.slots[this.slotIndex];
		var slotAttachment = slot.attachment;
		if (!slotAttachment) return;
		if (slotAttachment != this.attachment && (!slotAttachment.inheritFFD || slotAttachment.parentMesh != this.attachment)) return;

		var frames = this.frames;
		if (time < frames[0]) return; // Time is before first frame.

		var frameVertices = this.frameVertices;
		var vertexCount = frameVertices[0].length;

		var vertices = slot.attachmentVertices;
		if (vertices.length != vertexCount) {
			slot.attachmentVertices = vertices = new spine.Float32Array(vertexCount);
			alpha = 1;
		}

		if (time >= frames[frames.length - 1]) { // Time is after last frame.
			var lastVertices = frameVertices[frames.length - 1];
			if (alpha < 1) {
				for (var i = 0; i < vertexCount; i++)
					vertices[i] += (lastVertices[i] - vertices[i]) * alpha;
			} else {
				for (var i = 0; i < vertexCount; i++)
					vertices[i] = lastVertices[i];
			}
			return;
		}

		// Interpolate between the previous frame and the current frame.
		var frameIndex = spine.Animation.binarySearch1(frames, time);
		var frameTime = frames[frameIndex];
		var percent = 1 - (time - frameTime) / (frames[frameIndex - 1] - frameTime);
		percent = this.curves.getCurvePercent(frameIndex - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));

		var prevVertices = frameVertices[frameIndex - 1];
		var nextVertices = frameVertices[frameIndex];

		if (alpha < 1) {
			for (var i = 0; i < vertexCount; i++) {
				var prev = prevVertices[i];
				vertices[i] += (prev + (nextVertices[i] - prev) * percent - vertices[i]) * alpha;
			}
		} else {
			for (var i = 0; i < vertexCount; i++) {
				var prev = prevVertices[i];
				vertices[i] = prev + (nextVertices[i] - prev) * percent;
			}
		}
	}
};

spine.IkConstraintTimeline = function (frameCount) {
	this.curves = new spine.Curves(frameCount);
	this.frames = new spine.Float32Array(frameCount * 3); // time, mix, bendDirection, ...
	this.frames.length = frameCount * 3;
};
spine.IkConstraintTimeline.prototype = {
	ikConstraintIndex: 0,
	getFrameCount: function () {
		return this.frames.length / 3;
	},
	setFrame: function (frameIndex, time, mix, bendDirection) {
		frameIndex *= 3;
		this.frames[frameIndex] = time;
		this.frames[frameIndex + 1] = mix;
		this.frames[frameIndex + 2] = bendDirection;
	},
	apply: function (skeleton, lastTime, time, firedEvents, alpha) {
		var frames = this.frames;
		if (time < frames[0]) return; // Time is before first frame.

		var ikConstraint = skeleton.ikConstraints[this.ikConstraintIndex];

		if (time >= frames[frames.length - 3]) { // Time is after last frame.
			ikConstraint.mix += (frames[frames.length - 2] - ikConstraint.mix) * alpha;
			ikConstraint.bendDirection = frames[frames.length - 1];
			return;
		}

		// Interpolate between the previous frame and the current frame.
		var frameIndex = spine.Animation.binarySearch(frames, time, 3);
		var prevFrameMix = frames[frameIndex + -2/*PREV_FRAME_MIX*/];
		var frameTime = frames[frameIndex];
		var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*PREV_FRAME_TIME*/] - frameTime);
		percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);

		var mix = prevFrameMix + (frames[frameIndex + 1/*FRAME_MIX*/] - prevFrameMix) * percent;
		ikConstraint.mix += (mix - ikConstraint.mix) * alpha;
		ikConstraint.bendDirection = frames[frameIndex + -1/*PREV_FRAME_BEND_DIRECTION*/];
	}
};

spine.SkeletonData = function () {
	this.bones = [];
	this.slots = [];
	this.skins = [];
	this.events = [];
	this.animations = [];
	this.ikConstraints = [];
	this.transformConstraints = [];
};
spine.SkeletonData.prototype = {
	name: null,
	defaultSkin: null,
	width: 0, height: 0,
	version: null, hash: null,
	/** @return May be null. */
	findBone: function (boneName) {
		var bones = this.bones;
		for (var i = 0, n = bones.length; i < n; i++)
			if (bones[i].name == boneName) return bones[i];
		return null;
	},
	/** @return -1 if the bone was not found. */
	findBoneIndex: function (boneName) {
		var bones = this.bones;
		for (var i = 0, n = bones.length; i < n; i++)
			if (bones[i].name == boneName) return i;
		return -1;
	},
	/** @return May be null. */
	findSlot: function (slotName) {
		var slots = this.slots;
		for (var i = 0, n = slots.length; i < n; i++) {
			if (slots[i].name == slotName) return slot[i];
		}
		return null;
	},
	/** @return -1 if the bone was not found. */
	findSlotIndex: function (slotName) {
		var slots = this.slots;
		for (var i = 0, n = slots.length; i < n; i++)
			if (slots[i].name == slotName) return i;
		return -1;
	},
	/** @return May be null. */
	findSkin: function (skinName) {
		var skins = this.skins;
		for (var i = 0, n = skins.length; i < n; i++)
			if (skins[i].name == skinName) return skins[i];
		return null;
	},
	/** @return May be null. */
	findEvent: function (eventName) {
		var events = this.events;
		for (var i = 0, n = events.length; i < n; i++)
			if (events[i].name == eventName) return events[i];
		return null;
	},
	/** @return May be null. */
	findAnimation: function (animationName) {
		var animations = this.animations;
		for (var i = 0, n = animations.length; i < n; i++)
			if (animations[i].name == animationName) return animations[i];
		return null;
	},
	/** @return May be null. */
	findIkConstraint: function (constraintName) {
		var ikConstraints = this.ikConstraints;
		for (var i = 0, n = ikConstraints.length; i < n; i++)
			if (ikConstraints[i].name == constraintName) return ikConstraints[i];
		return null;
	},
	/** @return May be null. */
	findTransformConstraints: function (constraintName) {
		var transformConstraints = this.transformConstraints;
		for (var i = 0, n = transformConstraints.length; i < n; i++)
			if (transformConstraints[i].name == constraintName) return transformConstraints[i];
		return null;
	}
};

spine.Skeleton = function (skeletonData) {
	this.data = skeletonData;

	this.bones = [];
	for (var i = 0, n = skeletonData.bones.length; i < n; i++) {
		var boneData = skeletonData.bones[i];
		var parent = !boneData.parent ? null : this.bones[skeletonData.bones.indexOf(boneData.parent)];
		this.bones[i] = new spine.Bone(boneData, this, parent);
	}

	this.slots = [];
	this.drawOrder = [];
	for (var i = 0, n = skeletonData.slots.length; i < n; i++) {
		var slotData = skeletonData.slots[i];
		var bone = this.bones[skeletonData.bones.indexOf(slotData.boneData)];
		var slot = new spine.Slot(slotData, bone);
		this.slots[i] = slot;
		this.drawOrder[i] = slot;
	}

	this.ikConstraints = [];
	for (var i = 0, n = skeletonData.ikConstraints.length; i < n; i++)
		this.ikConstraints[i] = new spine.IkConstraint(skeletonData.ikConstraints[i], this);

	this.transformConstraints = [];
	for (var i = 0, n = skeletonData.transformConstraints.length; i < n; i++)
		this.transformConstraints[i] = new spine.TransformConstraint(skeletonData.transformConstraints[i], this);

	this.cache = [];
	this.updateCache();
};
spine.Skeleton.prototype = {
	x: 0, y: 0,
	skin: null,
	r: 1, g: 1, b: 1, a: 1,
	time: 0,
	flipX: false, flipY: false,
	/** Caches information about bones and constraints. Must be called if bones or constraints are added or removed. */
	updateCache: function () {
		var bones = this.bones;
		var updateCache = this.cache;
		var ikConstraints = this.ikConstraints;
		var transformConstraints = this.transformConstraints;
		var ikConstraintsCount = ikConstraints.length;
		var transformConstraintsCount = transformConstraints.length;
		updateCache.length = 0;

		for (var i = 0, n = bones.length; i < n; i++) {
			var bone = bones[i];
			updateCache[updateCache.length] = bone;
			for (var ii = 0; ii < ikConstraintsCount; ii++) {
				var ikConstraint = ikConstraints[ii];
				if (bone == ikConstraint.bones[ikConstraint.bones.length - 1]) {
					updateCache[updateCache.length] = ikConstraint;
					break;
				}
			}
		}

		for (var i = 0; i < transformConstraintsCount; i++) {
			var transformConstraint = transformConstraints[i];
			for (var ii = updateCache.length - 1; ii >= 0; ii--) {
				var object = updateCache[ii];
				if (object == transformConstraint.bone || object == transformConstraint.target) {
					updateCache.splice(ii + 1, 0, transformConstraint);
					break;
				}
			}
		}
	},
	/** Updates the world transform for each bone and applies constraints. */
	updateWorldTransform: function () {
		var updateCache = this.cache;
		for (var i = 0, n = updateCache.length; i < n; i++)
			updateCache[i].update();
	},
	/** Sets the bones, constraints, and slots to their setup pose values. */
	setToSetupPose: function () {
		this.setBonesToSetupPose();
		this.setSlotsToSetupPose();
	},
	/** Sets the bones and constraints to their setup pose values. */
	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];
			constraint.translateMix = constraint.data.translateMix;
			constraint.x = constraint.data.x;
			constraint.y = constraint.data.y;
		}
	},
	setSlotsToSetupPose: function () {
		var slots = this.slots;
		var drawOrder = this.drawOrder;
		for (var i = 0, n = slots.length; i < n; i++) {
			drawOrder[i] = slots[i];
			slots[i].setToSetupPose(i);
		}
	},
	/** @return May return null. */
	getRootBone: function () {
		return this.bones.length ? this.bones[0] : null;
	},
	/** @return May be null. */
	findBone: function (boneName) {
		var bones = this.bones;
		for (var i = 0, n = bones.length; i < n; i++)
			if (bones[i].data.name == boneName) return bones[i];
		return null;
	},
	/** @return -1 if the bone was not found. */
	findBoneIndex: function (boneName) {
		var bones = this.bones;
		for (var i = 0, n = bones.length; i < n; i++)
			if (bones[i].data.name == boneName) return i;
		return -1;
	},
	/** @return May be null. */
	findSlot: function (slotName) {
		var slots = this.slots;
		for (var i = 0, n = slots.length; i < n; i++)
			if (slots[i].data.name == slotName) return slots[i];
		return null;
	},
	/** @return -1 if the bone was not found. */
	findSlotIndex: function (slotName) {
		var slots = this.slots;
		for (var i = 0, n = slots.length; i < n; i++)
			if (slots[i].data.name == slotName) return i;
		return -1;
	},
	setSkinByName: function (skinName) {
		var skin = this.data.findSkin(skinName);
		if (!skin) throw "Skin not found: " + skinName;
		this.setSkin(skin);
	},
	/** Sets the skin used to look up attachments before looking in the {@link SkeletonData#getDefaultSkin() default skin}.
	 * Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was
	 * no old skin, each slot's setup mode attachment is attached from the new skin.
	 * @param newSkin May be null. */
	setSkin: function (newSkin) {
		if (newSkin) {
			if (this.skin)
				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 = slot.data.attachmentName;
					if (name) {
						var attachment = newSkin.getAttachment(i, name);
						if (attachment) slot.setAttachment(attachment);
					}
				}
			}
		}
		this.skin = newSkin;
	},
	/** @return May be null. */
	getAttachmentBySlotName: function (slotName, attachmentName) {
		return this.getAttachmentBySlotIndex(this.data.findSlotIndex(slotName), attachmentName);
	},
	/** @return May be null. */
	getAttachmentBySlotIndex: function (slotIndex, attachmentName) {
		if (this.skin) {
			var attachment = this.skin.getAttachment(slotIndex, attachmentName);
			if (attachment) return attachment;
		}
		if (this.data.defaultSkin) return this.data.defaultSkin.getAttachment(slotIndex, attachmentName);
		return null;
	},
	/** @param attachmentName May be null. */
	setAttachment: function (slotName, attachmentName) {
		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) {
					attachment = this.getAttachmentBySlotIndex(i, attachmentName);
					if (!attachment) throw "Attachment not found: " + attachmentName + ", for slot: " + slotName;
				}
				slot.setAttachment(attachment);
				return;
			}
		}
		throw "Slot not found: " + slotName;
	},
	/** @return May be null. */
	findIkConstraint: function (constraintName) {
		var ikConstraints = this.ikConstraints;
		for (var i = 0, n = ikConstraints.length; i < n; i++)
			if (ikConstraints[i].data.name == constraintName) return ikConstraints[i];
		return null;
	},
	/** @return May be null. */
	findTransformConstraint: function (constraintName) {
		var transformConstraints = this.transformConstraints;
		for (var i = 0, n = transformConstraints.length; i < n; i++)
			if (transformConstraints[i].data.name == constraintName) return transformConstraints[i];
		return null;
	},
	update: function (delta) {
		this.time += delta;
	}
};

spine.EventData = function (name) {
	this.name = name;
};
spine.EventData.prototype = {
	intValue: 0,
	floatValue: 0,
	stringValue: null
};

spine.Event = function (time, data) {
	this.time = time;
	this.data = data;
};
spine.Event.prototype = {
	intValue: 0,
	floatValue: 0,
	stringValue: null
};

spine.AttachmentType = {
	region: 0,
	boundingbox: 1,
	mesh: 2,
	weightedmesh: 3,
	linkedmesh: 4,
	weightedlinkedmesh: 5
};

spine.RegionAttachment = function (name) {
	this.name = name;
	this.offset = new spine.Float32Array(8);
	this.offset.length = 8;
	this.uvs = new spine.Float32Array(8);
	this.uvs.length = 8;
};
spine.RegionAttachment.prototype = {
	type: spine.AttachmentType.region,
	x: 0, y: 0,
	rotation: 0,
	scaleX: 1, scaleY: 1,
	width: 0, height: 0,
	r: 1, g: 1, b: 1, a: 1,
	path: null,
	rendererObject: null,
	regionOffsetX: 0, regionOffsetY: 0,
	regionWidth: 0, regionHeight: 0,
	regionOriginalWidth: 0, regionOriginalHeight: 0,
	setUVs: function (u, v, u2, v2, rotate) {
		var uvs = this.uvs;
		if (rotate) {
			uvs[2/*X2*/] = u;
			uvs[3/*Y2*/] = v2;
			uvs[4/*X3*/] = u;
			uvs[5/*Y3*/] = v;
			uvs[6/*X4*/] = u2;
			uvs[7/*Y4*/] = v;
			uvs[0/*X1*/] = u2;
			uvs[1/*Y1*/] = v2;
		} else {
			uvs[0/*X1*/] = u;
			uvs[1/*Y1*/] = v2;
			uvs[2/*X2*/] = u;
			uvs[3/*Y2*/] = v;
			uvs[4/*X3*/] = u2;
			uvs[5/*Y3*/] = v;
			uvs[6/*X4*/] = u2;
			uvs[7/*Y4*/] = v2;
		}
	},
	updateOffset: function () {
		var regionScaleX = this.width / this.regionOriginalWidth * this.scaleX;
		var regionScaleY = this.height / this.regionOriginalHeight * this.scaleY;
		var localX = -this.width / 2 * this.scaleX + this.regionOffsetX * regionScaleX;
		var localY = -this.height / 2 * this.scaleY + this.regionOffsetY * regionScaleY;
		var localX2 = localX + this.regionWidth * regionScaleX;
		var localY2 = localY + this.regionHeight * regionScaleY;
		var radians = this.rotation * spine.degRad;
		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[0/*X1*/] = localXCos - localYSin;
		offset[1/*Y1*/] = localYCos + localXSin;
		offset[2/*X2*/] = localXCos - localY2Sin;
		offset[3/*Y2*/] = localY2Cos + localXSin;
		offset[4/*X3*/] = localX2Cos - localY2Sin;
		offset[5/*Y3*/] = localY2Cos + localX2Sin;
		offset[6/*X4*/] = localX2Cos - localYSin;
		offset[7/*Y4*/] = localYCos + localX2Sin;
	},
	computeVertices: function (x, y, bone, vertices) {
		x += bone.worldX;
		y += bone.worldY;
		var m00 = bone.a, m01 = bone.b, m10 = bone.c, m11 = bone.d;
		var offset = this.offset;
		vertices[0/*X1*/] = offset[0/*X1*/] * m00 + offset[1/*Y1*/] * m01 + x;
		vertices[1/*Y1*/] = offset[0/*X1*/] * m10 + offset[1/*Y1*/] * m11 + y;
		vertices[2/*X2*/] = offset[2/*X2*/] * m00 + offset[3/*Y2*/] * m01 + x;
		vertices[3/*Y2*/] = offset[2/*X2*/] * m10 + offset[3/*Y2*/] * m11 + y;
		vertices[4/*X3*/] = offset[4/*X3*/] * m00 + offset[5/*X3*/] * m01 + x;
		vertices[5/*X3*/] = offset[4/*X3*/] * m10 + offset[5/*X3*/] * m11 + y;
		vertices[6/*X4*/] = offset[6/*X4*/] * m00 + offset[7/*Y4*/] * m01 + x;
		vertices[7/*Y4*/] = offset[6/*X4*/] * m10 + offset[7/*Y4*/] * m11 + y;
	}
};

spine.MeshAttachment = function (name) {
	this.name = name;
};
spine.MeshAttachment.prototype = {
	type: spine.AttachmentType.mesh,
	vertices: null,
	uvs: null,
	regionUVs: null,
	triangles: null,
	hullLength: 0,
	r: 1, g: 1, b: 1, a: 1,
	path: null,
	inheritFFD: true,
	parentMesh: null,
	rendererObject: null,
	regionU: 0, regionV: 0, regionU2: 0, regionV2: 0, regionRotate: false,
	regionOffsetX: 0, regionOffsetY: 0,
	regionWidth: 0, regionHeight: 0,
	regionOriginalWidth: 0, regionOriginalHeight: 0,
	edges: null,
	width: 0, height: 0,
	updateUVs: function () {
		var width = this.regionU2 - this.regionU, height = this.regionV2 - this.regionV;
		var n = this.regionUVs.length;
		if (!this.uvs || this.uvs.length != n) this.uvs = new spine.Float32Array(n);
		if (this.regionRotate) {
			for (var i = 0; i < n; i += 2) {
				this.uvs[i] = this.regionU + this.regionUVs[i + 1] * width;
				this.uvs[i + 1] = this.regionV + height - this.regionUVs[i] * height;
			}
		} else {
			for (var i = 0; i < n; i += 2) {
				this.uvs[i] = this.regionU + this.regionUVs[i] * width;
				this.uvs[i + 1] = this.regionV + this.regionUVs[i + 1] * height;
			}
		}
	},
	computeWorldVertices: function (x, y, slot, worldVertices) {
		var bone = slot.bone;
		x += bone.worldX;
		y += bone.worldY;
		var m00 = bone.a, m01 = bone.b, m10 = bone.c, m11 = bone.d;
		var vertices = this.vertices;
		var verticesCount = vertices.length;
		if (slot.attachmentVertices.length == verticesCount) vertices = slot.attachmentVertices;
		for (var i = 0; i < verticesCount; i += 2) {
			var vx = vertices[i];
			var vy = vertices[i + 1];
			worldVertices[i] = vx * m00 + vy * m01 + x;
			worldVertices[i + 1] = vx * m10 + vy * m11 + y;
		}
	},
	setParentMesh: function (parentMesh) {
		this.parentMesh = parentMesh;
		if (parentMesh) {
			this.vertices = parentMesh.vertices;
			this.regionUVs = parentMesh.regionUVs;
			this.triangles = parentMesh.triangles;
			this.hullLength = parentMesh.hullLength;
			this.edges = parentMesh.edges;
			this.width = parentMesh.width;
			this.height = parentMesh.height;
		}
	}
};

spine.WeightedMeshAttachment = function (name) {
	this.name = name;
};
spine.WeightedMeshAttachment.prototype = {
	type: spine.AttachmentType.weightedmesh,
	bones: null,
	weights: null,
	uvs: null,
	regionUVs: null,
	triangles: null,
	hullLength: 0,
	r: 1, g: 1, b: 1, a: 1,
	path: null,
	inheritFFD: true,
	parentMesh: null,
	rendererObject: null,
	regionU: 0, regionV: 0, regionU2: 0, regionV2: 0, regionRotate: false,
	regionOffsetX: 0, regionOffsetY: 0,
	regionWidth: 0, regionHeight: 0,
	regionOriginalWidth: 0, regionOriginalHeight: 0,
	edges: null,
	width: 0, height: 0,
	updateUVs: function (u, v, u2, v2, rotate) {
		var width = this.regionU2 - this.regionU, height = this.regionV2 - this.regionV;
		var n = this.regionUVs.length;
		if (!this.uvs || this.uvs.length != n) this.uvs = new spine.Float32Array(n);
		if (this.regionRotate) {
			for (var i = 0; i < n; i += 2) {
				this.uvs[i] = this.regionU + this.regionUVs[i + 1] * width;
				this.uvs[i + 1] = this.regionV + height - this.regionUVs[i] * height;
			}
		} else {
			for (var i = 0; i < n; i += 2) {
				this.uvs[i] = this.regionU + this.regionUVs[i] * width;
				this.uvs[i + 1] = this.regionV + this.regionUVs[i + 1] * height;
			}
		}
	},
	computeWorldVertices: function (x, y, slot, worldVertices) {
		var skeletonBones = slot.bone.skeleton.bones;
		var weights = this.weights;
		var bones = this.bones;

		var w = 0, v = 0, b = 0, f = 0, n = bones.length, nn;
		var wx, wy, bone, vx, vy, weight;
		if (!slot.attachmentVertices.length) {
			for (; v < n; w += 2) {
				wx = 0;
				wy = 0;
				nn = bones[v++] + v;
				for (; v < nn; v++, b += 3) {
					bone = skeletonBones[bones[v]];
					vx = weights[b];
					vy = weights[b + 1];
					weight = weights[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 + x;
				worldVertices[w + 1] = wy + y;
			}
		} else {
			var ffd = slot.attachmentVertices;
			for (; v < n; w += 2) {
				wx = 0;
				wy = 0;
				nn = bones[v++] + v;
				for (; v < nn; v++, b += 3, f += 2) {
					bone = skeletonBones[bones[v]];
					vx = weights[b] + ffd[f];
					vy = weights[b + 1] + ffd[f + 1];
					weight = weights[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 + x;
				worldVertices[w + 1] = wy + y;
			}
		}
	},
	setParentMesh: function (parentMesh) {
		this.parentMesh = parentMesh;
		if (parentMesh) {
			this.bones = parentMesh.bones;
			this.weights = parentMesh.weights;
			this.regionUVs = parentMesh.regionUVs;
			this.triangles = parentMesh.triangles;
			this.hullLength = parentMesh.hullLength;
			this.edges = parentMesh.edges;
			this.width = parentMesh.width;
			this.height = parentMesh.height;
		}
	}
};

spine.BoundingBoxAttachment = function (name) {
	this.name = name;
	this.vertices = new spine.Float32Array();
};
spine.BoundingBoxAttachment.prototype = {
	type: spine.AttachmentType.boundingbox,
	computeWorldVertices: function (x, y, bone, worldVertices) {
		x += bone.worldX;
		y += bone.worldY;
		var m00 = bone.a, m01 = bone.b, m10 = bone.c, m11 = bone.d;
		var vertices = this.vertices;
		for (var i = 0, n = vertices.length; i < n; i += 2) {
			var px = vertices[i];
			var py = vertices[i + 1];
			worldVertices[i] = px * m00 + py * m01 + x;
			worldVertices[i + 1] = px * m10 + py * m11 + y;
		}
	}
};

spine.AnimationStateData = function (skeletonData) {
	this.skeletonData = skeletonData;
	this.animationToMixTime = {};
};
spine.AnimationStateData.prototype = {
	defaultMix: 0,
	setMixByName: function (fromName, toName, duration) {
		var from = this.skeletonData.findAnimation(fromName);
		if (!from) throw "Animation not found: " + fromName;
		var to = this.skeletonData.findAnimation(toName);
		if (!to) throw "Animation not found: " + toName;
		this.setMix(from, to, duration);
	},
	setMix: function (from, to, duration) {
		this.animationToMixTime[from.name + ":" + to.name] = duration;
	},
	getMix: function (from, to) {
		var key = from.name + ":" + to.name;
		return this.animationToMixTime.hasOwnProperty(key) ? this.animationToMixTime[key] : this.defaultMix;
	}
};

spine.TrackEntry = function () {};
spine.TrackEntry.prototype = {
	next: null, previous: null,
	animation: null,
	loop: false,
	delay: 0, time: 0, lastTime: -1, endTime: 0,
	timeScale: 1,
	mixTime: 0, mixDuration: 0, mix: 1,
	onStart: null, onEnd: null, onComplete: null, onEvent: null
};

spine.AnimationState = function (stateData) {
	this.data = stateData;
	this.tracks = [];
	this.events = [];
};
spine.AnimationState.prototype = {
	onStart: null,
	onEnd: null,
	onComplete: null,
	onEvent: null,
	timeScale: 1,
	update: function (delta) {
		delta *= this.timeScale;
		for (var i = 0; i < this.tracks.length; i++) {
			var current = this.tracks[i];
			if (!current) continue;

			current.time += delta * current.timeScale;
			if (current.previous) {
				var previousDelta = delta * current.previous.timeScale;
				current.previous.time += previousDelta;
				current.mixTime += previousDelta;
			}

			var next = current.next;
			if (next) {
				next.time = current.lastTime - next.delay;
				if (next.time >= 0) this.setCurrent(i, next);
			} else {
				// End non-looping animation when it reaches its end time and there is no next entry.
				if (!current.loop && current.lastTime >= current.endTime) this.clearTrack(i);
			}
		}
	},
	apply: function (skeleton) {
		for (var i = 0; i < this.tracks.length; i++) {
			var current = this.tracks[i];
			if (!current) continue;

			this.events.length = 0;

			var time = current.time;
			var lastTime = current.lastTime;
			var endTime = current.endTime;
			var loop = current.loop;
			if (!loop && time > endTime) time = endTime;

			var previous = current.previous;
			if (!previous) {
				if (current.mix == 1)
					current.animation.apply(skeleton, current.lastTime, time, loop, this.events);
				else
					current.animation.mix(skeleton, current.lastTime, time, loop, this.events, current.mix);
			} else {
				var previousTime = previous.time;
				if (!previous.loop && previousTime > previous.endTime) previousTime = previous.endTime;
				previous.animation.apply(skeleton, previousTime, previousTime, previous.loop, null);

				var alpha = current.mixTime / current.mixDuration * current.mix;
				if (alpha >= 1) {
					alpha = 1;
					current.previous = null;
				}
				current.animation.mix(skeleton, current.lastTime, time, loop, this.events, alpha);
			}

			for (var ii = 0, nn = this.events.length; ii < nn; ii++) {
				var event = this.events[ii];
				if (current.onEvent) current.onEvent(i, event);
				if (this.onEvent) this.onEvent(i, event);
			}

			// Check if completed the animation or a loop iteration.
			if (loop ? (lastTime % endTime > time % endTime) : (lastTime < endTime && time >= endTime)) {
				var count = Math.floor(time / endTime);
				if (current.onComplete) current.onComplete(i, count);
				if (this.onComplete) this.onComplete(i, count);
			}

			current.lastTime = current.time;
		}
	},
	clearTracks: function () {
		for (var i = 0, n = this.tracks.length; i < n; i++)
			this.clearTrack(i);
		this.tracks.length = 0;
	},
	clearTrack: function (trackIndex) {
		if (trackIndex >= this.tracks.length) return;
		var current = this.tracks[trackIndex];
		if (!current) return;

		if (current.onEnd) current.onEnd(trackIndex);
		if (this.onEnd) this.onEnd(trackIndex);

		this.tracks[trackIndex] = null;
	},
	_expandToIndex: function (index) {
		if (index < this.tracks.length) return this.tracks[index];
		while (index >= this.tracks.length)
			this.tracks[this.tracks.length] = null;
		return null;
	},
	setCurrent: function (index, entry) {
		var current = this._expandToIndex(index);
		if (current) {
			var previous = current.previous;
			current.previous = null;

			if (current.onEnd) current.onEnd(index);
			if (this.onEnd) this.onEnd(index);

			entry.mixDuration = this.data.getMix(current.animation, entry.animation);
			if (entry.mixDuration > 0) {
				entry.mixTime = 0;
				// If a mix is in progress, mix from the closest animation.
				if (previous && current.mixTime / current.mixDuration < 0.5)
					entry.previous = previous;
				else
					entry.previous = current;
			}
		}

		this.tracks[index] = entry;

		if (entry.onStart) entry.onStart(index);
		if (this.onStart) this.onStart(index);
	},
	setAnimationByName: function (trackIndex, animationName, loop) {
		var animation = this.data.skeletonData.findAnimation(animationName);
		if (!animation) throw "Animation not found: " + animationName;
		return this.setAnimation(trackIndex, animation, loop);
	},
	/** Set the current animation. Any queued animations are cleared. */
	setAnimation: function (trackIndex, animation, loop) {
		var entry = new spine.TrackEntry();
		entry.animation = animation;
		entry.loop = loop;
		entry.endTime = animation.duration;
		this.setCurrent(trackIndex, entry);
		return entry;
	},
	addAnimationByName: function (trackIndex, animationName, loop, delay) {
		var animation = this.data.skeletonData.findAnimation(animationName);
		if (!animation) throw "Animation not found: " + animationName;
		return this.addAnimation(trackIndex, animation, loop, delay);
	},
	/** Adds an animation to be played delay seconds after the current or last queued animation.
	 * @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
	addAnimation: function (trackIndex, animation, loop, delay) {
		var entry = new spine.TrackEntry();
		entry.animation = animation;
		entry.loop = loop;
		entry.endTime = animation.duration;

		var last = this._expandToIndex(trackIndex);
		if (last) {
			while (last.next)
				last = last.next;
			last.next = entry;
		} else
			this.tracks[trackIndex] = entry;

		if (delay <= 0) {
			if (last)
				delay += last.endTime - this.data.getMix(last.animation, animation);
			else
				delay = 0;
		}
		entry.delay = delay;

		return entry;
	},
	/** May be null. */
	getCurrent: function (trackIndex) {
		if (trackIndex >= this.tracks.length) return null;
		return this.tracks[trackIndex];
	}
};

spine.SkeletonJson = function (attachmentLoader) {
	this.attachmentLoader = attachmentLoader;
	this.linkedMeshes = [];
};
spine.SkeletonJson.prototype = {
	scale: 1,
	readSkeletonData: function (root, name) {
		var skeletonData = new spine.SkeletonData();
		skeletonData.name = name;

		// Skeleton.
		var skeletonMap = root["skeleton"];
		if (skeletonMap) {
			skeletonData.hash = skeletonMap["hash"];
			skeletonData.version = skeletonMap["spine"];
			skeletonData.width = skeletonMap["width"] || 0;
			skeletonData.height = skeletonMap["height"] || 0;
		}

		// Bones.
		var bones = root["bones"];
		for (var i = 0, n = bones.length; i < n; i++) {
			var boneMap = bones[i];
			var parent = null;
			if (boneMap["parent"]) {
				parent = skeletonData.findBone(boneMap["parent"]);
				if (!parent) throw "Parent bone not found: " + boneMap["parent"];
			}
			var boneData = new spine.BoneData(boneMap["name"], parent);
			boneData.length = (boneMap["length"] || 0) * this.scale;
			boneData.x = (boneMap["x"] || 0) * this.scale;
			boneData.y = (boneMap["y"] || 0) * this.scale;
			boneData.rotation = (boneMap["rotation"] || 0);
			boneData.scaleX = boneMap.hasOwnProperty("scaleX") ? boneMap["scaleX"] : 1;
			boneData.scaleY = boneMap.hasOwnProperty("scaleY") ? boneMap["scaleY"] : 1;
			boneData.inheritScale = boneMap.hasOwnProperty("inheritScale") ? boneMap["inheritScale"] : true;
			boneData.inheritRotation = boneMap.hasOwnProperty("inheritRotation") ? boneMap["inheritRotation"] : true;
			skeletonData.bones[i] = boneData;
		}

		// IK constraints.
		var ik = root["ik"];
		if (ik) {
			for (var i = 0, n = ik.length; i < n; i++) {
				var ikMap = ik[i];
				var ikConstraintData = new spine.IkConstraintData(ikMap["name"]);

				var bones = ikMap["bones"];
				for (var ii = 0, nn = bones.length; ii < nn; ii++) {
					var bone = skeletonData.findBone(bones[ii]);
					if (!bone) throw "IK bone not found: " + bones[ii];
					ikConstraintData.bones[ii] = bone;
				}

				ikConstraintData.target = skeletonData.findBone(ikMap["target"]);
				if (!ikConstraintData.target) throw "Target bone not found: " + ikMap["target"];

				ikConstraintData.bendDirection = (!ikMap.hasOwnProperty("bendPositive") || ikMap["bendPositive"]) ? 1 : -1;
				ikConstraintData.mix = ikMap.hasOwnProperty("mix") ? ikMap["mix"] : 1;

				skeletonData.ikConstraints[i] = ikConstraintData;
			}
		}

		// Transform constraints.
		var transform = root["transform"];
		if (transform) {
			for (var i = 0, n = transform.length; i < n; i++) {
				var transformMap = transform[i];
				var transformConstraintData = new spine.TransformConstraintData(transformMap["name"]);

				transformConstraintData.bone = skeletonData.findBone(transformMap["bone"]);
				if (!transformConstraintData.bone) throw "Bone not found: " + transformMap["bone"];

				transformConstraintData.target = skeletonData.findBone(transformMap["target"]);
				if (!transformConstraintData.target) throw "Target bone not found: " + transformMap["target"];

				transformConstraintData.mix = transformMap.hasOwnProperty("translateMix") ? ikMap["translateMix"] : 1;
				transformConstraintData.x = (transformMap["x"] || 0) * this.scale;
				transformConstraintData.y = (transformMap["y"] || 0) * this.scale;

				skeletonData.transformConstraints[i] = transformConstraintData;
			}
		}

		// Slots.
		var slots = root["slots"];
		for (var i = 0, n = slots.length; i < n; i++) {
			var slotMap = slots[i];
			var boneData = skeletonData.findBone(slotMap["bone"]);
			if (!boneData) throw "Slot bone not found: " + slotMap["bone"];
			var slotData = new spine.SlotData(slotMap["name"], boneData);

			var color = slotMap["color"];
			if (color) {
				slotData.r = this.toColor(color, 0);
				slotData.g = this.toColor(color, 1);
				slotData.b = this.toColor(color, 2);
				slotData.a = this.toColor(color, 3);
			}

			slotData.attachmentName = slotMap["attachment"];
			slotData.blendMode = spine.BlendMode[slotMap["blend"] || "normal"];

			skeletonData.slots[i] = slotData;
		}

		// Skins.
		var skins = root["skins"];
		for (var skinName in skins) {
			if (!skins.hasOwnProperty(skinName)) continue;
			var skinMap = skins[skinName];
			var skin = new spine.Skin(skinName);
			for (var slotName in skinMap) {
				if (!skinMap.hasOwnProperty(slotName)) continue;
				var slotIndex = skeletonData.findSlotIndex(slotName);
				var slotEntry = skinMap[slotName];
				for (var attachmentName in slotEntry) {
					if (!slotEntry.hasOwnProperty(attachmentName)) continue;
					var attachment = this.readAttachment(skin, slotIndex, attachmentName, slotEntry[attachmentName]);
					if (attachment) skin.addAttachment(slotIndex, attachmentName, attachment);
				}
			}
			skeletonData.skins[skeletonData.skins.length] = skin;
			if (skin.name == "default") skeletonData.defaultSkin = skin;
		}

		// Linked meshes.
		for (var i = 0, n = this.linkedMeshes.length; i < n; i++) {
			var linkedMesh = this.linkedMeshes[i];
			var skin = !linkedMesh.skin ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin);
			if (!skin) throw "Skin not found: " + linkedMesh.skin;
			var parent = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent);
			if (!parent) throw "Parent mesh not found: " + linkedMesh.parent;
			linkedMesh.mesh.setParentMesh(parent);
			linkedMesh.mesh.updateUVs();
		}
		this.linkedMeshes.length = 0;

		// Events.
		var events = root["events"];
		for (var eventName in events) {
			if (!events.hasOwnProperty(eventName)) continue;
			var eventMap = events[eventName];
			var eventData = new spine.EventData(eventName);
			eventData.intValue = eventMap["int"] || 0;
			eventData.floatValue = eventMap["float"] || 0;
			eventData.stringValue = eventMap["string"] || null;
			skeletonData.events[skeletonData.events.length] = eventData;
		}

		// Animations.
		var animations = root["animations"];
		for (var animationName in animations) {
			if (!animations.hasOwnProperty(animationName)) continue;
			this.readAnimation(animationName, animations[animationName], skeletonData);
		}

		return skeletonData;
	},
	readAttachment: function (skin, slotIndex, name, map) {
		name = map["name"] || name;

		var type = map["type"] || "region";
		if (type == "skinnedmesh") type = "weightedmesh";
		type = spine.AttachmentType[type];
		var path = map["path"] || name;

		var scale = this.scale;
		switch (type) {
			case spine.AttachmentType.region:
				var region = this.attachmentLoader.newRegionAttachment(skin, name, path);
				if (!region) return null;
				region.path = path;
				region.x = (map["x"] || 0) * scale;
				region.y = (map["y"] || 0) * scale;
				region.scaleX = map.hasOwnProperty("scaleX") ? map["scaleX"] : 1;
				region.scaleY = map.hasOwnProperty("scaleY") ? map["scaleY"] : 1;
				region.rotation = map["rotation"] || 0;
				region.width = (map["width"] || 0) * scale;
				region.height = (map["height"] || 0) * scale;

				var color = map["color"];
				if (color) {
					region.r = this.toColor(color, 0);
					region.g = this.toColor(color, 1);
					region.b = this.toColor(color, 2);
					region.a = this.toColor(color, 3);
				}

				region.updateOffset();
				return region;
			case spine.AttachmentType.mesh:
			case spine.AttachmentType.linkedmesh:
				var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
				if (!mesh) return null;
				mesh.path = path;

				color = map["color"];
				if (color) {
					mesh.r = this.toColor(color, 0);
					mesh.g = this.toColor(color, 1);
					mesh.b = this.toColor(color, 2);
					mesh.a = this.toColor(color, 3);
				}

				mesh.width = (map["width"] || 0) * scale;
				mesh.height = (map["height"] || 0) * scale;

				if (!map["parent"]) {
					mesh.vertices = this.getFloatArray(map, "vertices", scale);
					mesh.triangles = this.getUint32Array(map, "triangles");
					mesh.regionUVs = this.getFloatArray(map, "uvs", 1);
					mesh.updateUVs();

					mesh.hullLength = (map["hull"] || 0) * 2;
					if (map["edges"]) mesh.edges = this.getUint16Array(map, "edges");
				} else {
					mesh.inheritFFD = map.hasOwnProperty("ffd") ? map["ffd"] : true;
					this.linkedMeshes[this.linkedMeshes.length] = {mesh: mesh, skin: map["skin"], slotIndex: slotIndex, parent: map["parent"]};
				}
				return mesh;
			case spine.AttachmentType.weightedmesh:
			case spine.AttachmentType.weightedlinkedmesh:
				var mesh = this.attachmentLoader.newWeightedMeshAttachment(skin, name, path);
				if (!mesh) return null;
				mesh.path = path;

				color = map["color"];
				if (color) {
					mesh.r = this.toColor(color, 0);
					mesh.g = this.toColor(color, 1);
					mesh.b = this.toColor(color, 2);
					mesh.a = this.toColor(color, 3);
				}

				mesh.width = (map["width"] || 0) * scale;
				mesh.height = (map["height"] || 0) * scale;

				if (!map["parent"]) {
					var uvs = this.getFloatArray(map, "uvs", 1);
					var vertices = this.getFloatArray(map, "vertices", 1);
					var weights = new spine.Float32Array(uvs.length * 3 * 3);
					var bones = new spine.Uint32Array(uvs.length * 3);
					for (var i = 0, b = 0, w = 0, n = vertices.length; i < n; ) {
						var boneCount = vertices[i++] | 0;
						bones[b++] = boneCount;
						for (var nn = i + boneCount * 4; i < nn; ) {
							bones[b++] = vertices[i];
							weights[w++] = vertices[i + 1] * scale;
							weights[w++] = vertices[i + 2] * scale;
							weights[w++] = vertices[i + 3];
							i += 4;
						}
					}
					mesh.bones = bones;
					mesh.weights = weights;
					mesh.triangles = this.getUint32Array(map, "triangles");
					mesh.regionUVs = uvs;
					mesh.updateUVs();

					mesh.hullLength = (map["hull"] || 0) * 2;
					if (map["edges"]) mesh.edges = this.getUint16Array(map, "edges");
				} else {
					mesh.inheritFFD = map.hasOwnProperty("ffd") ? map["ffd"] : true;
					this.linkedMeshes[this.linkedMeshes.length] = {mesh: mesh, skin: map["skin"], slotIndex: slotIndex, parent: map["parent"]};
				}
				return mesh;
			case spine.AttachmentType.boundingbox:
				var attachment = this.attachmentLoader.newBoundingBoxAttachment(skin, name);
				var vertices = map["vertices"];
                attachment.vertices = new spine.Float32Array(vertices.length);
				for (var i = 0, n = vertices.length; i < n; i++)
					attachment.vertices[i] = vertices[i] * scale;
				return attachment;
		}
		throw "Unknown attachment type: " + type;
	},
	readAnimation: function (name, map, skeletonData) {
		var timelines = [];
		var duration = 0;

		var slots = map["slots"];
		for (var slotName in slots) {
			if (!slots.hasOwnProperty(slotName)) continue;
			var slotMap = slots[slotName];
			var slotIndex = skeletonData.findSlotIndex(slotName);

			for (var timelineName in slotMap) {
				if (!slotMap.hasOwnProperty(timelineName)) continue;
				var values = slotMap[timelineName];
				if (timelineName == "color") {
					var timeline = new spine.ColorTimeline(values.length);
					timeline.slotIndex = slotIndex;

					var frameIndex = 0;
					for (var i = 0, n = values.length; i < n; i++) {
						var valueMap = values[i];
						var color = valueMap["color"];
						var r = this.toColor(color, 0);
						var g = this.toColor(color, 1);
						var b = this.toColor(color, 2);
						var a = this.toColor(color, 3);
						timeline.setFrame(frameIndex, valueMap["time"], r, g, b, a);
						this.readCurve(timeline, frameIndex, valueMap);
						frameIndex++;
					}
					timelines[timelines.length] = timeline;
					duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 5 - 5]);

				} else if (timelineName == "attachment") {
					var timeline = new spine.AttachmentTimeline(values.length);
					timeline.slotIndex = slotIndex;

					var frameIndex = 0;
					for (var i = 0, n = values.length; i < n; i++) {
						var valueMap = values[i];
						timeline.setFrame(frameIndex++, valueMap["time"], valueMap["name"]);
					}
					timelines[timelines.length] = timeline;
					duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);

				} else
					throw "Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")";
			}
		}

		var bones = map["bones"];
		for (var boneName in bones) {
			if (!bones.hasOwnProperty(boneName)) continue;
			var boneIndex = skeletonData.findBoneIndex(boneName);
			if (boneIndex == -1) throw "Bone not found: " + boneName;
			var boneMap = bones[boneName];

			for (var timelineName in boneMap) {
				if (!boneMap.hasOwnProperty(timelineName)) continue;
				var values = boneMap[timelineName];
				if (timelineName == "rotate") {
					var timeline = new spine.RotateTimeline(values.length);
					timeline.boneIndex = boneIndex;

					var frameIndex = 0;
					for (var i = 0, n = values.length; i < n; i++) {
						var valueMap = values[i];
						timeline.setFrame(frameIndex, valueMap["time"], valueMap["angle"]);
						this.readCurve(timeline, frameIndex, valueMap);
						frameIndex++;
					}
					timelines[timelines.length] = timeline;
					duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 2 - 2]);

				} else if (timelineName == "translate" || timelineName == "scale") {
					var timeline;
					var timelineScale = 1;
					if (timelineName == "scale")
						timeline = new spine.ScaleTimeline(values.length);
					else {
						timeline = new spine.TranslateTimeline(values.length);
						timelineScale = this.scale;
					}
					timeline.boneIndex = boneIndex;

					var frameIndex = 0;
					for (var i = 0, n = values.length; i < n; i++) {
						var valueMap = values[i];
						var x = (valueMap["x"] || 0) * timelineScale;
						var y = (valueMap["y"] || 0) * timelineScale;
						timeline.setFrame(frameIndex, valueMap["time"], x, y);
						this.readCurve(timeline, frameIndex, valueMap);
						frameIndex++;
					}
					timelines[timelines.length] = timeline;
					duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 3 - 3]);

				} else
					throw "Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")";
			}
		}

		var ikMap = map["ik"];
		for (var ikConstraintName in ikMap) {
			if (!ikMap.hasOwnProperty(ikConstraintName)) continue;
			var ikConstraint = skeletonData.findIkConstraint(ikConstraintName);
			var values = ikMap[ikConstraintName];
			var timeline = new spine.IkConstraintTimeline(values.length);
			timeline.ikConstraintIndex = skeletonData.ikConstraints.indexOf(ikConstraint);
			var frameIndex = 0;
			for (var i = 0, n = values.length; i < n; i++) {
				var valueMap = values[i];
				var mix = valueMap.hasOwnProperty("mix") ? valueMap["mix"] : 1;
				var bendDirection = (!valueMap.hasOwnProperty("bendPositive") || valueMap["bendPositive"]) ? 1 : -1;
				timeline.setFrame(frameIndex, valueMap["time"], mix, bendDirection);
				this.readCurve(timeline, frameIndex, valueMap);
				frameIndex++;
			}
			timelines[timelines.length] = timeline;
			duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 3 - 3]);
		}

		var ffd = map["ffd"];
		for (var skinName in ffd) {
			var skin = skeletonData.findSkin(skinName);
			var slotMap = ffd[skinName];
			for (slotName in slotMap) {
				var slotIndex = skeletonData.findSlotIndex(slotName);
				var meshMap = slotMap[slotName];
				for (var meshName in meshMap) {
					var values = meshMap[meshName];
					var timeline = new spine.FfdTimeline(values.length);
					var attachment = skin.getAttachment(slotIndex, meshName);
					if (!attachment) throw "FFD attachment not found: " + meshName;
					timeline.slotIndex = slotIndex;
					timeline.attachment = attachment;

					var isMesh = attachment.type == spine.AttachmentType.mesh;
					var vertexCount;
					if (isMesh)
						vertexCount = attachment.vertices.length;
					else
						vertexCount = attachment.weights.length / 3 * 2;

					var frameIndex = 0;
					for (var i = 0, n = values.length; i < n; i++) {
						var valueMap = values[i];
						var vertices;
						if (!valueMap["vertices"]) {
							if (isMesh)
								vertices = attachment.vertices;
							else {
								vertices = new spine.Float32Array(vertexCount);
								vertices.length = vertexCount;
							}
						} else {
							var verticesValue = valueMap["vertices"];
							var vertices = new spine.Float32Array(vertexCount);
							vertices.length = vertexCount;
							var start = valueMap["offset"] || 0;
							var nn = verticesValue.length;
							if (this.scale == 1) {
								for (var ii = 0; ii < nn; ii++)
									vertices[ii + start] = verticesValue[ii];
							} else {
								for (var ii = 0; ii < nn; ii++)
									vertices[ii + start] = verticesValue[ii] * this.scale;
							}
							if (isMesh) {
								var meshVertices = attachment.vertices;
								for (var ii = 0, nn = vertices.length; ii < nn; ii++)
									vertices[ii] += meshVertices[ii];
							}
						}

						timeline.setFrame(frameIndex, valueMap["time"], vertices);
						this.readCurve(timeline, frameIndex, valueMap);
						frameIndex++;
					}
					timelines[timelines.length] = timeline;
					duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
				}
			}
		}

		var drawOrderValues = map["drawOrder"];
		if (!drawOrderValues) drawOrderValues = map["draworder"];
		if (drawOrderValues) {
			var timeline = new spine.DrawOrderTimeline(drawOrderValues.length);
			var slotCount = skeletonData.slots.length;
			var frameIndex = 0;
			for (var i = 0, n = drawOrderValues.length; i < n; i++) {
				var drawOrderMap = drawOrderValues[i];
				var drawOrder = null;
				if (drawOrderMap["offsets"]) {
					drawOrder = new spine.Uint32Array(slotCount);
					drawOrder.length = slotCount;
					for (var ii = slotCount - 1; ii >= 0; ii--)
						drawOrder[ii] = 4294967295;
					var offsets = drawOrderMap["offsets"];
					var unchanged = new spine.Uint32Array(slotCount - offsets.length);
					unchanged.length = slotCount - offsets.length;
					var originalIndex = 0, unchangedIndex = 0;
					for (var ii = 0, nn = offsets.length; ii < nn; ii++) {
						var offsetMap = offsets[ii];
						var slotIndex = skeletonData.findSlotIndex(offsetMap["slot"]);
						if (slotIndex == -1) throw "Slot not found: " + offsetMap["slot"];
						// Collect unchanged items.
						while (originalIndex != slotIndex)
							unchanged[unchangedIndex++] = originalIndex++;
						// Set changed items.
						drawOrder[originalIndex + offsetMap["offset"]] = originalIndex++;
					}
					// Collect remaining unchanged items.
					while (originalIndex < slotCount)
						unchanged[unchangedIndex++] = originalIndex++;
					// Fill in unchanged items.
					for (var ii = slotCount - 1; ii >= 0; ii--)
						if (drawOrder[ii] == 4294967295) drawOrder[ii] = unchanged[--unchangedIndex];
				}
				timeline.setFrame(frameIndex++, drawOrderMap["time"], drawOrder);
			}
			timelines[timelines.length] = timeline;
			duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
		}

		var events = map["events"];
		if (events) {
			var timeline = new spine.EventTimeline(events.length);
			var frameIndex = 0;
			for (var i = 0, n = events.length; i < n; i++) {
				var eventMap = events[i];
				var eventData = skeletonData.findEvent(eventMap["name"]);
				if (!eventData) throw "Event not found: " + eventMap["name"];
				var event = new spine.Event(eventMap["time"], eventData);
				event.intValue = eventMap.hasOwnProperty("int") ? eventMap["int"] : eventData.intValue;
				event.floatValue = eventMap.hasOwnProperty("float") ? eventMap["float"] : eventData.floatValue;
				event.stringValue = eventMap.hasOwnProperty("string") ? eventMap["string"] : eventData.stringValue;
				timeline.setFrame(frameIndex++, event);
			}
			timelines[timelines.length] = timeline;
			duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
		}

		skeletonData.animations[skeletonData.animations.length] = new spine.Animation(name, timelines, duration);
	},
	readCurve: function (timeline, frameIndex, valueMap) {
		var curve = valueMap["curve"];
		if (!curve)
			timeline.curves.setLinear(frameIndex);
		else if (curve == "stepped")
			timeline.curves.setStepped(frameIndex);
		else if (curve instanceof Array)
			timeline.curves.setCurve(frameIndex, curve[0], curve[1], curve[2], curve[3]);
	},
	toColor: function (hexString, colorIndex) {
		if (hexString.length != 8) throw "Color hexidecimal length must be 8, recieved: " + hexString;
		return parseInt(hexString.substring(colorIndex * 2, (colorIndex * 2) + 2), 16) / 255;
	},
	getFloatArray: function (map, name, scale) {
		var list = map[name];
		var values = new spine.Float32Array(list.length);
		var i = 0, n = list.length;
		if (scale == 1) {
			for (; i < n; i++)
				values[i] = list[i];
		} else {
			for (; i < n; i++)
				values[i] = list[i] * scale;
		}
		return values;
	},
	getUint32Array: function (map, name) {
		var list = map[name];
		var values = new spine.Uint32Array(list.length);
		for (var i = 0, n = list.length; i < n; i++)
			values[i] = list[i] | 0;
		return values;
	},
	getUint16Array: function (map, name) {
		var list = map[name];
		var values = new spine.Uint16Array(list.length);
		for (var i = 0, n = list.length; i < n; i++)
			values[i] = list[i] | 0;
		return values;
	}
};

spine.Atlas = function (atlasText, textureLoader) {
	this.textureLoader = textureLoader;
	this.pages = [];
	this.regions = [];

	var reader = new spine.AtlasReader(atlasText);
	var tuple = [];
	tuple.length = 4;
	var page = null;
	while (true) {
		var line = reader.readLine();
		if (line === null) break;
		line = reader.trim(line);
		if (!line.length)
			page = null;
		else if (!page) {
			page = new spine.AtlasPage();
			page.name = line;

			if (reader.readTuple(tuple) == 2) { // size is only optional for an atlas packed with an old TexturePacker.
				page.width = parseInt(tuple[0]);
				page.height = parseInt(tuple[1]);
				reader.readTuple(tuple);
			}
			page.format = spine.Atlas.Format[tuple[0]];

			reader.readTuple(tuple);
			page.minFilter = spine.Atlas.TextureFilter[tuple[0]];
			page.magFilter = spine.Atlas.TextureFilter[tuple[1]];

			var direction = reader.readValue();
			page.uWrap = spine.Atlas.TextureWrap.clampToEdge;
			page.vWrap = spine.Atlas.TextureWrap.clampToEdge;
			if (direction == "x")
				page.uWrap = spine.Atlas.TextureWrap.repeat;
			else if (direction == "y")
				page.vWrap = spine.Atlas.TextureWrap.repeat;
			else if (direction == "xy")
				page.uWrap = page.vWrap = spine.Atlas.TextureWrap.repeat;

			textureLoader.load(page, line, this);

			this.pages[this.pages.length] = page;

		} else {
			var region = new spine.AtlasRegion();
			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) { // split is optional
				region.splits = [parseInt(tuple[0]), parseInt(tuple[1]), parseInt(tuple[2]), parseInt(tuple[3])];

				if (reader.readTuple(tuple) == 4) { // pad is optional, but only present with splits
					region.pads = [parseInt(tuple[0]), parseInt(tuple[1]), parseInt(tuple[2]), parseInt(tuple[3])];

					reader.readTuple(tuple);
				}
			}

			region.originalWidth = parseInt(tuple[0]);
			region.originalHeight = parseInt(tuple[1]);

			reader.readTuple(tuple);
			region.offsetX = parseInt(tuple[0]);
			region.offsetY = parseInt(tuple[1]);

			region.index = parseInt(reader.readValue());

			this.regions[this.regions.length] = region;
		}
	}
};
spine.Atlas.prototype = {
	findRegion: function (name) {
		var regions = this.regions;
		for (var i = 0, n = regions.length; i < n; i++)
			if (regions[i].name == name) return regions[i];
		return null;
	},
	dispose: function () {
		var pages = this.pages;
		for (var i = 0, n = pages.length; i < n; i++)
			this.textureLoader.unload(pages[i].rendererObject);
	},
	updateUVs: function (page) {
		var regions = this.regions;
		for (var i = 0, n = regions.length; i < n; i++) {
			var region = regions[i];
			if (region.page != page) continue;
			region.u = region.x / page.width;
			region.v = region.y / page.height;
			if (region.rotate) {
				region.u2 = (region.x + region.height) / page.width;
				region.v2 = (region.y + region.width) / page.height;
			} else {
				region.u2 = (region.x + region.width) / page.width;
				region.v2 = (region.y + region.height) / page.height;
			}
		}
	}
};

spine.Atlas.Format = {
	alpha: 0,
	intensity: 1,
	luminanceAlpha: 2,
	rgb565: 3,
	rgba4444: 4,
	rgb888: 5,
	rgba8888: 6
};

spine.Atlas.TextureFilter = {
	nearest: 0,
	linear: 1,
	mipMap: 2,
	mipMapNearestNearest: 3,
	mipMapLinearNearest: 4,
	mipMapNearestLinear: 5,
	mipMapLinearLinear: 6
};

spine.Atlas.TextureWrap = {
	mirroredRepeat: 0,
	clampToEdge: 1,
	repeat: 2
};

spine.AtlasPage = function () {};
spine.AtlasPage.prototype = {
	name: null,
	format: null,
	minFilter: null,
	magFilter: null,
	uWrap: null,
	vWrap: null,
	rendererObject: null,
	width: 0,
	height: 0
};

spine.AtlasRegion = function () {};
spine.AtlasRegion.prototype = {
	page: null,
	name: null,
	x: 0, y: 0,
	width: 0, height: 0,
	u: 0, v: 0, u2: 0, v2: 0,
	offsetX: 0, offsetY: 0,
	originalWidth: 0, originalHeight: 0,
	index: 0,
	rotate: false,
	splits: null,
	pads: null
};

spine.AtlasReader = function (text) {
	this.lines = text.split(/\r\n|\r|\n/);
};
spine.AtlasReader.prototype = {
	index: 0,
	trim: function (value) {
		return value.replace(/^\s+|\s+$/g, "");
	},
	readLine: function () {
		if (this.index >= this.lines.length) return null;
		return this.lines[this.index++];
	},
	readValue: function () {
		var line = this.readLine();
		var colon = line.indexOf(":");
		if (colon == -1) throw "Invalid line: " + line;
		return this.trim(line.substring(colon + 1));
	},
	/** Returns the number of tuple values read (1, 2 or 4). */
	readTuple: function (tuple) {
		var line = this.readLine();
		var colon = line.indexOf(":");
		if (colon == -1) throw "Invalid line: " + line;
		var i = 0, lastMatch = colon + 1;
		for (; i < 3; i++) {
			var comma = line.indexOf(",", lastMatch);
			if (comma == -1) break;
			tuple[i] = this.trim(line.substr(lastMatch, comma - lastMatch));
			lastMatch = comma + 1;
		}
		tuple[i] = this.trim(line.substring(lastMatch));
		return i + 1;
	}
};

spine.AtlasAttachmentLoader = function (atlas) {
	this.atlas = atlas;
};
spine.AtlasAttachmentLoader.prototype = {
	newRegionAttachment: function (skin, name, path) {
		var region = this.atlas.findRegion(path);
		if (!region) throw "Region not found in atlas: " + path + " (region attachment: " + name + ")";
		var attachment = new spine.RegionAttachment(name);
		attachment.rendererObject = region;
		attachment.setUVs(region.u, region.v, region.u2, region.v2, region.rotate);
		attachment.regionOffsetX = region.offsetX;
		attachment.regionOffsetY = region.offsetY;
		attachment.regionWidth = region.width;
		attachment.regionHeight = region.height;
		attachment.regionOriginalWidth = region.originalWidth;
		attachment.regionOriginalHeight = region.originalHeight;
		return attachment;
	},
	newMeshAttachment: function (skin, name, path) {
		var region = this.atlas.findRegion(path);
		if (!region) throw "Region not found in atlas: " + path + " (mesh attachment: " + name + ")";
		var attachment = new spine.MeshAttachment(name);
		attachment.rendererObject = region;
		attachment.regionU = region.u;
		attachment.regionV = region.v;
		attachment.regionU2 = region.u2;
		attachment.regionV2 = region.v2;
		attachment.regionRotate = region.rotate;
		attachment.regionOffsetX = region.offsetX;
		attachment.regionOffsetY = region.offsetY;
		attachment.regionWidth = region.width;
		attachment.regionHeight = region.height;
		attachment.regionOriginalWidth = region.originalWidth;
		attachment.regionOriginalHeight = region.originalHeight;
		return attachment;
	},
	newWeightedMeshAttachment: function (skin, name, path) {
		var region = this.atlas.findRegion(path);
		if (!region) throw "Region not found in atlas: " + path + " (weighted mesh attachment: " + name + ")";
		var attachment = new spine.WeightedMeshAttachment(name);
		attachment.rendererObject = region;
		attachment.regionU = region.u;
		attachment.regionV = region.v;
		attachment.regionU2 = region.u2;
		attachment.regionV2 = region.v2;
		attachment.regionRotate = region.rotate;
		attachment.regionOffsetX = region.offsetX;
		attachment.regionOffsetY = region.offsetY;
		attachment.regionWidth = region.width;
		attachment.regionHeight = region.height;
		attachment.regionOriginalWidth = region.originalWidth;
		attachment.regionOriginalHeight = region.originalHeight;
		return attachment;
	},
	newBoundingBoxAttachment: function (skin, name) {
		return new spine.BoundingBoxAttachment(name);
	}
};

spine.SkeletonBounds = function () {
	this.polygonPool = [];
	this.polygons = [];
	this.boundingBoxes = [];
};
spine.SkeletonBounds.prototype = {
	minX: 0, minY: 0, maxX: 0, maxY: 0,
	update: function (skeleton, updateAabb) {
		var slots = skeleton.slots;
		var slotCount = slots.length;
		var x = skeleton.x, y = skeleton.y;
		var boundingBoxes = this.boundingBoxes;
		var polygonPool = this.polygonPool;
		var polygons = this.polygons;

		boundingBoxes.length = 0;
		for (var i = 0, n = polygons.length; i < n; i++)
			polygonPool[polygonPool.length] = polygons[i];
		polygons.length = 0;

		for (var i = 0; i < slotCount; i++) {
			var slot = slots[i];
			var boundingBox = slot.attachment;
			if (boundingBox.type != spine.AttachmentType.boundingbox) continue;
			boundingBoxes[boundingBoxes.length] = boundingBox;

			var poolCount = polygonPool.length, polygon;
			if (poolCount > 0) {
				polygon = polygonPool[poolCount - 1];
				polygonPool.splice(poolCount - 1, 1);
			} else
				polygon = new spine.Float32Array();
			polygons[polygons.length] = polygon;

			polygon.length = boundingBox.vertices.length;
			boundingBox.computeWorldVertices(x, y, slot.bone, polygon);
		}

		if (updateAabb) this.aabbCompute();
	},
	aabbCompute: function () {
		var polygons = this.polygons;
		var minX = Number.MAX_VALUE, minY = Number.MAX_VALUE, maxX = -Number.MAX_VALUE, maxY = -Number.MAX_VALUE;
		for (var i = 0, n = polygons.length; i < n; i++) {
			var vertices = polygons[i];
			for (var ii = 0, nn = vertices.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;
	},
	/** Returns true if the axis aligned bounding box contains the point. */
	aabbContainsPoint: function (x, y) {
		return x >= this.minX && x <= this.maxX && y >= this.minY && y <= this.maxY;
	},
	/** Returns true if the axis aligned bounding box intersects the line segment. */
	aabbIntersectsSegment: function (x1, y1, x2, y2) {
		var minX = this.minX, minY = this.minY, maxX = this.maxX, 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;
	},
	/** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */
	aabbIntersectsSkeleton: function (bounds) {
		return this.minX < bounds.maxX && this.maxX > bounds.minX && this.minY < bounds.maxY && this.maxY > bounds.minY;
	},
	/** Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more
	 * efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true. */
	containsPoint: function (x, y) {
		var polygons = this.polygons;
		for (var i = 0, n = polygons.length; i < n; i++)
			if (this.polygonContainsPoint(polygons[i], x, y)) return this.boundingBoxes[i];
		return null;
	},
	/** Returns the first bounding box attachment that contains the line segment, or null. When doing many checks, it is usually
	 * more efficient to only call this method if {@link #aabbIntersectsSegment(float, float, float, float)} returns true. */
	intersectsSegment: function (x1, y1, x2, y2) {
		var polygons = this.polygons;
		for (var i = 0, n = polygons.length; i < n; i++)
			if (polygons[i].intersectsSegment(x1, y1, x2, y2)) return this.boundingBoxes[i];
		return null;
	},
	/** Returns true if the polygon contains the point. */
	polygonContainsPoint: function (polygon, x, y) {
		var nn = polygon.length;
		var prevIndex = nn - 2;
		var inside = false;
		for (var ii = 0; ii < nn; ii += 2) {
			var vertexY = polygon[ii + 1];
			var prevY = polygon[prevIndex + 1];
			if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) {
				var vertexX = polygon[ii];
				if (vertexX + (y - vertexY) / (prevY - vertexY) * (polygon[prevIndex] - vertexX) < x) inside = !inside;
			}
			prevIndex = ii;
		}
		return inside;
	},
	/** Returns true if the polygon contains the line segment. */
	polygonIntersectsSegment: function (polygon, x1, y1, x2, y2) {
		var nn = polygon.length;
		var width12 = x1 - x2, height12 = y1 - y2;
		var det1 = x1 * y2 - y1 * x2;
		var x3 = polygon[nn - 2], y3 = polygon[nn - 1];
		for (var ii = 0; ii < nn; ii += 2) {
			var x4 = polygon[ii], y4 = polygon[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;
	},
	getPolygon: function (attachment) {
		var index = this.boundingBoxes.indexOf(attachment);
		return index == -1 ? null : this.polygons[index];
	},
	getWidth: function () {
		return this.maxX - this.minX;
	},
	getHeight: function () {
		return this.maxY - this.minY;
	}
};
