#

API Docs for: 1.4.3
Show: Inherited Protected Private Deprecated

# File: src/pixi/extras/Spine.js

    /**
     * @author Mat Groves http://matgroves.com/ @Doormat23
     * based on pixi impact spine implementation made by Eemeli Kelokorpi (@ekelokorpi) https://github.com/ekelokorpi
     *
     * Awesome JS run time provided by EsotericSoftware
     * https://github.com/EsotericSoftware/spine-runtimes
     *
     */

    /*
     * Awesome JS run time provided by EsotericSoftware
     *
     * https://github.com/EsotericSoftware/spine-runtimes
     *
     */

    var spine = {};

    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
    };

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

    spine.Bone = function (boneData, parent) {
        this.data = boneData;
        this.parent = parent;
        this.setToSetupPose();
    };
    spine.Bone.yDown = false;
    spine.Bone.prototype = {
        x: 0, y: 0,
        rotation: 0,
        scaleX: 1, scaleY: 1,
        m00: 0, m01: 0, worldX: 0, // a b x
        m10: 0, m11: 0, worldY: 0, // c d y
        worldRotation: 0,
        worldScaleX: 1, worldScaleY: 1,
        updateWorldTransform: function (flipX, flipY) {
            var parent = this.parent;
            if (parent != null) {
                this.worldX = this.x * parent.m00 + this.y * parent.m01 + parent.worldX;
                this.worldY = this.x * parent.m10 + this.y * parent.m11 + parent.worldY;
                this.worldScaleX = parent.worldScaleX * this.scaleX;
                this.worldScaleY = parent.worldScaleY * this.scaleY;
                this.worldRotation = parent.worldRotation + this.rotation;
            } else {
                this.worldX = this.x;
                this.worldY = this.y;
                this.worldScaleX = this.scaleX;
                this.worldScaleY = this.scaleY;
                this.worldRotation = this.rotation;
            }
            var radians = this.worldRotation * Math.PI / 180;
            var cos = Math.cos(radians);
            var sin = Math.sin(radians);
            this.m00 = cos * this.worldScaleX;
            this.m10 = sin * this.worldScaleX;
            this.m01 = -sin * this.worldScaleY;
            this.m11 = cos * this.worldScaleY;
            if (flipX) {
                this.m00 = -this.m00;
                this.m01 = -this.m01;
            }
            if (flipY) {
                this.m10 = -this.m10;
                this.m11 = -this.m11;
            }
            if (spine.Bone.yDown) {
                this.m10 = -this.m10;
                this.m11 = -this.m11;
            }
        },
        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;
        }
    };

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

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

    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), 10);
                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, time, loop) {
            if (loop && this.duration) time %= this.duration;
            var timelines = this.timelines;
            for (var i = 0, n = timelines.length; i < n; i++)
                timelines[i].apply(skeleton, time, 1);
        },
        mix: function (skeleton, time, loop, alpha) {
            if (loop && this.duration) time %= this.duration;
            var timelines = this.timelines;
            for (var i = 0, n = timelines.length; i < n; i++)
                timelines[i].apply(skeleton, time, alpha);
        }
    };

    spine.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.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) {
        this.curves = []; // dfx, dfy, ddfx, ddfy, dddfx, dddfy, ...
        this.curves.length = (frameCount - 1) * 6;
    };
    spine.Curves.prototype = {
        setLinear: function (frameIndex) {
            this.curves[frameIndex * 6] = 0/*LINEAR*/;
        },
        setStepped: function (frameIndex) {
            this.curves[frameIndex * 6] = -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 subdiv_step = 1 / 10/*BEZIER_SEGMENTS*/;
            var subdiv_step2 = subdiv_step * subdiv_step;
            var subdiv_step3 = subdiv_step2 * subdiv_step;
            var pre1 = 3 * subdiv_step;
            var pre2 = 3 * subdiv_step2;
            var pre4 = 6 * subdiv_step2;
            var pre5 = 6 * subdiv_step3;
            var tmp1x = -cx1 * 2 + cx2;
            var tmp1y = -cy1 * 2 + cy2;
            var tmp2x = (cx1 - cx2) * 3 + 1;
            var tmp2y = (cy1 - cy2) * 3 + 1;
            var i = frameIndex * 6;
            var curves = this.curves;
            curves[i] = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3;
            curves[i + 1] = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3;
            curves[i + 2] = tmp1x * pre4 + tmp2x * pre5;
            curves[i + 3] = tmp1y * pre4 + tmp2y * pre5;
            curves[i + 4] = tmp2x * pre5;
            curves[i + 5] = tmp2y * pre5;
        },
        getCurvePercent: function (frameIndex, percent) {
            percent = percent < 0 ? 0 : (percent > 1 ? 1 : percent);
            var curveIndex = frameIndex * 6;
            var curves = this.curves;
            var dfx = curves[curveIndex];
            if (!dfx/*LINEAR*/) return percent;
            if (dfx == -1/*STEPPED*/) return 0;
            var dfy = curves[curveIndex + 1];
            var ddfx = curves[curveIndex + 2];
            var ddfy = curves[curveIndex + 3];
            var dddfx = curves[curveIndex + 4];
            var dddfy = curves[curveIndex + 5];
            var x = dfx, y = dfy;
            var i = 10/*BEZIER_SEGMENTS*/ - 2;
            while (true) {
                if (x >= percent) {
                    var lastX = x - dfx;
                    var lastY = y - dfy;
                    return lastY + (y - lastY) * (percent - lastX) / (x - lastX);
                }
                if (!i) break;
                i--;
                dfx += ddfx;
                dfy += ddfy;
                ddfx += dddfx;
                ddfy += dddfy;
                x += dfx;
                y += dfy;
            }
            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 = []; // 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, time, alpha) {
            var frames = this.frames,
                amount;

            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.
                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 last frame and the current frame.
            var frameIndex = spine.binarySearch(frames, time, 2);
            var lastFrameValue = frames[frameIndex - 1];
            var frameTime = frames[frameIndex];
            var percent = 1 - (time - frameTime) / (frames[frameIndex - 2/*LAST_FRAME_TIME*/] - frameTime);
            percent = this.curves.getCurvePercent(frameIndex / 2 - 1, percent);

            amount = frames[frameIndex + 1/*FRAME_VALUE*/] - lastFrameValue;
            while (amount > 180)
                amount -= 360;
            while (amount < -180)
                amount += 360;
            amount = bone.data.rotation + (lastFrameValue + 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 = []; // 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, time, 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 last frame and the current frame.
            var frameIndex = spine.binarySearch(frames, time, 3);
            var lastFrameX = frames[frameIndex - 2];
            var lastFrameY = frames[frameIndex - 1];
            var frameTime = frames[frameIndex];
            var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*LAST_FRAME_TIME*/] - frameTime);
            percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);

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

    spine.ScaleTimeline = function (frameCount) {
        this.curves = new spine.Curves(frameCount);
        this.frames = []; // 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, time, 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 - 1 + frames[frames.length - 2] - bone.scaleX) * alpha;
                bone.scaleY += (bone.data.scaleY - 1 + frames[frames.length - 1] - bone.scaleY) * alpha;
                return;
            }

            // Interpolate between the last frame and the current frame.
            var frameIndex = spine.binarySearch(frames, time, 3);
            var lastFrameX = frames[frameIndex - 2];
            var lastFrameY = frames[frameIndex - 1];
            var frameTime = frames[frameIndex];
            var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*LAST_FRAME_TIME*/] - frameTime);
            percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);

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

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

            var slot = skeleton.slots[this.slotIndex];

            if (time >= frames[frames.length - 5]) { // Time is after last frame.
                var i = frames.length - 1;
                slot.r = frames[i - 3];
                slot.g = frames[i - 2];
                slot.b = frames[i - 1];
                slot.a = frames[i];
                return;
            }

            // Interpolate between the last frame and the current frame.
            var frameIndex = spine.binarySearch(frames, time, 5);
            var lastFrameR = frames[frameIndex - 4];
            var lastFrameG = frames[frameIndex - 3];
            var lastFrameB = frames[frameIndex - 2];
            var lastFrameA = frames[frameIndex - 1];
            var frameTime = frames[frameIndex];
            var percent = 1 - (time - frameTime) / (frames[frameIndex - 5/*LAST_FRAME_TIME*/] - frameTime);
            percent = this.curves.getCurvePercent(frameIndex / 5 - 1, percent);

            var r = lastFrameR + (frames[frameIndex + 1/*FRAME_R*/] - lastFrameR) * percent;
            var g = lastFrameG + (frames[frameIndex + 2/*FRAME_G*/] - lastFrameG) * percent;
            var b = lastFrameB + (frames[frameIndex + 3/*FRAME_B*/] - lastFrameB) * percent;
            var a = lastFrameA + (frames[frameIndex + 4/*FRAME_A*/] - lastFrameA) * percent;
            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 = []; // time, ...
        this.frames.length = frameCount;
        this.attachmentNames = []; // time, ...
        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, time, 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.binarySearch(frames, time, 1) - 1;

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

    spine.SkeletonData = function () {
        this.bones = [];
        this.slots = [];
        this.skins = [];
        this.animations = [];
    };
    spine.SkeletonData.prototype = {
        defaultSkin: 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. */
        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;
        }
    };

    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.push(new spine.Bone(boneData, parent));
        }

        this.slots = [];
        this.drawOrder = [];
        for (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, this, bone);
            this.slots.push(slot);
            this.drawOrder.push(slot);
        }
    };
    spine.Skeleton.prototype = {
        x: 0, y: 0,
        skin: null,
        r: 1, g: 1, b: 1, a: 1,
        time: 0,
        flipX: false, flipY: false,
        /** Updates the world transform for each bone. */
        updateWorldTransform: function () {
            var flipX = this.flipX;
            var flipY = this.flipY;
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++)
                bones[i].updateWorldTransform(flipX, flipY);
        },
        /** Sets the bones and slots to their setup pose values. */
        setToSetupPose: function () {
            this.setBonesToSetupPose();
            this.setSlotsToSetupPose();
        },
        setBonesToSetupPose: function () {
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++)
                bones[i].setToSetupPose();
        },
        setSlotsToSetupPose: function () {
            var slots = this.slots;
            for (var i = 0, n = slots.length; i < n; 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 not found in the {@link SkeletonData#getDefaultSkin() default skin}. Attachments
         * from the new skin are attached if the corresponding attachment from the old skin was attached.
         * @param newSkin May be null. */
        setSkin: function (newSkin) {
            if (this.skin && newSkin) newSkin._attachAll(this, this.skin);
            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.size; i < n; i++) {
                var slot = slots[i];
                if (slot.data.name == slotName) {
                    var attachment = null;
                    if (attachmentName) {
                        attachment = this.getAttachment(i, attachmentName);
                        if (attachment == null) throw "Attachment not found: " + attachmentName + ", for slot: " + slotName;
                    }
                    slot.setAttachment(attachment);
                    return;
                }
            }
            throw "Slot not found: " + slotName;
        },
        update: function (delta) {
            time += delta;
        }
    };

    spine.AttachmentType = {
        region: 0
    };

    spine.RegionAttachment = function () {
        this.offset = [];
        this.offset.length = 8;
        this.uvs = [];
        this.uvs.length = 8;
    };
    spine.RegionAttachment.prototype = {
        x: 0, y: 0,
        rotation: 0,
        scaleX: 1, scaleY: 1,
        width: 0, height: 0,
        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 * Math.PI / 180;
            var cos = Math.cos(radians);
            var sin = Math.sin(radians);
            var localXCos = localX * cos + this.x;
            var localXSin = localX * sin;
            var localYCos = localY * cos + this.y;
            var localYSin = localY * sin;
            var localX2Cos = localX2 * cos + this.x;
            var localX2Sin = localX2 * sin;
            var localY2Cos = localY2 * cos + this.y;
            var localY2Sin = localY2 * sin;
            var offset = this.offset;
            offset[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.m00;
            var m01 = bone.m01;
            var m10 = bone.m10;
            var m11 = bone.m11;
            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.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 time = this.animationToMixTime[from.name + ":" + to.name];
                return time ? time : this.defaultMix;
        }
    };

    spine.AnimationState = function (stateData) {
        this.data = stateData;
        this.queue = [];
    };
    spine.AnimationState.prototype = {
        current: null,
        previous: null,
        currentTime: 0,
        previousTime: 0,
        currentLoop: false,
        previousLoop: false,
        mixTime: 0,
        mixDuration: 0,
        update: function (delta) {
            this.currentTime += delta;
            this.previousTime += delta;
            this.mixTime += delta;

            if (this.queue.length > 0) {
                var entry = this.queue[0];
                if (this.currentTime >= entry.delay) {
                    this._setAnimation(entry.animation, entry.loop);
                    this.queue.shift();
                }
            }
        },
        apply: function (skeleton) {
            if (!this.current) return;
            if (this.previous) {
                this.previous.apply(skeleton, this.previousTime, this.previousLoop);
                var alpha = this.mixTime / this.mixDuration;
                if (alpha >= 1) {
                    alpha = 1;
                    this.previous = null;
                }
                this.current.mix(skeleton, this.currentTime, this.currentLoop, alpha);
            } else
                this.current.apply(skeleton, this.currentTime, this.currentLoop);
        },
        clearAnimation: function () {
            this.previous = null;
            this.current = null;
            this.queue.length = 0;
        },
        _setAnimation: function (animation, loop) {
            this.previous = null;
            if (animation && this.current) {
                this.mixDuration = this.data.getMix(this.current, animation);
                if (this.mixDuration > 0) {
                    this.mixTime = 0;
                    this.previous = this.current;
                    this.previousTime = this.currentTime;
                    this.previousLoop = this.currentLoop;
                }
            }
            this.current = animation;
            this.currentLoop = loop;
            this.currentTime = 0;
        },
        /** @see #setAnimation(Animation, Boolean) */
        setAnimationByName: function (animationName, loop) {
            var animation = this.data.skeletonData.findAnimation(animationName);
            if (!animation) throw "Animation not found: " + animationName;
            this.setAnimation(animation, loop);
        },
        /** Set the current animation. Any queued animations are cleared and the current animation time is set to 0.
         * @param animation May be null. */
        setAnimation: function (animation, loop) {
            this.queue.length = 0;
            this._setAnimation(animation, loop);
        },
        /** @see #addAnimation(Animation, Boolean, Number) */
        addAnimationByName: function (animationName, loop, delay) {
            var animation = this.data.skeletonData.findAnimation(animationName);
            if (!animation) throw "Animation not found: " + animationName;
            this.addAnimation(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 (animation, loop, delay) {
            var entry = {};
            entry.animation = animation;
            entry.loop = loop;

            if (!delay || delay <= 0) {
                var previousAnimation = this.queue.length ? this.queue[this.queue.length - 1].animation : this.current;
                if (previousAnimation != null)
                    delay = previousAnimation.duration - this.data.getMix(previousAnimation, animation) + (delay || 0);
                else
                    delay = 0;
            }
            entry.delay = delay;

            this.queue.push(entry);
        },
        /** Returns true if no animation is set or if the current time is greater than the animation duration, regardless of looping. */
        isComplete: function () {
            return !this.current || this.currentTime >= this.current.duration;
        }
    };

    spine.SkeletonJson = function (attachmentLoader) {
        this.attachmentLoader = attachmentLoader;
    };
    spine.SkeletonJson.prototype = {
        scale: 1,
        readSkeletonData: function (root) {
            /*jshint -W069*/
            var skeletonData = new spine.SkeletonData(),
                boneData;

            // 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"];
                }
                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["scaleX"] || 1;
                boneData.scaleY = boneMap["scaleY"] || 1;
                skeletonData.bones.push(boneData);
            }

            // Slots.
            var slots = root["slots"];
            for (i = 0, n = slots.length; i < n; i++) {
                var slotMap = slots[i];
                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 = spine.SkeletonJson.toColor(color, 0);
                    slotData.g = spine.SkeletonJson.toColor(color, 1);
                    slotData.b = spine.SkeletonJson.toColor(color, 2);
                    slotData.a = spine.SkeletonJson.toColor(color, 3);
                }

                slotData.attachmentName = slotMap["attachment"];

                skeletonData.slots.push(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, attachmentName, slotEntry[attachmentName]);
                        if (attachment != null) skin.addAttachment(slotIndex, attachmentName, attachment);
                    }
                }
                skeletonData.skins.push(skin);
                if (skin.name == "default") skeletonData.defaultSkin = skin;
            }

            // 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, name, map) {
            /*jshint -W069*/
            name = map["name"] || name;

            var type = spine.AttachmentType[map["type"] || "region"];

            if (type == spine.AttachmentType.region) {
                var attachment = new spine.RegionAttachment();
                attachment.x = (map["x"] || 0) * this.scale;
                attachment.y = (map["y"] || 0) * this.scale;
                attachment.scaleX = map["scaleX"] || 1;
                attachment.scaleY = map["scaleY"] || 1;
                attachment.rotation = map["rotation"] || 0;
                attachment.width = (map["width"] || 32) * this.scale;
                attachment.height = (map["height"] || 32) * this.scale;
                attachment.updateOffset();

                attachment.rendererObject = {};
                attachment.rendererObject.name = name;
                attachment.rendererObject.scale = {};
                attachment.rendererObject.scale.x = attachment.scaleX;
                attachment.rendererObject.scale.y = attachment.scaleY;
                attachment.rendererObject.rotation = -attachment.rotation * Math.PI / 180;
                return attachment;
            }

                throw "Unknown attachment type: " + type;
        },

        readAnimation: function (name, map, skeletonData) {
            /*jshint -W069*/
            var timelines = [];
            var duration = 0;
            var frameIndex, timeline, timelineName, valueMap, values,
                i, n;

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

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

                    } else if (timelineName == "translate" || timelineName == "scale") {
                        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;

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

                    } else
                        throw "Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")";
                }
            }
            var slots = map["slots"];
            for (var slotName in slots) {
                if (!slots.hasOwnProperty(slotName)) continue;
                var slotMap = slots[slotName];
                var slotIndex = skeletonData.findSlotIndex(slotName);

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

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

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

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

                    } else
                        throw "Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")";
                }
            }
            skeletonData.animations.push(new spine.Animation(name, timelines, duration));
        }
    };
    spine.SkeletonJson.readCurve = function (timeline, frameIndex, valueMap) {
        /*jshint -W069*/
        var curve = valueMap["curve"];
        if (!curve) return;
        if (curve == "stepped")
            timeline.curves.setStepped(frameIndex);
        else if (curve instanceof Array)
            timeline.curves.setCurve(frameIndex, curve[0], curve[1], curve[2], curve[3]);
    };
    spine.SkeletonJson.toColor = function (hexString, colorIndex) {
        if (hexString.length != 8) throw "Color hexidecimal length must be 8, recieved: " + hexString;
        return parseInt(hexString.substring(colorIndex * 2, 2), 16) / 255;
    };

    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;

                page.format = spine.Atlas.Format[reader.readValue()];

                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.pages.push(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], 10);
                var y = parseInt(tuple[1], 10);

                reader.readTuple(tuple);
                var width = parseInt(tuple[0], 10);
                var height = parseInt(tuple[1], 10);

                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], 10), parseInt(tuple[1], 10), parseInt(tuple[2], 10), parseInt(tuple[3], 10)];

                    if (reader.readTuple(tuple) == 4) { // pad is optional, but only present with splits
                        region.pads = [parseInt(tuple[0], 10), parseInt(tuple[1], 10), parseInt(tuple[2], 10), parseInt(tuple[3], 10)];

                        reader.readTuple(tuple);
                    }
                }

                region.originalWidth = parseInt(tuple[0], 10);
                region.originalHeight = parseInt(tuple[1], 10);

                reader.readTuple(tuple);
                region.offsetX = parseInt(tuple[0], 10);
                region.offsetY = parseInt(tuple[1], 10);

                region.index = parseInt(reader.readValue(), 10);

                this.regions.push(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 (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) {
                    if (!i) throw "Invalid line: " + line;
                    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 = {
        newAttachment: function (skin, type, name) {
            switch (type) {
            case spine.AttachmentType.region:
                var region = this.atlas.findRegion(name);
                if (!region) throw "Region not found in atlas: " + name + " (" + type + ")";
                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;
            }
            throw "Unknown attachment type: " + type;
        }
    }

    spine.Bone.yDown = true;
    PIXI.AnimCache = {};

    /**
     * A class that enables the you to import and run your spine animations in pixi.
     * Spine animation data needs to be loaded using the PIXI.AssetLoader or PIXI.SpineLoader before it can be used by this class
     * See example 12 (http://www.goodboydigital.com/pixijs/examples/12/) to see a working example and check out the source
     *
     * @class Spine
     * @extends DisplayObjectContainer
     * @constructor
     * @param url {String} The url of the spine anim file to be used
     */
    PIXI.Spine = function (url) {
        PIXI.DisplayObjectContainer.call(this);

        this.spineData = PIXI.AnimCache[url];

        if (!this.spineData) {
            throw new Error("Spine data must be preloaded using PIXI.SpineLoader or PIXI.AssetLoader: " + url);
        }

        this.skeleton = new spine.Skeleton(this.spineData);
        this.skeleton.updateWorldTransform();

        this.stateData = new spine.AnimationStateData(this.spineData);
        this.state = new spine.AnimationState(this.stateData);

        this.slotContainers = [];

        for (var i = 0, n = this.skeleton.drawOrder.length; i < n; i++) {
            var slot = this.skeleton.drawOrder[i];
            var attachment = slot.attachment;
            var slotContainer = new PIXI.DisplayObjectContainer();
            this.slotContainers.push(slotContainer);
            this.addChild(slotContainer);
            if (!(attachment instanceof spine.RegionAttachment)) {
                continue;
            }
            var spriteName = attachment.rendererObject.name;
            var sprite = this.createSprite(slot, attachment.rendererObject);
            slot.currentSprite = sprite;
            slot.currentSpriteName = spriteName;
            slotContainer.addChild(sprite);
        }
    };

    PIXI.Spine.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
    PIXI.Spine.prototype.constructor = PIXI.Spine;

    /*
     * Updates the object transform for rendering
     *
     * @method updateTransform
     * @private
     */
    PIXI.Spine.prototype.updateTransform = function () {
        this.lastTime = this.lastTime || Date.now();
        var timeDelta = (Date.now() - this.lastTime) * 0.001;
        this.lastTime = Date.now();
        this.state.update(timeDelta);
        this.state.apply(this.skeleton);
        this.skeleton.updateWorldTransform();

        var drawOrder = this.skeleton.drawOrder;
        for (var i = 0, n = drawOrder.length; i < n; i++) {
            var slot = drawOrder[i];
            var attachment = slot.attachment;
            var slotContainer = this.slotContainers[i];
            if (!(attachment instanceof spine.RegionAttachment)) {
                slotContainer.visible = false;
                continue;
            }

            if (attachment.rendererObject) {
                if (!slot.currentSpriteName || slot.currentSpriteName != attachment.name) {
                    var spriteName = attachment.rendererObject.name;
                    if (slot.currentSprite !== undefined) {
                        slot.currentSprite.visible = false;
                    }
                    slot.sprites = slot.sprites || {};
                    if (slot.sprites[spriteName] !== undefined) {
                        slot.sprites[spriteName].visible = true;
                    } else {
                        var sprite = this.createSprite(slot, attachment.rendererObject);
                        slotContainer.addChild(sprite);
                    }
                    slot.currentSprite = slot.sprites[spriteName];
                    slot.currentSpriteName = spriteName;
                }
            }
            slotContainer.visible = true;

            var bone = slot.bone;

            slotContainer.position.x = bone.worldX + attachment.x * bone.m00 + attachment.y * bone.m01;
            slotContainer.position.y = bone.worldY + attachment.x * bone.m10 + attachment.y * bone.m11;
            slotContainer.scale.x = bone.worldScaleX;
            slotContainer.scale.y = bone.worldScaleY;

            slotContainer.rotation = -(slot.bone.worldRotation * Math.PI / 180);
        }

        PIXI.DisplayObjectContainer.prototype.updateTransform.call(this);
    };

    PIXI.Spine.prototype.createSprite = function (slot, descriptor) {
        var name = PIXI.TextureCache[descriptor.name] ? descriptor.name : descriptor.name + ".png";
        var sprite = new PIXI.Sprite(PIXI.Texture.fromFrame(name));
        sprite.scale = descriptor.scale;
        sprite.rotation = descriptor.rotation;
        sprite.anchor.x = sprite.anchor.y = 0.5;

        slot.sprites = slot.sprites || {};
        slot.sprites[descriptor.name] = sprite;
        return sprite;
    };