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User:九江月/SpinePlayer.js

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添加代码后的本页地址如下:-{R|https://moegirl.icu/User:%E4%B9%9D%E6%B1%9F%E6%9C%88/SpinePlayer.js?_=1}-
//<pre>
(function (mw) {
	var __extends = (this && this.__extends) || (function () {
		var extendStatics = function (d, b) {
			extendStatics = Object.setPrototypeOf ||
				({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
				function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
			return extendStatics(d, b);
		};
		return function (d, b) {
			extendStatics(d, b);
			function __() { this.constructor = d; }
			d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
		};
	})();

	(function (spine) {
		var Animation = (function () {
			function Animation(name, timelines, duration) {
				if (name == null)
					throw new Error("name cannot be null.");
				if (timelines == null)
					throw new Error("timelines cannot be null.");
				this.name = name;
				this.timelines = timelines;
				this.duration = duration;
			}
			Animation.prototype.apply = function (skeleton, lastTime, time, loop, events, alpha, setupPose, mixingOut) {
				if (skeleton == null)
					throw new Error("skeleton cannot be null.");
				if (loop && this.duration != 0) {
					time %= this.duration;
					if (lastTime > 0)
						lastTime %= this.duration;
				}
				var timelines = this.timelines;
				for (var i = 0, n = timelines.length; i < n; i++)
					timelines[i].apply(skeleton, lastTime, time, events, alpha, setupPose, mixingOut);
			};
			Animation.binarySearch = function (values, target, step) {
				if (step === void 0) { step = 1; }
				var low = 0;
				var high = values.length / step - 2;
				if (high == 0)
					return step;
				var current = high >>> 1;
				while (true) {
					if (values[(current + 1) * step] <= target)
						low = current + 1;
					else
						high = current;
					if (low == high)
						return (low + 1) * step;
					current = (low + high) >>> 1;
				}
			};
			Animation.linearSearch = function (values, target, step) {
				for (var i = 0, last = values.length - step; i <= last; i += step)
					if (values[i] > target)
						return i;
				return -1;
			};
			return Animation;
		}());
		spine.Animation = Animation;
		var TimelineType;
		(function (TimelineType) {
			TimelineType[TimelineType["rotate"] = 0] = "rotate";
			TimelineType[TimelineType["translate"] = 1] = "translate";
			TimelineType[TimelineType["scale"] = 2] = "scale";
			TimelineType[TimelineType["shear"] = 3] = "shear";
			TimelineType[TimelineType["attachment"] = 4] = "attachment";
			TimelineType[TimelineType["color"] = 5] = "color";
			TimelineType[TimelineType["deform"] = 6] = "deform";
			TimelineType[TimelineType["event"] = 7] = "event";
			TimelineType[TimelineType["drawOrder"] = 8] = "drawOrder";
			TimelineType[TimelineType["ikConstraint"] = 9] = "ikConstraint";
			TimelineType[TimelineType["transformConstraint"] = 10] = "transformConstraint";
			TimelineType[TimelineType["pathConstraintPosition"] = 11] = "pathConstraintPosition";
			TimelineType[TimelineType["pathConstraintSpacing"] = 12] = "pathConstraintSpacing";
			TimelineType[TimelineType["pathConstraintMix"] = 13] = "pathConstraintMix";
		})(TimelineType = spine.TimelineType || (spine.TimelineType = {}));
		var CurveTimeline = (function () {
			function CurveTimeline(frameCount) {
				if (frameCount <= 0)
					throw new Error("frameCount must be > 0: " + frameCount);
				this.curves = spine.Utils.newFloatArray((frameCount - 1) * CurveTimeline.BEZIER_SIZE);
			}
			CurveTimeline.prototype.getFrameCount = function () {
				return this.curves.length / CurveTimeline.BEZIER_SIZE + 1;
			};
			CurveTimeline.prototype.setLinear = function (frameIndex) {
				this.curves[frameIndex * CurveTimeline.BEZIER_SIZE] = CurveTimeline.LINEAR;
			};
			CurveTimeline.prototype.setStepped = function (frameIndex) {
				this.curves[frameIndex * CurveTimeline.BEZIER_SIZE] = CurveTimeline.STEPPED;
			};
			CurveTimeline.prototype.getCurveType = function (frameIndex) {
				var index = frameIndex * CurveTimeline.BEZIER_SIZE;
				if (index == this.curves.length)
					return CurveTimeline.LINEAR;
				var type = this.curves[index];
				if (type == CurveTimeline.LINEAR)
					return CurveTimeline.LINEAR;
				if (type == CurveTimeline.STEPPED)
					return CurveTimeline.STEPPED;
				return CurveTimeline.BEZIER;
			};
			CurveTimeline.prototype.setCurve = function (frameIndex, cx1, cy1, cx2, cy2) {
				var tmpx = (-cx1 * 2 + cx2) * 0.03, tmpy = (-cy1 * 2 + cy2) * 0.03;
				var dddfx = ((cx1 - cx2) * 3 + 1) * 0.006, dddfy = ((cy1 - cy2) * 3 + 1) * 0.006;
				var ddfx = tmpx * 2 + dddfx, ddfy = tmpy * 2 + dddfy;
				var dfx = cx1 * 0.3 + tmpx + dddfx * 0.16666667, dfy = cy1 * 0.3 + tmpy + dddfy * 0.16666667;
				var i = frameIndex * CurveTimeline.BEZIER_SIZE;
				var curves = this.curves;
				curves[i++] = CurveTimeline.BEZIER;
				var x = dfx, y = dfy;
				for (var n = i + CurveTimeline.BEZIER_SIZE - 1; i < n; i += 2) {
					curves[i] = x;
					curves[i + 1] = y;
					dfx += ddfx;
					dfy += ddfy;
					ddfx += dddfx;
					ddfy += dddfy;
					x += dfx;
					y += dfy;
				}
			};
			CurveTimeline.prototype.getCurvePercent = function (frameIndex, percent) {
				percent = spine.MathUtils.clamp(percent, 0, 1);
				var curves = this.curves;
				var i = frameIndex * CurveTimeline.BEZIER_SIZE;
				var type = curves[i];
				if (type == CurveTimeline.LINEAR)
					return percent;
				if (type == CurveTimeline.STEPPED)
					return 0;
				i++;
				var x = 0;
				for (var start = i, n = i + CurveTimeline.BEZIER_SIZE - 1; i < n; i += 2) {
					x = curves[i];
					if (x >= percent) {
						var prevX = void 0, prevY = void 0;
						if (i == start) {
							prevX = 0;
							prevY = 0;
						}
						else {
							prevX = curves[i - 2];
							prevY = curves[i - 1];
						}
						return prevY + (curves[i + 1] - prevY) * (percent - prevX) / (x - prevX);
					}
				}
				var y = curves[i - 1];
				return y + (1 - y) * (percent - x) / (1 - x);
			};
			CurveTimeline.LINEAR = 0;
			CurveTimeline.STEPPED = 1;
			CurveTimeline.BEZIER = 2;
			CurveTimeline.BEZIER_SIZE = 10 * 2 - 1;
			return CurveTimeline;
		}());
		spine.CurveTimeline = CurveTimeline;
		var RotateTimeline = (function (_super) {
			__extends(RotateTimeline, _super);
			function RotateTimeline(frameCount) {
				var _this = _super.call(this, frameCount) || this;
				_this.frames = spine.Utils.newFloatArray(frameCount << 1);
				return _this;
			}
			RotateTimeline.prototype.getPropertyId = function () {
				return (TimelineType.rotate << 24) + this.boneIndex;
			};
			RotateTimeline.prototype.setFrame = function (frameIndex, time, degrees) {
				frameIndex <<= 1;
				this.frames[frameIndex] = time;
				this.frames[frameIndex + RotateTimeline.ROTATION] = degrees;
			};
			RotateTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, setupPose, mixingOut) {
				var frames = this.frames;
				var bone = skeleton.bones[this.boneIndex];
				if (time < frames[0]) {
					if (setupPose)
						bone.rotation = bone.data.rotation;
					return;
				}
				if (time >= frames[frames.length - RotateTimeline.ENTRIES]) {
					if (setupPose)
						bone.rotation = bone.data.rotation + frames[frames.length + RotateTimeline.PREV_ROTATION] * alpha;
					else {
						var r_1 = bone.data.rotation + frames[frames.length + RotateTimeline.PREV_ROTATION] - bone.rotation;
						r_1 -= (16384 - ((16384.499999999996 - r_1 / 360) | 0)) * 360;
						bone.rotation += r_1 * alpha;
					}
					return;
				}
				var frame = Animation.binarySearch(frames, time, RotateTimeline.ENTRIES);
				var prevRotation = frames[frame + RotateTimeline.PREV_ROTATION];
				var frameTime = frames[frame];
				var percent = this.getCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame + RotateTimeline.PREV_TIME] - frameTime));
				var r = frames[frame + RotateTimeline.ROTATION] - prevRotation;
				r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360;
				r = prevRotation + r * percent;
				if (setupPose) {
					r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360;
					bone.rotation = bone.data.rotation + r * alpha;
				}
				else {
					r = bone.data.rotation + r - bone.rotation;
					r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360;
					bone.rotation += r * alpha;
				}
			};
			RotateTimeline.ENTRIES = 2;
			RotateTimeline.PREV_TIME = -2;
			RotateTimeline.PREV_ROTATION = -1;
			RotateTimeline.ROTATION = 1;
			return RotateTimeline;
		}(CurveTimeline));
		spine.RotateTimeline = RotateTimeline;
		var TranslateTimeline = (function (_super) {
			__extends(TranslateTimeline, _super);
			function TranslateTimeline(frameCount) {
				var _this = _super.call(this, frameCount) || this;
				_this.frames = spine.Utils.newFloatArray(frameCount * TranslateTimeline.ENTRIES);
				return _this;
			}
			TranslateTimeline.prototype.getPropertyId = function () {
				return (TimelineType.translate << 24) + this.boneIndex;
			};
			TranslateTimeline.prototype.setFrame = function (frameIndex, time, x, y) {
				frameIndex *= TranslateTimeline.ENTRIES;
				this.frames[frameIndex] = time;
				this.frames[frameIndex + TranslateTimeline.X] = x;
				this.frames[frameIndex + TranslateTimeline.Y] = y;
			};
			TranslateTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, setupPose, mixingOut) {
				var frames = this.frames;
				var bone = skeleton.bones[this.boneIndex];
				if (time < frames[0]) {
					if (setupPose) {
						bone.x = bone.data.x;
						bone.y = bone.data.y;
					}
					return;
				}
				var x = 0, y = 0;
				if (time >= frames[frames.length - TranslateTimeline.ENTRIES]) {
					x = frames[frames.length + TranslateTimeline.PREV_X];
					y = frames[frames.length + TranslateTimeline.PREV_Y];
				}
				else {
					var frame = Animation.binarySearch(frames, time, TranslateTimeline.ENTRIES);
					x = frames[frame + TranslateTimeline.PREV_X];
					y = frames[frame + TranslateTimeline.PREV_Y];
					var frameTime = frames[frame];
					var percent = this.getCurvePercent(frame / TranslateTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TranslateTimeline.PREV_TIME] - frameTime));
					x += (frames[frame + TranslateTimeline.X] - x) * percent;
					y += (frames[frame + TranslateTimeline.Y] - y) * percent;
				}
				if (setupPose) {
					bone.x = bone.data.x + x * alpha;
					bone.y = bone.data.y + y * alpha;
				}
				else {
					bone.x += (bone.data.x + x - bone.x) * alpha;
					bone.y += (bone.data.y + y - bone.y) * alpha;
				}
			};
			TranslateTimeline.ENTRIES = 3;
			TranslateTimeline.PREV_TIME = -3;
			TranslateTimeline.PREV_X = -2;
			TranslateTimeline.PREV_Y = -1;
			TranslateTimeline.X = 1;
			TranslateTimeline.Y = 2;
			return TranslateTimeline;
		}(CurveTimeline));
		spine.TranslateTimeline = TranslateTimeline;
		var ScaleTimeline = (function (_super) {
			__extends(ScaleTimeline, _super);
			function ScaleTimeline(frameCount) {
				return _super.call(this, frameCount) || this;
			}
			ScaleTimeline.prototype.getPropertyId = function () {
				return (TimelineType.scale << 24) + this.boneIndex;
			};
			ScaleTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, setupPose, mixingOut) {
				var frames = this.frames;
				var bone = skeleton.bones[this.boneIndex];
				if (time < frames[0]) {
					if (setupPose) {
						bone.scaleX = bone.data.scaleX;
						bone.scaleY = bone.data.scaleY;
					}
					return;
				}
				var x = 0, y = 0;
				if (time >= frames[frames.length - ScaleTimeline.ENTRIES]) {
					x = frames[frames.length + ScaleTimeline.PREV_X] * bone.data.scaleX;
					y = frames[frames.length + ScaleTimeline.PREV_Y] * bone.data.scaleY;
				}
				else {
					var frame = Animation.binarySearch(frames, time, ScaleTimeline.ENTRIES);
					x = frames[frame + ScaleTimeline.PREV_X];
					y = frames[frame + ScaleTimeline.PREV_Y];
					var frameTime = frames[frame];
					var percent = this.getCurvePercent(frame / ScaleTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ScaleTimeline.PREV_TIME] - frameTime));
					x = (x + (frames[frame + ScaleTimeline.X] - x) * percent) * bone.data.scaleX;
					y = (y + (frames[frame + ScaleTimeline.Y] - y) * percent) * bone.data.scaleY;
				}
				if (alpha == 1) {
					bone.scaleX = x;
					bone.scaleY = y;
				}
				else {
					var bx = 0, by = 0;
					if (setupPose) {
						bx = bone.data.scaleX;
						by = bone.data.scaleY;
					}
					else {
						bx = bone.scaleX;
						by = bone.scaleY;
					}
					if (mixingOut) {
						x = Math.abs(x) * spine.MathUtils.signum(bx);
						y = Math.abs(y) * spine.MathUtils.signum(by);
					}
					else {
						bx = Math.abs(bx) * spine.MathUtils.signum(x);
						by = Math.abs(by) * spine.MathUtils.signum(y);
					}
					bone.scaleX = bx + (x - bx) * alpha;
					bone.scaleY = by + (y - by) * alpha;
				}
			};
			return ScaleTimeline;
		}(TranslateTimeline));
		spine.ScaleTimeline = ScaleTimeline;
		var ShearTimeline = (function (_super) {
			__extends(ShearTimeline, _super);
			function ShearTimeline(frameCount) {
				return _super.call(this, frameCount) || this;
			}
			ShearTimeline.prototype.getPropertyId = function () {
				return (TimelineType.shear << 24) + this.boneIndex;
			};
			ShearTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, setupPose, mixingOut) {
				var frames = this.frames;
				var bone = skeleton.bones[this.boneIndex];
				if (time < frames[0]) {
					if (setupPose) {
						bone.shearX = bone.data.shearX;
						bone.shearY = bone.data.shearY;
					}
					return;
				}
				var x = 0, y = 0;
				if (time >= frames[frames.length - ShearTimeline.ENTRIES]) {
					x = frames[frames.length + ShearTimeline.PREV_X];
					y = frames[frames.length + ShearTimeline.PREV_Y];
				}
				else {
					var frame = Animation.binarySearch(frames, time, ShearTimeline.ENTRIES);
					x = frames[frame + ShearTimeline.PREV_X];
					y = frames[frame + ShearTimeline.PREV_Y];
					var frameTime = frames[frame];
					var percent = this.getCurvePercent(frame / ShearTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ShearTimeline.PREV_TIME] - frameTime));
					x = x + (frames[frame + ShearTimeline.X] - x) * percent;
					y = y + (frames[frame + ShearTimeline.Y] - y) * percent;
				}
				if (setupPose) {
					bone.shearX = bone.data.shearX + x * alpha;
					bone.shearY = bone.data.shearY + y * alpha;
				}
				else {
					bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha;
					bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha;
				}
			};
			return ShearTimeline;
		}(TranslateTimeline));
		spine.ShearTimeline = ShearTimeline;
		var ColorTimeline = (function (_super) {
			__extends(ColorTimeline, _super);
			function ColorTimeline(frameCount) {
				var _this = _super.call(this, frameCount) || this;
				_this.frames = spine.Utils.newFloatArray(frameCount * ColorTimeline.ENTRIES);
				return _this;
			}
			ColorTimeline.prototype.getPropertyId = function () {
				return (TimelineType.color << 24) + this.slotIndex;
			};
			ColorTimeline.prototype.setFrame = function (frameIndex, time, r, g, b, a) {
				frameIndex *= ColorTimeline.ENTRIES;
				this.frames[frameIndex] = time;
				this.frames[frameIndex + ColorTimeline.R] = r;
				this.frames[frameIndex + ColorTimeline.G] = g;
				this.frames[frameIndex + ColorTimeline.B] = b;
				this.frames[frameIndex + ColorTimeline.A] = a;
			};
			ColorTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, setupPose, mixingOut) {
				var slot = skeleton.slots[this.slotIndex];
				var frames = this.frames;
				if (time < frames[0]) {
					if (setupPose)
						slot.color.setFromColor(slot.data.color);
					return;
				}
				var r = 0, g = 0, b = 0, a = 0;
				if (time >= frames[frames.length - ColorTimeline.ENTRIES]) {
					var i = frames.length;
					r = frames[i + ColorTimeline.PREV_R];
					g = frames[i + ColorTimeline.PREV_G];
					b = frames[i + ColorTimeline.PREV_B];
					a = frames[i + ColorTimeline.PREV_A];
				}
				else {
					var frame = Animation.binarySearch(frames, time, ColorTimeline.ENTRIES);
					r = frames[frame + ColorTimeline.PREV_R];
					g = frames[frame + ColorTimeline.PREV_G];
					b = frames[frame + ColorTimeline.PREV_B];
					a = frames[frame + ColorTimeline.PREV_A];
					var frameTime = frames[frame];
					var percent = this.getCurvePercent(frame / ColorTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ColorTimeline.PREV_TIME] - frameTime));
					r += (frames[frame + ColorTimeline.R] - r) * percent;
					g += (frames[frame + ColorTimeline.G] - g) * percent;
					b += (frames[frame + ColorTimeline.B] - b) * percent;
					a += (frames[frame + ColorTimeline.A] - a) * percent;
				}
				if (alpha == 1)
					slot.color.set(r, g, b, a);
				else {
					var color = slot.color;
					if (setupPose)
						color.setFromColor(slot.data.color);
					color.add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha);
				}
			};
			ColorTimeline.ENTRIES = 5;
			ColorTimeline.PREV_TIME = -5;
			ColorTimeline.PREV_R = -4;
			ColorTimeline.PREV_G = -3;
			ColorTimeline.PREV_B = -2;
			ColorTimeline.PREV_A = -1;
			ColorTimeline.R = 1;
			ColorTimeline.G = 2;
			ColorTimeline.B = 3;
			ColorTimeline.A = 4;
			return ColorTimeline;
		}(CurveTimeline));
		spine.ColorTimeline = ColorTimeline;
		var AttachmentTimeline = (function () {
			function AttachmentTimeline(frameCount) {
				this.frames = spine.Utils.newFloatArray(frameCount);
				this.attachmentNames = new Array(frameCount);
			}
			AttachmentTimeline.prototype.getPropertyId = function () {
				return (TimelineType.attachment << 24) + this.slotIndex;
			};
			AttachmentTimeline.prototype.getFrameCount = function () {
				return this.frames.length;
			};
			AttachmentTimeline.prototype.setFrame = function (frameIndex, time, attachmentName) {
				this.frames[frameIndex] = time;
				this.attachmentNames[frameIndex] = attachmentName;
			};
			AttachmentTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, setupPose, mixingOut) {
				var slot = skeleton.slots[this.slotIndex];
				if (mixingOut && setupPose) {
					var attachmentName_1 = slot.data.attachmentName;
					slot.setAttachment(attachmentName_1 == null ? null : skeleton.getAttachment(this.slotIndex, attachmentName_1));
					return;
				}
				var frames = this.frames;
				if (time < frames[0]) {
					if (setupPose) {
						var attachmentName_2 = slot.data.attachmentName;
						slot.setAttachment(attachmentName_2 == null ? null : skeleton.getAttachment(this.slotIndex, attachmentName_2));
					}
					return;
				}
				var frameIndex = 0;
				if (time >= frames[frames.length - 1])
					frameIndex = frames.length - 1;
				else
					frameIndex = Animation.binarySearch(frames, time, 1) - 1;
				var attachmentName = this.attachmentNames[frameIndex];
				skeleton.slots[this.slotIndex]
					.setAttachment(attachmentName == null ? null : skeleton.getAttachment(this.slotIndex, attachmentName));
			};
			return AttachmentTimeline;
		}());
		spine.AttachmentTimeline = AttachmentTimeline;
		var DeformTimeline = (function (_super) {
			__extends(DeformTimeline, _super);
			function DeformTimeline(frameCount) {
				var _this = _super.call(this, frameCount) || this;
				_this.frames = spine.Utils.newFloatArray(frameCount);
				_this.frameVertices = new Array(frameCount);
				return _this;
			}
			DeformTimeline.prototype.getPropertyId = function () {
				return (TimelineType.deform << 24) + this.slotIndex;
			};
			DeformTimeline.prototype.setFrame = function (frameIndex, time, vertices) {
				this.frames[frameIndex] = time;
				this.frameVertices[frameIndex] = vertices;
			};
			DeformTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut) {
				var slot = skeleton.slots[this.slotIndex];
				var slotAttachment = slot.getAttachment();
				if (!(slotAttachment instanceof spine.VertexAttachment) || !slotAttachment.applyDeform(this.attachment))
					return;
				var frames = this.frames;
				var verticesArray = slot.attachmentVertices;
				if (time < frames[0]) {
					if (setupPose)
						spine.Utils.setArraySize(verticesArray, 0);
					return;
				}
				var frameVertices = this.frameVertices;
				var vertexCount = frameVertices[0].length;
				if (verticesArray.length != vertexCount)
					alpha = 1;
				var vertices = spine.Utils.setArraySize(verticesArray, vertexCount);
				if (time >= frames[frames.length - 1]) {
					var lastVertices = frameVertices[frames.length - 1];
					if (alpha == 1) {
						spine.Utils.arrayCopy(lastVertices, 0, vertices, 0, vertexCount);
					}
					else if (setupPose) {
						var vertexAttachment = slotAttachment;
						if (vertexAttachment.bones == null) {
							var setupVertices = vertexAttachment.vertices;
							for (var i = 0; i < vertexCount; i++) {
								var setup = setupVertices[i];
								vertices[i] = setup + (lastVertices[i] - setup) * alpha;
							}
						}
						else {
							for (var i = 0; i < vertexCount; i++)
								vertices[i] = lastVertices[i] * alpha;
						}
					}
					else {
						for (var i = 0; i < vertexCount; i++)
							vertices[i] += (lastVertices[i] - vertices[i]) * alpha;
					}
					return;
				}
				var frame = Animation.binarySearch(frames, time);
				var prevVertices = frameVertices[frame - 1];
				var nextVertices = frameVertices[frame];
				var frameTime = frames[frame];
				var percent = this.getCurvePercent(frame - 1, 1 - (time - frameTime) / (frames[frame - 1] - frameTime));
				if (alpha == 1) {
					for (var i = 0; i < vertexCount; i++) {
						var prev = prevVertices[i];
						vertices[i] = prev + (nextVertices[i] - prev) * percent;
					}
				}
				else if (setupPose) {
					var vertexAttachment = slotAttachment;
					if (vertexAttachment.bones == null) {
						var setupVertices = vertexAttachment.vertices;
						for (var i = 0; i < vertexCount; i++) {
							var prev = prevVertices[i], setup = setupVertices[i];
							vertices[i] = setup + (prev + (nextVertices[i] - prev) * percent - setup) * alpha;
						}
					}
					else {
						for (var i = 0; i < vertexCount; i++) {
							var prev = prevVertices[i];
							vertices[i] = (prev + (nextVertices[i] - prev) * percent) * alpha;
						}
					}
				}
				else {
					for (var i = 0; i < vertexCount; i++) {
						var prev = prevVertices[i];
						vertices[i] += (prev + (nextVertices[i] - prev) * percent - vertices[i]) * alpha;
					}
				}
			};
			return DeformTimeline;
		}(CurveTimeline));
		spine.DeformTimeline = DeformTimeline;
		var EventTimeline = (function () {
			function EventTimeline(frameCount) {
				this.frames = spine.Utils.newFloatArray(frameCount);
				this.events = new Array(frameCount);
			}
			EventTimeline.prototype.getPropertyId = function () {
				return TimelineType.event << 24;
			};
			EventTimeline.prototype.getFrameCount = function () {
				return this.frames.length;
			};
			EventTimeline.prototype.setFrame = function (frameIndex, event) {
				this.frames[frameIndex] = event.time;
				this.events[frameIndex] = event;
			};
			EventTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut) {
				if (firedEvents == null)
					return;
				var frames = this.frames;
				var frameCount = this.frames.length;
				if (lastTime > time) {
					this.apply(skeleton, lastTime, Number.MAX_VALUE, firedEvents, alpha, setupPose, mixingOut);
					lastTime = -1;
				}
				else if (lastTime >= frames[frameCount - 1])
					return;
				if (time < frames[0])
					return;
				var frame = 0;
				if (lastTime < frames[0])
					frame = 0;
				else {
					frame = Animation.binarySearch(frames, lastTime);
					var frameTime = frames[frame];
					while (frame > 0) {
						if (frames[frame - 1] != frameTime)
							break;
						frame--;
					}
				}
				for (; frame < frameCount && time >= frames[frame]; frame++)
					firedEvents.push(this.events[frame]);
			};
			return EventTimeline;
		}());
		spine.EventTimeline = EventTimeline;
		var DrawOrderTimeline = (function () {
			function DrawOrderTimeline(frameCount) {
				this.frames = spine.Utils.newFloatArray(frameCount);
				this.drawOrders = new Array(frameCount);
			}
			DrawOrderTimeline.prototype.getPropertyId = function () {
				return TimelineType.drawOrder << 24;
			};
			DrawOrderTimeline.prototype.getFrameCount = function () {
				return this.frames.length;
			};
			DrawOrderTimeline.prototype.setFrame = function (frameIndex, time, drawOrder) {
				this.frames[frameIndex] = time;
				this.drawOrders[frameIndex] = drawOrder;
			};
			DrawOrderTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut) {
				var drawOrder = skeleton.drawOrder;
				var slots = skeleton.slots;
				if (mixingOut && setupPose) {
					spine.Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length);
					return;
				}
				var frames = this.frames;
				if (time < frames[0]) {
					if (setupPose)
						spine.Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length);
					return;
				}
				var frame = 0;
				if (time >= frames[frames.length - 1])
					frame = frames.length - 1;
				else
					frame = Animation.binarySearch(frames, time) - 1;
				var drawOrderToSetupIndex = this.drawOrders[frame];
				if (drawOrderToSetupIndex == null)
					spine.Utils.arrayCopy(slots, 0, drawOrder, 0, slots.length);
				else {
					for (var i = 0, n = drawOrderToSetupIndex.length; i < n; i++)
						drawOrder[i] = slots[drawOrderToSetupIndex[i]];
				}
			};
			return DrawOrderTimeline;
		}());
		spine.DrawOrderTimeline = DrawOrderTimeline;
		var IkConstraintTimeline = (function (_super) {
			__extends(IkConstraintTimeline, _super);
			function IkConstraintTimeline(frameCount) {
				var _this = _super.call(this, frameCount) || this;
				_this.frames = spine.Utils.newFloatArray(frameCount * IkConstraintTimeline.ENTRIES);
				return _this;
			}
			IkConstraintTimeline.prototype.getPropertyId = function () {
				return (TimelineType.ikConstraint << 24) + this.ikConstraintIndex;
			};
			IkConstraintTimeline.prototype.setFrame = function (frameIndex, time, mix, bendDirection) {
				frameIndex *= IkConstraintTimeline.ENTRIES;
				this.frames[frameIndex] = time;
				this.frames[frameIndex + IkConstraintTimeline.MIX] = mix;
				this.frames[frameIndex + IkConstraintTimeline.BEND_DIRECTION] = bendDirection;
			};
			IkConstraintTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut) {
				var frames = this.frames;
				var constraint = skeleton.ikConstraints[this.ikConstraintIndex];
				if (time < frames[0]) {
					if (setupPose) {
						constraint.mix = constraint.data.mix;
						constraint.bendDirection = constraint.data.bendDirection;
					}
					return;
				}
				if (time >= frames[frames.length - IkConstraintTimeline.ENTRIES]) {
					if (setupPose) {
						constraint.mix = constraint.data.mix + (frames[frames.length + IkConstraintTimeline.PREV_MIX] - constraint.data.mix) * alpha;
						constraint.bendDirection = mixingOut ? constraint.data.bendDirection
							: frames[frames.length + IkConstraintTimeline.PREV_BEND_DIRECTION];
					}
					else {
						constraint.mix += (frames[frames.length + IkConstraintTimeline.PREV_MIX] - constraint.mix) * alpha;
						if (!mixingOut)
							constraint.bendDirection = frames[frames.length + IkConstraintTimeline.PREV_BEND_DIRECTION];
					}
					return;
				}
				var frame = Animation.binarySearch(frames, time, IkConstraintTimeline.ENTRIES);
				var mix = frames[frame + IkConstraintTimeline.PREV_MIX];
				var frameTime = frames[frame];
				var percent = this.getCurvePercent(frame / IkConstraintTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + IkConstraintTimeline.PREV_TIME] - frameTime));
				if (setupPose) {
					constraint.mix = constraint.data.mix + (mix + (frames[frame + IkConstraintTimeline.MIX] - mix) * percent - constraint.data.mix) * alpha;
					constraint.bendDirection = mixingOut ? constraint.data.bendDirection : frames[frame + IkConstraintTimeline.PREV_BEND_DIRECTION];
				}
				else {
					constraint.mix += (mix + (frames[frame + IkConstraintTimeline.MIX] - mix) * percent - constraint.mix) * alpha;
					if (!mixingOut)
						constraint.bendDirection = frames[frame + IkConstraintTimeline.PREV_BEND_DIRECTION];
				}
			};
			IkConstraintTimeline.ENTRIES = 3;
			IkConstraintTimeline.PREV_TIME = -3;
			IkConstraintTimeline.PREV_MIX = -2;
			IkConstraintTimeline.PREV_BEND_DIRECTION = -1;
			IkConstraintTimeline.MIX = 1;
			IkConstraintTimeline.BEND_DIRECTION = 2;
			return IkConstraintTimeline;
		}(CurveTimeline));
		spine.IkConstraintTimeline = IkConstraintTimeline;
		var TransformConstraintTimeline = (function (_super) {
			__extends(TransformConstraintTimeline, _super);
			function TransformConstraintTimeline(frameCount) {
				var _this = _super.call(this, frameCount) || this;
				_this.frames = spine.Utils.newFloatArray(frameCount * TransformConstraintTimeline.ENTRIES);
				return _this;
			}
			TransformConstraintTimeline.prototype.getPropertyId = function () {
				return (TimelineType.transformConstraint << 24) + this.transformConstraintIndex;
			};
			TransformConstraintTimeline.prototype.setFrame = function (frameIndex, time, rotateMix, translateMix, scaleMix, shearMix) {
				frameIndex *= TransformConstraintTimeline.ENTRIES;
				this.frames[frameIndex] = time;
				this.frames[frameIndex + TransformConstraintTimeline.ROTATE] = rotateMix;
				this.frames[frameIndex + TransformConstraintTimeline.TRANSLATE] = translateMix;
				this.frames[frameIndex + TransformConstraintTimeline.SCALE] = scaleMix;
				this.frames[frameIndex + TransformConstraintTimeline.SHEAR] = shearMix;
			};
			TransformConstraintTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut) {
				var frames = this.frames;
				var constraint = skeleton.transformConstraints[this.transformConstraintIndex];
				if (time < frames[0]) {
					if (setupPose) {
						var data = constraint.data;
						constraint.rotateMix = data.rotateMix;
						constraint.translateMix = data.rotateMix;
						constraint.scaleMix = data.scaleMix;
						constraint.shearMix = data.shearMix;
					}
					return;
				}
				var rotate = 0, translate = 0, scale = 0, shear = 0;
				if (time >= frames[frames.length - TransformConstraintTimeline.ENTRIES]) {
					var i = frames.length;
					rotate = frames[i + TransformConstraintTimeline.PREV_ROTATE];
					translate = frames[i + TransformConstraintTimeline.PREV_TRANSLATE];
					scale = frames[i + TransformConstraintTimeline.PREV_SCALE];
					shear = frames[i + TransformConstraintTimeline.PREV_SHEAR];
				}
				else {
					var frame = Animation.binarySearch(frames, time, TransformConstraintTimeline.ENTRIES);
					rotate = frames[frame + TransformConstraintTimeline.PREV_ROTATE];
					translate = frames[frame + TransformConstraintTimeline.PREV_TRANSLATE];
					scale = frames[frame + TransformConstraintTimeline.PREV_SCALE];
					shear = frames[frame + TransformConstraintTimeline.PREV_SHEAR];
					var frameTime = frames[frame];
					var percent = this.getCurvePercent(frame / TransformConstraintTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TransformConstraintTimeline.PREV_TIME] - frameTime));
					rotate += (frames[frame + TransformConstraintTimeline.ROTATE] - rotate) * percent;
					translate += (frames[frame + TransformConstraintTimeline.TRANSLATE] - translate) * percent;
					scale += (frames[frame + TransformConstraintTimeline.SCALE] - scale) * percent;
					shear += (frames[frame + TransformConstraintTimeline.SHEAR] - shear) * percent;
				}
				if (setupPose) {
					var data = constraint.data;
					constraint.rotateMix = data.rotateMix + (rotate - data.rotateMix) * alpha;
					constraint.translateMix = data.translateMix + (translate - data.translateMix) * alpha;
					constraint.scaleMix = data.scaleMix + (scale - data.scaleMix) * alpha;
					constraint.shearMix = data.shearMix + (shear - data.shearMix) * alpha;
				}
				else {
					constraint.rotateMix += (rotate - constraint.rotateMix) * alpha;
					constraint.translateMix += (translate - constraint.translateMix) * alpha;
					constraint.scaleMix += (scale - constraint.scaleMix) * alpha;
					constraint.shearMix += (shear - constraint.shearMix) * alpha;
				}
			};
			TransformConstraintTimeline.ENTRIES = 5;
			TransformConstraintTimeline.PREV_TIME = -5;
			TransformConstraintTimeline.PREV_ROTATE = -4;
			TransformConstraintTimeline.PREV_TRANSLATE = -3;
			TransformConstraintTimeline.PREV_SCALE = -2;
			TransformConstraintTimeline.PREV_SHEAR = -1;
			TransformConstraintTimeline.ROTATE = 1;
			TransformConstraintTimeline.TRANSLATE = 2;
			TransformConstraintTimeline.SCALE = 3;
			TransformConstraintTimeline.SHEAR = 4;
			return TransformConstraintTimeline;
		}(CurveTimeline));
		spine.TransformConstraintTimeline = TransformConstraintTimeline;
		var PathConstraintPositionTimeline = (function (_super) {
			__extends(PathConstraintPositionTimeline, _super);
			function PathConstraintPositionTimeline(frameCount) {
				var _this = _super.call(this, frameCount) || this;
				_this.frames = spine.Utils.newFloatArray(frameCount * PathConstraintPositionTimeline.ENTRIES);
				return _this;
			}
			PathConstraintPositionTimeline.prototype.getPropertyId = function () {
				return (TimelineType.pathConstraintPosition << 24) + this.pathConstraintIndex;
			};
			PathConstraintPositionTimeline.prototype.setFrame = function (frameIndex, time, value) {
				frameIndex *= PathConstraintPositionTimeline.ENTRIES;
				this.frames[frameIndex] = time;
				this.frames[frameIndex + PathConstraintPositionTimeline.VALUE] = value;
			};
			PathConstraintPositionTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut) {
				var frames = this.frames;
				var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
				if (time < frames[0]) {
					if (setupPose)
						constraint.position = constraint.data.position;
					return;
				}
				var position = 0;
				if (time >= frames[frames.length - PathConstraintPositionTimeline.ENTRIES])
					position = frames[frames.length + PathConstraintPositionTimeline.PREV_VALUE];
				else {
					var frame = Animation.binarySearch(frames, time, PathConstraintPositionTimeline.ENTRIES);
					position = frames[frame + PathConstraintPositionTimeline.PREV_VALUE];
					var frameTime = frames[frame];
					var percent = this.getCurvePercent(frame / PathConstraintPositionTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintPositionTimeline.PREV_TIME] - frameTime));
					position += (frames[frame + PathConstraintPositionTimeline.VALUE] - position) * percent;
				}
				if (setupPose)
					constraint.position = constraint.data.position + (position - constraint.data.position) * alpha;
				else
					constraint.position += (position - constraint.position) * alpha;
			};
			PathConstraintPositionTimeline.ENTRIES = 2;
			PathConstraintPositionTimeline.PREV_TIME = -2;
			PathConstraintPositionTimeline.PREV_VALUE = -1;
			PathConstraintPositionTimeline.VALUE = 1;
			return PathConstraintPositionTimeline;
		}(CurveTimeline));
		spine.PathConstraintPositionTimeline = PathConstraintPositionTimeline;
		var PathConstraintSpacingTimeline = (function (_super) {
			__extends(PathConstraintSpacingTimeline, _super);
			function PathConstraintSpacingTimeline(frameCount) {
				return _super.call(this, frameCount) || this;
			}
			PathConstraintSpacingTimeline.prototype.getPropertyId = function () {
				return (TimelineType.pathConstraintSpacing << 24) + this.pathConstraintIndex;
			};
			PathConstraintSpacingTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut) {
				var frames = this.frames;
				var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
				if (time < frames[0]) {
					if (setupPose)
						constraint.spacing = constraint.data.spacing;
					return;
				}
				var spacing = 0;
				if (time >= frames[frames.length - PathConstraintSpacingTimeline.ENTRIES])
					spacing = frames[frames.length + PathConstraintSpacingTimeline.PREV_VALUE];
				else {
					var frame = Animation.binarySearch(frames, time, PathConstraintSpacingTimeline.ENTRIES);
					spacing = frames[frame + PathConstraintSpacingTimeline.PREV_VALUE];
					var frameTime = frames[frame];
					var percent = this.getCurvePercent(frame / PathConstraintSpacingTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintSpacingTimeline.PREV_TIME] - frameTime));
					spacing += (frames[frame + PathConstraintSpacingTimeline.VALUE] - spacing) * percent;
				}
				if (setupPose)
					constraint.spacing = constraint.data.spacing + (spacing - constraint.data.spacing) * alpha;
				else
					constraint.spacing += (spacing - constraint.spacing) * alpha;
			};
			return PathConstraintSpacingTimeline;
		}(PathConstraintPositionTimeline));
		spine.PathConstraintSpacingTimeline = PathConstraintSpacingTimeline;
		var PathConstraintMixTimeline = (function (_super) {
			__extends(PathConstraintMixTimeline, _super);
			function PathConstraintMixTimeline(frameCount) {
				var _this = _super.call(this, frameCount) || this;
				_this.frames = spine.Utils.newFloatArray(frameCount * PathConstraintMixTimeline.ENTRIES);
				return _this;
			}
			PathConstraintMixTimeline.prototype.getPropertyId = function () {
				return (TimelineType.pathConstraintMix << 24) + this.pathConstraintIndex;
			};
			PathConstraintMixTimeline.prototype.setFrame = function (frameIndex, time, rotateMix, translateMix) {
				frameIndex *= PathConstraintMixTimeline.ENTRIES;
				this.frames[frameIndex] = time;
				this.frames[frameIndex + PathConstraintMixTimeline.ROTATE] = rotateMix;
				this.frames[frameIndex + PathConstraintMixTimeline.TRANSLATE] = translateMix;
			};
			PathConstraintMixTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut) {
				var frames = this.frames;
				var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
				if (time < frames[0]) {
					if (setupPose) {
						constraint.rotateMix = constraint.data.rotateMix;
						constraint.translateMix = constraint.data.translateMix;
					}
					return;
				}
				var rotate = 0, translate = 0;
				if (time >= frames[frames.length - PathConstraintMixTimeline.ENTRIES]) {
					rotate = frames[frames.length + PathConstraintMixTimeline.PREV_ROTATE];
					translate = frames[frames.length + PathConstraintMixTimeline.PREV_TRANSLATE];
				}
				else {
					var frame = Animation.binarySearch(frames, time, PathConstraintMixTimeline.ENTRIES);
					rotate = frames[frame + PathConstraintMixTimeline.PREV_ROTATE];
					translate = frames[frame + PathConstraintMixTimeline.PREV_TRANSLATE];
					var frameTime = frames[frame];
					var percent = this.getCurvePercent(frame / PathConstraintMixTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintMixTimeline.PREV_TIME] - frameTime));
					rotate += (frames[frame + PathConstraintMixTimeline.ROTATE] - rotate) * percent;
					translate += (frames[frame + PathConstraintMixTimeline.TRANSLATE] - translate) * percent;
				}
				if (setupPose) {
					constraint.rotateMix = constraint.data.rotateMix + (rotate - constraint.data.rotateMix) * alpha;
					constraint.translateMix = constraint.data.translateMix + (translate - constraint.data.translateMix) * alpha;
				}
				else {
					constraint.rotateMix += (rotate - constraint.rotateMix) * alpha;
					constraint.translateMix += (translate - constraint.translateMix) * alpha;
				}
			};
			PathConstraintMixTimeline.ENTRIES = 3;
			PathConstraintMixTimeline.PREV_TIME = -3;
			PathConstraintMixTimeline.PREV_ROTATE = -2;
			PathConstraintMixTimeline.PREV_TRANSLATE = -1;
			PathConstraintMixTimeline.ROTATE = 1;
			PathConstraintMixTimeline.TRANSLATE = 2;
			return PathConstraintMixTimeline;
		}(CurveTimeline));
		spine.PathConstraintMixTimeline = PathConstraintMixTimeline;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var AnimationState = (function () {
			function AnimationState(data) {
				this.tracks = new Array();
				this.events = new Array();
				this.listeners = new Array();
				this.queue = new EventQueue(this);
				this.propertyIDs = new spine.IntSet();
				this.animationsChanged = false;
				this.timeScale = 1;
				this.trackEntryPool = new spine.Pool(function () { return new TrackEntry(); });
				this.data = data;
			}
			AnimationState.prototype.update = function (delta) {
				delta *= this.timeScale;
				var tracks = this.tracks;
				for (var i = 0, n = tracks.length; i < n; i++) {
					var current = tracks[i];
					if (current == null)
						continue;
					current.animationLast = current.nextAnimationLast;
					current.trackLast = current.nextTrackLast;
					var currentDelta = delta * current.timeScale;
					if (current.delay > 0) {
						current.delay -= currentDelta;
						if (current.delay > 0)
							continue;
						currentDelta = -current.delay;
						current.delay = 0;
					}
					var next = current.next;
					if (next != null) {
						var nextTime = current.trackLast - next.delay;
						if (nextTime >= 0) {
							next.delay = 0;
							next.trackTime = nextTime + delta * next.timeScale;
							current.trackTime += currentDelta;
							this.setCurrent(i, next, true);
							while (next.mixingFrom != null) {
								next.mixTime += currentDelta;
								next = next.mixingFrom;
							}
							continue;
						}
					}
					else {
						if (current.trackLast >= current.trackEnd && current.mixingFrom == null) {
							tracks[i] = null;
							this.queue.end(current);
							this.disposeNext(current);
							continue;
						}
					}
					this.updateMixingFrom(current, delta);
					current.trackTime += currentDelta;
				}
				this.queue.drain();
			};
			AnimationState.prototype.updateMixingFrom = function (entry, delta) {
				var from = entry.mixingFrom;
				if (from == null)
					return;
				this.updateMixingFrom(from, delta);
				if (entry.mixTime >= entry.mixDuration && from.mixingFrom != null && entry.mixTime > 0) {
					entry.mixingFrom = null;
					this.queue.end(from);
					return;
				}
				from.animationLast = from.nextAnimationLast;
				from.trackLast = from.nextTrackLast;
				from.trackTime += delta * from.timeScale;
				entry.mixTime += delta * from.timeScale;
			};
			AnimationState.prototype.apply = function (skeleton) {
				if (skeleton == null)
					throw new Error("skeleton cannot be null.");
				if (this.animationsChanged)
					this._animationsChanged();
				var events = this.events;
				var tracks = this.tracks;
				for (var i = 0, n = tracks.length; i < n; i++) {
					var current = tracks[i];
					if (current == null || current.delay > 0)
						continue;
					var mix = current.alpha;
					if (current.mixingFrom != null)
						mix *= this.applyMixingFrom(current, skeleton);
					else if (current.trackTime >= current.trackEnd)
						mix = 0;
					var animationLast = current.animationLast, animationTime = current.getAnimationTime();
					var timelineCount = current.animation.timelines.length;
					var timelines = current.animation.timelines;
					if (mix == 1) {
						for (var ii = 0; ii < timelineCount; ii++)
							timelines[ii].apply(skeleton, animationLast, animationTime, events, 1, true, false);
					}
					else {
						var firstFrame = current.timelinesRotation.length == 0;
						if (firstFrame)
							spine.Utils.setArraySize(current.timelinesRotation, timelineCount << 1, null);
						var timelinesRotation = current.timelinesRotation;
						var timelinesFirst = current.timelinesFirst;
						for (var ii = 0; ii < timelineCount; ii++) {
							var timeline = timelines[ii];
							if (timeline instanceof spine.RotateTimeline) {
								this.applyRotateTimeline(timeline, skeleton, animationTime, mix, timelinesFirst[ii], timelinesRotation, ii << 1, firstFrame);
							}
							else
								timeline.apply(skeleton, animationLast, animationTime, events, mix, timelinesFirst[ii], false);
						}
					}
					this.queueEvents(current, animationTime);
					events.length = 0;
					current.nextAnimationLast = animationTime;
					current.nextTrackLast = current.trackTime;
				}
				this.queue.drain();
			};
			AnimationState.prototype.applyMixingFrom = function (entry, skeleton) {
				var from = entry.mixingFrom;
				if (from.mixingFrom != null)
					this.applyMixingFrom(from, skeleton);
				var mix = 0;
				if (entry.mixDuration == 0)
					mix = 1;
				else {
					mix = entry.mixTime / entry.mixDuration;
					if (mix > 1)
						mix = 1;
				}
				var events = mix < from.eventThreshold ? this.events : null;
				var attachments = mix < from.attachmentThreshold, drawOrder = mix < from.drawOrderThreshold;
				var animationLast = from.animationLast, animationTime = from.getAnimationTime();
				var timelineCount = from.animation.timelines.length;
				var timelines = from.animation.timelines;
				var timelinesFirst = from.timelinesFirst;
				var alpha = from.alpha * entry.mixAlpha * (1 - mix);
				var firstFrame = from.timelinesRotation.length == 0;
				if (firstFrame)
					spine.Utils.setArraySize(from.timelinesRotation, timelineCount << 1, null);
				var timelinesRotation = from.timelinesRotation;
				for (var i = 0; i < timelineCount; i++) {
					var timeline = timelines[i];
					var setupPose = timelinesFirst[i];
					if (timeline instanceof spine.RotateTimeline)
						this.applyRotateTimeline(timeline, skeleton, animationTime, alpha, setupPose, timelinesRotation, i << 1, firstFrame);
					else {
						if (!setupPose) {
							if (!attachments && timeline instanceof spine.AttachmentTimeline)
								continue;
							if (!drawOrder && timeline instanceof spine.DrawOrderTimeline)
								continue;
						}
						timeline.apply(skeleton, animationLast, animationTime, events, alpha, setupPose, true);
					}
				}
				if (entry.mixDuration > 0)
					this.queueEvents(from, animationTime);
				this.events.length = 0;
				from.nextAnimationLast = animationTime;
				from.nextTrackLast = from.trackTime;
				return mix;
			};
			AnimationState.prototype.applyRotateTimeline = function (timeline, skeleton, time, alpha, setupPose, timelinesRotation, i, firstFrame) {
				if (firstFrame)
					timelinesRotation[i] = 0;
				if (alpha == 1) {
					timeline.apply(skeleton, 0, time, null, 1, setupPose, false);
					return;
				}
				var rotateTimeline = timeline;
				var frames = rotateTimeline.frames;
				var bone = skeleton.bones[rotateTimeline.boneIndex];
				if (time < frames[0]) {
					if (setupPose)
						bone.rotation = bone.data.rotation;
					return;
				}
				var r2 = 0;
				if (time >= frames[frames.length - spine.RotateTimeline.ENTRIES])
					r2 = bone.data.rotation + frames[frames.length + spine.RotateTimeline.PREV_ROTATION];
				else {
					var frame = spine.Animation.binarySearch(frames, time, spine.RotateTimeline.ENTRIES);
					var prevRotation = frames[frame + spine.RotateTimeline.PREV_ROTATION];
					var frameTime = frames[frame];
					var percent = rotateTimeline.getCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame + spine.RotateTimeline.PREV_TIME] - frameTime));
					r2 = frames[frame + spine.RotateTimeline.ROTATION] - prevRotation;
					r2 -= (16384 - ((16384.499999999996 - r2 / 360) | 0)) * 360;
					r2 = prevRotation + r2 * percent + bone.data.rotation;
					r2 -= (16384 - ((16384.499999999996 - r2 / 360) | 0)) * 360;
				}
				var r1 = setupPose ? bone.data.rotation : bone.rotation;
				var total = 0, diff = r2 - r1;
				if (diff == 0) {
					total = timelinesRotation[i];
				}
				else {
					diff -= (16384 - ((16384.499999999996 - diff / 360) | 0)) * 360;
					var lastTotal = 0, lastDiff = 0;
					if (firstFrame) {
						lastTotal = 0;
						lastDiff = diff;
					}
					else {
						lastTotal = timelinesRotation[i];
						lastDiff = timelinesRotation[i + 1];
					}
					var current = diff > 0, dir = lastTotal >= 0;
					if (spine.MathUtils.signum(lastDiff) != spine.MathUtils.signum(diff) && Math.abs(lastDiff) <= 90) {
						if (Math.abs(lastTotal) > 180)
							lastTotal += 360 * spine.MathUtils.signum(lastTotal);
						dir = current;
					}
					total = diff + lastTotal - lastTotal % 360;
					if (dir != current)
						total += 360 * spine.MathUtils.signum(lastTotal);
					timelinesRotation[i] = total;
				}
				timelinesRotation[i + 1] = diff;
				r1 += total * alpha;
				bone.rotation = r1 - (16384 - ((16384.499999999996 - r1 / 360) | 0)) * 360;
			};
			AnimationState.prototype.queueEvents = function (entry, animationTime) {
				var animationStart = entry.animationStart, animationEnd = entry.animationEnd;
				var duration = animationEnd - animationStart;
				var trackLastWrapped = entry.trackLast % duration;
				var events = this.events;
				var i = 0, n = events.length;
				for (; i < n; i++) {
					var event_1 = events[i];
					if (event_1.time < trackLastWrapped)
						break;
					if (event_1.time > animationEnd)
						continue;
					this.queue.event(entry, event_1);
				}
				if (entry.loop ? (trackLastWrapped > entry.trackTime % duration)
					: (animationTime >= animationEnd && entry.animationLast < animationEnd)) {
					this.queue.complete(entry);
				}
				for (; i < n; i++) {
					var event_2 = events[i];
					if (event_2.time < animationStart)
						continue;
					this.queue.event(entry, events[i]);
				}
			};
			AnimationState.prototype.clearTracks = function () {
				var oldDrainDisabled = this.queue.drainDisabled;
				this.queue.drainDisabled = true;
				for (var i = 0, n = this.tracks.length; i < n; i++)
					this.clearTrack(i);
				this.tracks.length = 0;
				this.queue.drainDisabled = oldDrainDisabled;
				this.queue.drain();
			};
			AnimationState.prototype.clearTrack = function (trackIndex) {
				if (trackIndex >= this.tracks.length)
					return;
				var current = this.tracks[trackIndex];
				if (current == null)
					return;
				this.queue.end(current);
				this.disposeNext(current);
				var entry = current;
				while (true) {
					var from = entry.mixingFrom;
					if (from == null)
						break;
					this.queue.end(from);
					entry.mixingFrom = null;
					entry = from;
				}
				this.tracks[current.trackIndex] = null;
				this.queue.drain();
			};
			AnimationState.prototype.setCurrent = function (index, current, interrupt) {
				var from = this.expandToIndex(index);
				this.tracks[index] = current;
				if (from != null) {
					if (interrupt)
						this.queue.interrupt(from);
					current.mixingFrom = from;
					current.mixTime = 0;
					from.timelinesRotation.length = 0;
					if (from.mixingFrom != null && from.mixDuration > 0)
						current.mixAlpha *= Math.min(from.mixTime / from.mixDuration, 1);
				}
				this.queue.start(current);
			};
			AnimationState.prototype.setAnimation = function (trackIndex, animationName, loop) {
				var animation = this.data.skeletonData.findAnimation(animationName);
				if (animation == null)
					throw new Error("Animation not found: " + animationName);
				return this.setAnimationWith(trackIndex, animation, loop);
			};
			AnimationState.prototype.setAnimationWith = function (trackIndex, animation, loop) {
				if (animation == null)
					throw new Error("animation cannot be null.");
				var interrupt = true;
				var current = this.expandToIndex(trackIndex);
				if (current != null) {
					if (current.nextTrackLast == -1) {
						this.tracks[trackIndex] = current.mixingFrom;
						this.queue.interrupt(current);
						this.queue.end(current);
						this.disposeNext(current);
						current = current.mixingFrom;
						interrupt = false;
					}
					else
						this.disposeNext(current);
				}
				var entry = this.trackEntry(trackIndex, animation, loop, current);
				this.setCurrent(trackIndex, entry, interrupt);
				this.queue.drain();
				return entry;
			};
			AnimationState.prototype.addAnimation = function (trackIndex, animationName, loop, delay) {
				var animation = this.data.skeletonData.findAnimation(animationName);
				if (animation == null)
					throw new Error("Animation not found: " + animationName);
				return this.addAnimationWith(trackIndex, animation, loop, delay);
			};
			AnimationState.prototype.addAnimationWith = function (trackIndex, animation, loop, delay) {
				if (animation == null)
					throw new Error("animation cannot be null.");
				var last = this.expandToIndex(trackIndex);
				if (last != null) {
					while (last.next != null)
						last = last.next;
				}
				var entry = this.trackEntry(trackIndex, animation, loop, last);
				if (last == null) {
					this.setCurrent(trackIndex, entry, true);
					this.queue.drain();
				}
				else {
					last.next = entry;
					if (delay <= 0) {
						var duration = last.animationEnd - last.animationStart;
						if (duration != 0)
							delay += duration * (1 + ((last.trackTime / duration) | 0)) - this.data.getMix(last.animation, animation);
						else
							delay = 0;
					}
				}
				entry.delay = delay;
				return entry;
			};
			AnimationState.prototype.setEmptyAnimation = function (trackIndex, mixDuration) {
				var entry = this.setAnimationWith(trackIndex, AnimationState.emptyAnimation, false);
				entry.mixDuration = mixDuration;
				entry.trackEnd = mixDuration;
				return entry;
			};
			AnimationState.prototype.addEmptyAnimation = function (trackIndex, mixDuration, delay) {
				if (delay <= 0)
					delay -= mixDuration;
				var entry = this.addAnimationWith(trackIndex, AnimationState.emptyAnimation, false, delay);
				entry.mixDuration = mixDuration;
				entry.trackEnd = mixDuration;
				return entry;
			};
			AnimationState.prototype.setEmptyAnimations = function (mixDuration) {
				var oldDrainDisabled = this.queue.drainDisabled;
				this.queue.drainDisabled = true;
				for (var i = 0, n = this.tracks.length; i < n; i++) {
					var current = this.tracks[i];
					if (current != null)
						this.setEmptyAnimation(current.trackIndex, mixDuration);
				}
				this.queue.drainDisabled = oldDrainDisabled;
				this.queue.drain();
			};
			AnimationState.prototype.expandToIndex = function (index) {
				if (index < this.tracks.length)
					return this.tracks[index];
				spine.Utils.ensureArrayCapacity(this.tracks, index - this.tracks.length + 1, null);
				this.tracks.length = index + 1;
				return null;
			};
			AnimationState.prototype.trackEntry = function (trackIndex, animation, loop, last) {
				var entry = this.trackEntryPool.obtain();
				entry.trackIndex = trackIndex;
				entry.animation = animation;
				entry.loop = loop;
				entry.eventThreshold = 0;
				entry.attachmentThreshold = 0;
				entry.drawOrderThreshold = 0;
				entry.animationStart = 0;
				entry.animationEnd = animation.duration;
				entry.animationLast = -1;
				entry.nextAnimationLast = -1;
				entry.delay = 0;
				entry.trackTime = 0;
				entry.trackLast = -1;
				entry.nextTrackLast = -1;
				entry.trackEnd = Number.MAX_VALUE;
				entry.timeScale = 1;
				entry.alpha = 1;
				entry.mixAlpha = 1;
				entry.mixTime = 0;
				entry.mixDuration = last == null ? 0 : this.data.getMix(last.animation, animation);
				return entry;
			};
			AnimationState.prototype.disposeNext = function (entry) {
				var next = entry.next;
				while (next != null) {
					this.queue.dispose(next);
					next = next.next;
				}
				entry.next = null;
			};
			AnimationState.prototype._animationsChanged = function () {
				this.animationsChanged = false;
				var propertyIDs = this.propertyIDs;
				var i = 0, n = this.tracks.length;
				propertyIDs.clear();
				for (; i < n; i++) {
					var entry = this.tracks[i];
					if (entry == null)
						continue;
					this.setTimelinesFirst(entry);
					i++;
					break;
				}
				for (; i < n; i++) {
					var entry = this.tracks[i];
					if (entry != null)
						this.checkTimelinesFirst(entry);
				}
			};
			AnimationState.prototype.setTimelinesFirst = function (entry) {
				if (entry.mixingFrom != null) {
					this.setTimelinesFirst(entry.mixingFrom);
					this.checkTimelinesUsage(entry, entry.timelinesFirst);
					return;
				}
				var propertyIDs = this.propertyIDs;
				var timelines = entry.animation.timelines;
				var n = timelines.length;
				var usage = spine.Utils.setArraySize(entry.timelinesFirst, n, false);
				for (var i = 0; i < n; i++) {
					propertyIDs.add(timelines[i].getPropertyId());
					usage[i] = true;
				}
			};
			AnimationState.prototype.checkTimelinesFirst = function (entry) {
				if (entry.mixingFrom != null)
					this.checkTimelinesFirst(entry.mixingFrom);
				this.checkTimelinesUsage(entry, entry.timelinesFirst);
			};
			AnimationState.prototype.checkTimelinesUsage = function (entry, usageArray) {
				var propertyIDs = this.propertyIDs;
				var timelines = entry.animation.timelines;
				var n = timelines.length;
				var usage = spine.Utils.setArraySize(usageArray, n);
				for (var i = 0; i < n; i++)
					usage[i] = propertyIDs.add(timelines[i].getPropertyId());
			};
			AnimationState.prototype.getCurrent = function (trackIndex) {
				if (trackIndex >= this.tracks.length)
					return null;
				return this.tracks[trackIndex];
			};
			AnimationState.prototype.addListener = function (listener) {
				if (listener == null)
					throw new Error("listener cannot be null.");
				this.listeners.push(listener);
			};
			AnimationState.prototype.removeListener = function (listener) {
				var index = this.listeners.indexOf(listener);
				if (index >= 0)
					this.listeners.splice(index, 1);
			};
			AnimationState.prototype.clearListeners = function () {
				this.listeners.length = 0;
			};
			AnimationState.prototype.clearListenerNotifications = function () {
				this.queue.clear();
			};
			AnimationState.emptyAnimation = new spine.Animation("<empty>", [], 0);
			return AnimationState;
		}());
		spine.AnimationState = AnimationState;
		var TrackEntry = (function () {
			function TrackEntry() {
				this.timelinesFirst = new Array();
				this.timelinesRotation = new Array();
			}
			TrackEntry.prototype.reset = function () {
				this.next = null;
				this.mixingFrom = null;
				this.animation = null;
				this.listener = null;
				this.timelinesFirst.length = 0;
				this.timelinesRotation.length = 0;
			};
			TrackEntry.prototype.getAnimationTime = function () {
				if (this.loop) {
					var duration = this.animationEnd - this.animationStart;
					if (duration == 0)
						return this.animationStart;
					return (this.trackTime % duration) + this.animationStart;
				}
				return Math.min(this.trackTime + this.animationStart, this.animationEnd);
			};
			TrackEntry.prototype.setAnimationLast = function (animationLast) {
				this.animationLast = animationLast;
				this.nextAnimationLast = animationLast;
			};
			TrackEntry.prototype.isComplete = function () {
				return this.trackTime >= this.animationEnd - this.animationStart;
			};
			TrackEntry.prototype.resetRotationDirections = function () {
				this.timelinesRotation.length = 0;
			};
			return TrackEntry;
		}());
		spine.TrackEntry = TrackEntry;
		var EventQueue = (function () {
			function EventQueue(animState) {
				this.objects = [];
				this.drainDisabled = false;
				this.animState = animState;
			}
			EventQueue.prototype.start = function (entry) {
				this.objects.push(EventType.start);
				this.objects.push(entry);
				this.animState.animationsChanged = true;
			};
			EventQueue.prototype.interrupt = function (entry) {
				this.objects.push(EventType.interrupt);
				this.objects.push(entry);
			};
			EventQueue.prototype.end = function (entry) {
				this.objects.push(EventType.end);
				this.objects.push(entry);
				this.animState.animationsChanged = true;
			};
			EventQueue.prototype.dispose = function (entry) {
				this.objects.push(EventType.dispose);
				this.objects.push(entry);
			};
			EventQueue.prototype.complete = function (entry) {
				this.objects.push(EventType.complete);
				this.objects.push(entry);
			};
			EventQueue.prototype.event = function (entry, event) {
				this.objects.push(EventType.event);
				this.objects.push(entry);
				this.objects.push(event);
			};
			EventQueue.prototype.drain = function () {
				if (this.drainDisabled)
					return;
				this.drainDisabled = true;
				var objects = this.objects;
				var listeners = this.animState.listeners;
				for (var i = 0; i < objects.length; i += 2) {
					var type = objects[i];
					var entry = objects[i + 1];
					switch (type) {
						case EventType.start:
							if (entry.listener != null && entry.listener.start)
								entry.listener.start(entry);
							for (var ii = 0; ii < listeners.length; ii++)
								if (listeners[ii].start)
									listeners[ii].start(entry);
							break;
						case EventType.interrupt:
							if (entry.listener != null && entry.listener.interrupt)
								entry.listener.interrupt(entry);
							for (var ii = 0; ii < listeners.length; ii++)
								if (listeners[ii].interrupt)
									listeners[ii].interrupt(entry);
							break;
						case EventType.end:
							if (entry.listener != null && entry.listener.end)
								entry.listener.end(entry);
							for (var ii = 0; ii < listeners.length; ii++)
								if (listeners[ii].end)
									listeners[ii].end(entry);
						case EventType.dispose:
							if (entry.listener != null && entry.listener.dispose)
								entry.listener.dispose(entry);
							for (var ii = 0; ii < listeners.length; ii++)
								if (listeners[ii].dispose)
									listeners[ii].dispose(entry);
							this.animState.trackEntryPool.free(entry);
							break;
						case EventType.complete:
							if (entry.listener != null && entry.listener.complete)
								entry.listener.complete(entry);
							for (var ii = 0; ii < listeners.length; ii++)
								if (listeners[ii].complete)
									listeners[ii].complete(entry);
							break;
						case EventType.event:
							var event_3 = objects[i++ + 2];
							if (entry.listener != null && entry.listener.event)
								entry.listener.event(entry, event_3);
							for (var ii = 0; ii < listeners.length; ii++)
								if (listeners[ii].event)
									listeners[ii].event(entry, event_3);
							break;
					}
				}
				this.clear();
				this.drainDisabled = false;
			};
			EventQueue.prototype.clear = function () {
				this.objects.length = 0;
			};
			return EventQueue;
		}());
		spine.EventQueue = EventQueue;
		var EventType;
		(function (EventType) {
			EventType[EventType["start"] = 0] = "start";
			EventType[EventType["interrupt"] = 1] = "interrupt";
			EventType[EventType["end"] = 2] = "end";
			EventType[EventType["dispose"] = 3] = "dispose";
			EventType[EventType["complete"] = 4] = "complete";
			EventType[EventType["event"] = 5] = "event";
		})(EventType = spine.EventType || (spine.EventType = {}));
		var AnimationStateAdapter2 = (function () {
			function AnimationStateAdapter2() {
			}
			AnimationStateAdapter2.prototype.start = function (entry) {
			};
			AnimationStateAdapter2.prototype.interrupt = function (entry) {
			};
			AnimationStateAdapter2.prototype.end = function (entry) {
			};
			AnimationStateAdapter2.prototype.dispose = function (entry) {
			};
			AnimationStateAdapter2.prototype.complete = function (entry) {
			};
			AnimationStateAdapter2.prototype.event = function (entry, event) {
			};
			return AnimationStateAdapter2;
		}());
		spine.AnimationStateAdapter2 = AnimationStateAdapter2;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var AnimationStateData = (function () {
			function AnimationStateData(skeletonData) {
				this.animationToMixTime = {};
				this.defaultMix = 0;
				if (skeletonData == null)
					throw new Error("skeletonData cannot be null.");
				this.skeletonData = skeletonData;
			}
			AnimationStateData.prototype.setMix = function (fromName, toName, duration) {
				var from = this.skeletonData.findAnimation(fromName);
				if (from == null)
					throw new Error("Animation not found: " + fromName);
				var to = this.skeletonData.findAnimation(toName);
				if (to == null)
					throw new Error("Animation not found: " + toName);
				this.setMixWith(from, to, duration);
			};
			AnimationStateData.prototype.setMixWith = function (from, to, duration) {
				if (from == null)
					throw new Error("from cannot be null.");
				if (to == null)
					throw new Error("to cannot be null.");
				var key = from.name + to.name;
				this.animationToMixTime[key] = duration;
			};
			AnimationStateData.prototype.getMix = function (from, to) {
				var key = from.name + to.name;
				var value = this.animationToMixTime[key];
				return value === undefined ? this.defaultMix : value;
			};
			return AnimationStateData;
		}());
		spine.AnimationStateData = AnimationStateData;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var AssetManager = (function () {
			function AssetManager(textureLoader, pathPrefix) {
				if (pathPrefix === void 0) { pathPrefix = ""; }
				this.assets = {};
				this.errors = {};
				this.toLoad = 0;
				this.loaded = 0;
				this.textureLoader = textureLoader;
				this.pathPrefix = pathPrefix;
			}
			AssetManager.prototype.loadText = function (path, success, error) {
				var _this = this;
				if (success === void 0) { success = null; }
				if (error === void 0) { error = null; }
				path = this.pathPrefix + path;
				this.toLoad++;
				var request = new XMLHttpRequest();
				request.onreadystatechange = function () {
					if (request.readyState == XMLHttpRequest.DONE) {
						if (request.status >= 200 && request.status < 300) {
							_this.assets[path] = request.responseText;
							if (success)
								success(path, request.responseText);
						}
						else {
							_this.errors[path] = "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText;
							if (error)
								error(path, "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText);
						}
						_this.toLoad--;
						_this.loaded++;
					}
				};
				request.open("GET", path, true);
				request.send();
			};
			AssetManager.prototype.loadTexture = function (path, success, error) {
				var _this = this;
				if (success === void 0) { success = null; }
				if (error === void 0) { error = null; }
				path = this.pathPrefix + path;
				this.toLoad++;
				var img = new Image();
				img.crossOrigin = "anonymous";
				img.src = path;
				img.onload = function (ev) {
					var texture = _this.textureLoader(img);
					_this.assets[path] = texture;
					_this.toLoad--;
					_this.loaded++;
					if (success)
						success(path, img);
				};
				img.onerror = function (ev) {
					_this.errors[path] = "Couldn't load image " + path;
					_this.toLoad--;
					_this.loaded++;
					if (error)
						error(path, "Couldn't load image " + path);
				};
			};
			AssetManager.prototype.get = function (path) {
				path = this.pathPrefix + path;
				return this.assets[path];
			};
			AssetManager.prototype.remove = function (path) {
				path = this.pathPrefix + path;
				var asset = this.assets[path];
				if (asset.dispose)
					asset.dispose();
				this.assets[path] = null;
			};
			AssetManager.prototype.removeAll = function () {
				for (var key in this.assets) {
					var asset = this.assets[key];
					if (asset.dispose)
						asset.dispose();
				}
				this.assets = {};
			};
			AssetManager.prototype.isLoadingComplete = function () {
				return this.toLoad == 0;
			};
			AssetManager.prototype.getToLoad = function () {
				return this.toLoad;
			};
			AssetManager.prototype.getLoaded = function () {
				return this.loaded;
			};
			AssetManager.prototype.dispose = function () {
				this.removeAll();
			};
			AssetManager.prototype.hasErrors = function () {
				return Object.keys(this.errors).length > 0;
			};
			AssetManager.prototype.getErrors = function () {
				return this.errors;
			};
			return AssetManager;
		}());
		spine.AssetManager = AssetManager;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var AtlasAttachmentLoader = (function () {
			function AtlasAttachmentLoader(atlas) {
				this.atlas = atlas;
			}
			AtlasAttachmentLoader.prototype.newRegionAttachment = function (skin, name, path) {
				var region = this.atlas.findRegion(path);
				if (region == null)
					throw new Error("Region not found in atlas: " + path + " (region attachment: " + name + ")");
				region.renderObject = region;
				var attachment = new spine.RegionAttachment(name);
				attachment.setRegion(region);
				return attachment;
			};
			AtlasAttachmentLoader.prototype.newMeshAttachment = function (skin, name, path) {
				var region = this.atlas.findRegion(path);
				if (region == null)
					throw new Error("Region not found in atlas: " + path + " (mesh attachment: " + name + ")");
				region.renderObject = region;
				var attachment = new spine.MeshAttachment(name);
				attachment.region = region;
				return attachment;
			};
			AtlasAttachmentLoader.prototype.newBoundingBoxAttachment = function (skin, name) {
				return new spine.BoundingBoxAttachment(name);
			};
			AtlasAttachmentLoader.prototype.newPathAttachment = function (skin, name) {
				return new spine.PathAttachment(name);
			};
			return AtlasAttachmentLoader;
		}());
		spine.AtlasAttachmentLoader = AtlasAttachmentLoader;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var BlendMode;
		(function (BlendMode) {
			BlendMode[BlendMode["Normal"] = 0] = "Normal";
			BlendMode[BlendMode["Additive"] = 1] = "Additive";
			BlendMode[BlendMode["Multiply"] = 2] = "Multiply";
			BlendMode[BlendMode["Screen"] = 3] = "Screen";
		})(BlendMode = spine.BlendMode || (spine.BlendMode = {}));
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var Bone = (function () {
			function Bone(data, skeleton, parent) {
				this.children = new Array();
				this.x = 0;
				this.y = 0;
				this.rotation = 0;
				this.scaleX = 0;
				this.scaleY = 0;
				this.shearX = 0;
				this.shearY = 0;
				this.ax = 0;
				this.ay = 0;
				this.arotation = 0;
				this.ascaleX = 0;
				this.ascaleY = 0;
				this.ashearX = 0;
				this.ashearY = 0;
				this.appliedValid = false;
				this.a = 0;
				this.b = 0;
				this.worldX = 0;
				this.c = 0;
				this.d = 0;
				this.worldY = 0;
				this.sorted = false;
				if (data == null)
					throw new Error("data cannot be null.");
				if (skeleton == null)
					throw new Error("skeleton cannot be null.");
				this.data = data;
				this.skeleton = skeleton;
				this.parent = parent;
				this.setToSetupPose();
			}
			Bone.prototype.update = function () {
				this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
			};
			Bone.prototype.updateWorldTransform = function () {
				this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
			};
			Bone.prototype.updateWorldTransformWith = function (x, y, rotation, scaleX, scaleY, shearX, shearY) {
				this.ax = x;
				this.ay = y;
				this.arotation = rotation;
				this.ascaleX = scaleX;
				this.ascaleY = scaleY;
				this.ashearX = shearX;
				this.ashearY = shearY;
				this.appliedValid = true;
				var parent = this.parent;
				if (parent == null) {
					var rotationY = rotation + 90 + shearY;
					var la = spine.MathUtils.cosDeg(rotation + shearX) * scaleX;
					var lb = spine.MathUtils.cosDeg(rotationY) * scaleY;
					var lc = spine.MathUtils.sinDeg(rotation + shearX) * scaleX;
					var ld = spine.MathUtils.sinDeg(rotationY) * scaleY;
					var skeleton = this.skeleton;
					if (skeleton.flipX) {
						x = -x;
						la = -la;
						lb = -lb;
					}
					if (skeleton.flipY) {
						y = -y;
						lc = -lc;
						ld = -ld;
					}
					this.a = la;
					this.b = lb;
					this.c = lc;
					this.d = ld;
					this.worldX = x + skeleton.x;
					this.worldY = y + skeleton.y;
					return;
				}
				var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
				this.worldX = pa * x + pb * y + parent.worldX;
				this.worldY = pc * x + pd * y + parent.worldY;
				switch (this.data.transformMode) {
					case spine.TransformMode.Normal: {
						var rotationY = rotation + 90 + shearY;
						var la = spine.MathUtils.cosDeg(rotation + shearX) * scaleX;
						var lb = spine.MathUtils.cosDeg(rotationY) * scaleY;
						var lc = spine.MathUtils.sinDeg(rotation + shearX) * scaleX;
						var ld = spine.MathUtils.sinDeg(rotationY) * scaleY;
						this.a = pa * la + pb * lc;
						this.b = pa * lb + pb * ld;
						this.c = pc * la + pd * lc;
						this.d = pc * lb + pd * ld;
						return;
					}
					case spine.TransformMode.OnlyTranslation: {
						var rotationY = rotation + 90 + shearY;
						this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX;
						this.b = spine.MathUtils.cosDeg(rotationY) * scaleY;
						this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX;
						this.d = spine.MathUtils.sinDeg(rotationY) * scaleY;
						break;
					}
					case spine.TransformMode.NoRotationOrReflection: {
						var s = pa * pa + pc * pc;
						var prx = 0;
						if (s > 0.0001) {
							s = Math.abs(pa * pd - pb * pc) / s;
							pb = pc * s;
							pd = pa * s;
							prx = Math.atan2(pc, pa) * spine.MathUtils.radDeg;
						}
						else {
							pa = 0;
							pc = 0;
							prx = 90 - Math.atan2(pd, pb) * spine.MathUtils.radDeg;
						}
						var rx = rotation + shearX - prx;
						var ry = rotation + shearY - prx + 90;
						var la = spine.MathUtils.cosDeg(rx) * scaleX;
						var lb = spine.MathUtils.cosDeg(ry) * scaleY;
						var lc = spine.MathUtils.sinDeg(rx) * scaleX;
						var ld = spine.MathUtils.sinDeg(ry) * scaleY;
						this.a = pa * la - pb * lc;
						this.b = pa * lb - pb * ld;
						this.c = pc * la + pd * lc;
						this.d = pc * lb + pd * ld;
						break;
					}
					case spine.TransformMode.NoScale:
					case spine.TransformMode.NoScaleOrReflection: {
						var cos = spine.MathUtils.cosDeg(rotation);
						var sin = spine.MathUtils.sinDeg(rotation);
						var za = pa * cos + pb * sin;
						var zc = pc * cos + pd * sin;
						var s = Math.sqrt(za * za + zc * zc);
						if (s > 0.00001)
							s = 1 / s;
						za *= s;
						zc *= s;
						s = Math.sqrt(za * za + zc * zc);
						var r = Math.PI / 2 + Math.atan2(zc, za);
						var zb = Math.cos(r) * s;
						var zd = Math.sin(r) * s;
						var la = spine.MathUtils.cosDeg(shearX) * scaleX;
						var lb = spine.MathUtils.cosDeg(90 + shearY) * scaleY;
						var lc = spine.MathUtils.sinDeg(shearX) * scaleX;
						var ld = spine.MathUtils.sinDeg(90 + shearY) * scaleY;
						this.a = za * la + zb * lc;
						this.b = za * lb + zb * ld;
						this.c = zc * la + zd * lc;
						this.d = zc * lb + zd * ld;
						if (this.data.transformMode != spine.TransformMode.NoScaleOrReflection ? pa * pd - pb * pc < 0 : this.skeleton.flipX != this.skeleton.flipY) {
							this.b = -this.b;
							this.d = -this.d;
						}
						return;
					}
				}
				if (this.skeleton.flipX) {
					this.a = -this.a;
					this.b = -this.b;
				}
				if (this.skeleton.flipY) {
					this.c = -this.c;
					this.d = -this.d;
				}
			};
			Bone.prototype.setToSetupPose = function () {
				var data = this.data;
				this.x = data.x;
				this.y = data.y;
				this.rotation = data.rotation;
				this.scaleX = data.scaleX;
				this.scaleY = data.scaleY;
				this.shearX = data.shearX;
				this.shearY = data.shearY;
			};
			Bone.prototype.getWorldRotationX = function () {
				return Math.atan2(this.c, this.a) * spine.MathUtils.radDeg;
			};
			Bone.prototype.getWorldRotationY = function () {
				return Math.atan2(this.d, this.b) * spine.MathUtils.radDeg;
			};
			Bone.prototype.getWorldScaleX = function () {
				return Math.sqrt(this.a * this.a + this.c * this.c);
			};
			Bone.prototype.getWorldScaleY = function () {
				return Math.sqrt(this.b * this.b + this.d * this.d);
			};
			Bone.prototype.worldToLocalRotationX = function () {
				var parent = this.parent;
				if (parent == null)
					return this.arotation;
				var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d, a = this.a, c = this.c;
				return Math.atan2(pa * c - pc * a, pd * a - pb * c) * spine.MathUtils.radDeg;
			};
			Bone.prototype.worldToLocalRotationY = function () {
				var parent = this.parent;
				if (parent == null)
					return this.arotation;
				var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d, b = this.b, d = this.d;
				return Math.atan2(pa * d - pc * b, pd * b - pb * d) * spine.MathUtils.radDeg;
			};
			Bone.prototype.rotateWorld = function (degrees) {
				var a = this.a, b = this.b, c = this.c, d = this.d;
				var cos = spine.MathUtils.cosDeg(degrees), sin = spine.MathUtils.sinDeg(degrees);
				this.a = cos * a - sin * c;
				this.b = cos * b - sin * d;
				this.c = sin * a + cos * c;
				this.d = sin * b + cos * d;
				this.appliedValid = false;
			};
			Bone.prototype.updateAppliedTransform = function () {
				this.appliedValid = true;
				var parent = this.parent;
				if (parent == null) {
					this.ax = this.worldX;
					this.ay = this.worldY;
					this.arotation = Math.atan2(this.c, this.a) * spine.MathUtils.radDeg;
					this.ascaleX = Math.sqrt(this.a * this.a + this.c * this.c);
					this.ascaleY = Math.sqrt(this.b * this.b + this.d * this.d);
					this.ashearX = 0;
					this.ashearY = Math.atan2(this.a * this.b + this.c * this.d, this.a * this.d - this.b * this.c) * spine.MathUtils.radDeg;
					return;
				}
				var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
				var pid = 1 / (pa * pd - pb * pc);
				var dx = this.worldX - parent.worldX, dy = this.worldY - parent.worldY;
				this.ax = (dx * pd * pid - dy * pb * pid);
				this.ay = (dy * pa * pid - dx * pc * pid);
				var ia = pid * pd;
				var id = pid * pa;
				var ib = pid * pb;
				var ic = pid * pc;
				var ra = ia * this.a - ib * this.c;
				var rb = ia * this.b - ib * this.d;
				var rc = id * this.c - ic * this.a;
				var rd = id * this.d - ic * this.b;
				this.ashearX = 0;
				this.ascaleX = Math.sqrt(ra * ra + rc * rc);
				if (this.ascaleX > 0.0001) {
					var det = ra * rd - rb * rc;
					this.ascaleY = det / this.ascaleX;
					this.ashearY = Math.atan2(ra * rb + rc * rd, det) * spine.MathUtils.radDeg;
					this.arotation = Math.atan2(rc, ra) * spine.MathUtils.radDeg;
				}
				else {
					this.ascaleX = 0;
					this.ascaleY = Math.sqrt(rb * rb + rd * rd);
					this.ashearY = 0;
					this.arotation = 90 - Math.atan2(rd, rb) * spine.MathUtils.radDeg;
				}
			};
			Bone.prototype.worldToLocal = function (world) {
				var a = this.a, b = this.b, c = this.c, d = this.d;
				var invDet = 1 / (a * d - b * c);
				var x = world.x - this.worldX, y = world.y - this.worldY;
				world.x = (x * d * invDet - y * b * invDet);
				world.y = (y * a * invDet - x * c * invDet);
				return world;
			};
			Bone.prototype.localToWorld = function (local) {
				var x = local.x, y = local.y;
				local.x = x * this.a + y * this.b + this.worldX;
				local.y = x * this.c + y * this.d + this.worldY;
				return local;
			};
			return Bone;
		}());
		spine.Bone = Bone;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var BoneData = (function () {
			function BoneData(index, name, parent) {
				this.x = 0;
				this.y = 0;
				this.rotation = 0;
				this.scaleX = 1;
				this.scaleY = 1;
				this.shearX = 0;
				this.shearY = 0;
				this.transformMode = TransformMode.Normal;
				if (index < 0)
					throw new Error("index must be >= 0.");
				if (name == null)
					throw new Error("name cannot be null.");
				this.index = index;
				this.name = name;
				this.parent = parent;
			}
			return BoneData;
		}());
		spine.BoneData = BoneData;
		var TransformMode;
		(function (TransformMode) {
			TransformMode[TransformMode["Normal"] = 0] = "Normal";
			TransformMode[TransformMode["OnlyTranslation"] = 1] = "OnlyTranslation";
			TransformMode[TransformMode["NoRotationOrReflection"] = 2] = "NoRotationOrReflection";
			TransformMode[TransformMode["NoScale"] = 3] = "NoScale";
			TransformMode[TransformMode["NoScaleOrReflection"] = 4] = "NoScaleOrReflection";
		})(TransformMode = spine.TransformMode || (spine.TransformMode = {}));
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var Event = (function () {
			function Event(time, data) {
				if (data == null)
					throw new Error("data cannot be null.");
				this.time = time;
				this.data = data;
			}
			return Event;
		}());
		spine.Event = Event;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var EventData = (function () {
			function EventData(name) {
				this.name = name;
			}
			return EventData;
		}());
		spine.EventData = EventData;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var IkConstraint = (function () {
			function IkConstraint(data, skeleton) {
				this.mix = 1;
				this.bendDirection = 0;
				if (data == null)
					throw new Error("data cannot be null.");
				if (skeleton == null)
					throw new Error("skeleton cannot be null.");
				this.data = data;
				this.mix = data.mix;
				this.bendDirection = data.bendDirection;
				this.bones = new Array();
				for (var i = 0; i < data.bones.length; i++)
					this.bones.push(skeleton.findBone(data.bones[i].name));
				this.target = skeleton.findBone(data.target.name);
			}
			IkConstraint.prototype.getOrder = function () {
				return this.data.order;
			};
			IkConstraint.prototype.apply = function () {
				this.update();
			};
			IkConstraint.prototype.update = function () {
				var target = this.target;
				var bones = this.bones;
				switch (bones.length) {
					case 1:
						this.apply1(bones[0], target.worldX, target.worldY, this.mix);
						break;
					case 2:
						this.apply2(bones[0], bones[1], target.worldX, target.worldY, this.bendDirection, this.mix);
						break;
				}
			};
			IkConstraint.prototype.apply1 = function (bone, targetX, targetY, alpha) {
				if (!bone.appliedValid)
					bone.updateAppliedTransform();
				var p = bone.parent;
				var id = 1 / (p.a * p.d - p.b * p.c);
				var x = targetX - p.worldX, y = targetY - p.worldY;
				var tx = (x * p.d - y * p.b) * id - bone.ax, ty = (y * p.a - x * p.c) * id - bone.ay;
				var rotationIK = Math.atan2(ty, tx) * spine.MathUtils.radDeg - bone.ashearX - bone.arotation;
				if (bone.ascaleX < 0)
					rotationIK += 180;
				if (rotationIK > 180)
					rotationIK -= 360;
				else if (rotationIK < -180)
					rotationIK += 360;
				bone.updateWorldTransformWith(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, bone.ascaleX, bone.ascaleY, bone.ashearX, bone.ashearY);
			};
			IkConstraint.prototype.apply2 = function (parent, child, targetX, targetY, bendDir, alpha) {
				if (alpha == 0) {
					child.updateWorldTransform();
					return;
				}
				if (!parent.appliedValid)
					parent.updateAppliedTransform();
				if (!child.appliedValid)
					child.updateAppliedTransform();
				var px = parent.ax, py = parent.ay, psx = parent.ascaleX, psy = parent.ascaleY, csx = child.ascaleX;
				var os1 = 0, os2 = 0, s2 = 0;
				if (psx < 0) {
					psx = -psx;
					os1 = 180;
					s2 = -1;
				}
				else {
					os1 = 0;
					s2 = 1;
				}
				if (psy < 0) {
					psy = -psy;
					s2 = -s2;
				}
				if (csx < 0) {
					csx = -csx;
					os2 = 180;
				}
				else
					os2 = 0;
				var cx = child.ax, cy = 0, cwx = 0, cwy = 0, a = parent.a, b = parent.b, c = parent.c, d = parent.d;
				var u = Math.abs(psx - psy) <= 0.0001;
				if (!u) {
					cy = 0;
					cwx = a * cx + parent.worldX;
					cwy = c * cx + parent.worldY;
				}
				else {
					cy = child.ay;
					cwx = a * cx + b * cy + parent.worldX;
					cwy = c * cx + d * cy + parent.worldY;
				}
				var pp = parent.parent;
				a = pp.a;
				b = pp.b;
				c = pp.c;
				d = pp.d;
				var id = 1 / (a * d - b * c), x = targetX - pp.worldX, y = targetY - pp.worldY;
				var tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py;
				x = cwx - pp.worldX;
				y = cwy - pp.worldY;
				var dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py;
				var l1 = Math.sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1 = 0, a2 = 0;
				outer: if (u) {
					l2 *= psx;
					var cos = (tx * tx + ty * ty - l1 * l1 - l2 * l2) / (2 * l1 * l2);
					if (cos < -1)
						cos = -1;
					else if (cos > 1)
						cos = 1;
					a2 = Math.acos(cos) * bendDir;
					a = l1 + l2 * cos;
					b = l2 * Math.sin(a2);
					a1 = Math.atan2(ty * a - tx * b, tx * a + ty * b);
				}
				else {
					a = psx * l2;
					b = psy * l2;
					var aa = a * a, bb = b * b, dd = tx * tx + ty * ty, ta = Math.atan2(ty, tx);
					c = bb * l1 * l1 + aa * dd - aa * bb;
					var c1 = -2 * bb * l1, c2 = bb - aa;
					d = c1 * c1 - 4 * c2 * c;
					if (d >= 0) {
						var q = Math.sqrt(d);
						if (c1 < 0)
							q = -q;
						q = -(c1 + q) / 2;
						var r0 = q / c2, r1 = c / q;
						var r = Math.abs(r0) < Math.abs(r1) ? r0 : r1;
						if (r * r <= dd) {
							y = Math.sqrt(dd - r * r) * bendDir;
							a1 = ta - Math.atan2(y, r);
							a2 = Math.atan2(y / psy, (r - l1) / psx);
							break outer;
						}
					}
					var minAngle = 0, minDist = Number.MAX_VALUE, minX = 0, minY = 0;
					var maxAngle = 0, maxDist = 0, maxX = 0, maxY = 0;
					x = l1 + a;
					d = x * x;
					if (d > maxDist) {
						maxAngle = 0;
						maxDist = d;
						maxX = x;
					}
					x = l1 - a;
					d = x * x;
					if (d < minDist) {
						minAngle = spine.MathUtils.PI;
						minDist = d;
						minX = x;
					}
					var angle = Math.acos(-a * l1 / (aa - bb));
					x = a * Math.cos(angle) + l1;
					y = b * Math.sin(angle);
					d = x * x + y * y;
					if (d < minDist) {
						minAngle = angle;
						minDist = d;
						minX = x;
						minY = y;
					}
					if (d > maxDist) {
						maxAngle = angle;
						maxDist = d;
						maxX = x;
						maxY = y;
					}
					if (dd <= (minDist + maxDist) / 2) {
						a1 = ta - Math.atan2(minY * bendDir, minX);
						a2 = minAngle * bendDir;
					}
					else {
						a1 = ta - Math.atan2(maxY * bendDir, maxX);
						a2 = maxAngle * bendDir;
					}
				}
				var os = Math.atan2(cy, cx) * s2;
				var rotation = parent.arotation;
				a1 = (a1 - os) * spine.MathUtils.radDeg + os1 - rotation;
				if (a1 > 180)
					a1 -= 360;
				else if (a1 < -180)
					a1 += 360;
				parent.updateWorldTransformWith(px, py, rotation + a1 * alpha, parent.ascaleX, parent.ascaleY, 0, 0);
				rotation = child.arotation;
				a2 = ((a2 + os) * spine.MathUtils.radDeg - child.ashearX) * s2 + os2 - rotation;
				if (a2 > 180)
					a2 -= 360;
				else if (a2 < -180)
					a2 += 360;
				child.updateWorldTransformWith(cx, cy, rotation + a2 * alpha, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY);
			};
			return IkConstraint;
		}());
		spine.IkConstraint = IkConstraint;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var IkConstraintData = (function () {
			function IkConstraintData(name) {
				this.order = 0;
				this.bones = new Array();
				this.bendDirection = 1;
				this.mix = 1;
				this.name = name;
			}
			return IkConstraintData;
		}());
		spine.IkConstraintData = IkConstraintData;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var PathConstraint = (function () {
			function PathConstraint(data, skeleton) {
				this.position = 0;
				this.spacing = 0;
				this.rotateMix = 0;
				this.translateMix = 0;
				this.spaces = new Array();
				this.positions = new Array();
				this.world = new Array();
				this.curves = new Array();
				this.lengths = new Array();
				this.segments = new Array();
				if (data == null)
					throw new Error("data cannot be null.");
				if (skeleton == null)
					throw new Error("skeleton cannot be null.");
				this.data = data;
				this.bones = new Array();
				for (var i = 0, n = data.bones.length; i < n; i++)
					this.bones.push(skeleton.findBone(data.bones[i].name));
				this.target = skeleton.findSlot(data.target.name);
				this.position = data.position;
				this.spacing = data.spacing;
				this.rotateMix = data.rotateMix;
				this.translateMix = data.translateMix;
			}
			PathConstraint.prototype.apply = function () {
				this.update();
			};
			PathConstraint.prototype.update = function () {
				var attachment = this.target.getAttachment();
				if (!(attachment instanceof spine.PathAttachment))
					return;
				var rotateMix = this.rotateMix, translateMix = this.translateMix;
				var translate = translateMix > 0, rotate = rotateMix > 0;
				if (!translate && !rotate)
					return;
				var data = this.data;
				var spacingMode = data.spacingMode;
				var lengthSpacing = spacingMode == spine.SpacingMode.Length;
				var rotateMode = data.rotateMode;
				var tangents = rotateMode == spine.RotateMode.Tangent, scale = rotateMode == spine.RotateMode.ChainScale;
				var boneCount = this.bones.length, spacesCount = tangents ? boneCount : boneCount + 1;
				var bones = this.bones;
				var spaces = spine.Utils.setArraySize(this.spaces, spacesCount), lengths = null;
				var spacing = this.spacing;
				if (scale || lengthSpacing) {
					if (scale)
						lengths = spine.Utils.setArraySize(this.lengths, boneCount);
					for (var i = 0, n = spacesCount - 1; i < n;) {
						var bone = bones[i];
						var length_1 = bone.data.length, x = length_1 * bone.a, y = length_1 * bone.c;
						length_1 = Math.sqrt(x * x + y * y);
						if (scale)
							lengths[i] = length_1;
						spaces[++i] = lengthSpacing ? Math.max(0, length_1 + spacing) : spacing;
					}
				}
				else {
					for (var i = 1; i < spacesCount; i++)
						spaces[i] = spacing;
				}
				var positions = this.computeWorldPositions(attachment, spacesCount, tangents, data.positionMode == spine.PositionMode.Percent, spacingMode == spine.SpacingMode.Percent);
				var boneX = positions[0], boneY = positions[1], offsetRotation = data.offsetRotation;
				var tip = false;
				if (offsetRotation == 0)
					tip = rotateMode == spine.RotateMode.Chain;
				else {
					tip = false;
					var p = this.target.bone;
					offsetRotation *= p.a * p.d - p.b * p.c > 0 ? spine.MathUtils.degRad : -spine.MathUtils.degRad;
				}
				for (var i = 0, p = 3; i < boneCount; i++ , p += 3) {
					var bone = bones[i];
					bone.worldX += (boneX - bone.worldX) * translateMix;
					bone.worldY += (boneY - bone.worldY) * translateMix;
					var x = positions[p], y = positions[p + 1], dx = x - boneX, dy = y - boneY;
					if (scale) {
						var length_2 = lengths[i];
						if (length_2 != 0) {
							var s = (Math.sqrt(dx * dx + dy * dy) / length_2 - 1) * rotateMix + 1;
							bone.a *= s;
							bone.c *= s;
						}
					}
					boneX = x;
					boneY = y;
					if (rotate) {
						var a = bone.a, b = bone.b, c = bone.c, d = bone.d, r = 0, cos = 0, sin = 0;
						if (tangents)
							r = positions[p - 1];
						else if (spaces[i + 1] == 0)
							r = positions[p + 2];
						else
							r = Math.atan2(dy, dx);
						r -= Math.atan2(c, a);
						if (tip) {
							cos = Math.cos(r);
							sin = Math.sin(r);
							var length_3 = bone.data.length;
							boneX += (length_3 * (cos * a - sin * c) - dx) * rotateMix;
							boneY += (length_3 * (sin * a + cos * c) - dy) * rotateMix;
						}
						else {
							r += offsetRotation;
						}
						if (r > spine.MathUtils.PI)
							r -= spine.MathUtils.PI2;
						else if (r < -spine.MathUtils.PI)
							r += spine.MathUtils.PI2;
						r *= rotateMix;
						cos = Math.cos(r);
						sin = Math.sin(r);
						bone.a = cos * a - sin * c;
						bone.b = cos * b - sin * d;
						bone.c = sin * a + cos * c;
						bone.d = sin * b + cos * d;
					}
					bone.appliedValid = false;
				}
			};
			PathConstraint.prototype.computeWorldPositions = function (path, spacesCount, tangents, percentPosition, percentSpacing) {
				var target = this.target;
				var position = this.position;
				var spaces = this.spaces, out = spine.Utils.setArraySize(this.positions, spacesCount * 3 + 2), world = null;
				var closed = path.closed;
				var verticesLength = path.worldVerticesLength, curveCount = verticesLength / 6, prevCurve = PathConstraint.NONE;
				if (!path.constantSpeed) {
					var lengths = path.lengths;
					curveCount -= closed ? 1 : 2;
					var pathLength_1 = lengths[curveCount];
					if (percentPosition)
						position *= pathLength_1;
					if (percentSpacing) {
						for (var i = 0; i < spacesCount; i++)
							spaces[i] *= pathLength_1;
					}
					world = spine.Utils.setArraySize(this.world, 8);
					for (var i = 0, o = 0, curve = 0; i < spacesCount; i++ , o += 3) {
						var space = spaces[i];
						position += space;
						var p = position;
						if (closed) {
							p %= pathLength_1;
							if (p < 0)
								p += pathLength_1;
							curve = 0;
						}
						else if (p < 0) {
							if (prevCurve != PathConstraint.BEFORE) {
								prevCurve = PathConstraint.BEFORE;
								path.computeWorldVerticesWith(target, 2, 4, world, 0);
							}
							this.addBeforePosition(p, world, 0, out, o);
							continue;
						}
						else if (p > pathLength_1) {
							if (prevCurve != PathConstraint.AFTER) {
								prevCurve = PathConstraint.AFTER;
								path.computeWorldVerticesWith(target, verticesLength - 6, 4, world, 0);
							}
							this.addAfterPosition(p - pathLength_1, world, 0, out, o);
							continue;
						}
						for (; ; curve++) {
							var length_4 = lengths[curve];
							if (p > length_4)
								continue;
							if (curve == 0)
								p /= length_4;
							else {
								var prev = lengths[curve - 1];
								p = (p - prev) / (length_4 - prev);
							}
							break;
						}
						if (curve != prevCurve) {
							prevCurve = curve;
							if (closed && curve == curveCount) {
								path.computeWorldVerticesWith(target, verticesLength - 4, 4, world, 0);
								path.computeWorldVerticesWith(target, 0, 4, world, 4);
							}
							else
								path.computeWorldVerticesWith(target, curve * 6 + 2, 8, world, 0);
						}
						this.addCurvePosition(p, world[0], world[1], world[2], world[3], world[4], world[5], world[6], world[7], out, o, tangents || (i > 0 && space == 0));
					}
					return out;
				}
				if (closed) {
					verticesLength += 2;
					world = spine.Utils.setArraySize(this.world, verticesLength);
					path.computeWorldVerticesWith(target, 2, verticesLength - 4, world, 0);
					path.computeWorldVerticesWith(target, 0, 2, world, verticesLength - 4);
					world[verticesLength - 2] = world[0];
					world[verticesLength - 1] = world[1];
				}
				else {
					curveCount--;
					verticesLength -= 4;
					world = spine.Utils.setArraySize(this.world, verticesLength);
					path.computeWorldVerticesWith(target, 2, verticesLength, world, 0);
				}
				var curves = spine.Utils.setArraySize(this.curves, curveCount);
				var pathLength = 0;
				var x1 = world[0], y1 = world[1], cx1 = 0, cy1 = 0, cx2 = 0, cy2 = 0, x2 = 0, y2 = 0;
				var tmpx = 0, tmpy = 0, dddfx = 0, dddfy = 0, ddfx = 0, ddfy = 0, dfx = 0, dfy = 0;
				for (var i = 0, w = 2; i < curveCount; i++ , w += 6) {
					cx1 = world[w];
					cy1 = world[w + 1];
					cx2 = world[w + 2];
					cy2 = world[w + 3];
					x2 = world[w + 4];
					y2 = world[w + 5];
					tmpx = (x1 - cx1 * 2 + cx2) * 0.1875;
					tmpy = (y1 - cy1 * 2 + cy2) * 0.1875;
					dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.09375;
					dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.09375;
					ddfx = tmpx * 2 + dddfx;
					ddfy = tmpy * 2 + dddfy;
					dfx = (cx1 - x1) * 0.75 + tmpx + dddfx * 0.16666667;
					dfy = (cy1 - y1) * 0.75 + tmpy + dddfy * 0.16666667;
					pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
					dfx += ddfx;
					dfy += ddfy;
					ddfx += dddfx;
					ddfy += dddfy;
					pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
					dfx += ddfx;
					dfy += ddfy;
					pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
					dfx += ddfx + dddfx;
					dfy += ddfy + dddfy;
					pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
					curves[i] = pathLength;
					x1 = x2;
					y1 = y2;
				}
				if (percentPosition)
					position *= pathLength;
				if (percentSpacing) {
					for (var i = 0; i < spacesCount; i++)
						spaces[i] *= pathLength;
				}
				var segments = this.segments;
				var curveLength = 0;
				for (var i = 0, o = 0, curve = 0, segment = 0; i < spacesCount; i++ , o += 3) {
					var space = spaces[i];
					position += space;
					var p = position;
					if (closed) {
						p %= pathLength;
						if (p < 0)
							p += pathLength;
						curve = 0;
					}
					else if (p < 0) {
						this.addBeforePosition(p, world, 0, out, o);
						continue;
					}
					else if (p > pathLength) {
						this.addAfterPosition(p - pathLength, world, verticesLength - 4, out, o);
						continue;
					}
					for (; ; curve++) {
						var length_5 = curves[curve];
						if (p > length_5)
							continue;
						if (curve == 0)
							p /= length_5;
						else {
							var prev = curves[curve - 1];
							p = (p - prev) / (length_5 - prev);
						}
						break;
					}
					if (curve != prevCurve) {
						prevCurve = curve;
						var ii = curve * 6;
						x1 = world[ii];
						y1 = world[ii + 1];
						cx1 = world[ii + 2];
						cy1 = world[ii + 3];
						cx2 = world[ii + 4];
						cy2 = world[ii + 5];
						x2 = world[ii + 6];
						y2 = world[ii + 7];
						tmpx = (x1 - cx1 * 2 + cx2) * 0.03;
						tmpy = (y1 - cy1 * 2 + cy2) * 0.03;
						dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.006;
						dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.006;
						ddfx = tmpx * 2 + dddfx;
						ddfy = tmpy * 2 + dddfy;
						dfx = (cx1 - x1) * 0.3 + tmpx + dddfx * 0.16666667;
						dfy = (cy1 - y1) * 0.3 + tmpy + dddfy * 0.16666667;
						curveLength = Math.sqrt(dfx * dfx + dfy * dfy);
						segments[0] = curveLength;
						for (ii = 1; ii < 8; ii++) {
							dfx += ddfx;
							dfy += ddfy;
							ddfx += dddfx;
							ddfy += dddfy;
							curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
							segments[ii] = curveLength;
						}
						dfx += ddfx;
						dfy += ddfy;
						curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
						segments[8] = curveLength;
						dfx += ddfx + dddfx;
						dfy += ddfy + dddfy;
						curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
						segments[9] = curveLength;
						segment = 0;
					}
					p *= curveLength;
					for (; ; segment++) {
						var length_6 = segments[segment];
						if (p > length_6)
							continue;
						if (segment == 0)
							p /= length_6;
						else {
							var prev = segments[segment - 1];
							p = segment + (p - prev) / (length_6 - prev);
						}
						break;
					}
					this.addCurvePosition(p * 0.1, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents || (i > 0 && space == 0));
				}
				return out;
			};
			PathConstraint.prototype.addBeforePosition = function (p, temp, i, out, o) {
				var x1 = temp[i], y1 = temp[i + 1], dx = temp[i + 2] - x1, dy = temp[i + 3] - y1, r = Math.atan2(dy, dx);
				out[o] = x1 + p * Math.cos(r);
				out[o + 1] = y1 + p * Math.sin(r);
				out[o + 2] = r;
			};
			PathConstraint.prototype.addAfterPosition = function (p, temp, i, out, o) {
				var x1 = temp[i + 2], y1 = temp[i + 3], dx = x1 - temp[i], dy = y1 - temp[i + 1], r = Math.atan2(dy, dx);
				out[o] = x1 + p * Math.cos(r);
				out[o + 1] = y1 + p * Math.sin(r);
				out[o + 2] = r;
			};
			PathConstraint.prototype.addCurvePosition = function (p, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents) {
				if (p == 0 || isNaN(p))
					p = 0.0001;
				var tt = p * p, ttt = tt * p, u = 1 - p, uu = u * u, uuu = uu * u;
				var ut = u * p, ut3 = ut * 3, uut3 = u * ut3, utt3 = ut3 * p;
				var x = x1 * uuu + cx1 * uut3 + cx2 * utt3 + x2 * ttt, y = y1 * uuu + cy1 * uut3 + cy2 * utt3 + y2 * ttt;
				out[o] = x;
				out[o + 1] = y;
				if (tangents)
					out[o + 2] = Math.atan2(y - (y1 * uu + cy1 * ut * 2 + cy2 * tt), x - (x1 * uu + cx1 * ut * 2 + cx2 * tt));
			};
			PathConstraint.prototype.getOrder = function () {
				return this.data.order;
			};
			PathConstraint.NONE = -1;
			PathConstraint.BEFORE = -2;
			PathConstraint.AFTER = -3;
			return PathConstraint;
		}());
		spine.PathConstraint = PathConstraint;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var PathConstraintData = (function () {
			function PathConstraintData(name) {
				this.order = 0;
				this.bones = new Array();
				this.name = name;
			}
			return PathConstraintData;
		}());
		spine.PathConstraintData = PathConstraintData;
		var PositionMode;
		(function (PositionMode) {
			PositionMode[PositionMode["Fixed"] = 0] = "Fixed";
			PositionMode[PositionMode["Percent"] = 1] = "Percent";
		})(PositionMode = spine.PositionMode || (spine.PositionMode = {}));
		var SpacingMode;
		(function (SpacingMode) {
			SpacingMode[SpacingMode["Length"] = 0] = "Length";
			SpacingMode[SpacingMode["Fixed"] = 1] = "Fixed";
			SpacingMode[SpacingMode["Percent"] = 2] = "Percent";
		})(SpacingMode = spine.SpacingMode || (spine.SpacingMode = {}));
		var RotateMode;
		(function (RotateMode) {
			RotateMode[RotateMode["Tangent"] = 0] = "Tangent";
			RotateMode[RotateMode["Chain"] = 1] = "Chain";
			RotateMode[RotateMode["ChainScale"] = 2] = "ChainScale";
		})(RotateMode = spine.RotateMode || (spine.RotateMode = {}));
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var Assets = (function () {
			function Assets(clientId) {
				this.toLoad = new Array();
				this.assets = {};
				this.clientId = clientId;
			}
			Assets.prototype.loaded = function () {
				var i = 0;
				for (var v in this.assets)
					i++;
				return i;
			};
			return Assets;
		}());
		var SharedAssetManager = (function () {
			function SharedAssetManager(pathPrefix) {
				if (pathPrefix === void 0) { pathPrefix = ""; }
				this.clientAssets = {};
				this.queuedAssets = {};
				this.rawAssets = {};
				this.errors = {};
				this.pathPrefix = pathPrefix;
			}
			SharedAssetManager.prototype.queueAsset = function (clientId, textureLoader, path) {
				var clientAssets = this.clientAssets[clientId];
				if (clientAssets === null || clientAssets === undefined) {
					clientAssets = new Assets(clientId);
					this.clientAssets[clientId] = clientAssets;
				}
				if (textureLoader !== null)
					clientAssets.textureLoader = textureLoader;
				clientAssets.toLoad.push(path);
				if (this.queuedAssets[path] === path) {
					return false;
				}
				else {
					this.queuedAssets[path] = path;
					return true;
				}
			};
			SharedAssetManager.prototype.loadText = function (clientId, path) {
				var _this = this;
				path = this.pathPrefix + path;
				if (!this.queueAsset(clientId, null, path))
					return;
				var request = new XMLHttpRequest();
				request.onreadystatechange = function () {
					if (request.readyState == XMLHttpRequest.DONE) {
						if (request.status >= 200 && request.status < 300) {
							_this.rawAssets[path] = request.responseText;
						}
						else {
							_this.errors[path] = "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText;
						}
					}
				};
				request.open("GET", path, true);
				request.send();
			};
			SharedAssetManager.prototype.loadJson = function (clientId, path) {
				var _this = this;
				path = this.pathPrefix + path;
				if (!this.queueAsset(clientId, null, path))
					return;
				var request = new XMLHttpRequest();
				request.onreadystatechange = function () {
					if (request.readyState == XMLHttpRequest.DONE) {
						if (request.status >= 200 && request.status < 300) {
							_this.rawAssets[path] = JSON.parse(request.responseText);
						}
						else {
							_this.errors[path] = "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText;
						}
					}
				};
				request.open("GET", path, true);
				request.send();
			};
			SharedAssetManager.prototype.loadTexture = function (clientId, textureLoader, path) {
				var _this = this;
				path = this.pathPrefix + path;
				if (!this.queueAsset(clientId, textureLoader, path))
					return;
				var img = new Image();
				img.src = path;
				img.crossOrigin = "anonymous";
				img.onload = function (ev) {
					_this.rawAssets[path] = img;
				};
				img.onerror = function (ev) {
					_this.errors[path] = "Couldn't load image " + path;
				};
			};
			SharedAssetManager.prototype.get = function (clientId, path) {
				path = this.pathPrefix + path;
				var clientAssets = this.clientAssets[clientId];
				if (clientAssets === null || clientAssets === undefined)
					return true;
				return clientAssets.assets[path];
			};
			SharedAssetManager.prototype.updateClientAssets = function (clientAssets) {
				for (var i = 0; i < clientAssets.toLoad.length; i++) {
					var path = clientAssets.toLoad[i];
					var asset = clientAssets.assets[path];
					if (asset === null || asset === undefined) {
						var rawAsset = this.rawAssets[path];
						if (rawAsset === null || rawAsset === undefined)
							continue;
						if (rawAsset instanceof HTMLImageElement) {
							clientAssets.assets[path] = clientAssets.textureLoader(rawAsset);
						}
						else {
							clientAssets.assets[path] = rawAsset;
						}
					}
				}
			};
			SharedAssetManager.prototype.isLoadingComplete = function (clientId) {
				var clientAssets = this.clientAssets[clientId];
				if (clientAssets === null || clientAssets === undefined)
					return true;
				this.updateClientAssets(clientAssets);
				return clientAssets.toLoad.length == clientAssets.loaded();
			};
			SharedAssetManager.prototype.dispose = function () {
			};
			SharedAssetManager.prototype.hasErrors = function () {
				return Object.keys(this.errors).length > 0;
			};
			SharedAssetManager.prototype.getErrors = function () {
				return this.errors;
			};
			return SharedAssetManager;
		}());
		spine.SharedAssetManager = SharedAssetManager;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var Skeleton = (function () {
			function Skeleton(data) {
				this._updateCache = new Array();
				this.updateCacheReset = new Array();
				this.time = 0;
				this.flipX = false;
				this.flipY = false;
				this.x = 0;
				this.y = 0;
				if (data == null)
					throw new Error("data cannot be null.");
				this.data = data;
				this.bones = new Array();
				for (var i = 0; i < data.bones.length; i++) {
					var boneData = data.bones[i];
					var bone = void 0;
					if (boneData.parent == null)
						bone = new spine.Bone(boneData, this, null);
					else {
						var parent_1 = this.bones[boneData.parent.index];
						bone = new spine.Bone(boneData, this, parent_1);
						parent_1.children.push(bone);
					}
					this.bones.push(bone);
				}
				this.slots = new Array();
				this.drawOrder = new Array();
				for (var i = 0; i < data.slots.length; i++) {
					var slotData = data.slots[i];
					var bone = this.bones[slotData.boneData.index];
					var slot = new spine.Slot(slotData, bone);
					this.slots.push(slot);
					this.drawOrder.push(slot);
				}
				this.ikConstraints = new Array();
				for (var i = 0; i < data.ikConstraints.length; i++) {
					var ikConstraintData = data.ikConstraints[i];
					this.ikConstraints.push(new spine.IkConstraint(ikConstraintData, this));
				}
				this.transformConstraints = new Array();
				for (var i = 0; i < data.transformConstraints.length; i++) {
					var transformConstraintData = data.transformConstraints[i];
					this.transformConstraints.push(new spine.TransformConstraint(transformConstraintData, this));
				}
				this.pathConstraints = new Array();
				for (var i = 0; i < data.pathConstraints.length; i++) {
					var pathConstraintData = data.pathConstraints[i];
					this.pathConstraints.push(new spine.PathConstraint(pathConstraintData, this));
				}
				this.color = new spine.Color(1, 1, 1, 1);
				this.updateCache();
			}
			Skeleton.prototype.updateCache = function () {
				var updateCache = this._updateCache;
				updateCache.length = 0;
				this.updateCacheReset.length = 0;
				var bones = this.bones;
				for (var i = 0, n = bones.length; i < n; i++)
					bones[i].sorted = false;
				var ikConstraints = this.ikConstraints;
				var transformConstraints = this.transformConstraints;
				var pathConstraints = this.pathConstraints;
				var ikCount = ikConstraints.length, transformCount = transformConstraints.length, pathCount = pathConstraints.length;
				var constraintCount = ikCount + transformCount + pathCount;
				outer: for (var i = 0; i < constraintCount; i++) {
					for (var ii = 0; ii < ikCount; ii++) {
						var constraint = ikConstraints[ii];
						if (constraint.data.order == i) {
							this.sortIkConstraint(constraint);
							continue outer;
						}
					}
					for (var ii = 0; ii < transformCount; ii++) {
						var constraint = transformConstraints[ii];
						if (constraint.data.order == i) {
							this.sortTransformConstraint(constraint);
							continue outer;
						}
					}
					for (var ii = 0; ii < pathCount; ii++) {
						var constraint = pathConstraints[ii];
						if (constraint.data.order == i) {
							this.sortPathConstraint(constraint);
							continue outer;
						}
					}
				}
				for (var i = 0, n = bones.length; i < n; i++)
					this.sortBone(bones[i]);
			};
			Skeleton.prototype.sortIkConstraint = function (constraint) {
				var target = constraint.target;
				this.sortBone(target);
				var constrained = constraint.bones;
				var parent = constrained[0];
				this.sortBone(parent);
				if (constrained.length > 1) {
					var child = constrained[constrained.length - 1];
					if (!(this._updateCache.indexOf(child) > -1))
						this.updateCacheReset.push(child);
				}
				this._updateCache.push(constraint);
				this.sortReset(parent.children);
				constrained[constrained.length - 1].sorted = true;
			};
			Skeleton.prototype.sortPathConstraint = function (constraint) {
				var slot = constraint.target;
				var slotIndex = slot.data.index;
				var slotBone = slot.bone;
				if (this.skin != null)
					this.sortPathConstraintAttachment(this.skin, slotIndex, slotBone);
				if (this.data.defaultSkin != null && this.data.defaultSkin != this.skin)
					this.sortPathConstraintAttachment(this.data.defaultSkin, slotIndex, slotBone);
				for (var ii = 0, nn = this.data.skins.length; ii < nn; ii++)
					this.sortPathConstraintAttachment(this.data.skins[ii], slotIndex, slotBone);
				var attachment = slot.getAttachment();
				if (attachment instanceof spine.PathAttachment)
					this.sortPathConstraintAttachmentWith(attachment, slotBone);
				var constrained = constraint.bones;
				var boneCount = constrained.length;
				for (var ii = 0; ii < boneCount; ii++)
					this.sortBone(constrained[ii]);
				this._updateCache.push(constraint);
				for (var ii = 0; ii < boneCount; ii++)
					this.sortReset(constrained[ii].children);
				for (var ii = 0; ii < boneCount; ii++)
					constrained[ii].sorted = true;
			};
			Skeleton.prototype.sortTransformConstraint = function (constraint) {
				this.sortBone(constraint.target);
				var constrained = constraint.bones;
				var boneCount = constrained.length;
				for (var ii = 0; ii < boneCount; ii++)
					this.sortBone(constrained[ii]);
				this._updateCache.push(constraint);
				for (var ii = 0; ii < boneCount; ii++)
					this.sortReset(constrained[ii].children);
				for (var ii = 0; ii < boneCount; ii++)
					constrained[ii].sorted = true;
			};
			Skeleton.prototype.sortPathConstraintAttachment = function (skin, slotIndex, slotBone) {
				var attachments = skin.attachments[slotIndex];
				if (!attachments)
					return;
				for (var key in attachments) {
					this.sortPathConstraintAttachmentWith(attachments[key], slotBone);
				}
			};
			Skeleton.prototype.sortPathConstraintAttachmentWith = function (attachment, slotBone) {
				if (!(attachment instanceof spine.PathAttachment))
					return;
				var pathBones = attachment.bones;
				if (pathBones == null)
					this.sortBone(slotBone);
				else {
					var bones = this.bones;
					var i = 0;
					while (i < pathBones.length) {
						var boneCount = pathBones[i++];
						for (var n = i + boneCount; i < n; i++) {
							var boneIndex = pathBones[i];
							this.sortBone(bones[boneIndex]);
						}
					}
				}
			};
			Skeleton.prototype.sortBone = function (bone) {
				if (bone.sorted)
					return;
				var parent = bone.parent;
				if (parent != null)
					this.sortBone(parent);
				bone.sorted = true;
				this._updateCache.push(bone);
			};
			Skeleton.prototype.sortReset = function (bones) {
				for (var i = 0, n = bones.length; i < n; i++) {
					var bone = bones[i];
					if (bone.sorted)
						this.sortReset(bone.children);
					bone.sorted = false;
				}
			};
			Skeleton.prototype.updateWorldTransform = function () {
				var updateCacheReset = this.updateCacheReset;
				for (var i = 0, n = updateCacheReset.length; i < n; i++) {
					var bone = updateCacheReset[i];
					bone.ax = bone.x;
					bone.ay = bone.y;
					bone.arotation = bone.rotation;
					bone.ascaleX = bone.scaleX;
					bone.ascaleY = bone.scaleY;
					bone.ashearX = bone.shearX;
					bone.ashearY = bone.shearY;
					bone.appliedValid = true;
				}
				var updateCache = this._updateCache;
				for (var i = 0, n = updateCache.length; i < n; i++)
					updateCache[i].update();
			};
			Skeleton.prototype.setToSetupPose = function () {
				this.setBonesToSetupPose();
				this.setSlotsToSetupPose();
			};
			Skeleton.prototype.setBonesToSetupPose = function () {
				var bones = this.bones;
				for (var i = 0, n = bones.length; i < n; i++)
					bones[i].setToSetupPose();
				var ikConstraints = this.ikConstraints;
				for (var i = 0, n = ikConstraints.length; i < n; i++) {
					var constraint = ikConstraints[i];
					constraint.bendDirection = constraint.data.bendDirection;
					constraint.mix = constraint.data.mix;
				}
				var transformConstraints = this.transformConstraints;
				for (var i = 0, n = transformConstraints.length; i < n; i++) {
					var constraint = transformConstraints[i];
					var data = constraint.data;
					constraint.rotateMix = data.rotateMix;
					constraint.translateMix = data.translateMix;
					constraint.scaleMix = data.scaleMix;
					constraint.shearMix = data.shearMix;
				}
				var pathConstraints = this.pathConstraints;
				for (var i = 0, n = pathConstraints.length; i < n; i++) {
					var constraint = pathConstraints[i];
					var data = constraint.data;
					constraint.position = data.position;
					constraint.spacing = data.spacing;
					constraint.rotateMix = data.rotateMix;
					constraint.translateMix = data.translateMix;
				}
			};
			Skeleton.prototype.setSlotsToSetupPose = function () {
				var slots = this.slots;
				spine.Utils.arrayCopy(slots, 0, this.drawOrder, 0, slots.length);
				for (var i = 0, n = slots.length; i < n; i++)
					slots[i].setToSetupPose();
			};
			Skeleton.prototype.getRootBone = function () {
				if (this.bones.length == 0)
					return null;
				return this.bones[0];
			};
			Skeleton.prototype.findBone = function (boneName) {
				if (boneName == null)
					throw new Error("boneName cannot be null.");
				var bones = this.bones;
				for (var i = 0, n = bones.length; i < n; i++) {
					var bone = bones[i];
					if (bone.data.name == boneName)
						return bone;
				}
				return null;
			};
			Skeleton.prototype.findBoneIndex = function (boneName) {
				if (boneName == null)
					throw new Error("boneName cannot be null.");
				var bones = this.bones;
				for (var i = 0, n = bones.length; i < n; i++)
					if (bones[i].data.name == boneName)
						return i;
				return -1;
			};
			Skeleton.prototype.findSlot = function (slotName) {
				if (slotName == null)
					throw new Error("slotName cannot be null.");
				var slots = this.slots;
				for (var i = 0, n = slots.length; i < n; i++) {
					var slot = slots[i];
					if (slot.data.name == slotName)
						return slot;
				}
				return null;
			};
			Skeleton.prototype.findSlotIndex = function (slotName) {
				if (slotName == null)
					throw new Error("slotName cannot be null.");
				var slots = this.slots;
				for (var i = 0, n = slots.length; i < n; i++)
					if (slots[i].data.name == slotName)
						return i;
				return -1;
			};
			Skeleton.prototype.setSkinByName = function (skinName) {
				var skin = this.data.findSkin(skinName);
				if (skin == null)
					throw new Error("Skin not found: " + skinName);
				this.setSkin(skin);
			};
			Skeleton.prototype.setSkin = function (newSkin) {
				if (newSkin != null) {
					if (this.skin != null)
						newSkin.attachAll(this, this.skin);
					else {
						var slots = this.slots;
						for (var i = 0, n = slots.length; i < n; i++) {
							var slot = slots[i];
							var name_1 = slot.data.attachmentName;
							if (name_1 != null) {
								var attachment = newSkin.getAttachment(i, name_1);
								if (attachment != null)
									slot.setAttachment(attachment);
							}
						}
					}
				}
				this.skin = newSkin;
			};
			Skeleton.prototype.getAttachmentByName = function (slotName, attachmentName) {
				return this.getAttachment(this.data.findSlotIndex(slotName), attachmentName);
			};
			Skeleton.prototype.getAttachment = function (slotIndex, attachmentName) {
				if (attachmentName == null)
					throw new Error("attachmentName cannot be null.");
				if (this.skin != null) {
					var attachment = this.skin.getAttachment(slotIndex, attachmentName);
					if (attachment != null)
						return attachment;
				}
				if (this.data.defaultSkin != null)
					return this.data.defaultSkin.getAttachment(slotIndex, attachmentName);
				return null;
			};
			Skeleton.prototype.setAttachment = function (slotName, attachmentName) {
				if (slotName == null)
					throw new Error("slotName cannot be null.");
				var slots = this.slots;
				for (var i = 0, n = slots.length; i < n; i++) {
					var slot = slots[i];
					if (slot.data.name == slotName) {
						var attachment = null;
						if (attachmentName != null) {
							attachment = this.getAttachment(i, attachmentName);
							if (attachment == null)
								throw new Error("Attachment not found: " + attachmentName + ", for slot: " + slotName);
						}
						slot.setAttachment(attachment);
						return;
					}
				}
				throw new Error("Slot not found: " + slotName);
			};
			Skeleton.prototype.findIkConstraint = function (constraintName) {
				if (constraintName == null)
					throw new Error("constraintName cannot be null.");
				var ikConstraints = this.ikConstraints;
				for (var i = 0, n = ikConstraints.length; i < n; i++) {
					var ikConstraint = ikConstraints[i];
					if (ikConstraint.data.name == constraintName)
						return ikConstraint;
				}
				return null;
			};
			Skeleton.prototype.findTransformConstraint = function (constraintName) {
				if (constraintName == null)
					throw new Error("constraintName cannot be null.");
				var transformConstraints = this.transformConstraints;
				for (var i = 0, n = transformConstraints.length; i < n; i++) {
					var constraint = transformConstraints[i];
					if (constraint.data.name == constraintName)
						return constraint;
				}
				return null;
			};
			Skeleton.prototype.findPathConstraint = function (constraintName) {
				if (constraintName == null)
					throw new Error("constraintName cannot be null.");
				var pathConstraints = this.pathConstraints;
				for (var i = 0, n = pathConstraints.length; i < n; i++) {
					var constraint = pathConstraints[i];
					if (constraint.data.name == constraintName)
						return constraint;
				}
				return null;
			};
			Skeleton.prototype.getBounds = function (offset, size) {
				if (offset == null)
					throw new Error("offset cannot be null.");
				if (size == null)
					throw new Error("size cannot be null.");
				var drawOrder = this.drawOrder;
				var minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
				for (var i = 0, n = drawOrder.length; i < n; i++) {
					var slot = drawOrder[i];
					var vertices = null;
					var attachment = slot.getAttachment();
					if (attachment instanceof spine.RegionAttachment)
						vertices = attachment.updateWorldVertices(slot, false);
					else if (attachment instanceof spine.MeshAttachment)
						vertices = attachment.updateWorldVertices(slot, true);
					if (vertices != null) {
						for (var ii = 0, nn = vertices.length; ii < nn; ii += 8) {
							var x = vertices[ii], y = vertices[ii + 1];
							minX = Math.min(minX, x);
							minY = Math.min(minY, y);
							maxX = Math.max(maxX, x);
							maxY = Math.max(maxY, y);
						}
					}
				}
				offset.set(minX, minY);
				size.set(maxX - minX, maxY - minY);
			};
			Skeleton.prototype.update = function (delta) {
				this.time += delta;
			};
			return Skeleton;
		}());
		spine.Skeleton = Skeleton;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var SkeletonBounds = (function () {
			function SkeletonBounds() {
				this.minX = 0;
				this.minY = 0;
				this.maxX = 0;
				this.maxY = 0;
				this.boundingBoxes = new Array();
				this.polygons = new Array();
				this.polygonPool = new spine.Pool(function () {
					return spine.Utils.newFloatArray(16);
				});
			}
			SkeletonBounds.prototype.update = function (skeleton, updateAabb) {
				if (skeleton == null)
					throw new Error("skeleton cannot be null.");
				var boundingBoxes = this.boundingBoxes;
				var polygons = this.polygons;
				var polygonPool = this.polygonPool;
				var slots = skeleton.slots;
				var slotCount = slots.length;
				boundingBoxes.length = 0;
				polygonPool.freeAll(polygons);
				polygons.length = 0;
				for (var i = 0; i < slotCount; i++) {
					var slot = slots[i];
					var attachment = slot.getAttachment();
					if (attachment instanceof spine.BoundingBoxAttachment) {
						var boundingBox = attachment;
						boundingBoxes.push(boundingBox);
						var polygon = polygonPool.obtain();
						if (polygon.length != boundingBox.worldVerticesLength) {
							polygon = spine.Utils.newFloatArray(boundingBox.worldVerticesLength);
						}
						polygons.push(polygon);
						boundingBox.computeWorldVertices(slot, polygon);
					}
				}
				if (updateAabb) {
					this.aabbCompute();
				}
				else {
					this.minX = Number.POSITIVE_INFINITY;
					this.minY = Number.POSITIVE_INFINITY;
					this.maxX = Number.NEGATIVE_INFINITY;
					this.maxY = Number.NEGATIVE_INFINITY;
				}
			};
			SkeletonBounds.prototype.aabbCompute = function () {
				var minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
				var polygons = this.polygons;
				for (var i = 0, n = polygons.length; i < n; i++) {
					var polygon = polygons[i];
					var vertices = polygon;
					for (var ii = 0, nn = polygon.length; ii < nn; ii += 2) {
						var x = vertices[ii];
						var y = vertices[ii + 1];
						minX = Math.min(minX, x);
						minY = Math.min(minY, y);
						maxX = Math.max(maxX, x);
						maxY = Math.max(maxY, y);
					}
				}
				this.minX = minX;
				this.minY = minY;
				this.maxX = maxX;
				this.maxY = maxY;
			};
			SkeletonBounds.prototype.aabbContainsPoint = function (x, y) {
				return x >= this.minX && x <= this.maxX && y >= this.minY && y <= this.maxY;
			};
			SkeletonBounds.prototype.aabbIntersectsSegment = function (x1, y1, x2, y2) {
				var minX = this.minX;
				var minY = this.minY;
				var maxX = this.maxX;
				var maxY = this.maxY;
				if ((x1 <= minX && x2 <= minX) || (y1 <= minY && y2 <= minY) || (x1 >= maxX && x2 >= maxX) || (y1 >= maxY && y2 >= maxY))
					return false;
				var m = (y2 - y1) / (x2 - x1);
				var y = m * (minX - x1) + y1;
				if (y > minY && y < maxY)
					return true;
				y = m * (maxX - x1) + y1;
				if (y > minY && y < maxY)
					return true;
				var x = (minY - y1) / m + x1;
				if (x > minX && x < maxX)
					return true;
				x = (maxY - y1) / m + x1;
				if (x > minX && x < maxX)
					return true;
				return false;
			};
			SkeletonBounds.prototype.aabbIntersectsSkeleton = function (bounds) {
				return this.minX < bounds.maxX && this.maxX > bounds.minX && this.minY < bounds.maxY && this.maxY > bounds.minY;
			};
			SkeletonBounds.prototype.containsPoint = function (x, y) {
				var polygons = this.polygons;
				for (var i = 0, n = polygons.length; i < n; i++)
					if (this.containsPointPolygon(polygons[i], x, y))
						return this.boundingBoxes[i];
				return null;
			};
			SkeletonBounds.prototype.containsPointPolygon = function (polygon, x, y) {
				var vertices = polygon;
				var nn = polygon.length;
				var prevIndex = nn - 2;
				var inside = false;
				for (var ii = 0; ii < nn; ii += 2) {
					var vertexY = vertices[ii + 1];
					var prevY = vertices[prevIndex + 1];
					if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) {
						var vertexX = vertices[ii];
						if (vertexX + (y - vertexY) / (prevY - vertexY) * (vertices[prevIndex] - vertexX) < x)
							inside = !inside;
					}
					prevIndex = ii;
				}
				return inside;
			};
			SkeletonBounds.prototype.intersectsSegment = function (x1, y1, x2, y2) {
				var polygons = this.polygons;
				for (var i = 0, n = polygons.length; i < n; i++)
					if (this.intersectsSegmentPolygon(polygons[i], x1, y1, x2, y2))
						return this.boundingBoxes[i];
				return null;
			};
			SkeletonBounds.prototype.intersectsSegmentPolygon = function (polygon, x1, y1, x2, y2) {
				var vertices = polygon;
				var nn = polygon.length;
				var width12 = x1 - x2, height12 = y1 - y2;
				var det1 = x1 * y2 - y1 * x2;
				var x3 = vertices[nn - 2], y3 = vertices[nn - 1];
				for (var ii = 0; ii < nn; ii += 2) {
					var x4 = vertices[ii], y4 = vertices[ii + 1];
					var det2 = x3 * y4 - y3 * x4;
					var width34 = x3 - x4, height34 = y3 - y4;
					var det3 = width12 * height34 - height12 * width34;
					var x = (det1 * width34 - width12 * det2) / det3;
					if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) {
						var y = (det1 * height34 - height12 * det2) / det3;
						if (((y >= y3 && y <= y4) || (y >= y4 && y <= y3)) && ((y >= y1 && y <= y2) || (y >= y2 && y <= y1)))
							return true;
					}
					x3 = x4;
					y3 = y4;
				}
				return false;
			};
			SkeletonBounds.prototype.getPolygon = function (boundingBox) {
				if (boundingBox == null)
					throw new Error("boundingBox cannot be null.");
				var index = this.boundingBoxes.indexOf(boundingBox);
				return index == -1 ? null : this.polygons[index];
			};
			SkeletonBounds.prototype.getWidth = function () {
				return this.maxX - this.minX;
			};
			SkeletonBounds.prototype.getHeight = function () {
				return this.maxY - this.minY;
			};
			return SkeletonBounds;
		}());
		spine.SkeletonBounds = SkeletonBounds;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var SkeletonData = (function () {
			function SkeletonData() {
				this.bones = new Array();
				this.slots = new Array();
				this.skins = new Array();
				this.events = new Array();
				this.animations = new Array();
				this.ikConstraints = new Array();
				this.transformConstraints = new Array();
				this.pathConstraints = new Array();
				this.fps = 0;
			}
			SkeletonData.prototype.findBone = function (boneName) {
				if (boneName == null)
					throw new Error("boneName cannot be null.");
				var bones = this.bones;
				for (var i = 0, n = bones.length; i < n; i++) {
					var bone = bones[i];
					if (bone.name == boneName)
						return bone;
				}
				return null;
			};
			SkeletonData.prototype.findBoneIndex = function (boneName) {
				if (boneName == null)
					throw new Error("boneName cannot be null.");
				var bones = this.bones;
				for (var i = 0, n = bones.length; i < n; i++)
					if (bones[i].name == boneName)
						return i;
				return -1;
			};
			SkeletonData.prototype.findSlot = function (slotName) {
				if (slotName == null)
					throw new Error("slotName cannot be null.");
				var slots = this.slots;
				for (var i = 0, n = slots.length; i < n; i++) {
					var slot = slots[i];
					if (slot.name == slotName)
						return slot;
				}
				return null;
			};
			SkeletonData.prototype.findSlotIndex = function (slotName) {
				if (slotName == null)
					throw new Error("slotName cannot be null.");
				var slots = this.slots;
				for (var i = 0, n = slots.length; i < n; i++)
					if (slots[i].name == slotName)
						return i;
				return -1;
			};
			SkeletonData.prototype.findSkin = function (skinName) {
				if (skinName == null)
					throw new Error("skinName cannot be null.");
				var skins = this.skins;
				for (var i = 0, n = skins.length; i < n; i++) {
					var skin = skins[i];
					if (skin.name == skinName)
						return skin;
				}
				return null;
			};
			SkeletonData.prototype.findEvent = function (eventDataName) {
				if (eventDataName == null)
					throw new Error("eventDataName cannot be null.");
				var events = this.events;
				for (var i = 0, n = events.length; i < n; i++) {
					var event_4 = events[i];
					if (event_4.name == eventDataName)
						return event_4;
				}
				return null;
			};
			SkeletonData.prototype.findAnimation = function (animationName) {
				if (animationName == null)
					throw new Error("animationName cannot be null.");
				var animations = this.animations;
				for (var i = 0, n = animations.length; i < n; i++) {
					var animation = animations[i];
					if (animation.name == animationName)
						return animation;
				}
				return null;
			};
			SkeletonData.prototype.findIkConstraint = function (constraintName) {
				if (constraintName == null)
					throw new Error("constraintName cannot be null.");
				var ikConstraints = this.ikConstraints;
				for (var i = 0, n = ikConstraints.length; i < n; i++) {
					var constraint = ikConstraints[i];
					if (constraint.name == constraintName)
						return constraint;
				}
				return null;
			};
			SkeletonData.prototype.findTransformConstraint = function (constraintName) {
				if (constraintName == null)
					throw new Error("constraintName cannot be null.");
				var transformConstraints = this.transformConstraints;
				for (var i = 0, n = transformConstraints.length; i < n; i++) {
					var constraint = transformConstraints[i];
					if (constraint.name == constraintName)
						return constraint;
				}
				return null;
			};
			SkeletonData.prototype.findPathConstraint = function (constraintName) {
				if (constraintName == null)
					throw new Error("constraintName cannot be null.");
				var pathConstraints = this.pathConstraints;
				for (var i = 0, n = pathConstraints.length; i < n; i++) {
					var constraint = pathConstraints[i];
					if (constraint.name == constraintName)
						return constraint;
				}
				return null;
			};
			SkeletonData.prototype.findPathConstraintIndex = function (pathConstraintName) {
				if (pathConstraintName == null)
					throw new Error("pathConstraintName cannot be null.");
				var pathConstraints = this.pathConstraints;
				for (var i = 0, n = pathConstraints.length; i < n; i++)
					if (pathConstraints[i].name == pathConstraintName)
						return i;
				return -1;
			};
			return SkeletonData;
		}());
		spine.SkeletonData = SkeletonData;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var SkeletonJson = (function () {
			function SkeletonJson(attachmentLoader) {
				this.scale = 1;
				this.linkedMeshes = new Array();
				this.attachmentLoader = attachmentLoader;
			}
			SkeletonJson.prototype.readSkeletonData = function (json) {
				var scale = this.scale;
				var skeletonData = new spine.SkeletonData();
				var root = typeof (json) === "string" ? JSON.parse(json) : json;
				var skeletonMap = root.skeleton;
				if (skeletonMap != null) {
					skeletonData.hash = skeletonMap.hash;
					skeletonData.version = skeletonMap.spine;
					skeletonData.width = skeletonMap.width;
					skeletonData.height = skeletonMap.height;
					skeletonData.fps = skeletonMap.fps;
					skeletonData.imagesPath = skeletonMap.images;
				}
				if (root.bones) {
					for (var i = 0; i < root.bones.length; i++) {
						var boneMap = root.bones[i];
						var parent_2 = null;
						var parentName = this.getValue(boneMap, "parent", null);
						if (parentName != null) {
							parent_2 = skeletonData.findBone(parentName);
							if (parent_2 == null)
								throw new Error("Parent bone not found: " + parentName);
						}
						var data = new spine.BoneData(skeletonData.bones.length, boneMap.name, parent_2);
						data.length = this.getValue(boneMap, "length", 0) * scale;
						data.x = this.getValue(boneMap, "x", 0) * scale;
						data.y = this.getValue(boneMap, "y", 0) * scale;
						data.rotation = this.getValue(boneMap, "rotation", 0);
						data.scaleX = this.getValue(boneMap, "scaleX", 1);
						data.scaleY = this.getValue(boneMap, "scaleY", 1);
						data.shearX = this.getValue(boneMap, "shearX", 0);
						data.shearY = this.getValue(boneMap, "shearY", 0);
						data.transformMode = SkeletonJson.transformModeFromString(this.getValue(boneMap, "transform", "normal"));
						skeletonData.bones.push(data);
					}
				}
				if (root.slots) {
					for (var i = 0; i < root.slots.length; i++) {
						var slotMap = root.slots[i];
						var slotName = slotMap.name;
						var boneName = slotMap.bone;
						var boneData = skeletonData.findBone(boneName);
						if (boneData == null)
							throw new Error("Slot bone not found: " + boneName);
						var data = new spine.SlotData(skeletonData.slots.length, slotName, boneData);
						var color = this.getValue(slotMap, "color", null);
						if (color != null)
							data.color.setFromString(color);
						data.attachmentName = this.getValue(slotMap, "attachment", null);
						data.blendMode = SkeletonJson.blendModeFromString(this.getValue(slotMap, "blend", "normal"));
						skeletonData.slots.push(data);
					}
				}
				if (root.ik) {
					for (var i = 0; i < root.ik.length; i++) {
						var constraintMap = root.ik[i];
						var data = new spine.IkConstraintData(constraintMap.name);
						data.order = this.getValue(constraintMap, "order", 0);
						for (var j = 0; j < constraintMap.bones.length; j++) {
							var boneName = constraintMap.bones[j];
							var bone = skeletonData.findBone(boneName);
							if (bone == null)
								throw new Error("IK bone not found: " + boneName);
							data.bones.push(bone);
						}
						var targetName = constraintMap.target;
						data.target = skeletonData.findBone(targetName);
						if (data.target == null)
							throw new Error("IK target bone not found: " + targetName);
						data.bendDirection = this.getValue(constraintMap, "bendPositive", true) ? 1 : -1;
						data.mix = this.getValue(constraintMap, "mix", 1);
						skeletonData.ikConstraints.push(data);
					}
				}
				if (root.transform) {
					for (var i = 0; i < root.transform.length; i++) {
						var constraintMap = root.transform[i];
						var data = new spine.TransformConstraintData(constraintMap.name);
						data.order = this.getValue(constraintMap, "order", 0);
						for (var j = 0; j < constraintMap.bones.length; j++) {
							var boneName = constraintMap.bones[j];
							var bone = skeletonData.findBone(boneName);
							if (bone == null)
								throw new Error("Transform constraint bone not found: " + boneName);
							data.bones.push(bone);
						}
						var targetName = constraintMap.target;
						data.target = skeletonData.findBone(targetName);
						if (data.target == null)
							throw new Error("Transform constraint target bone not found: " + targetName);
						data.offsetRotation = this.getValue(constraintMap, "rotation", 0);
						data.offsetX = this.getValue(constraintMap, "x", 0) * scale;
						data.offsetY = this.getValue(constraintMap, "y", 0) * scale;
						data.offsetScaleX = this.getValue(constraintMap, "scaleX", 0);
						data.offsetScaleY = this.getValue(constraintMap, "scaleY", 0);
						data.offsetShearY = this.getValue(constraintMap, "shearY", 0);
						data.rotateMix = this.getValue(constraintMap, "rotateMix", 1);
						data.translateMix = this.getValue(constraintMap, "translateMix", 1);
						data.scaleMix = this.getValue(constraintMap, "scaleMix", 1);
						data.shearMix = this.getValue(constraintMap, "shearMix", 1);
						skeletonData.transformConstraints.push(data);
					}
				}
				if (root.path) {
					for (var i = 0; i < root.path.length; i++) {
						var constraintMap = root.path[i];
						var data = new spine.PathConstraintData(constraintMap.name);
						data.order = this.getValue(constraintMap, "order", 0);
						for (var j = 0; j < constraintMap.bones.length; j++) {
							var boneName = constraintMap.bones[j];
							var bone = skeletonData.findBone(boneName);
							if (bone == null)
								throw new Error("Transform constraint bone not found: " + boneName);
							data.bones.push(bone);
						}
						var targetName = constraintMap.target;
						data.target = skeletonData.findSlot(targetName);
						if (data.target == null)
							throw new Error("Path target slot not found: " + targetName);
						data.positionMode = SkeletonJson.positionModeFromString(this.getValue(constraintMap, "positionMode", "percent"));
						data.spacingMode = SkeletonJson.spacingModeFromString(this.getValue(constraintMap, "spacingMode", "length"));
						data.rotateMode = SkeletonJson.rotateModeFromString(this.getValue(constraintMap, "rotateMode", "tangent"));
						data.offsetRotation = this.getValue(constraintMap, "rotation", 0);
						data.position = this.getValue(constraintMap, "position", 0);
						if (data.positionMode == spine.PositionMode.Fixed)
							data.position *= scale;
						data.spacing = this.getValue(constraintMap, "spacing", 0);
						if (data.spacingMode == spine.SpacingMode.Length || data.spacingMode == spine.SpacingMode.Fixed)
							data.spacing *= scale;
						data.rotateMix = this.getValue(constraintMap, "rotateMix", 1);
						data.translateMix = this.getValue(constraintMap, "translateMix", 1);
						skeletonData.pathConstraints.push(data);
					}
				}
				if (root.skins) {
					for (var skinName in root.skins) {
						var skinMap = root.skins[skinName];
						var skin = new spine.Skin(skinName);
						for (var slotName in skinMap) {
							var slotIndex = skeletonData.findSlotIndex(slotName);
							if (slotIndex == -1)
								throw new Error("Slot not found: " + slotName);
							var slotMap = skinMap[slotName];
							for (var entryName in slotMap) {
								var attachment = this.readAttachment(slotMap[entryName], skin, slotIndex, entryName);
								if (attachment != null)
									skin.addAttachment(slotIndex, entryName, attachment);
							}
						}
						skeletonData.skins.push(skin);
						if (skin.name == "default")
							skeletonData.defaultSkin = skin;
					}
				}
				for (var i = 0, n = this.linkedMeshes.length; i < n; i++) {
					var linkedMesh = this.linkedMeshes[i];
					var skin = linkedMesh.skin == null ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin);
					if (skin == null)
						throw new Error("Skin not found: " + linkedMesh.skin);
					var parent_3 = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent);
					if (parent_3 == null)
						throw new Error("Parent mesh not found: " + linkedMesh.parent);
					linkedMesh.mesh.setParentMesh(parent_3);
					linkedMesh.mesh.updateUVs();
				}
				this.linkedMeshes.length = 0;
				if (root.events) {
					for (var eventName in root.events) {
						var eventMap = root.events[eventName];
						var data = new spine.EventData(eventName);
						data.intValue = this.getValue(eventMap, "int", 0);
						data.floatValue = this.getValue(eventMap, "float", 0);
						data.stringValue = this.getValue(eventMap, "string", "");
						skeletonData.events.push(data);
					}
				}
				if (root.animations) {
					for (var animationName in root.animations) {
						var animationMap = root.animations[animationName];
						this.readAnimation(animationMap, animationName, skeletonData);
					}
				}
				return skeletonData;
			};
			SkeletonJson.prototype.readAttachment = function (map, skin, slotIndex, name) {
				var scale = this.scale;
				name = this.getValue(map, "name", name);
				var type = this.getValue(map, "type", "region");
				switch (type) {
					case "region": {
						var path = this.getValue(map, "path", name);
						var region = this.attachmentLoader.newRegionAttachment(skin, name, path);
						if (region == null)
							return null;
						region.path = path;
						region.x = this.getValue(map, "x", 0) * scale;
						region.y = this.getValue(map, "y", 0) * scale;
						region.scaleX = this.getValue(map, "scaleX", 1);
						region.scaleY = this.getValue(map, "scaleY", 1);
						region.rotation = this.getValue(map, "rotation", 0);
						region.width = map.width * scale;
						region.height = map.height * scale;
						var color = this.getValue(map, "color", null);
						if (color != null)
							region.color.setFromString(color);
						region.updateOffset();
						return region;
					}
					case "boundingbox": {
						var box = this.attachmentLoader.newBoundingBoxAttachment(skin, name);
						if (box == null)
							return null;
						this.readVertices(map, box, map.vertexCount << 1);
						var color = this.getValue(map, "color", null);
						if (color != null)
							box.color.setFromString(color);
						return box;
					}
					case "mesh":
					case "linkedmesh": {
						var path = this.getValue(map, "path", name);
						var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
						if (mesh == null)
							return null;
						mesh.path = path;
						var color = this.getValue(map, "color", null);
						if (color != null)
							mesh.color.setFromString(color);
						var parent_4 = this.getValue(map, "parent", null);
						if (parent_4 != null) {
							mesh.inheritDeform = this.getValue(map, "deform", true);
							this.linkedMeshes.push(new LinkedMesh(mesh, this.getValue(map, "skin", null), slotIndex, parent_4));
							return mesh;
						}
						var uvs = map.uvs;
						this.readVertices(map, mesh, uvs.length);
						mesh.triangles = map.triangles;
						mesh.regionUVs = uvs;
						mesh.updateUVs();
						mesh.hullLength = this.getValue(map, "hull", 0) * 2;
						return mesh;
					}
					case "path": {
						var path = this.attachmentLoader.newPathAttachment(skin, name);
						if (path == null)
							return null;
						path.closed = this.getValue(map, "closed", false);
						path.constantSpeed = this.getValue(map, "constantSpeed", true);
						var vertexCount = map.vertexCount;
						this.readVertices(map, path, vertexCount << 1);
						var lengths = spine.Utils.newArray(vertexCount / 3, 0);
						for (var i = 0; i < map.lengths.length; i++)
							lengths[i++] = map.lengths[i] * scale;
						path.lengths = lengths;
						var color = this.getValue(map, "color", null);
						if (color != null)
							path.color.setFromString(color);
						return path;
					}
				}
				return null;
			};
			SkeletonJson.prototype.readVertices = function (map, attachment, verticesLength) {
				var scale = this.scale;
				attachment.worldVerticesLength = verticesLength;
				var vertices = map.vertices;
				if (verticesLength == vertices.length) {
					if (scale != 1) {
						for (var i = 0, n = vertices.length; i < n; i++)
							vertices[i] *= scale;
					}
					attachment.vertices = spine.Utils.toFloatArray(vertices);
					return;
				}
				var weights = new Array();
				var bones = new Array();
				for (var i = 0, n = vertices.length; i < n;) {
					var boneCount = vertices[i++];
					bones.push(boneCount);
					for (var nn = i + boneCount * 4; i < nn; i += 4) {
						bones.push(vertices[i]);
						weights.push(vertices[i + 1] * scale);
						weights.push(vertices[i + 2] * scale);
						weights.push(vertices[i + 3]);
					}
				}
				attachment.bones = bones;
				attachment.vertices = spine.Utils.toFloatArray(weights);
			};
			SkeletonJson.prototype.readAnimation = function (map, name, skeletonData) {
				var scale = this.scale;
				var timelines = new Array();
				var duration = 0;
				if (map.slots) {
					for (var slotName in map.slots) {
						var slotMap = map.slots[slotName];
						var slotIndex = skeletonData.findSlotIndex(slotName);
						if (slotIndex == -1)
							throw new Error("Slot not found: " + slotName);
						for (var timelineName in slotMap) {
							var timelineMap = slotMap[timelineName];
							if (timelineName == "color") {
								var timeline = new spine.ColorTimeline(timelineMap.length);
								timeline.slotIndex = slotIndex;
								var frameIndex = 0;
								for (var i = 0; i < timelineMap.length; i++) {
									var valueMap = timelineMap[i];
									var color = new spine.Color();
									color.setFromString(valueMap.color);
									timeline.setFrame(frameIndex, valueMap.time, color.r, color.g, color.b, color.a);
									this.readCurve(valueMap, timeline, frameIndex);
									frameIndex++;
								}
								timelines.push(timeline);
								duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.ColorTimeline.ENTRIES]);
							}
							else if (timelineName = "attachment") {
								var timeline = new spine.AttachmentTimeline(timelineMap.length);
								timeline.slotIndex = slotIndex;
								var frameIndex = 0;
								for (var i = 0; i < timelineMap.length; i++) {
									var valueMap = timelineMap[i];
									timeline.setFrame(frameIndex++, valueMap.time, valueMap.name);
								}
								timelines.push(timeline);
								duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
							}
							else
								throw new Error("Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")");
						}
					}
				}
				if (map.bones) {
					for (var boneName in map.bones) {
						var boneMap = map.bones[boneName];
						var boneIndex = skeletonData.findBoneIndex(boneName);
						if (boneIndex == -1)
							throw new Error("Bone not found: " + boneName);
						for (var timelineName in boneMap) {
							var timelineMap = boneMap[timelineName];
							if (timelineName === "rotate") {
								var timeline = new spine.RotateTimeline(timelineMap.length);
								timeline.boneIndex = boneIndex;
								var frameIndex = 0;
								for (var i = 0; i < timelineMap.length; i++) {
									var valueMap = timelineMap[i];
									timeline.setFrame(frameIndex, valueMap.time, valueMap.angle);
									this.readCurve(valueMap, timeline, frameIndex);
									frameIndex++;
								}
								timelines.push(timeline);
								duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.RotateTimeline.ENTRIES]);
							}
							else if (timelineName === "translate" || timelineName === "scale" || timelineName === "shear") {
								var timeline = null;
								var timelineScale = 1;
								if (timelineName === "scale")
									timeline = new spine.ScaleTimeline(timelineMap.length);
								else if (timelineName === "shear")
									timeline = new spine.ShearTimeline(timelineMap.length);
								else {
									timeline = new spine.TranslateTimeline(timelineMap.length);
									timelineScale = scale;
								}
								timeline.boneIndex = boneIndex;
								var frameIndex = 0;
								for (var i = 0; i < timelineMap.length; i++) {
									var valueMap = timelineMap[i];
									var x = this.getValue(valueMap, "x", 0), y = this.getValue(valueMap, "y", 0);
									timeline.setFrame(frameIndex, valueMap.time, x * timelineScale, y * timelineScale);
									this.readCurve(valueMap, timeline, frameIndex);
									frameIndex++;
								}
								timelines.push(timeline);
								duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.TranslateTimeline.ENTRIES]);
							}
							else
								throw new Error("Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")");
						}
					}
				}
				if (map.ik) {
					for (var constraintName in map.ik) {
						var constraintMap = map.ik[constraintName];
						var constraint = skeletonData.findIkConstraint(constraintName);
						var timeline = new spine.IkConstraintTimeline(constraintMap.length);
						timeline.ikConstraintIndex = skeletonData.ikConstraints.indexOf(constraint);
						var frameIndex = 0;
						for (var i = 0; i < constraintMap.length; i++) {
							var valueMap = constraintMap[i];
							timeline.setFrame(frameIndex, valueMap.time, this.getValue(valueMap, "mix", 1), this.getValue(valueMap, "bendPositive", true) ? 1 : -1);
							this.readCurve(valueMap, timeline, frameIndex);
							frameIndex++;
						}
						timelines.push(timeline);
						duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.IkConstraintTimeline.ENTRIES]);
					}
				}
				if (map.transform) {
					for (var constraintName in map.transform) {
						var constraintMap = map.transform[constraintName];
						var constraint = skeletonData.findTransformConstraint(constraintName);
						var timeline = new spine.TransformConstraintTimeline(constraintMap.length);
						timeline.transformConstraintIndex = skeletonData.transformConstraints.indexOf(constraint);
						var frameIndex = 0;
						for (var i = 0; i < constraintMap.length; i++) {
							var valueMap = constraintMap[i];
							timeline.setFrame(frameIndex, valueMap.time, this.getValue(valueMap, "rotateMix", 1), this.getValue(valueMap, "translateMix", 1), this.getValue(valueMap, "scaleMix", 1), this.getValue(valueMap, "shearMix", 1));
							this.readCurve(valueMap, timeline, frameIndex);
							frameIndex++;
						}
						timelines.push(timeline);
						duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.TransformConstraintTimeline.ENTRIES]);
					}
				}
				if (map.paths) {
					for (var constraintName in map.paths) {
						var constraintMap = map.paths[constraintName];
						var index = skeletonData.findPathConstraintIndex(constraintName);
						if (index == -1)
							throw new Error("Path constraint not found: " + constraintName);
						var data = skeletonData.pathConstraints[index];
						for (var timelineName in constraintMap) {
							var timelineMap = constraintMap[timelineName];
							if (timelineName === "position" || timelineName === "spacing") {
								var timeline = null;
								var timelineScale = 1;
								if (timelineName === "spacing") {
									timeline = new spine.PathConstraintSpacingTimeline(timelineMap.length);
									if (data.spacingMode == spine.SpacingMode.Length || data.spacingMode == spine.SpacingMode.Fixed)
										timelineScale = scale;
								}
								else {
									timeline = new spine.PathConstraintPositionTimeline(timelineMap.length);
									if (data.positionMode == spine.PositionMode.Fixed)
										timelineScale = scale;
								}
								timeline.pathConstraintIndex = index;
								var frameIndex = 0;
								for (var i = 0; i < timelineMap.length; i++) {
									var valueMap = timelineMap[i];
									timeline.setFrame(frameIndex, valueMap.time, this.getValue(valueMap, timelineName, 0) * timelineScale);
									this.readCurve(valueMap, timeline, frameIndex);
									frameIndex++;
								}
								timelines.push(timeline);
								duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.PathConstraintPositionTimeline.ENTRIES]);
							}
							else if (timelineName === "mix") {
								var timeline = new spine.PathConstraintMixTimeline(timelineMap.length);
								timeline.pathConstraintIndex = index;
								var frameIndex = 0;
								for (var i = 0; i < timelineMap.length; i++) {
									var valueMap = timelineMap[i];
									timeline.setFrame(frameIndex, valueMap.time, this.getValue(valueMap, "rotateMix", 1), this.getValue(valueMap, "translateMix", 1));
									this.readCurve(valueMap, timeline, frameIndex);
									frameIndex++;
								}
								timelines.push(timeline);
								duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.PathConstraintMixTimeline.ENTRIES]);
							}
						}
					}
				}
				if (map.deform) {
					for (var deformName in map.deform) {
						var deformMap = map.deform[deformName];
						var skin = skeletonData.findSkin(deformName);
						if (skin == null)
							throw new Error("Skin not found: " + deformName);
						for (var slotName in deformMap) {
							var slotMap = deformMap[slotName];
							var slotIndex = skeletonData.findSlotIndex(slotName);
							if (slotIndex == -1)
								throw new Error("Slot not found: " + slotMap.name);
							for (var timelineName in slotMap) {
								var timelineMap = slotMap[timelineName];
								var attachment = skin.getAttachment(slotIndex, timelineName);
								if (attachment == null)
									throw new Error("Deform attachment not found: " + timelineMap.name);
								var weighted = attachment.bones != null;
								var vertices = attachment.vertices;
								var deformLength = weighted ? vertices.length / 3 * 2 : vertices.length;
								var timeline = new spine.DeformTimeline(timelineMap.length);
								timeline.slotIndex = slotIndex;
								timeline.attachment = attachment;
								var frameIndex = 0;
								for (var j = 0; j < timelineMap.length; j++) {
									var valueMap = timelineMap[j];
									var deform = void 0;
									var verticesValue = this.getValue(valueMap, "vertices", null);
									if (verticesValue == null)
										deform = weighted ? spine.Utils.newFloatArray(deformLength) : vertices;
									else {
										deform = spine.Utils.newFloatArray(deformLength);
										var start = this.getValue(valueMap, "offset", 0);
										spine.Utils.arrayCopy(verticesValue, 0, deform, start, verticesValue.length);
										if (scale != 1) {
											for (var i = start, n = i + verticesValue.length; i < n; i++)
												deform[i] *= scale;
										}
										if (!weighted) {
											for (var i = 0; i < deformLength; i++)
												deform[i] += vertices[i];
										}
									}
									timeline.setFrame(frameIndex, valueMap.time, deform);
									this.readCurve(valueMap, timeline, frameIndex);
									frameIndex++;
								}
								timelines.push(timeline);
								duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
							}
						}
					}
				}
				var drawOrderNode = map.drawOrder;
				if (drawOrderNode == null)
					drawOrderNode = map.draworder;
				if (drawOrderNode != null) {
					var timeline = new spine.DrawOrderTimeline(drawOrderNode.length);
					var slotCount = skeletonData.slots.length;
					var frameIndex = 0;
					for (var j = 0; j < drawOrderNode.length; j++) {
						var drawOrderMap = drawOrderNode[j];
						var drawOrder = null;
						var offsets = this.getValue(drawOrderMap, "offsets", null);
						if (offsets != null) {
							drawOrder = spine.Utils.newArray(slotCount, -1);
							var unchanged = spine.Utils.newArray(slotCount - offsets.length, 0);
							var originalIndex = 0, unchangedIndex = 0;
							for (var i = 0; i < offsets.length; i++) {
								var offsetMap = offsets[i];
								var slotIndex = skeletonData.findSlotIndex(offsetMap.slot);
								if (slotIndex == -1)
									throw new Error("Slot not found: " + offsetMap.slot);
								while (originalIndex != slotIndex)
									unchanged[unchangedIndex++] = originalIndex++;
								drawOrder[originalIndex + offsetMap.offset] = originalIndex++;
							}
							while (originalIndex < slotCount)
								unchanged[unchangedIndex++] = originalIndex++;
							for (var i = slotCount - 1; i >= 0; i--)
								if (drawOrder[i] == -1)
									drawOrder[i] = unchanged[--unchangedIndex];
						}
						timeline.setFrame(frameIndex++, drawOrderMap.time, drawOrder);
					}
					timelines.push(timeline);
					duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
				}
				if (map.events) {
					var timeline = new spine.EventTimeline(map.events.length);
					var frameIndex = 0;
					for (var i = 0; i < map.events.length; i++) {
						var eventMap = map.events[i];
						var eventData = skeletonData.findEvent(eventMap.name);
						if (eventData == null)
							throw new Error("Event not found: " + eventMap.name);
						var event_5 = new spine.Event(eventMap.time, eventData);
						event_5.intValue = this.getValue(eventMap, "int", eventData.intValue);
						event_5.floatValue = this.getValue(eventMap, "float", eventData.floatValue);
						event_5.stringValue = this.getValue(eventMap, "string", eventData.stringValue);
						timeline.setFrame(frameIndex++, event_5);
					}
					timelines.push(timeline);
					duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
				}
				if (isNaN(duration)) {
					throw new Error("Error while parsing animation, duration is NaN");
				}
				skeletonData.animations.push(new spine.Animation(name, timelines, duration));
			};
			SkeletonJson.prototype.readCurve = function (map, timeline, frameIndex) {
				if (!map.curve)
					return;
				if (map.curve === "stepped")
					timeline.setStepped(frameIndex);
				else if (Object.prototype.toString.call(map.curve) === '[object Array]') {
					var curve = map.curve;
					timeline.setCurve(frameIndex, curve[0], curve[1], curve[2], curve[3]);
				}
			};
			SkeletonJson.prototype.getValue = function (map, prop, defaultValue) {
				return map[prop] !== undefined ? map[prop] : defaultValue;
			};
			SkeletonJson.blendModeFromString = function (str) {
				str = str.toLowerCase();
				if (str == "normal")
					return spine.BlendMode.Normal;
				if (str == "additive")
					return spine.BlendMode.Additive;
				if (str == "multiply")
					return spine.BlendMode.Multiply;
				if (str == "screen")
					return spine.BlendMode.Screen;
				throw new Error("Unknown blend mode: " + str);
			};
			SkeletonJson.positionModeFromString = function (str) {
				str = str.toLowerCase();
				if (str == "fixed")
					return spine.PositionMode.Fixed;
				if (str == "percent")
					return spine.PositionMode.Percent;
				throw new Error("Unknown position mode: " + str);
			};
			SkeletonJson.spacingModeFromString = function (str) {
				str = str.toLowerCase();
				if (str == "length")
					return spine.SpacingMode.Length;
				if (str == "fixed")
					return spine.SpacingMode.Fixed;
				if (str == "percent")
					return spine.SpacingMode.Percent;
				throw new Error("Unknown position mode: " + str);
			};
			SkeletonJson.rotateModeFromString = function (str) {
				str = str.toLowerCase();
				if (str == "tangent")
					return spine.RotateMode.Tangent;
				if (str == "chain")
					return spine.RotateMode.Chain;
				if (str == "chainscale")
					return spine.RotateMode.ChainScale;
				throw new Error("Unknown rotate mode: " + str);
			};
			SkeletonJson.transformModeFromString = function (str) {
				str = str.toLowerCase();
				if (str == "normal")
					return spine.TransformMode.Normal;
				if (str == "onlytranslation")
					return spine.TransformMode.OnlyTranslation;
				if (str == "norotationorreflection")
					return spine.TransformMode.NoRotationOrReflection;
				if (str == "noscale")
					return spine.TransformMode.NoScale;
				if (str == "noscaleorreflection")
					return spine.TransformMode.NoScaleOrReflection;
				throw new Error("Unknown transform mode: " + str);
			};
			return SkeletonJson;
		}());
		spine.SkeletonJson = SkeletonJson;
		var LinkedMesh = (function () {
			function LinkedMesh(mesh, skin, slotIndex, parent) {
				this.mesh = mesh;
				this.skin = skin;
				this.slotIndex = slotIndex;
				this.parent = parent;
			}
			return LinkedMesh;
		}());
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var Skin = (function () {
			function Skin(name) {
				this.attachments = new Array();
				if (name == null)
					throw new Error("name cannot be null.");
				this.name = name;
			}
			Skin.prototype.addAttachment = function (slotIndex, name, attachment) {
				if (attachment == null)
					throw new Error("attachment cannot be null.");
				var attachments = this.attachments;
				if (slotIndex >= attachments.length)
					attachments.length = slotIndex + 1;
				if (!attachments[slotIndex])
					attachments[slotIndex] = {};
				attachments[slotIndex][name] = attachment;
			};
			Skin.prototype.getAttachment = function (slotIndex, name) {
				var dictionary = this.attachments[slotIndex];
				return dictionary ? dictionary[name] : null;
			};
			Skin.prototype.attachAll = function (skeleton, oldSkin) {
				var slotIndex = 0;
				for (var i = 0; i < skeleton.slots.length; i++) {
					var slot = skeleton.slots[i];
					var slotAttachment = slot.getAttachment();
					if (slotAttachment && slotIndex < oldSkin.attachments.length) {
						var dictionary = oldSkin.attachments[slotIndex];
						for (var key in dictionary) {
							var skinAttachment = dictionary[key];
							if (slotAttachment == skinAttachment) {
								var attachment = this.getAttachment(slotIndex, key);
								if (attachment != null)
									slot.setAttachment(attachment);
								break;
							}
						}
					}
					slotIndex++;
				}
			};
			return Skin;
		}());
		spine.Skin = Skin;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var Slot = (function () {
			function Slot(data, bone) {
				this.attachmentVertices = new Array();
				if (data == null)
					throw new Error("data cannot be null.");
				if (bone == null)
					throw new Error("bone cannot be null.");
				this.data = data;
				this.bone = bone;
				this.color = new spine.Color();
				this.setToSetupPose();
			}
			Slot.prototype.getAttachment = function () {
				return this.attachment;
			};
			Slot.prototype.setAttachment = function (attachment) {
				if (this.attachment == attachment)
					return;
				this.attachment = attachment;
				this.attachmentTime = this.bone.skeleton.time;
				this.attachmentVertices.length = 0;
			};
			Slot.prototype.setAttachmentTime = function (time) {
				this.attachmentTime = this.bone.skeleton.time - time;
			};
			Slot.prototype.getAttachmentTime = function () {
				return this.bone.skeleton.time - this.attachmentTime;
			};
			Slot.prototype.setToSetupPose = function () {
				this.color.setFromColor(this.data.color);
				if (this.data.attachmentName == null)
					this.attachment = null;
				else {
					this.attachment = null;
					this.setAttachment(this.bone.skeleton.getAttachment(this.data.index, this.data.attachmentName));
				}
			};
			return Slot;
		}());
		spine.Slot = Slot;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var SlotData = (function () {
			function SlotData(index, name, boneData) {
				this.color = new spine.Color(1, 1, 1, 1);
				if (index < 0)
					throw new Error("index must be >= 0.");
				if (name == null)
					throw new Error("name cannot be null.");
				if (boneData == null)
					throw new Error("boneData cannot be null.");
				this.index = index;
				this.name = name;
				this.boneData = boneData;
			}
			return SlotData;
		}());
		spine.SlotData = SlotData;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var Texture = (function () {
			function Texture(image) {
				this._image = image;
			}
			Texture.prototype.getImage = function () {
				return this._image;
			};
			Texture.filterFromString = function (text) {
				switch (text.toLowerCase()) {
					case "nearest": return TextureFilter.Nearest;
					case "linear": return TextureFilter.Linear;
					case "mipmap": return TextureFilter.MipMap;
					case "mipmapnearestnearest": return TextureFilter.MipMapNearestNearest;
					case "mipmaplinearnearest": return TextureFilter.MipMapLinearNearest;
					case "mipmapnearestlinear": return TextureFilter.MipMapNearestLinear;
					case "mipmaplinearlinear": return TextureFilter.MipMapLinearLinear;
					default: throw new Error("Unknown texture filter " + text);
				}
			};
			Texture.wrapFromString = function (text) {
				switch (text.toLowerCase()) {
					case "mirroredtepeat": return TextureWrap.MirroredRepeat;
					case "clamptoedge": return TextureWrap.ClampToEdge;
					case "repeat": return TextureWrap.Repeat;
					default: throw new Error("Unknown texture wrap " + text);
				}
			};
			return Texture;
		}());
		spine.Texture = Texture;
		var TextureFilter;
		(function (TextureFilter) {
			TextureFilter[TextureFilter["Nearest"] = 9728] = "Nearest";
			TextureFilter[TextureFilter["Linear"] = 9729] = "Linear";
			TextureFilter[TextureFilter["MipMap"] = 9987] = "MipMap";
			TextureFilter[TextureFilter["MipMapNearestNearest"] = 9984] = "MipMapNearestNearest";
			TextureFilter[TextureFilter["MipMapLinearNearest"] = 9985] = "MipMapLinearNearest";
			TextureFilter[TextureFilter["MipMapNearestLinear"] = 9986] = "MipMapNearestLinear";
			TextureFilter[TextureFilter["MipMapLinearLinear"] = 9987] = "MipMapLinearLinear";
		})(TextureFilter = spine.TextureFilter || (spine.TextureFilter = {}));
		var TextureWrap;
		(function (TextureWrap) {
			TextureWrap[TextureWrap["MirroredRepeat"] = 33648] = "MirroredRepeat";
			TextureWrap[TextureWrap["ClampToEdge"] = 33071] = "ClampToEdge";
			TextureWrap[TextureWrap["Repeat"] = 10497] = "Repeat";
		})(TextureWrap = spine.TextureWrap || (spine.TextureWrap = {}));
		var TextureRegion = (function () {
			function TextureRegion() {
				this.u = 0;
				this.v = 0;
				this.u2 = 0;
				this.v2 = 0;
				this.width = 0;
				this.height = 0;
				this.rotate = false;
				this.offsetX = 0;
				this.offsetY = 0;
				this.originalWidth = 0;
				this.originalHeight = 0;
			}
			return TextureRegion;
		}());
		spine.TextureRegion = TextureRegion;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var TextureAtlas = (function () {
			function TextureAtlas(atlasText, textureLoader) {
				this.pages = new Array();
				this.regions = new Array();
				this.load(atlasText, textureLoader);
			}
			TextureAtlas.prototype.load = function (atlasText, textureLoader) {
				if (textureLoader == null)
					throw new Error("textureLoader cannot be null.");
				var reader = new TextureAtlasReader(atlasText);
				var tuple = new Array(4);
				var page = null;
				while (true) {
					var line = reader.readLine();
					if (line == null)
						break;
					line = line.trim();
					if (line.length == 0)
						page = null;
					else if (!page) {
						page = new TextureAtlasPage();
						page.name = line;
						if (reader.readTuple(tuple) == 2) {
							page.width = parseInt(tuple[0]);
							page.height = parseInt(tuple[1]);
							reader.readTuple(tuple);
						}
						reader.readTuple(tuple);
						page.minFilter = spine.Texture.filterFromString(tuple[0]);
						page.magFilter = spine.Texture.filterFromString(tuple[1]);
						var direction = reader.readValue();
						page.uWrap = spine.TextureWrap.ClampToEdge;
						page.vWrap = spine.TextureWrap.ClampToEdge;
						if (direction == "x")
							page.uWrap = spine.TextureWrap.Repeat;
						else if (direction == "y")
							page.vWrap = spine.TextureWrap.Repeat;
						else if (direction == "xy")
							page.uWrap = page.vWrap = spine.TextureWrap.Repeat;
						page.texture = textureLoader(line);
						page.texture.setFilters(page.minFilter, page.magFilter);
						page.texture.setWraps(page.uWrap, page.vWrap);
						page.width = page.texture.getImage().width;
						page.height = page.texture.getImage().height;
						this.pages.push(page);
					}
					else {
						var region = new TextureAtlasRegion();
						region.name = line;
						region.page = page;
						region.rotate = reader.readValue() == "true";
						reader.readTuple(tuple);
						var x = parseInt(tuple[0]);
						var y = parseInt(tuple[1]);
						reader.readTuple(tuple);
						var width = parseInt(tuple[0]);
						var height = parseInt(tuple[1]);
						region.u = x / page.width;
						region.v = y / page.height;
						if (region.rotate) {
							region.u2 = (x + height) / page.width;
							region.v2 = (y + width) / page.height;
						}
						else {
							region.u2 = (x + width) / page.width;
							region.v2 = (y + height) / page.height;
						}
						region.x = x;
						region.y = y;
						region.width = Math.abs(width);
						region.height = Math.abs(height);
						if (reader.readTuple(tuple) == 4) {
							if (reader.readTuple(tuple) == 4) {
								reader.readTuple(tuple);
							}
						}
						region.originalWidth = parseInt(tuple[0]);
						region.originalHeight = parseInt(tuple[1]);
						reader.readTuple(tuple);
						region.offsetX = parseInt(tuple[0]);
						region.offsetY = parseInt(tuple[1]);
						region.index = parseInt(reader.readValue());
						region.texture = page.texture;
						this.regions.push(region);
					}
				}
			};
			TextureAtlas.prototype.findRegion = function (name) {
				for (var i = 0; i < this.regions.length; i++) {
					if (this.regions[i].name == name) {
						return this.regions[i];
					}
				}
				return null;
			};
			TextureAtlas.prototype.dispose = function () {
				for (var i = 0; i < this.pages.length; i++) {
					this.pages[i].texture.dispose();
				}
			};
			return TextureAtlas;
		}());
		spine.TextureAtlas = TextureAtlas;
		var TextureAtlasReader = (function () {
			function TextureAtlasReader(text) {
				this.index = 0;
				this.lines = text.split(/\r\n|\r|\n/);
			}
			TextureAtlasReader.prototype.readLine = function () {
				if (this.index >= this.lines.length)
					return null;
				return this.lines[this.index++];
			};
			TextureAtlasReader.prototype.readValue = function () {
				var line = this.readLine();
				var colon = line.indexOf(":");
				if (colon == -1)
					throw new Error("Invalid line: " + line);
				return line.substring(colon + 1).trim();
			};
			TextureAtlasReader.prototype.readTuple = function (tuple) {
				var line = this.readLine();
				var colon = line.indexOf(":");
				if (colon == -1)
					throw new Error("Invalid line: " + line);
				var i = 0, lastMatch = colon + 1;
				for (; i < 3; i++) {
					var comma = line.indexOf(",", lastMatch);
					if (comma == -1)
						break;
					tuple[i] = line.substr(lastMatch, comma - lastMatch).trim();
					lastMatch = comma + 1;
				}
				tuple[i] = line.substring(lastMatch).trim();
				return i + 1;
			};
			return TextureAtlasReader;
		}());
		var TextureAtlasPage = (function () {
			function TextureAtlasPage() {
			}
			return TextureAtlasPage;
		}());
		spine.TextureAtlasPage = TextureAtlasPage;
		var TextureAtlasRegion = (function (_super) {
			__extends(TextureAtlasRegion, _super);
			function TextureAtlasRegion() {
				return _super !== null && _super.apply(this, arguments) || this;
			}
			return TextureAtlasRegion;
		}(spine.TextureRegion));
		spine.TextureAtlasRegion = TextureAtlasRegion;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var TransformConstraint = (function () {
			function TransformConstraint(data, skeleton) {
				this.rotateMix = 0;
				this.translateMix = 0;
				this.scaleMix = 0;
				this.shearMix = 0;
				this.temp = new spine.Vector2();
				if (data == null)
					throw new Error("data cannot be null.");
				if (skeleton == null)
					throw new Error("skeleton cannot be null.");
				this.data = data;
				this.rotateMix = data.rotateMix;
				this.translateMix = data.translateMix;
				this.scaleMix = data.scaleMix;
				this.shearMix = data.shearMix;
				this.bones = new Array();
				for (var i = 0; i < data.bones.length; i++)
					this.bones.push(skeleton.findBone(data.bones[i].name));
				this.target = skeleton.findBone(data.target.name);
			}
			TransformConstraint.prototype.apply = function () {
				this.update();
			};
			TransformConstraint.prototype.update = function () {
				var rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
				var target = this.target;
				var ta = target.a, tb = target.b, tc = target.c, td = target.d;
				var degRadReflect = ta * td - tb * tc > 0 ? spine.MathUtils.degRad : -spine.MathUtils.degRad;
				var offsetRotation = this.data.offsetRotation * degRadReflect;
				var offsetShearY = this.data.offsetShearY * degRadReflect;
				var bones = this.bones;
				for (var i = 0, n = bones.length; i < n; i++) {
					var bone = bones[i];
					var modified = false;
					if (rotateMix != 0) {
						var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
						var r = Math.atan2(tc, ta) - Math.atan2(c, a) + offsetRotation;
						if (r > spine.MathUtils.PI)
							r -= spine.MathUtils.PI2;
						else if (r < -spine.MathUtils.PI)
							r += spine.MathUtils.PI2;
						r *= rotateMix;
						var cos = Math.cos(r), sin = Math.sin(r);
						bone.a = cos * a - sin * c;
						bone.b = cos * b - sin * d;
						bone.c = sin * a + cos * c;
						bone.d = sin * b + cos * d;
						modified = true;
					}
					if (translateMix != 0) {
						var temp = this.temp;
						target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY));
						bone.worldX += (temp.x - bone.worldX) * translateMix;
						bone.worldY += (temp.y - bone.worldY) * translateMix;
						modified = true;
					}
					if (scaleMix > 0) {
						var s = Math.sqrt(bone.a * bone.a + bone.c * bone.c);
						var ts = Math.sqrt(ta * ta + tc * tc);
						if (s > 0.00001)
							s = (s + (ts - s + this.data.offsetScaleX) * scaleMix) / s;
						bone.a *= s;
						bone.c *= s;
						s = Math.sqrt(bone.b * bone.b + bone.d * bone.d);
						ts = Math.sqrt(tb * tb + td * td);
						if (s > 0.00001)
							s = (s + (ts - s + this.data.offsetScaleY) * scaleMix) / s;
						bone.b *= s;
						bone.d *= s;
						modified = true;
					}
					if (shearMix > 0) {
						var b = bone.b, d = bone.d;
						var by = Math.atan2(d, b);
						var r = Math.atan2(td, tb) - Math.atan2(tc, ta) - (by - Math.atan2(bone.c, bone.a));
						if (r > spine.MathUtils.PI)
							r -= spine.MathUtils.PI2;
						else if (r < -spine.MathUtils.PI)
							r += spine.MathUtils.PI2;
						r = by + (r + offsetShearY) * shearMix;
						var s = Math.sqrt(b * b + d * d);
						bone.b = Math.cos(r) * s;
						bone.d = Math.sin(r) * s;
						modified = true;
					}
					if (modified)
						bone.appliedValid = false;
				}
			};
			TransformConstraint.prototype.getOrder = function () {
				return this.data.order;
			};
			return TransformConstraint;
		}());
		spine.TransformConstraint = TransformConstraint;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var TransformConstraintData = (function () {
			function TransformConstraintData(name) {
				this.order = 0;
				this.bones = new Array();
				this.rotateMix = 0;
				this.translateMix = 0;
				this.scaleMix = 0;
				this.shearMix = 0;
				this.offsetRotation = 0;
				this.offsetX = 0;
				this.offsetY = 0;
				this.offsetScaleX = 0;
				this.offsetScaleY = 0;
				this.offsetShearY = 0;
				if (name == null)
					throw new Error("name cannot be null.");
				this.name = name;
			}
			return TransformConstraintData;
		}());
		spine.TransformConstraintData = TransformConstraintData;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var IntSet = (function () {
			function IntSet() {
				this.array = new Array();
			}
			IntSet.prototype.add = function (value) {
				var contains = this.contains(value);
				this.array[value | 0] = value | 0;
				return !contains;
			};
			IntSet.prototype.contains = function (value) {
				return this.array[value | 0] != undefined;
			};
			IntSet.prototype.remove = function (value) {
				this.array[value | 0] = undefined;
			};
			IntSet.prototype.clear = function () {
				this.array.length = 0;
			};
			return IntSet;
		}());
		spine.IntSet = IntSet;
		var Color = (function () {
			function Color(r, g, b, a) {
				if (r === void 0) { r = 0; }
				if (g === void 0) { g = 0; }
				if (b === void 0) { b = 0; }
				if (a === void 0) { a = 0; }
				this.r = r;
				this.g = g;
				this.b = b;
				this.a = a;
			}
			Color.prototype.set = function (r, g, b, a) {
				this.r = r;
				this.g = g;
				this.b = b;
				this.a = a;
				this.clamp();
				return this;
			};
			Color.prototype.setFromColor = function (c) {
				this.r = c.r;
				this.g = c.g;
				this.b = c.b;
				this.a = c.a;
				return this;
			};
			Color.prototype.setFromString = function (hex) {
				hex = hex.charAt(0) == '#' ? hex.substr(1) : hex;
				this.r = parseInt(hex.substr(0, 2), 16) / 255.0;
				this.g = parseInt(hex.substr(2, 2), 16) / 255.0;
				this.b = parseInt(hex.substr(4, 2), 16) / 255.0;
				this.a = (hex.length != 8 ? 255 : parseInt(hex.substr(6, 2), 16)) / 255.0;
				return this;
			};
			Color.prototype.add = function (r, g, b, a) {
				this.r += r;
				this.g += g;
				this.b += b;
				this.a += a;
				this.clamp();
				return this;
			};
			Color.prototype.clamp = function () {
				if (this.r < 0)
					this.r = 0;
				else if (this.r > 1)
					this.r = 1;
				if (this.g < 0)
					this.g = 0;
				else if (this.g > 1)
					this.g = 1;
				if (this.b < 0)
					this.b = 0;
				else if (this.b > 1)
					this.b = 1;
				if (this.a < 0)
					this.a = 0;
				else if (this.a > 1)
					this.a = 1;
				return this;
			};
			Color.WHITE = new Color(1, 1, 1, 1);
			Color.RED = new Color(1, 0, 0, 1);
			Color.GREEN = new Color(0, 1, 0, 1);
			Color.BLUE = new Color(0, 0, 1, 1);
			Color.MAGENTA = new Color(1, 0, 1, 1);
			return Color;
		}());
		spine.Color = Color;
		var MathUtils = (function () {
			function MathUtils() {
			}
			MathUtils.clamp = function (value, min, max) {
				if (value < min)
					return min;
				if (value > max)
					return max;
				return value;
			};
			MathUtils.cosDeg = function (degrees) {
				return Math.cos(degrees * MathUtils.degRad);
			};
			MathUtils.sinDeg = function (degrees) {
				return Math.sin(degrees * MathUtils.degRad);
			};
			MathUtils.signum = function (value) {
				return value > 0 ? 1 : value < 0 ? -1 : 0;
			};
			MathUtils.toInt = function (x) {
				return x > 0 ? Math.floor(x) : Math.ceil(x);
			};
			MathUtils.cbrt = function (x) {
				var y = Math.pow(Math.abs(x), 1 / 3);
				return x < 0 ? -y : y;
			};
			MathUtils.PI = 3.1415927;
			MathUtils.PI2 = MathUtils.PI * 2;
			MathUtils.radiansToDegrees = 180 / MathUtils.PI;
			MathUtils.radDeg = MathUtils.radiansToDegrees;
			MathUtils.degreesToRadians = MathUtils.PI / 180;
			MathUtils.degRad = MathUtils.degreesToRadians;
			return MathUtils;
		}());
		spine.MathUtils = MathUtils;
		var Utils = (function () {
			function Utils() {
			}
			Utils.arrayCopy = function (source, sourceStart, dest, destStart, numElements) {
				for (var i = sourceStart, j = destStart; i < sourceStart + numElements; i++ , j++) {
					dest[j] = source[i];
				}
			};
			Utils.setArraySize = function (array, size, value) {
				if (value === void 0) { value = 0; }
				var oldSize = array.length;
				if (oldSize == size)
					return array;
				array.length = size;
				if (oldSize < size) {
					for (var i = oldSize; i < size; i++)
						array[i] = value;
				}
				return array;
			};
			Utils.ensureArrayCapacity = function (array, size, value) {
				if (value === void 0) { value = 0; }
				if (array.length >= size)
					return array;
				return Utils.setArraySize(array, size, value);
			};
			Utils.newArray = function (size, defaultValue) {
				var array = new Array(size);
				for (var i = 0; i < size; i++)
					array[i] = defaultValue;
				return array;
			};
			Utils.newFloatArray = function (size) {
				if (Utils.SUPPORTS_TYPED_ARRAYS) {
					return new Float32Array(size);
				}
				else {
					var array = new Array(size);
					for (var i = 0; i < array.length; i++)
						array[i] = 0;
					return array;
				}
			};
			Utils.toFloatArray = function (array) {
				return Utils.SUPPORTS_TYPED_ARRAYS ? new Float32Array(array) : array;
			};
			Utils.SUPPORTS_TYPED_ARRAYS = typeof (Float32Array) !== "undefined";
			return Utils;
		}());
		spine.Utils = Utils;
		var DebugUtils = (function () {
			function DebugUtils() {
			}
			DebugUtils.logBones = function (skeleton) {
				for (var i = 0; i < skeleton.bones.length; i++) {
					var bone = skeleton.bones[i];
					console.log(bone.data.name + ", " + bone.a + ", " + bone.b + ", " + bone.c + ", " + bone.d + ", " + bone.worldX + ", " + bone.worldY);
				}
			};
			return DebugUtils;
		}());
		spine.DebugUtils = DebugUtils;
		var Pool = (function () {
			function Pool(instantiator) {
				this.items = new Array();
				this.instantiator = instantiator;
			}
			Pool.prototype.obtain = function () {
				return this.items.length > 0 ? this.items.pop() : this.instantiator();
			};
			Pool.prototype.free = function (item) {
				if (item.reset)
					item.reset();
				this.items.push(item);
			};
			Pool.prototype.freeAll = function (items) {
				for (var i = 0; i < items.length; i++) {
					if (items[i].reset)
						items[i].reset();
					this.items[i] = items[i];
				}
			};
			Pool.prototype.clear = function () {
				this.items.length = 0;
			};
			return Pool;
		}());
		spine.Pool = Pool;
		var Vector2 = (function () {
			function Vector2(x, y) {
				if (x === void 0) { x = 0; }
				if (y === void 0) { y = 0; }
				this.x = x;
				this.y = y;
			}
			Vector2.prototype.set = function (x, y) {
				this.x = x;
				this.y = y;
				return this;
			};
			Vector2.prototype.length = function () {
				var x = this.x;
				var y = this.y;
				return Math.sqrt(x * x + y * y);
			};
			Vector2.prototype.normalize = function () {
				var len = this.length();
				if (len != 0) {
					this.x /= len;
					this.y /= len;
				}
				return this;
			};
			return Vector2;
		}());
		spine.Vector2 = Vector2;
		var TimeKeeper = (function () {
			function TimeKeeper() {
				this.maxDelta = 0.064;
				this.framesPerSecond = 0;
				this.delta = 0;
				this.totalTime = 0;
				this.lastTime = Date.now() / 1000;
				this.frameCount = 0;
				this.frameTime = 0;
			}
			TimeKeeper.prototype.update = function () {
				var now = Date.now() / 1000;
				this.delta = now - this.lastTime;
				this.frameTime += this.delta;
				this.totalTime += this.delta;
				if (this.delta > this.maxDelta)
					this.delta = this.maxDelta;
				this.lastTime = now;
				this.frameCount++;
				if (this.frameTime > 1) {
					this.framesPerSecond = this.frameCount / this.frameTime;
					this.frameTime = 0;
					this.frameCount = 0;
				}
			};
			return TimeKeeper;
		}());
		spine.TimeKeeper = TimeKeeper;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var Attachment = (function () {
			function Attachment(name) {
				if (name == null)
					throw new Error("name cannot be null.");
				this.name = name;
			}
			return Attachment;
		}());
		spine.Attachment = Attachment;
		var VertexAttachment = (function (_super) {
			__extends(VertexAttachment, _super);
			function VertexAttachment(name) {
				var _this = _super.call(this, name) || this;
				_this.worldVerticesLength = 0;
				return _this;
			}
			VertexAttachment.prototype.computeWorldVertices = function (slot, worldVertices) {
				this.computeWorldVerticesWith(slot, 0, this.worldVerticesLength, worldVertices, 0);
			};
			VertexAttachment.prototype.computeWorldVerticesWith = function (slot, start, count, worldVertices, offset) {
				count += offset;
				var skeleton = slot.bone.skeleton;
				var deformArray = slot.attachmentVertices;
				var vertices = this.vertices;
				var bones = this.bones;
				if (bones == null) {
					if (deformArray.length > 0)
						vertices = deformArray;
					var bone = slot.bone;
					var x = bone.worldX;
					var y = bone.worldY;
					var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
					for (var v_1 = start, w = offset; w < count; v_1 += 2, w += 2) {
						var vx = vertices[v_1], vy = vertices[v_1 + 1];
						worldVertices[w] = vx * a + vy * b + x;
						worldVertices[w + 1] = vx * c + vy * d + y;
					}
					return;
				}
				var v = 0, skip = 0;
				for (var i = 0; i < start; i += 2) {
					var n = bones[v];
					v += n + 1;
					skip += n;
				}
				var skeletonBones = skeleton.bones;
				if (deformArray.length == 0) {
					for (var w = offset, b = skip * 3; w < count; w += 2) {
						var wx = 0, wy = 0;
						var n = bones[v++];
						n += v;
						for (; v < n; v++ , b += 3) {
							var bone = skeletonBones[bones[v]];
							var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
							wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
							wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
						}
						worldVertices[w] = wx;
						worldVertices[w + 1] = wy;
					}
				}
				else {
					var deform = deformArray;
					for (var w = offset, b = skip * 3, f = skip << 1; w < count; w += 2) {
						var wx = 0, wy = 0;
						var n = bones[v++];
						n += v;
						for (; v < n; v++ , b += 3, f += 2) {
							var bone = skeletonBones[bones[v]];
							var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
							wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
							wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
						}
						worldVertices[w] = wx;
						worldVertices[w + 1] = wy;
					}
				}
			};
			VertexAttachment.prototype.applyDeform = function (sourceAttachment) {
				return this == sourceAttachment;
			};
			return VertexAttachment;
		}(Attachment));
		spine.VertexAttachment = VertexAttachment;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var AttachmentType;
		(function (AttachmentType) {
			AttachmentType[AttachmentType["Region"] = 0] = "Region";
			AttachmentType[AttachmentType["BoundingBox"] = 1] = "BoundingBox";
			AttachmentType[AttachmentType["Mesh"] = 2] = "Mesh";
			AttachmentType[AttachmentType["LinkedMesh"] = 3] = "LinkedMesh";
			AttachmentType[AttachmentType["Path"] = 4] = "Path";
		})(AttachmentType = spine.AttachmentType || (spine.AttachmentType = {}));
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var BoundingBoxAttachment = (function (_super) {
			__extends(BoundingBoxAttachment, _super);
			function BoundingBoxAttachment(name) {
				var _this = _super.call(this, name) || this;
				_this.color = new spine.Color(1, 1, 1, 1);
				return _this;
			}
			return BoundingBoxAttachment;
		}(spine.VertexAttachment));
		spine.BoundingBoxAttachment = BoundingBoxAttachment;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var MeshAttachment = (function (_super) {
			__extends(MeshAttachment, _super);
			function MeshAttachment(name) {
				var _this = _super.call(this, name) || this;
				_this.color = new spine.Color(1, 1, 1, 1);
				_this.inheritDeform = false;
				_this.tempColor = new spine.Color(0, 0, 0, 0);
				return _this;
			}
			MeshAttachment.prototype.updateUVs = function () {
				var regionUVs = this.regionUVs;
				var verticesLength = regionUVs.length;
				var worldVerticesLength = (verticesLength >> 1) * 8;
				if (this.worldVertices == null || this.worldVertices.length != worldVerticesLength)
					this.worldVertices = spine.Utils.newFloatArray(worldVerticesLength);
				var u = 0, v = 0, width = 0, height = 0;
				if (this.region == null) {
					u = v = 0;
					width = height = 1;
				}
				else {
					u = this.region.u;
					v = this.region.v;
					width = this.region.u2 - u;
					height = this.region.v2 - v;
				}
				if (this.region.rotate) {
					for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
						this.worldVertices[w] = u + regionUVs[i + 1] * width;
						this.worldVertices[w + 1] = v + height - regionUVs[i] * height;
					}
				}
				else {
					for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
						this.worldVertices[w] = u + regionUVs[i] * width;
						this.worldVertices[w + 1] = v + regionUVs[i + 1] * height;
					}
				}
			};
			MeshAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
				var skeleton = slot.bone.skeleton;
				var skeletonColor = skeleton.color, slotColor = slot.color, meshColor = this.color;
				var alpha = skeletonColor.a * slotColor.a * meshColor.a;
				var multiplier = premultipliedAlpha ? alpha : 1;
				var color = this.tempColor;
				color.set(skeletonColor.r * slotColor.r * meshColor.r * multiplier, skeletonColor.g * slotColor.g * meshColor.g * multiplier, skeletonColor.b * slotColor.b * meshColor.b * multiplier, alpha);
				var deformArray = slot.attachmentVertices;
				var vertices = this.vertices, worldVertices = this.worldVertices;
				var bones = this.bones;
				if (bones == null) {
					var verticesLength = vertices.length;
					if (deformArray.length > 0)
						vertices = deformArray;
					var bone = slot.bone;
					var x = bone.worldX;
					var y = bone.worldY;
					var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
					for (var v = 0, w = 0; v < verticesLength; v += 2, w += 8) {
						var vx = vertices[v], vy = vertices[v + 1];
						worldVertices[w] = vx * a + vy * b + x;
						worldVertices[w + 1] = vx * c + vy * d + y;
						worldVertices[w + 2] = color.r;
						worldVertices[w + 3] = color.g;
						worldVertices[w + 4] = color.b;
						worldVertices[w + 5] = color.a;
					}
					return worldVertices;
				}
				var skeletonBones = skeleton.bones;
				if (deformArray.length == 0) {
					for (var w = 0, v = 0, b = 0, n = bones.length; v < n; w += 8) {
						var wx = 0, wy = 0;
						var nn = bones[v++] + v;
						for (; v < nn; v++ , b += 3) {
							var bone = skeletonBones[bones[v]];
							var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
							wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
							wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
						}
						worldVertices[w] = wx;
						worldVertices[w + 1] = wy;
						worldVertices[w + 2] = color.r;
						worldVertices[w + 3] = color.g;
						worldVertices[w + 4] = color.b;
						worldVertices[w + 5] = color.a;
					}
				}
				else {
					var deform = deformArray;
					for (var w = 0, v = 0, b = 0, f = 0, n = bones.length; v < n; w += 8) {
						var wx = 0, wy = 0;
						var nn = bones[v++] + v;
						for (; v < nn; v++ , b += 3, f += 2) {
							var bone = skeletonBones[bones[v]];
							var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
							wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
							wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
						}
						worldVertices[w] = wx;
						worldVertices[w + 1] = wy;
						worldVertices[w + 2] = color.r;
						worldVertices[w + 3] = color.g;
						worldVertices[w + 4] = color.b;
						worldVertices[w + 5] = color.a;
					}
				}
				return worldVertices;
			};
			MeshAttachment.prototype.applyDeform = function (sourceAttachment) {
				return this == sourceAttachment || (this.inheritDeform && this.parentMesh == sourceAttachment);
			};
			MeshAttachment.prototype.getParentMesh = function () {
				return this.parentMesh;
			};
			MeshAttachment.prototype.setParentMesh = function (parentMesh) {
				this.parentMesh = parentMesh;
				if (parentMesh != null) {
					this.bones = parentMesh.bones;
					this.vertices = parentMesh.vertices;
					this.regionUVs = parentMesh.regionUVs;
					this.triangles = parentMesh.triangles;
					this.hullLength = parentMesh.hullLength;
					this.worldVerticesLength = parentMesh.worldVerticesLength;
				}
			};
			return MeshAttachment;
		}(spine.VertexAttachment));
		spine.MeshAttachment = MeshAttachment;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var PathAttachment = (function (_super) {
			__extends(PathAttachment, _super);
			function PathAttachment(name) {
				var _this = _super.call(this, name) || this;
				_this.closed = false;
				_this.constantSpeed = false;
				_this.color = new spine.Color(1, 1, 1, 1);
				return _this;
			}
			return PathAttachment;
		}(spine.VertexAttachment));
		spine.PathAttachment = PathAttachment;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var RegionAttachment = (function (_super) {
			__extends(RegionAttachment, _super);
			function RegionAttachment(name) {
				var _this = _super.call(this, name) || this;
				_this.x = 0;
				_this.y = 0;
				_this.scaleX = 1;
				_this.scaleY = 1;
				_this.rotation = 0;
				_this.width = 0;
				_this.height = 0;
				_this.color = new spine.Color(1, 1, 1, 1);
				_this.offset = spine.Utils.newFloatArray(8);
				_this.vertices = spine.Utils.newFloatArray(8 * 4);
				_this.tempColor = new spine.Color(1, 1, 1, 1);
				return _this;
			}
			RegionAttachment.prototype.setRegion = function (region) {
				var vertices = this.vertices;
				if (region.rotate) {
					vertices[RegionAttachment.U2] = region.u;
					vertices[RegionAttachment.V2] = region.v2;
					vertices[RegionAttachment.U3] = region.u;
					vertices[RegionAttachment.V3] = region.v;
					vertices[RegionAttachment.U4] = region.u2;
					vertices[RegionAttachment.V4] = region.v;
					vertices[RegionAttachment.U1] = region.u2;
					vertices[RegionAttachment.V1] = region.v2;
				}
				else {
					vertices[RegionAttachment.U1] = region.u;
					vertices[RegionAttachment.V1] = region.v2;
					vertices[RegionAttachment.U2] = region.u;
					vertices[RegionAttachment.V2] = region.v;
					vertices[RegionAttachment.U3] = region.u2;
					vertices[RegionAttachment.V3] = region.v;
					vertices[RegionAttachment.U4] = region.u2;
					vertices[RegionAttachment.V4] = region.v2;
				}
				this.region = region;
			};
			RegionAttachment.prototype.updateOffset = function () {
				var regionScaleX = this.width / this.region.originalWidth * this.scaleX;
				var regionScaleY = this.height / this.region.originalHeight * this.scaleY;
				var localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX;
				var localY = -this.height / 2 * this.scaleY + this.region.offsetY * regionScaleY;
				var localX2 = localX + this.region.width * regionScaleX;
				var localY2 = localY + this.region.height * regionScaleY;
				var radians = this.rotation * Math.PI / 180;
				var cos = Math.cos(radians);
				var sin = Math.sin(radians);
				var localXCos = localX * cos + this.x;
				var localXSin = localX * sin;
				var localYCos = localY * cos + this.y;
				var localYSin = localY * sin;
				var localX2Cos = localX2 * cos + this.x;
				var localX2Sin = localX2 * sin;
				var localY2Cos = localY2 * cos + this.y;
				var localY2Sin = localY2 * sin;
				var offset = this.offset;
				offset[RegionAttachment.OX1] = localXCos - localYSin;
				offset[RegionAttachment.OY1] = localYCos + localXSin;
				offset[RegionAttachment.OX2] = localXCos - localY2Sin;
				offset[RegionAttachment.OY2] = localY2Cos + localXSin;
				offset[RegionAttachment.OX3] = localX2Cos - localY2Sin;
				offset[RegionAttachment.OY3] = localY2Cos + localX2Sin;
				offset[RegionAttachment.OX4] = localX2Cos - localYSin;
				offset[RegionAttachment.OY4] = localYCos + localX2Sin;
			};
			RegionAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
				var skeleton = slot.bone.skeleton;
				var skeletonColor = skeleton.color;
				var slotColor = slot.color;
				var regionColor = this.color;
				var alpha = skeletonColor.a * slotColor.a * regionColor.a;
				var multiplier = premultipliedAlpha ? alpha : 1;
				var color = this.tempColor;
				color.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha);
				var vertices = this.vertices;
				var offset = this.offset;
				var bone = slot.bone;
				var x = bone.worldX, y = bone.worldY;
				var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
				var offsetX = 0, offsetY = 0;
				offsetX = offset[RegionAttachment.OX1];
				offsetY = offset[RegionAttachment.OY1];
				vertices[RegionAttachment.X1] = offsetX * a + offsetY * b + x;
				vertices[RegionAttachment.Y1] = offsetX * c + offsetY * d + y;
				vertices[RegionAttachment.C1R] = color.r;
				vertices[RegionAttachment.C1G] = color.g;
				vertices[RegionAttachment.C1B] = color.b;
				vertices[RegionAttachment.C1A] = color.a;
				offsetX = offset[RegionAttachment.OX2];
				offsetY = offset[RegionAttachment.OY2];
				vertices[RegionAttachment.X2] = offsetX * a + offsetY * b + x;
				vertices[RegionAttachment.Y2] = offsetX * c + offsetY * d + y;
				vertices[RegionAttachment.C2R] = color.r;
				vertices[RegionAttachment.C2G] = color.g;
				vertices[RegionAttachment.C2B] = color.b;
				vertices[RegionAttachment.C2A] = color.a;
				offsetX = offset[RegionAttachment.OX3];
				offsetY = offset[RegionAttachment.OY3];
				vertices[RegionAttachment.X3] = offsetX * a + offsetY * b + x;
				vertices[RegionAttachment.Y3] = offsetX * c + offsetY * d + y;
				vertices[RegionAttachment.C3R] = color.r;
				vertices[RegionAttachment.C3G] = color.g;
				vertices[RegionAttachment.C3B] = color.b;
				vertices[RegionAttachment.C3A] = color.a;
				offsetX = offset[RegionAttachment.OX4];
				offsetY = offset[RegionAttachment.OY4];
				vertices[RegionAttachment.X4] = offsetX * a + offsetY * b + x;
				vertices[RegionAttachment.Y4] = offsetX * c + offsetY * d + y;
				vertices[RegionAttachment.C4R] = color.r;
				vertices[RegionAttachment.C4G] = color.g;
				vertices[RegionAttachment.C4B] = color.b;
				vertices[RegionAttachment.C4A] = color.a;
				return vertices;
			};
			RegionAttachment.OX1 = 0;
			RegionAttachment.OY1 = 1;
			RegionAttachment.OX2 = 2;
			RegionAttachment.OY2 = 3;
			RegionAttachment.OX3 = 4;
			RegionAttachment.OY3 = 5;
			RegionAttachment.OX4 = 6;
			RegionAttachment.OY4 = 7;
			RegionAttachment.X1 = 0;
			RegionAttachment.Y1 = 1;
			RegionAttachment.C1R = 2;
			RegionAttachment.C1G = 3;
			RegionAttachment.C1B = 4;
			RegionAttachment.C1A = 5;
			RegionAttachment.U1 = 6;
			RegionAttachment.V1 = 7;
			RegionAttachment.X2 = 8;
			RegionAttachment.Y2 = 9;
			RegionAttachment.C2R = 10;
			RegionAttachment.C2G = 11;
			RegionAttachment.C2B = 12;
			RegionAttachment.C2A = 13;
			RegionAttachment.U2 = 14;
			RegionAttachment.V2 = 15;
			RegionAttachment.X3 = 16;
			RegionAttachment.Y3 = 17;
			RegionAttachment.C3R = 18;
			RegionAttachment.C3G = 19;
			RegionAttachment.C3B = 20;
			RegionAttachment.C3A = 21;
			RegionAttachment.U3 = 22;
			RegionAttachment.V3 = 23;
			RegionAttachment.X4 = 24;
			RegionAttachment.Y4 = 25;
			RegionAttachment.C4R = 26;
			RegionAttachment.C4G = 27;
			RegionAttachment.C4B = 28;
			RegionAttachment.C4A = 29;
			RegionAttachment.U4 = 30;
			RegionAttachment.V4 = 31;
			return RegionAttachment;
		}(spine.Attachment));
		spine.RegionAttachment = RegionAttachment;
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var webgl;
		(function (webgl) {
			var AssetManager = (function (_super) {
				__extends(AssetManager, _super);
				function AssetManager(gl, pathPrefix) {
					if (pathPrefix === void 0) { pathPrefix = ""; }
					return _super.call(this, function (image) {
						return new spine.webgl.GLTexture(gl, image);
					}, pathPrefix) || this;
				}
				return AssetManager;
			}(spine.AssetManager));
			webgl.AssetManager = AssetManager;
		})(webgl = spine.webgl || (spine.webgl = {}));
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var webgl;
		(function (webgl) {
			var OrthoCamera = (function () {
				function OrthoCamera(viewportWidth, viewportHeight) {
					this.position = new webgl.Vector3(0, 0, 0);
					this.direction = new webgl.Vector3(0, 0, -1);
					this.up = new webgl.Vector3(0, 1, 0);
					this.near = 0;
					this.far = 100;
					this.zoom = 1;
					this.viewportWidth = 0;
					this.viewportHeight = 0;
					this.projectionView = new webgl.Matrix4();
					this.inverseProjectionView = new webgl.Matrix4();
					this.projection = new webgl.Matrix4();
					this.view = new webgl.Matrix4();
					this.tmp = new webgl.Vector3();
					this.viewportWidth = viewportWidth;
					this.viewportHeight = viewportHeight;
					this.update();
				}
				OrthoCamera.prototype.update = function () {
					var projection = this.projection;
					var view = this.view;
					var projectionView = this.projectionView;
					var inverseProjectionView = this.inverseProjectionView;
					var zoom = this.zoom, viewportWidth = this.viewportWidth, viewportHeight = this.viewportHeight;
					projection.ortho(zoom * (-viewportWidth / 2), zoom * (viewportWidth / 2), zoom * (-viewportHeight / 2), zoom * (viewportHeight / 2), this.near, this.far);
					view.lookAt(this.position, this.direction, this.up);
					projectionView.set(projection.values);
					projectionView.multiply(view);
					inverseProjectionView.set(projectionView.values).invert();
				};
				OrthoCamera.prototype.screenToWorld = function (screenCoords, screenWidth, screenHeight) {
					var x = screenCoords.x, y = screenHeight - screenCoords.y - 1;
					var tmp = this.tmp;
					tmp.x = (2 * x) / screenWidth - 1;
					tmp.y = (2 * y) / screenHeight - 1;
					tmp.z = (2 * screenCoords.z) - 1;
					tmp.project(this.inverseProjectionView);
					screenCoords.set(tmp.x, tmp.y, tmp.z);
					return screenCoords;
				};
				OrthoCamera.prototype.setViewport = function (viewportWidth, viewportHeight) {
					this.viewportWidth = viewportWidth;
					this.viewportHeight = viewportHeight;
				};
				return OrthoCamera;
			}());
			webgl.OrthoCamera = OrthoCamera;
		})(webgl = spine.webgl || (spine.webgl = {}));
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var webgl;
		(function (webgl) {
			var GLTexture = (function (_super) {
				__extends(GLTexture, _super);
				function GLTexture(gl, image, useMipMaps) {
					if (useMipMaps === void 0) { useMipMaps = false; }
					var _this = _super.call(this, image) || this;
					_this.boundUnit = 0;
					_this.gl = gl;
					_this.texture = gl.createTexture();
					_this.update(useMipMaps);
					return _this;
				}
				GLTexture.prototype.setFilters = function (minFilter, magFilter) {
					var gl = this.gl;
					this.bind();
					gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
					gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
				};
				GLTexture.prototype.setWraps = function (uWrap, vWrap) {
					var gl = this.gl;
					this.bind();
					gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, uWrap);
					gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, vWrap);
				};
				GLTexture.prototype.update = function (useMipMaps) {
					var gl = this.gl;
					this.bind();
					gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this._image);
					gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
					gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, useMipMaps ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
					gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
					gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
					if (useMipMaps)
						gl.generateMipmap(gl.TEXTURE_2D);
				};
				GLTexture.prototype.bind = function (unit) {
					if (unit === void 0) { unit = 0; }
					var gl = this.gl;
					this.boundUnit = unit;
					gl.activeTexture(gl.TEXTURE0 + unit);
					gl.bindTexture(gl.TEXTURE_2D, this.texture);
				};
				GLTexture.prototype.unbind = function () {
					var gl = this.gl;
					gl.activeTexture(gl.TEXTURE0 + this.boundUnit);
					gl.bindTexture(gl.TEXTURE_2D, null);
				};
				GLTexture.prototype.dispose = function () {
					var gl = this.gl;
					gl.deleteTexture(this.texture);
				};
				return GLTexture;
			}(spine.Texture));
			webgl.GLTexture = GLTexture;
		})(webgl = spine.webgl || (spine.webgl = {}));
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var webgl;
		(function (webgl) {
			var Input = (function () {
				function Input(element) {
					this.lastX = 0;
					this.lastY = 0;
					this.buttonDown = false;
					this.currTouch = null;
					this.touchesPool = new spine.Pool(function () {
						return new spine.webgl.Touch(0, 0, 0);
					});
					this.listeners = new Array();
					this.element = element;
					this.setupCallbacks(element);
				}
				Input.prototype.setupCallbacks = function (element) {
					var _this = this;
					element.addEventListener("mousedown", function (ev) {
						if (ev instanceof MouseEvent) {
							var rect = element.getBoundingClientRect();
							var x = ev.clientX - rect.left;
							var y = ev.clientY - rect.top;
							var listeners = _this.listeners;
							for (var i = 0; i < listeners.length; i++) {
								listeners[i].down(x, y);
							}
							_this.lastX = x;
							_this.lastY = y;
							_this.buttonDown = true;
						}
					}, true);
					element.addEventListener("mousemove", function (ev) {
						if (ev instanceof MouseEvent) {
							var rect = element.getBoundingClientRect();
							var x = ev.clientX - rect.left;
							var y = ev.clientY - rect.top;
							var listeners = _this.listeners;
							for (var i = 0; i < listeners.length; i++) {
								if (_this.buttonDown) {
									listeners[i].dragged(x, y);
								}
								else {
									listeners[i].moved(x, y);
								}
							}
							_this.lastX = x;
							_this.lastY = y;
						}
					}, true);
					element.addEventListener("mouseup", function (ev) {
						if (ev instanceof MouseEvent) {
							var rect = element.getBoundingClientRect();
							var x = ev.clientX - rect.left;
							var y = ev.clientY - rect.top;
							var listeners = _this.listeners;
							for (var i = 0; i < listeners.length; i++) {
								listeners[i].up(x, y);
							}
							_this.lastX = x;
							_this.lastY = y;
							_this.buttonDown = false;
						}
					}, true);
					element.addEventListener("touchstart", function (ev) {
						if (_this.currTouch != null)
							return;
						var touches = ev.changedTouches;
						for (var i = 0; i < touches.length; i++) {
							var touch = touches[i];
							var rect = element.getBoundingClientRect();
							var x = touch.clientX - rect.left;
							var y = touch.clientY - rect.top;
							_this.currTouch = _this.touchesPool.obtain();
							_this.currTouch.identifier = touch.identifier;
							_this.currTouch.x = x;
							_this.currTouch.y = y;
							break;
						}
						var listeners = _this.listeners;
						for (var i_1 = 0; i_1 < listeners.length; i_1++) {
							listeners[i_1].down(_this.currTouch.x, _this.currTouch.y);
						}
						console.log("Start " + _this.currTouch.x + ", " + _this.currTouch.y);
						_this.lastX = _this.currTouch.x;
						_this.lastY = _this.currTouch.y;
						_this.buttonDown = true;
						ev.preventDefault();
					}, false);
					element.addEventListener("touchend", function (ev) {
						var touches = ev.changedTouches;
						for (var i = 0; i < touches.length; i++) {
							var touch = touches[i];
							if (_this.currTouch.identifier === touch.identifier) {
								var rect = element.getBoundingClientRect();
								var x = _this.currTouch.x = touch.clientX - rect.left;
								var y = _this.currTouch.y = touch.clientY - rect.top;
								_this.touchesPool.free(_this.currTouch);
								var listeners = _this.listeners;
								for (var i_2 = 0; i_2 < listeners.length; i_2++) {
									listeners[i_2].up(x, y);
								}
								console.log("End " + x + ", " + y);
								_this.lastX = x;
								_this.lastY = y;
								_this.buttonDown = false;
								_this.currTouch = null;
								break;
							}
						}
						ev.preventDefault();
					}, false);
					element.addEventListener("touchcancel", function (ev) {
						var touches = ev.changedTouches;
						for (var i = 0; i < touches.length; i++) {
							var touch = touches[i];
							if (_this.currTouch.identifier === touch.identifier) {
								var rect = element.getBoundingClientRect();
								var x = _this.currTouch.x = touch.clientX - rect.left;
								var y = _this.currTouch.y = touch.clientY - rect.top;
								_this.touchesPool.free(_this.currTouch);
								var listeners = _this.listeners;
								for (var i_3 = 0; i_3 < listeners.length; i_3++) {
									listeners[i_3].up(x, y);
								}
								console.log("End " + x + ", " + y);
								_this.lastX = x;
								_this.lastY = y;
								_this.buttonDown = false;
								_this.currTouch = null;
								break;
							}
						}
						ev.preventDefault();
					}, false);
					element.addEventListener("touchmove", function (ev) {
						if (_this.currTouch == null)
							return;
						var touches = ev.changedTouches;
						for (var i = 0; i < touches.length; i++) {
							var touch = touches[i];
							if (_this.currTouch.identifier === touch.identifier) {
								var rect = element.getBoundingClientRect();
								var x = touch.clientX - rect.left;
								var y = touch.clientY - rect.top;
								var listeners = _this.listeners;
								for (var i_4 = 0; i_4 < listeners.length; i_4++) {
									listeners[i_4].dragged(x, y);
								}
								console.log("Drag " + x + ", " + y);
								_this.lastX = _this.currTouch.x = x;
								_this.lastY = _this.currTouch.y = y;
								break;
							}
						}
						ev.preventDefault();
					}, false);
				};
				Input.prototype.addListener = function (listener) {
					this.listeners.push(listener);
				};
				Input.prototype.removeListener = function (listener) {
					var idx = this.listeners.indexOf(listener);
					if (idx > -1) {
						this.listeners.splice(idx, 1);
					}
				};
				return Input;
			}());
			webgl.Input = Input;
			var Touch = (function () {
				function Touch(identifier, x, y) {
					this.identifier = identifier;
					this.x = x;
					this.y = y;
				}
				return Touch;
			}());
			webgl.Touch = Touch;
		})(webgl = spine.webgl || (spine.webgl = {}));
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var webgl;
		(function (webgl) {
			var LoadingScreen = (function () {
				function LoadingScreen(renderer) {
					this.logo = null;
					this.spinner = null;
					this.angle = 0;
					this.fadeOut = 0;
					this.timeKeeper = new spine.TimeKeeper();
					this.backgroundColor = new spine.Color(0.135, 0.135, 0.135, 1);
					this.tempColor = new spine.Color();
					this.firstDraw = 0;
					this.renderer = renderer;
					this.timeKeeper.maxDelta = 9;
					if (LoadingScreen.logoImg === null) {
						var isSafari = navigator.userAgent.indexOf("Safari") > -1;
						LoadingScreen.logoImg = new Image();
						LoadingScreen.logoImg.src = LoadingScreen.SPINE_LOGO_DATA;
						if (!isSafari)
							LoadingScreen.logoImg.crossOrigin = "anonymous";
						LoadingScreen.logoImg.onload = function (ev) {
							LoadingScreen.loaded++;
						};
						LoadingScreen.spinnerImg = new Image();
						LoadingScreen.spinnerImg.src = LoadingScreen.SPINNER_DATA;
						if (!isSafari)
							LoadingScreen.spinnerImg.crossOrigin = "anonymous";
						LoadingScreen.spinnerImg.onload = function (ev) {
							LoadingScreen.loaded++;
						};
					}
				}
				LoadingScreen.prototype.draw = function (complete) {
					if (complete === void 0) { complete = false; }
					if (complete && this.fadeOut > LoadingScreen.FADE_SECONDS)
						return;
					this.timeKeeper.update();
					var a = Math.abs(Math.sin(this.timeKeeper.totalTime + 0.75));
					this.angle -= this.timeKeeper.delta * 360 * (1 + 1.5 * Math.pow(a, 5));
					var renderer = this.renderer;
					var canvas = renderer.canvas;
					var gl = renderer.gl;
					var oldX = renderer.camera.position.x, oldY = renderer.camera.position.y;
					renderer.camera.position.set(canvas.width / 2, canvas.height / 2, 0);
					renderer.camera.viewportWidth = canvas.width;
					renderer.camera.viewportHeight = canvas.height;
					renderer.resize(webgl.ResizeMode.Stretch);
					if (!complete) {
						gl.clearColor(this.backgroundColor.r, this.backgroundColor.g, this.backgroundColor.b, this.backgroundColor.a);
						gl.clear(gl.COLOR_BUFFER_BIT);
						this.tempColor.a = 1;
					}
					else {
						this.fadeOut += this.timeKeeper.delta * (this.timeKeeper.totalTime < 1 ? 2 : 1);
						if (this.fadeOut > LoadingScreen.FADE_SECONDS) {
							renderer.camera.position.set(oldX, oldY, 0);
							return;
						}
						a = 1 - this.fadeOut / LoadingScreen.FADE_SECONDS;
						this.tempColor.setFromColor(this.backgroundColor);
						this.tempColor.a = 1 - (a - 1) * (a - 1);
						renderer.begin();
						renderer.quad(true, 0, 0, canvas.width, 0, canvas.width, canvas.height, 0, canvas.height, this.tempColor, this.tempColor, this.tempColor, this.tempColor);
						renderer.end();
					}
					this.tempColor.set(1, 1, 1, this.tempColor.a);
					if (LoadingScreen.loaded != 2)
						return;
					if (this.logo === null) {
						this.logo = new webgl.GLTexture(renderer.gl, LoadingScreen.logoImg);
						this.spinner = new webgl.GLTexture(renderer.gl, LoadingScreen.spinnerImg);
					}
					this.logo.update(false);
					this.spinner.update(false);
					var logoWidth = this.logo.getImage().width;
					var logoHeight = this.logo.getImage().height;
					var spinnerWidth = this.spinner.getImage().width;
					var spinnerHeight = this.spinner.getImage().height;
					renderer.batcher.setBlendMode(WebGLRenderingContext.SRC_ALPHA, WebGLRenderingContext.ONE_MINUS_SRC_ALPHA);
					renderer.begin();
					renderer.drawTexture(this.logo, (canvas.width - logoWidth) / 2, (canvas.height - logoHeight) / 2, logoWidth, logoHeight, this.tempColor);
					renderer.drawTextureRotated(this.spinner, (canvas.width - spinnerWidth) / 2, (canvas.height - spinnerHeight) / 2, spinnerWidth, spinnerHeight, spinnerWidth / 2, spinnerHeight / 2, this.angle, this.tempColor);
					renderer.end();
					renderer.camera.position.set(oldX, oldY, 0);
				};
				LoadingScreen.FADE_SECONDS = 1;
				LoadingScreen.loaded = 0;
				LoadingScreen.spinnerImg = null;
				LoadingScreen.logoImg = null;
				LoadingScreen.SPINNER_DATA = "data:image/png;base64,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";
				LoadingScreen.SPINE_LOGO_DATA = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAFIAAAAZCAYAAACis3k0AAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAtNJREFUaN7tmT2I1EAUxwN+oWgRT0HFKo0WCkJ6ObmAWFwZbCxsXGysLNJaiCyIoDaSwk4ETzvhmnBaCRbBWoQ01ho4PwotjP8cE337mMy8TLK757mBH3fLTWbe/PbN53neNniqZW8FvAVvQAqugwvgDDgO9niLRyTyJagM/ACPF6bsIl9ZRDac/Cc6tLn5xQdRQ496QlKPLxD5QCDxO9jtGM8QfYoIgUlgCipGCRJL5VvlyOdCU09iEXkCfLSIfCrs7Fab6nOsiafu06iDwES9w/uU1QnDC+ekkVS9vEaDsgVeB0d+z1VDtOGxRaYPboP3Gokb4GgXkZp4chZPJKgvZ3U0XkriK/TIt9YUDllFgTAjGwoaoHqfBhMI58yD4BQ4V6/aHYdfxToftvw9F2SiVroawU2/Cv5C4Thv0KB9S5nxlOd4STxjwUjzSdYlgrYijw2BsEfgsaFcM09lhiys94xXQQwugcvgJrgFLjrEE7WUiTuWCQzt/ZXN7FfqGwuGClyVy2xZAFmfDQvNtwFFSspMDGsD+UTWqu1KoVmVooFEJgKRXw0if85RpISEzwsjzeqWzkjkC4PIJ3MUmQgITAHlQwTFhnZhELkEntfZRwR+AvfAgXmJHOqU02XligWT8ppg67NXbdCXeq7afUQ6L8C2DalEZNt2YyQ94Qy8/ekjMpBMbfyl5iTjG7YAI8cNecROAb4kJmTjaXAF3AGvwQewOiuRxEtlSaT4j2h2lMsUueQEoMlIKpTvAmKhxPMtC876jEX6rE8l8TNx/KVbn6xlWU9NWcSDUsO4NGWpQOTZFpHPOooMXcswmW2XFk3ixb2v0Nq+XVKP00QNaffBLyWwBI/AkTlfMYZDXMf12kc6yjwEjoFdO/5me5oi/6tnyhlZX6OtgmX1c2Uh0k3khmbB2b9TRfpd/jfTUeRDJvHdYg5wE7kPXAN3wQ1weDvH+xufEgpi5qIl3QAAAABJRU5ErkJggg==";
				return LoadingScreen;
			}());
			webgl.LoadingScreen = LoadingScreen;
		})(webgl = spine.webgl || (spine.webgl = {}));
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var webgl;
		(function (webgl) {
			webgl.M00 = 0;
			webgl.M01 = 4;
			webgl.M02 = 8;
			webgl.M03 = 12;
			webgl.M10 = 1;
			webgl.M11 = 5;
			webgl.M12 = 9;
			webgl.M13 = 13;
			webgl.M20 = 2;
			webgl.M21 = 6;
			webgl.M22 = 10;
			webgl.M23 = 14;
			webgl.M30 = 3;
			webgl.M31 = 7;
			webgl.M32 = 11;
			webgl.M33 = 15;
			var Matrix4 = (function () {
				function Matrix4() {
					this.temp = new Float32Array(16);
					this.values = new Float32Array(16);
					var v = this.values;
					v[webgl.M00] = 1;
					v[webgl.M11] = 1;
					v[webgl.M22] = 1;
					v[webgl.M33] = 1;
				}
				Matrix4.prototype.set = function (values) {
					this.values.set(values);
					return this;
				};
				Matrix4.prototype.transpose = function () {
					var t = this.temp;
					var v = this.values;
					t[webgl.M00] = v[webgl.M00];
					t[webgl.M01] = v[webgl.M10];
					t[webgl.M02] = v[webgl.M20];
					t[webgl.M03] = v[webgl.M30];
					t[webgl.M10] = v[webgl.M01];
					t[webgl.M11] = v[webgl.M11];
					t[webgl.M12] = v[webgl.M21];
					t[webgl.M13] = v[webgl.M31];
					t[webgl.M20] = v[webgl.M02];
					t[webgl.M21] = v[webgl.M12];
					t[webgl.M22] = v[webgl.M22];
					t[webgl.M23] = v[webgl.M32];
					t[webgl.M30] = v[webgl.M03];
					t[webgl.M31] = v[webgl.M13];
					t[webgl.M32] = v[webgl.M23];
					t[webgl.M33] = v[webgl.M33];
					return this.set(t);
				};
				Matrix4.prototype.identity = function () {
					var v = this.values;
					v[webgl.M00] = 1;
					v[webgl.M01] = 0;
					v[webgl.M02] = 0;
					v[webgl.M03] = 0;
					v[webgl.M10] = 0;
					v[webgl.M11] = 1;
					v[webgl.M12] = 0;
					v[webgl.M13] = 0;
					v[webgl.M20] = 0;
					v[webgl.M21] = 0;
					v[webgl.M22] = 1;
					v[webgl.M23] = 0;
					v[webgl.M30] = 0;
					v[webgl.M31] = 0;
					v[webgl.M32] = 0;
					v[webgl.M33] = 1;
					return this;
				};
				Matrix4.prototype.invert = function () {
					var v = this.values;
					var t = this.temp;
					var l_det = v[webgl.M30] * v[webgl.M21] * v[webgl.M12] * v[webgl.M03] - v[webgl.M20] * v[webgl.M31] * v[webgl.M12] * v[webgl.M03] - v[webgl.M30] * v[webgl.M11] * v[webgl.M22] * v[webgl.M03]
						+ v[webgl.M10] * v[webgl.M31] * v[webgl.M22] * v[webgl.M03] + v[webgl.M20] * v[webgl.M11] * v[webgl.M32] * v[webgl.M03] - v[webgl.M10] * v[webgl.M21] * v[webgl.M32] * v[webgl.M03]
						- v[webgl.M30] * v[webgl.M21] * v[webgl.M02] * v[webgl.M13] + v[webgl.M20] * v[webgl.M31] * v[webgl.M02] * v[webgl.M13] + v[webgl.M30] * v[webgl.M01] * v[webgl.M22] * v[webgl.M13]
						- v[webgl.M00] * v[webgl.M31] * v[webgl.M22] * v[webgl.M13] - v[webgl.M20] * v[webgl.M01] * v[webgl.M32] * v[webgl.M13] + v[webgl.M00] * v[webgl.M21] * v[webgl.M32] * v[webgl.M13]
						+ v[webgl.M30] * v[webgl.M11] * v[webgl.M02] * v[webgl.M23] - v[webgl.M10] * v[webgl.M31] * v[webgl.M02] * v[webgl.M23] - v[webgl.M30] * v[webgl.M01] * v[webgl.M12] * v[webgl.M23]
						+ v[webgl.M00] * v[webgl.M31] * v[webgl.M12] * v[webgl.M23] + v[webgl.M10] * v[webgl.M01] * v[webgl.M32] * v[webgl.M23] - v[webgl.M00] * v[webgl.M11] * v[webgl.M32] * v[webgl.M23]
						- v[webgl.M20] * v[webgl.M11] * v[webgl.M02] * v[webgl.M33] + v[webgl.M10] * v[webgl.M21] * v[webgl.M02] * v[webgl.M33] + v[webgl.M20] * v[webgl.M01] * v[webgl.M12] * v[webgl.M33]
						- v[webgl.M00] * v[webgl.M21] * v[webgl.M12] * v[webgl.M33] - v[webgl.M10] * v[webgl.M01] * v[webgl.M22] * v[webgl.M33] + v[webgl.M00] * v[webgl.M11] * v[webgl.M22] * v[webgl.M33];
					if (l_det == 0)
						throw new Error("non-invertible matrix");
					var inv_det = 1.0 / l_det;
					t[webgl.M00] = v[webgl.M12] * v[webgl.M23] * v[webgl.M31] - v[webgl.M13] * v[webgl.M22] * v[webgl.M31] + v[webgl.M13] * v[webgl.M21] * v[webgl.M32]
						- v[webgl.M11] * v[webgl.M23] * v[webgl.M32] - v[webgl.M12] * v[webgl.M21] * v[webgl.M33] + v[webgl.M11] * v[webgl.M22] * v[webgl.M33];
					t[webgl.M01] = v[webgl.M03] * v[webgl.M22] * v[webgl.M31] - v[webgl.M02] * v[webgl.M23] * v[webgl.M31] - v[webgl.M03] * v[webgl.M21] * v[webgl.M32]
						+ v[webgl.M01] * v[webgl.M23] * v[webgl.M32] + v[webgl.M02] * v[webgl.M21] * v[webgl.M33] - v[webgl.M01] * v[webgl.M22] * v[webgl.M33];
					t[webgl.M02] = v[webgl.M02] * v[webgl.M13] * v[webgl.M31] - v[webgl.M03] * v[webgl.M12] * v[webgl.M31] + v[webgl.M03] * v[webgl.M11] * v[webgl.M32]
						- v[webgl.M01] * v[webgl.M13] * v[webgl.M32] - v[webgl.M02] * v[webgl.M11] * v[webgl.M33] + v[webgl.M01] * v[webgl.M12] * v[webgl.M33];
					t[webgl.M03] = v[webgl.M03] * v[webgl.M12] * v[webgl.M21] - v[webgl.M02] * v[webgl.M13] * v[webgl.M21] - v[webgl.M03] * v[webgl.M11] * v[webgl.M22]
						+ v[webgl.M01] * v[webgl.M13] * v[webgl.M22] + v[webgl.M02] * v[webgl.M11] * v[webgl.M23] - v[webgl.M01] * v[webgl.M12] * v[webgl.M23];
					t[webgl.M10] = v[webgl.M13] * v[webgl.M22] * v[webgl.M30] - v[webgl.M12] * v[webgl.M23] * v[webgl.M30] - v[webgl.M13] * v[webgl.M20] * v[webgl.M32]
						+ v[webgl.M10] * v[webgl.M23] * v[webgl.M32] + v[webgl.M12] * v[webgl.M20] * v[webgl.M33] - v[webgl.M10] * v[webgl.M22] * v[webgl.M33];
					t[webgl.M11] = v[webgl.M02] * v[webgl.M23] * v[webgl.M30] - v[webgl.M03] * v[webgl.M22] * v[webgl.M30] + v[webgl.M03] * v[webgl.M20] * v[webgl.M32]
						- v[webgl.M00] * v[webgl.M23] * v[webgl.M32] - v[webgl.M02] * v[webgl.M20] * v[webgl.M33] + v[webgl.M00] * v[webgl.M22] * v[webgl.M33];
					t[webgl.M12] = v[webgl.M03] * v[webgl.M12] * v[webgl.M30] - v[webgl.M02] * v[webgl.M13] * v[webgl.M30] - v[webgl.M03] * v[webgl.M10] * v[webgl.M32]
						+ v[webgl.M00] * v[webgl.M13] * v[webgl.M32] + v[webgl.M02] * v[webgl.M10] * v[webgl.M33] - v[webgl.M00] * v[webgl.M12] * v[webgl.M33];
					t[webgl.M13] = v[webgl.M02] * v[webgl.M13] * v[webgl.M20] - v[webgl.M03] * v[webgl.M12] * v[webgl.M20] + v[webgl.M03] * v[webgl.M10] * v[webgl.M22]
						- v[webgl.M00] * v[webgl.M13] * v[webgl.M22] - v[webgl.M02] * v[webgl.M10] * v[webgl.M23] + v[webgl.M00] * v[webgl.M12] * v[webgl.M23];
					t[webgl.M20] = v[webgl.M11] * v[webgl.M23] * v[webgl.M30] - v[webgl.M13] * v[webgl.M21] * v[webgl.M30] + v[webgl.M13] * v[webgl.M20] * v[webgl.M31]
						- v[webgl.M10] * v[webgl.M23] * v[webgl.M31] - v[webgl.M11] * v[webgl.M20] * v[webgl.M33] + v[webgl.M10] * v[webgl.M21] * v[webgl.M33];
					t[webgl.M21] = v[webgl.M03] * v[webgl.M21] * v[webgl.M30] - v[webgl.M01] * v[webgl.M23] * v[webgl.M30] - v[webgl.M03] * v[webgl.M20] * v[webgl.M31]
						+ v[webgl.M00] * v[webgl.M23] * v[webgl.M31] + v[webgl.M01] * v[webgl.M20] * v[webgl.M33] - v[webgl.M00] * v[webgl.M21] * v[webgl.M33];
					t[webgl.M22] = v[webgl.M01] * v[webgl.M13] * v[webgl.M30] - v[webgl.M03] * v[webgl.M11] * v[webgl.M30] + v[webgl.M03] * v[webgl.M10] * v[webgl.M31]
						- v[webgl.M00] * v[webgl.M13] * v[webgl.M31] - v[webgl.M01] * v[webgl.M10] * v[webgl.M33] + v[webgl.M00] * v[webgl.M11] * v[webgl.M33];
					t[webgl.M23] = v[webgl.M03] * v[webgl.M11] * v[webgl.M20] - v[webgl.M01] * v[webgl.M13] * v[webgl.M20] - v[webgl.M03] * v[webgl.M10] * v[webgl.M21]
						+ v[webgl.M00] * v[webgl.M13] * v[webgl.M21] + v[webgl.M01] * v[webgl.M10] * v[webgl.M23] - v[webgl.M00] * v[webgl.M11] * v[webgl.M23];
					t[webgl.M30] = v[webgl.M12] * v[webgl.M21] * v[webgl.M30] - v[webgl.M11] * v[webgl.M22] * v[webgl.M30] - v[webgl.M12] * v[webgl.M20] * v[webgl.M31]
						+ v[webgl.M10] * v[webgl.M22] * v[webgl.M31] + v[webgl.M11] * v[webgl.M20] * v[webgl.M32] - v[webgl.M10] * v[webgl.M21] * v[webgl.M32];
					t[webgl.M31] = v[webgl.M01] * v[webgl.M22] * v[webgl.M30] - v[webgl.M02] * v[webgl.M21] * v[webgl.M30] + v[webgl.M02] * v[webgl.M20] * v[webgl.M31]
						- v[webgl.M00] * v[webgl.M22] * v[webgl.M31] - v[webgl.M01] * v[webgl.M20] * v[webgl.M32] + v[webgl.M00] * v[webgl.M21] * v[webgl.M32];
					t[webgl.M32] = v[webgl.M02] * v[webgl.M11] * v[webgl.M30] - v[webgl.M01] * v[webgl.M12] * v[webgl.M30] - v[webgl.M02] * v[webgl.M10] * v[webgl.M31]
						+ v[webgl.M00] * v[webgl.M12] * v[webgl.M31] + v[webgl.M01] * v[webgl.M10] * v[webgl.M32] - v[webgl.M00] * v[webgl.M11] * v[webgl.M32];
					t[webgl.M33] = v[webgl.M01] * v[webgl.M12] * v[webgl.M20] - v[webgl.M02] * v[webgl.M11] * v[webgl.M20] + v[webgl.M02] * v[webgl.M10] * v[webgl.M21]
						- v[webgl.M00] * v[webgl.M12] * v[webgl.M21] - v[webgl.M01] * v[webgl.M10] * v[webgl.M22] + v[webgl.M00] * v[webgl.M11] * v[webgl.M22];
					v[webgl.M00] = t[webgl.M00] * inv_det;
					v[webgl.M01] = t[webgl.M01] * inv_det;
					v[webgl.M02] = t[webgl.M02] * inv_det;
					v[webgl.M03] = t[webgl.M03] * inv_det;
					v[webgl.M10] = t[webgl.M10] * inv_det;
					v[webgl.M11] = t[webgl.M11] * inv_det;
					v[webgl.M12] = t[webgl.M12] * inv_det;
					v[webgl.M13] = t[webgl.M13] * inv_det;
					v[webgl.M20] = t[webgl.M20] * inv_det;
					v[webgl.M21] = t[webgl.M21] * inv_det;
					v[webgl.M22] = t[webgl.M22] * inv_det;
					v[webgl.M23] = t[webgl.M23] * inv_det;
					v[webgl.M30] = t[webgl.M30] * inv_det;
					v[webgl.M31] = t[webgl.M31] * inv_det;
					v[webgl.M32] = t[webgl.M32] * inv_det;
					v[webgl.M33] = t[webgl.M33] * inv_det;
					return this;
				};
				Matrix4.prototype.determinant = function () {
					var v = this.values;
					return v[webgl.M30] * v[webgl.M21] * v[webgl.M12] * v[webgl.M03] - v[webgl.M20] * v[webgl.M31] * v[webgl.M12] * v[webgl.M03] - v[webgl.M30] * v[webgl.M11] * v[webgl.M22] * v[webgl.M03]
						+ v[webgl.M10] * v[webgl.M31] * v[webgl.M22] * v[webgl.M03] + v[webgl.M20] * v[webgl.M11] * v[webgl.M32] * v[webgl.M03] - v[webgl.M10] * v[webgl.M21] * v[webgl.M32] * v[webgl.M03]
						- v[webgl.M30] * v[webgl.M21] * v[webgl.M02] * v[webgl.M13] + v[webgl.M20] * v[webgl.M31] * v[webgl.M02] * v[webgl.M13] + v[webgl.M30] * v[webgl.M01] * v[webgl.M22] * v[webgl.M13]
						- v[webgl.M00] * v[webgl.M31] * v[webgl.M22] * v[webgl.M13] - v[webgl.M20] * v[webgl.M01] * v[webgl.M32] * v[webgl.M13] + v[webgl.M00] * v[webgl.M21] * v[webgl.M32] * v[webgl.M13]
						+ v[webgl.M30] * v[webgl.M11] * v[webgl.M02] * v[webgl.M23] - v[webgl.M10] * v[webgl.M31] * v[webgl.M02] * v[webgl.M23] - v[webgl.M30] * v[webgl.M01] * v[webgl.M12] * v[webgl.M23]
						+ v[webgl.M00] * v[webgl.M31] * v[webgl.M12] * v[webgl.M23] + v[webgl.M10] * v[webgl.M01] * v[webgl.M32] * v[webgl.M23] - v[webgl.M00] * v[webgl.M11] * v[webgl.M32] * v[webgl.M23]
						- v[webgl.M20] * v[webgl.M11] * v[webgl.M02] * v[webgl.M33] + v[webgl.M10] * v[webgl.M21] * v[webgl.M02] * v[webgl.M33] + v[webgl.M20] * v[webgl.M01] * v[webgl.M12] * v[webgl.M33]
						- v[webgl.M00] * v[webgl.M21] * v[webgl.M12] * v[webgl.M33] - v[webgl.M10] * v[webgl.M01] * v[webgl.M22] * v[webgl.M33] + v[webgl.M00] * v[webgl.M11] * v[webgl.M22] * v[webgl.M33];
				};
				Matrix4.prototype.translate = function (x, y, z) {
					var v = this.values;
					v[webgl.M03] += x;
					v[webgl.M13] += y;
					v[webgl.M23] += z;
					return this;
				};
				Matrix4.prototype.copy = function () {
					return new Matrix4().set(this.values);
				};
				Matrix4.prototype.projection = function (near, far, fovy, aspectRatio) {
					this.identity();
					var l_fd = (1.0 / Math.tan((fovy * (Math.PI / 180)) / 2.0));
					var l_a1 = (far + near) / (near - far);
					var l_a2 = (2 * far * near) / (near - far);
					var v = this.values;
					v[webgl.M00] = l_fd / aspectRatio;
					v[webgl.M10] = 0;
					v[webgl.M20] = 0;
					v[webgl.M30] = 0;
					v[webgl.M01] = 0;
					v[webgl.M11] = l_fd;
					v[webgl.M21] = 0;
					v[webgl.M31] = 0;
					v[webgl.M02] = 0;
					v[webgl.M12] = 0;
					v[webgl.M22] = l_a1;
					v[webgl.M32] = -1;
					v[webgl.M03] = 0;
					v[webgl.M13] = 0;
					v[webgl.M23] = l_a2;
					v[webgl.M33] = 0;
					return this;
				};
				Matrix4.prototype.ortho2d = function (x, y, width, height) {
					return this.ortho(x, x + width, y, y + height, 0, 1);
				};
				Matrix4.prototype.ortho = function (left, right, bottom, top, near, far) {
					this.identity();
					var x_orth = 2 / (right - left);
					var y_orth = 2 / (top - bottom);
					var z_orth = -2 / (far - near);
					var tx = -(right + left) / (right - left);
					var ty = -(top + bottom) / (top - bottom);
					var tz = -(far + near) / (far - near);
					var v = this.values;
					v[webgl.M00] = x_orth;
					v[webgl.M10] = 0;
					v[webgl.M20] = 0;
					v[webgl.M30] = 0;
					v[webgl.M01] = 0;
					v[webgl.M11] = y_orth;
					v[webgl.M21] = 0;
					v[webgl.M31] = 0;
					v[webgl.M02] = 0;
					v[webgl.M12] = 0;
					v[webgl.M22] = z_orth;
					v[webgl.M32] = 0;
					v[webgl.M03] = tx;
					v[webgl.M13] = ty;
					v[webgl.M23] = tz;
					v[webgl.M33] = 1;
					return this;
				};
				Matrix4.prototype.multiply = function (matrix) {
					var t = this.temp;
					var v = this.values;
					var m = matrix.values;
					t[webgl.M00] = v[webgl.M00] * m[webgl.M00] + v[webgl.M01] * m[webgl.M10] + v[webgl.M02] * m[webgl.M20] + v[webgl.M03] * m[webgl.M30];
					t[webgl.M01] = v[webgl.M00] * m[webgl.M01] + v[webgl.M01] * m[webgl.M11] + v[webgl.M02] * m[webgl.M21] + v[webgl.M03] * m[webgl.M31];
					t[webgl.M02] = v[webgl.M00] * m[webgl.M02] + v[webgl.M01] * m[webgl.M12] + v[webgl.M02] * m[webgl.M22] + v[webgl.M03] * m[webgl.M32];
					t[webgl.M03] = v[webgl.M00] * m[webgl.M03] + v[webgl.M01] * m[webgl.M13] + v[webgl.M02] * m[webgl.M23] + v[webgl.M03] * m[webgl.M33];
					t[webgl.M10] = v[webgl.M10] * m[webgl.M00] + v[webgl.M11] * m[webgl.M10] + v[webgl.M12] * m[webgl.M20] + v[webgl.M13] * m[webgl.M30];
					t[webgl.M11] = v[webgl.M10] * m[webgl.M01] + v[webgl.M11] * m[webgl.M11] + v[webgl.M12] * m[webgl.M21] + v[webgl.M13] * m[webgl.M31];
					t[webgl.M12] = v[webgl.M10] * m[webgl.M02] + v[webgl.M11] * m[webgl.M12] + v[webgl.M12] * m[webgl.M22] + v[webgl.M13] * m[webgl.M32];
					t[webgl.M13] = v[webgl.M10] * m[webgl.M03] + v[webgl.M11] * m[webgl.M13] + v[webgl.M12] * m[webgl.M23] + v[webgl.M13] * m[webgl.M33];
					t[webgl.M20] = v[webgl.M20] * m[webgl.M00] + v[webgl.M21] * m[webgl.M10] + v[webgl.M22] * m[webgl.M20] + v[webgl.M23] * m[webgl.M30];
					t[webgl.M21] = v[webgl.M20] * m[webgl.M01] + v[webgl.M21] * m[webgl.M11] + v[webgl.M22] * m[webgl.M21] + v[webgl.M23] * m[webgl.M31];
					t[webgl.M22] = v[webgl.M20] * m[webgl.M02] + v[webgl.M21] * m[webgl.M12] + v[webgl.M22] * m[webgl.M22] + v[webgl.M23] * m[webgl.M32];
					t[webgl.M23] = v[webgl.M20] * m[webgl.M03] + v[webgl.M21] * m[webgl.M13] + v[webgl.M22] * m[webgl.M23] + v[webgl.M23] * m[webgl.M33];
					t[webgl.M30] = v[webgl.M30] * m[webgl.M00] + v[webgl.M31] * m[webgl.M10] + v[webgl.M32] * m[webgl.M20] + v[webgl.M33] * m[webgl.M30];
					t[webgl.M31] = v[webgl.M30] * m[webgl.M01] + v[webgl.M31] * m[webgl.M11] + v[webgl.M32] * m[webgl.M21] + v[webgl.M33] * m[webgl.M31];
					t[webgl.M32] = v[webgl.M30] * m[webgl.M02] + v[webgl.M31] * m[webgl.M12] + v[webgl.M32] * m[webgl.M22] + v[webgl.M33] * m[webgl.M32];
					t[webgl.M33] = v[webgl.M30] * m[webgl.M03] + v[webgl.M31] * m[webgl.M13] + v[webgl.M32] * m[webgl.M23] + v[webgl.M33] * m[webgl.M33];
					return this.set(this.temp);
				};
				Matrix4.prototype.multiplyLeft = function (matrix) {
					var t = this.temp;
					var v = this.values;
					var m = matrix.values;
					t[webgl.M00] = m[webgl.M00] * v[webgl.M00] + m[webgl.M01] * v[webgl.M10] + m[webgl.M02] * v[webgl.M20] + m[webgl.M03] * v[webgl.M30];
					t[webgl.M01] = m[webgl.M00] * v[webgl.M01] + m[webgl.M01] * v[webgl.M11] + m[webgl.M02] * v[webgl.M21] + m[webgl.M03] * v[webgl.M31];
					t[webgl.M02] = m[webgl.M00] * v[webgl.M02] + m[webgl.M01] * v[webgl.M12] + m[webgl.M02] * v[webgl.M22] + m[webgl.M03] * v[webgl.M32];
					t[webgl.M03] = m[webgl.M00] * v[webgl.M03] + m[webgl.M01] * v[webgl.M13] + m[webgl.M02] * v[webgl.M23] + m[webgl.M03] * v[webgl.M33];
					t[webgl.M10] = m[webgl.M10] * v[webgl.M00] + m[webgl.M11] * v[webgl.M10] + m[webgl.M12] * v[webgl.M20] + m[webgl.M13] * v[webgl.M30];
					t[webgl.M11] = m[webgl.M10] * v[webgl.M01] + m[webgl.M11] * v[webgl.M11] + m[webgl.M12] * v[webgl.M21] + m[webgl.M13] * v[webgl.M31];
					t[webgl.M12] = m[webgl.M10] * v[webgl.M02] + m[webgl.M11] * v[webgl.M12] + m[webgl.M12] * v[webgl.M22] + m[webgl.M13] * v[webgl.M32];
					t[webgl.M13] = m[webgl.M10] * v[webgl.M03] + m[webgl.M11] * v[webgl.M13] + m[webgl.M12] * v[webgl.M23] + m[webgl.M13] * v[webgl.M33];
					t[webgl.M20] = m[webgl.M20] * v[webgl.M00] + m[webgl.M21] * v[webgl.M10] + m[webgl.M22] * v[webgl.M20] + m[webgl.M23] * v[webgl.M30];
					t[webgl.M21] = m[webgl.M20] * v[webgl.M01] + m[webgl.M21] * v[webgl.M11] + m[webgl.M22] * v[webgl.M21] + m[webgl.M23] * v[webgl.M31];
					t[webgl.M22] = m[webgl.M20] * v[webgl.M02] + m[webgl.M21] * v[webgl.M12] + m[webgl.M22] * v[webgl.M22] + m[webgl.M23] * v[webgl.M32];
					t[webgl.M23] = m[webgl.M20] * v[webgl.M03] + m[webgl.M21] * v[webgl.M13] + m[webgl.M22] * v[webgl.M23] + m[webgl.M23] * v[webgl.M33];
					t[webgl.M30] = m[webgl.M30] * v[webgl.M00] + m[webgl.M31] * v[webgl.M10] + m[webgl.M32] * v[webgl.M20] + m[webgl.M33] * v[webgl.M30];
					t[webgl.M31] = m[webgl.M30] * v[webgl.M01] + m[webgl.M31] * v[webgl.M11] + m[webgl.M32] * v[webgl.M21] + m[webgl.M33] * v[webgl.M31];
					t[webgl.M32] = m[webgl.M30] * v[webgl.M02] + m[webgl.M31] * v[webgl.M12] + m[webgl.M32] * v[webgl.M22] + m[webgl.M33] * v[webgl.M32];
					t[webgl.M33] = m[webgl.M30] * v[webgl.M03] + m[webgl.M31] * v[webgl.M13] + m[webgl.M32] * v[webgl.M23] + m[webgl.M33] * v[webgl.M33];
					return this.set(this.temp);
				};
				Matrix4.prototype.lookAt = function (position, direction, up) {
					Matrix4.initTemps();
					var xAxis = Matrix4.xAxis, yAxis = Matrix4.yAxis, zAxis = Matrix4.zAxis;
					zAxis.setFrom(direction).normalize();
					xAxis.setFrom(direction).normalize();
					xAxis.cross(up).normalize();
					yAxis.setFrom(xAxis).cross(zAxis).normalize();
					this.identity();
					var val = this.values;
					val[webgl.M00] = xAxis.x;
					val[webgl.M01] = xAxis.y;
					val[webgl.M02] = xAxis.z;
					val[webgl.M10] = yAxis.x;
					val[webgl.M11] = yAxis.y;
					val[webgl.M12] = yAxis.z;
					val[webgl.M20] = -zAxis.x;
					val[webgl.M21] = -zAxis.y;
					val[webgl.M22] = -zAxis.z;
					Matrix4.tmpMatrix.identity();
					Matrix4.tmpMatrix.values[webgl.M03] = -position.x;
					Matrix4.tmpMatrix.values[webgl.M13] = -position.y;
					Matrix4.tmpMatrix.values[webgl.M23] = -position.z;
					this.multiply(Matrix4.tmpMatrix);
					return this;
				};
				Matrix4.initTemps = function () {
					if (Matrix4.xAxis === null)
						Matrix4.xAxis = new webgl.Vector3();
					if (Matrix4.yAxis === null)
						Matrix4.yAxis = new webgl.Vector3();
					if (Matrix4.zAxis === null)
						Matrix4.zAxis = new webgl.Vector3();
				};
				Matrix4.xAxis = null;
				Matrix4.yAxis = null;
				Matrix4.zAxis = null;
				Matrix4.tmpMatrix = new Matrix4();
				return Matrix4;
			}());
			webgl.Matrix4 = Matrix4;
		})(webgl = spine.webgl || (spine.webgl = {}));
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var webgl;
		(function (webgl) {
			var Mesh = (function () {
				function Mesh(gl, attributes, maxVertices, maxIndices) {
					this.attributes = attributes;
					this.verticesLength = 0;
					this.dirtyVertices = false;
					this.indicesLength = 0;
					this.dirtyIndices = false;
					this.elementsPerVertex = 0;
					this.gl = gl;
					this.elementsPerVertex = 0;
					for (var i = 0; i < attributes.length; i++) {
						this.elementsPerVertex += attributes[i].numElements;
					}
					this.vertices = new Float32Array(maxVertices * this.elementsPerVertex);
					this.indices = new Uint16Array(maxIndices);
				}
				Mesh.prototype.getAttributes = function () { return this.attributes; };
				Mesh.prototype.maxVertices = function () { return this.vertices.length / this.elementsPerVertex; };
				Mesh.prototype.numVertices = function () { return this.verticesLength / this.elementsPerVertex; };
				Mesh.prototype.setVerticesLength = function (length) {
					this.dirtyVertices = true;
					this.verticesLength = length;
				};
				Mesh.prototype.getVertices = function () { return this.vertices; };
				Mesh.prototype.maxIndices = function () { return this.indices.length; };
				Mesh.prototype.numIndices = function () { return this.indicesLength; };
				Mesh.prototype.setIndicesLength = function (length) {
					this.dirtyIndices = true;
					this.indicesLength = length;
				};
				Mesh.prototype.getIndices = function () { return this.indices; };
				;
				Mesh.prototype.setVertices = function (vertices) {
					this.dirtyVertices = true;
					if (vertices.length > this.vertices.length)
						throw Error("Mesh can't store more than " + this.maxVertices() + " vertices");
					this.vertices.set(vertices, 0);
					this.verticesLength = vertices.length;
				};
				Mesh.prototype.setIndices = function (indices) {
					this.dirtyIndices = true;
					if (indices.length > this.indices.length)
						throw Error("Mesh can't store more than " + this.maxIndices() + " indices");
					this.indices.set(indices, 0);
					this.indicesLength = indices.length;
				};
				Mesh.prototype.draw = function (shader, primitiveType) {
					this.drawWithOffset(shader, primitiveType, 0, this.indicesLength > 0 ? this.indicesLength : this.verticesLength / this.elementsPerVertex);
				};
				Mesh.prototype.drawWithOffset = function (shader, primitiveType, offset, count) {
					var gl = this.gl;
					if (this.dirtyVertices || this.dirtyIndices)
						this.update();
					this.bind(shader);
					if (this.indicesLength > 0)
						gl.drawElements(primitiveType, count, gl.UNSIGNED_SHORT, offset * 2);
					else
						gl.drawArrays(primitiveType, offset, count);
					this.unbind(shader);
				};
				Mesh.prototype.bind = function (shader) {
					var gl = this.gl;
					gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer);
					var offset = 0;
					for (var i = 0; i < this.attributes.length; i++) {
						var attrib = this.attributes[i];
						var location_1 = shader.getAttributeLocation(attrib.name);
						gl.enableVertexAttribArray(location_1);
						gl.vertexAttribPointer(location_1, attrib.numElements, gl.FLOAT, false, this.elementsPerVertex * 4, offset * 4);
						offset += attrib.numElements;
					}
					if (this.indicesLength > 0)
						gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
				};
				Mesh.prototype.unbind = function (shader) {
					var gl = this.gl;
					for (var i = 0; i < this.attributes.length; i++) {
						var attrib = this.attributes[i];
						var location_2 = shader.getAttributeLocation(attrib.name);
						gl.disableVertexAttribArray(location_2);
					}
					gl.bindBuffer(gl.ARRAY_BUFFER, null);
					if (this.indicesLength > 0)
						gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
				};
				Mesh.prototype.update = function () {
					var gl = this.gl;
					if (this.dirtyVertices) {
						if (!this.verticesBuffer) {
							this.verticesBuffer = gl.createBuffer();
						}
						gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer);
						gl.bufferData(gl.ARRAY_BUFFER, this.vertices.subarray(0, this.verticesLength), gl.STATIC_DRAW);
						this.dirtyVertices = false;
					}
					if (this.dirtyIndices) {
						if (!this.indicesBuffer) {
							this.indicesBuffer = gl.createBuffer();
						}
						gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
						gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices.subarray(0, this.indicesLength), gl.STATIC_DRAW);
						this.dirtyIndices = false;
					}
				};
				Mesh.prototype.dispose = function () {
					var gl = this.gl;
					gl.deleteBuffer(this.verticesBuffer);
					gl.deleteBuffer(this.indicesBuffer);
				};
				return Mesh;
			}());
			webgl.Mesh = Mesh;
			var VertexAttribute = (function () {
				function VertexAttribute(name, type, numElements) {
					this.name = name;
					this.type = type;
					this.numElements = numElements;
				}
				return VertexAttribute;
			}());
			webgl.VertexAttribute = VertexAttribute;
			var Position2Attribute = (function (_super) {
				__extends(Position2Attribute, _super);
				function Position2Attribute() {
					return _super.call(this, webgl.Shader.POSITION, VertexAttributeType.Float, 2) || this;
				}
				return Position2Attribute;
			}(VertexAttribute));
			webgl.Position2Attribute = Position2Attribute;
			var Position3Attribute = (function (_super) {
				__extends(Position3Attribute, _super);
				function Position3Attribute() {
					return _super.call(this, webgl.Shader.POSITION, VertexAttributeType.Float, 3) || this;
				}
				return Position3Attribute;
			}(VertexAttribute));
			webgl.Position3Attribute = Position3Attribute;
			var TexCoordAttribute = (function (_super) {
				__extends(TexCoordAttribute, _super);
				function TexCoordAttribute(unit) {
					if (unit === void 0) { unit = 0; }
					return _super.call(this, webgl.Shader.TEXCOORDS + (unit == 0 ? "" : unit), VertexAttributeType.Float, 2) || this;
				}
				return TexCoordAttribute;
			}(VertexAttribute));
			webgl.TexCoordAttribute = TexCoordAttribute;
			var ColorAttribute = (function (_super) {
				__extends(ColorAttribute, _super);
				function ColorAttribute() {
					return _super.call(this, webgl.Shader.COLOR, VertexAttributeType.Float, 4) || this;
				}
				return ColorAttribute;
			}(VertexAttribute));
			webgl.ColorAttribute = ColorAttribute;
			var VertexAttributeType;
			(function (VertexAttributeType) {
				VertexAttributeType[VertexAttributeType["Float"] = 0] = "Float";
			})(VertexAttributeType = webgl.VertexAttributeType || (webgl.VertexAttributeType = {}));
		})(webgl = spine.webgl || (spine.webgl = {}));
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var webgl;
		(function (webgl) {
			var PolygonBatcher = (function () {
				function PolygonBatcher(gl, maxVertices) {
					if (maxVertices === void 0) { maxVertices = 10920; }
					this.isDrawing = false;
					this.shader = null;
					this.lastTexture = null;
					this.verticesLength = 0;
					this.indicesLength = 0;
					this.srcBlend = WebGLRenderingContext.SRC_ALPHA;
					this.dstBlend = WebGLRenderingContext.ONE_MINUS_SRC_ALPHA;
					if (maxVertices > 10920)
						throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
					this.gl = gl;
					this.mesh = new webgl.Mesh(gl, [new webgl.Position2Attribute(), new webgl.ColorAttribute(), new webgl.TexCoordAttribute()], maxVertices, maxVertices * 3);
				}
				PolygonBatcher.prototype.begin = function (shader) {
					var gl = this.gl;
					if (this.isDrawing)
						throw new Error("PolygonBatch is already drawing. Call PolygonBatch.end() before calling PolygonBatch.begin()");
					this.drawCalls = 0;
					this.shader = shader;
					this.lastTexture = null;
					this.isDrawing = true;
					gl.enable(gl.BLEND);
					gl.blendFunc(this.srcBlend, this.dstBlend);
				};
				PolygonBatcher.prototype.setBlendMode = function (srcBlend, dstBlend) {
					var gl = this.gl;
					this.srcBlend = srcBlend;
					this.dstBlend = dstBlend;
					if (this.isDrawing) {
						this.flush();
						gl.blendFunc(this.srcBlend, this.dstBlend);
					}
				};
				PolygonBatcher.prototype.draw = function (texture, vertices, indices) {
					if (texture != this.lastTexture) {
						this.flush();
						this.lastTexture = texture;
						texture.bind();
					}
					else if (this.verticesLength + vertices.length > this.mesh.getVertices().length ||
						this.indicesLength + indices.length > this.mesh.getIndices().length) {
						this.flush();
					}
					var indexStart = this.mesh.numVertices();
					this.mesh.getVertices().set(vertices, this.verticesLength);
					this.verticesLength += vertices.length;
					this.mesh.setVerticesLength(this.verticesLength);
					var indicesArray = this.mesh.getIndices();
					for (var i = this.indicesLength, j = 0; j < indices.length; i++ , j++)
						indicesArray[i] = indices[j] + indexStart;
					this.indicesLength += indices.length;
					this.mesh.setIndicesLength(this.indicesLength);
				};
				PolygonBatcher.prototype.flush = function () {
					var gl = this.gl;
					if (this.verticesLength == 0)
						return;
					this.mesh.draw(this.shader, gl.TRIANGLES);
					this.verticesLength = 0;
					this.indicesLength = 0;
					this.mesh.setVerticesLength(0);
					this.mesh.setIndicesLength(0);
					this.drawCalls++;
				};
				PolygonBatcher.prototype.end = function () {
					var gl = this.gl;
					if (!this.isDrawing)
						throw new Error("PolygonBatch is not drawing. Call PolygonBatch.begin() before calling PolygonBatch.end()");
					if (this.verticesLength > 0 || this.indicesLength > 0)
						this.flush();
					this.shader = null;
					this.lastTexture = null;
					this.isDrawing = false;
					gl.disable(gl.BLEND);
				};
				PolygonBatcher.prototype.getDrawCalls = function () { return this.drawCalls; };
				PolygonBatcher.prototype.dispose = function () {
					this.mesh.dispose();
				};
				return PolygonBatcher;
			}());
			webgl.PolygonBatcher = PolygonBatcher;
		})(webgl = spine.webgl || (spine.webgl = {}));
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var webgl;
		(function (webgl) {
			var SceneRenderer = (function () {
				function SceneRenderer(canvas, gl) {
					this.activeRenderer = null;
					this.QUAD = [
						0, 0, 1, 1, 1, 1, 0, 0,
						0, 0, 1, 1, 1, 1, 0, 0,
						0, 0, 1, 1, 1, 1, 0, 0,
						0, 0, 1, 1, 1, 1, 0, 0,
					];
					this.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
					this.WHITE = new spine.Color(1, 1, 1, 1);
					this.canvas = canvas;
					this.gl = gl;
					this.camera = new webgl.OrthoCamera(canvas.width, canvas.height);
					this.batcherShader = webgl.Shader.newColoredTextured(gl);
					this.batcher = new webgl.PolygonBatcher(gl);
					this.shapesShader = webgl.Shader.newColored(gl);
					this.shapes = new webgl.ShapeRenderer(gl);
					this.skeletonRenderer = new webgl.SkeletonRenderer(gl);
					this.skeletonDebugRenderer = new webgl.SkeletonDebugRenderer(gl);
				}
				SceneRenderer.prototype.begin = function () {
					this.camera.update();
					this.enableRenderer(this.batcher);
				};
				SceneRenderer.prototype.drawSkeleton = function (skeleton, premultipliedAlpha) {
					if (premultipliedAlpha === void 0) { premultipliedAlpha = false; }
					this.enableRenderer(this.batcher);
					this.skeletonRenderer.premultipliedAlpha = premultipliedAlpha;
					this.skeletonRenderer.draw(this.batcher, skeleton);
				};
				SceneRenderer.prototype.drawSkeletonDebug = function (skeleton, premultipliedAlpha, ignoredBones) {
					if (premultipliedAlpha === void 0) { premultipliedAlpha = false; }
					if (ignoredBones === void 0) { ignoredBones = null; }
					this.enableRenderer(this.shapes);
					this.skeletonDebugRenderer.premultipliedAlpha = premultipliedAlpha;
					this.skeletonDebugRenderer.draw(this.shapes, skeleton, ignoredBones);
				};
				SceneRenderer.prototype.drawTexture = function (texture, x, y, width, height, color) {
					if (color === void 0) { color = null; }
					this.enableRenderer(this.batcher);
					if (color === null)
						color = this.WHITE;
					var quad = this.QUAD;
					quad[0] = x;
					quad[1] = y;
					quad[2] = color.r;
					quad[3] = color.g;
					quad[4] = color.b;
					quad[5] = color.a;
					quad[6] = 0;
					quad[7] = 1;
					quad[8] = x + width;
					quad[9] = y;
					quad[10] = color.r;
					quad[11] = color.g;
					quad[12] = color.b;
					quad[13] = color.a;
					quad[14] = 1;
					quad[15] = 1;
					quad[16] = x + width;
					quad[17] = y + height;
					quad[18] = color.r;
					quad[19] = color.g;
					quad[20] = color.b;
					quad[21] = color.a;
					quad[22] = 1;
					quad[23] = 0;
					quad[24] = x;
					quad[25] = y + height;
					quad[26] = color.r;
					quad[27] = color.g;
					quad[28] = color.b;
					quad[29] = color.a;
					quad[30] = 0;
					quad[31] = 0;
					this.batcher.draw(texture, quad, this.QUAD_TRIANGLES);
				};
				SceneRenderer.prototype.drawTextureRotated = function (texture, x, y, width, height, pivotX, pivotY, angle, color, premultipliedAlpha) {
					if (color === void 0) { color = null; }
					if (premultipliedAlpha === void 0) { premultipliedAlpha = false; }
					this.enableRenderer(this.batcher);
					if (color === null)
						color = this.WHITE;
					var quad = this.QUAD;
					var worldOriginX = x + pivotX;
					var worldOriginY = y + pivotY;
					var fx = -pivotX;
					var fy = -pivotY;
					var fx2 = width - pivotX;
					var fy2 = height - pivotY;
					var p1x = fx;
					var p1y = fy;
					var p2x = fx;
					var p2y = fy2;
					var p3x = fx2;
					var p3y = fy2;
					var p4x = fx2;
					var p4y = fy;
					var x1 = 0;
					var y1 = 0;
					var x2 = 0;
					var y2 = 0;
					var x3 = 0;
					var y3 = 0;
					var x4 = 0;
					var y4 = 0;
					if (angle != 0) {
						var cos = spine.MathUtils.cosDeg(angle);
						var sin = spine.MathUtils.sinDeg(angle);
						x1 = cos * p1x - sin * p1y;
						y1 = sin * p1x + cos * p1y;
						x4 = cos * p2x - sin * p2y;
						y4 = sin * p2x + cos * p2y;
						x3 = cos * p3x - sin * p3y;
						y3 = sin * p3x + cos * p3y;
						x2 = x3 + (x1 - x4);
						y2 = y3 + (y1 - y4);
					}
					else {
						x1 = p1x;
						y1 = p1y;
						x4 = p2x;
						y4 = p2y;
						x3 = p3x;
						y3 = p3y;
						x2 = p4x;
						y2 = p4y;
					}
					x1 += worldOriginX;
					y1 += worldOriginY;
					x2 += worldOriginX;
					y2 += worldOriginY;
					x3 += worldOriginX;
					y3 += worldOriginY;
					x4 += worldOriginX;
					y4 += worldOriginY;
					quad[0] = x1;
					quad[1] = y1;
					quad[2] = color.r;
					quad[3] = color.g;
					quad[4] = color.b;
					quad[5] = color.a;
					quad[6] = 0;
					quad[7] = 1;
					quad[8] = x2;
					quad[9] = y2;
					quad[10] = color.r;
					quad[11] = color.g;
					quad[12] = color.b;
					quad[13] = color.a;
					quad[14] = 1;
					quad[15] = 1;
					quad[16] = x3;
					quad[17] = y3;
					quad[18] = color.r;
					quad[19] = color.g;
					quad[20] = color.b;
					quad[21] = color.a;
					quad[22] = 1;
					quad[23] = 0;
					quad[24] = x4;
					quad[25] = y4;
					quad[26] = color.r;
					quad[27] = color.g;
					quad[28] = color.b;
					quad[29] = color.a;
					quad[30] = 0;
					quad[31] = 0;
					this.batcher.draw(texture, quad, this.QUAD_TRIANGLES);
				};
				SceneRenderer.prototype.drawRegion = function (region, x, y, width, height, color, premultipliedAlpha) {
					if (color === void 0) { color = null; }
					if (premultipliedAlpha === void 0) { premultipliedAlpha = false; }
					this.enableRenderer(this.batcher);
					if (color === null)
						color = this.WHITE;
					var quad = this.QUAD;
					quad[0] = x;
					quad[1] = y;
					quad[2] = color.r;
					quad[3] = color.g;
					quad[4] = color.b;
					quad[5] = color.a;
					quad[6] = region.u;
					quad[7] = region.v2;
					quad[8] = x + width;
					quad[9] = y;
					quad[10] = color.r;
					quad[11] = color.g;
					quad[12] = color.b;
					quad[13] = color.a;
					quad[14] = region.u2;
					quad[15] = region.v2;
					quad[16] = x + width;
					quad[17] = y + height;
					quad[18] = color.r;
					quad[19] = color.g;
					quad[20] = color.b;
					quad[21] = color.a;
					quad[22] = region.u2;
					quad[23] = region.v;
					quad[24] = x;
					quad[25] = y + height;
					quad[26] = color.r;
					quad[27] = color.g;
					quad[28] = color.b;
					quad[29] = color.a;
					quad[30] = region.u;
					quad[31] = region.v;
					this.batcher.draw(region.texture, quad, this.QUAD_TRIANGLES);
				};
				SceneRenderer.prototype.line = function (x, y, x2, y2, color, color2) {
					if (color === void 0) { color = null; }
					if (color2 === void 0) { color2 = null; }
					this.enableRenderer(this.shapes);
					this.shapes.line(x, y, x2, y2, color);
				};
				SceneRenderer.prototype.triangle = function (filled, x, y, x2, y2, x3, y3, color, color2, color3) {
					if (color === void 0) { color = null; }
					if (color2 === void 0) { color2 = null; }
					if (color3 === void 0) { color3 = null; }
					this.enableRenderer(this.shapes);
					this.shapes.triangle(filled, x, y, x2, y2, x3, y3, color, color2, color3);
				};
				SceneRenderer.prototype.quad = function (filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4) {
					if (color === void 0) { color = null; }
					if (color2 === void 0) { color2 = null; }
					if (color3 === void 0) { color3 = null; }
					if (color4 === void 0) { color4 = null; }
					this.enableRenderer(this.shapes);
					this.shapes.quad(filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4);
				};
				SceneRenderer.prototype.rect = function (filled, x, y, width, height, color) {
					if (color === void 0) { color = null; }
					this.enableRenderer(this.shapes);
					this.shapes.rect(filled, x, y, width, height, color);
				};
				SceneRenderer.prototype.rectLine = function (filled, x1, y1, x2, y2, width, color) {
					if (color === void 0) { color = null; }
					this.enableRenderer(this.shapes);
					this.shapes.rectLine(filled, x1, y1, x2, y2, width, color);
				};
				SceneRenderer.prototype.polygon = function (polygonVertices, offset, count, color) {
					if (color === void 0) { color = null; }
					this.enableRenderer(this.shapes);
					this.shapes.polygon(polygonVertices, offset, count, color);
				};
				SceneRenderer.prototype.circle = function (filled, x, y, radius, color, segments) {
					if (color === void 0) { color = null; }
					if (segments === void 0) { segments = 0; }
					this.enableRenderer(this.shapes);
					this.shapes.circle(filled, x, y, radius, color, segments);
				};
				SceneRenderer.prototype.curve = function (x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color) {
					if (color === void 0) { color = null; }
					this.enableRenderer(this.shapes);
					this.shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color);
				};
				SceneRenderer.prototype.end = function () {
					if (this.activeRenderer === this.batcher)
						this.batcher.end();
					else if (this.activeRenderer === this.shapes)
						this.shapes.end();
					this.activeRenderer = null;
				};
				SceneRenderer.prototype.resize = function (resizeMode) {
					var canvas = this.canvas;
					var w = canvas.clientWidth;
					var h = canvas.clientHeight;
					if (canvas.width != w || canvas.height != h) {
						canvas.width = w;
						canvas.height = h;
					}
					this.gl.viewport(0, 0, canvas.width, canvas.height);
					if (resizeMode === ResizeMode.Stretch) {
					}
					else if (resizeMode === ResizeMode.Expand) {
						this.camera.setViewport(w, h);
					}
					else if (resizeMode === ResizeMode.Fit) {
						var sourceWidth = canvas.width, sourceHeight = canvas.height;
						var targetWidth = this.camera.viewportWidth, targetHeight = this.camera.viewportHeight;
						var targetRatio = targetHeight / targetWidth;
						var sourceRatio = sourceHeight / sourceWidth;
						var scale = targetRatio < sourceRatio ? targetWidth / sourceWidth : targetHeight / sourceHeight;
						this.camera.viewportWidth = sourceWidth * scale;
						this.camera.viewportHeight = sourceHeight * scale;
					}
					this.camera.update();
				};
				SceneRenderer.prototype.enableRenderer = function (renderer) {
					if (this.activeRenderer === renderer)
						return;
					this.end();
					if (renderer instanceof webgl.PolygonBatcher) {
						this.batcherShader.bind();
						this.batcherShader.setUniform4x4f(webgl.Shader.MVP_MATRIX, this.camera.projectionView.values);
						this.batcher.begin(this.batcherShader);
						this.activeRenderer = this.batcher;
					}
					else if (renderer instanceof webgl.ShapeRenderer) {
						this.shapesShader.bind();
						this.shapesShader.setUniform4x4f(webgl.Shader.MVP_MATRIX, this.camera.projectionView.values);
						this.shapes.begin(this.shapesShader);
						this.activeRenderer = this.shapes;
					}
					else {
						this.activeRenderer = this.skeletonDebugRenderer;
					}
				};
				SceneRenderer.prototype.dispose = function () {
					this.batcher.dispose();
					this.batcherShader.dispose();
					this.shapes.dispose();
					this.shapesShader.dispose();
					this.skeletonDebugRenderer.dispose();
				};
				return SceneRenderer;
			}());
			webgl.SceneRenderer = SceneRenderer;
			var ResizeMode;
			(function (ResizeMode) {
				ResizeMode[ResizeMode["Stretch"] = 0] = "Stretch";
				ResizeMode[ResizeMode["Expand"] = 1] = "Expand";
				ResizeMode[ResizeMode["Fit"] = 2] = "Fit";
			})(ResizeMode = webgl.ResizeMode || (webgl.ResizeMode = {}));
		})(webgl = spine.webgl || (spine.webgl = {}));
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var webgl;
		(function (webgl) {
			var Shader = (function () {
				function Shader(gl, vertexShader, fragmentShader) {
					this.vertexShader = vertexShader;
					this.fragmentShader = fragmentShader;
					this.vs = null;
					this.fs = null;
					this.program = null;
					this.tmp2x2 = new Float32Array(2 * 2);
					this.tmp3x3 = new Float32Array(3 * 3);
					this.tmp4x4 = new Float32Array(4 * 4);
					this.gl = gl;
					this.compile();
				}
				Shader.prototype.getProgram = function () { return this.program; };
				Shader.prototype.getVertexShader = function () { return this.vertexShader; };
				Shader.prototype.getFragmentShader = function () { return this.fragmentShader; };
				Shader.prototype.compile = function () {
					var gl = this.gl;
					try {
						this.vs = this.compileShader(gl.VERTEX_SHADER, this.vertexShader);
						this.fs = this.compileShader(gl.FRAGMENT_SHADER, this.fragmentShader);
						this.program = this.compileProgram(this.vs, this.fs);
					}
					catch (e) {
						this.dispose();
						throw e;
					}
				};
				Shader.prototype.compileShader = function (type, source) {
					var gl = this.gl;
					var shader = gl.createShader(type);
					gl.shaderSource(shader, source);
					gl.compileShader(shader);
					if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
						var error = "Couldn't compile shader: " + gl.getShaderInfoLog(shader);
						gl.deleteShader(shader);
						throw new Error(error);
					}
					return shader;
				};
				Shader.prototype.compileProgram = function (vs, fs) {
					var gl = this.gl;
					var program = gl.createProgram();
					gl.attachShader(program, vs);
					gl.attachShader(program, fs);
					gl.linkProgram(program);
					if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
						var error = "Couldn't compile shader program: " + gl.getProgramInfoLog(program);
						gl.deleteProgram(program);
						throw new Error(error);
					}
					return program;
				};
				Shader.prototype.bind = function () {
					this.gl.useProgram(this.program);
				};
				Shader.prototype.unbind = function () {
					this.gl.useProgram(null);
				};
				Shader.prototype.setUniformi = function (uniform, value) {
					this.gl.uniform1i(this.getUniformLocation(uniform), value);
				};
				Shader.prototype.setUniformf = function (uniform, value) {
					this.gl.uniform1f(this.getUniformLocation(uniform), value);
				};
				Shader.prototype.setUniform2f = function (uniform, value, value2) {
					this.gl.uniform2f(this.getUniformLocation(uniform), value, value2);
				};
				Shader.prototype.setUniform3f = function (uniform, value, value2, value3) {
					this.gl.uniform3f(this.getUniformLocation(uniform), value, value2, value3);
				};
				Shader.prototype.setUniform4f = function (uniform, value, value2, value3, value4) {
					this.gl.uniform4f(this.getUniformLocation(uniform), value, value2, value3, value4);
				};
				Shader.prototype.setUniform2x2f = function (uniform, value) {
					var gl = this.gl;
					this.tmp2x2.set(value);
					gl.uniformMatrix2fv(this.getUniformLocation(uniform), false, this.tmp2x2);
				};
				Shader.prototype.setUniform3x3f = function (uniform, value) {
					var gl = this.gl;
					this.tmp3x3.set(value);
					gl.uniformMatrix3fv(this.getUniformLocation(uniform), false, this.tmp3x3);
				};
				Shader.prototype.setUniform4x4f = function (uniform, value) {
					var gl = this.gl;
					this.tmp4x4.set(value);
					gl.uniformMatrix4fv(this.getUniformLocation(uniform), false, this.tmp4x4);
				};
				Shader.prototype.getUniformLocation = function (uniform) {
					var gl = this.gl;
					var location = gl.getUniformLocation(this.program, uniform);
					if (!location)
						throw new Error("Couldn't find location for uniform " + uniform);
					return location;
				};
				Shader.prototype.getAttributeLocation = function (attribute) {
					var gl = this.gl;
					var location = gl.getAttribLocation(this.program, attribute);
					if (location == -1)
						throw new Error("Couldn't find location for attribute " + attribute);
					return location;
				};
				Shader.prototype.dispose = function () {
					var gl = this.gl;
					if (this.vs) {
						gl.deleteShader(this.vs);
						this.vs = null;
					}
					if (this.fs) {
						gl.deleteShader(this.fs);
						this.fs = null;
					}
					if (this.program) {
						gl.deleteProgram(this.program);
						this.program = null;
					}
				};
				Shader.newColoredTextured = function (gl) {
					var vs = "\n\t\t\t\tattribute vec4 " + Shader.POSITION + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR + ";\n\t\t\t\tattribute vec2 " + Shader.TEXCOORDS + ";\n\t\t\t\tuniform mat4 " + Shader.MVP_MATRIX + ";\n\t\t\t\tvarying vec4 v_color;\n\t\t\t\tvarying vec2 v_texCoords;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_color = " + Shader.COLOR + ";\n\t\t\t\t\tv_texCoords = " + Shader.TEXCOORDS + ";\n\t\t\t\t\tgl_Position = " + Shader.MVP_MATRIX + " * " + Shader.POSITION + ";\n\t\t\t\t}\n\t\t\t";
					var fs = "\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_color;\n\t\t\t\tvarying vec2 v_texCoords;\n\t\t\t\tuniform sampler2D u_texture;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tgl_FragColor = v_color * texture2D(u_texture, v_texCoords);\n\t\t\t\t}\n\t\t\t";
					return new Shader(gl, vs, fs);
				};
				Shader.newColored = function (gl) {
					var vs = "\n\t\t\t\tattribute vec4 " + Shader.POSITION + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR + ";\n\t\t\t\tuniform mat4 " + Shader.MVP_MATRIX + ";\n\t\t\t\tvarying vec4 v_color;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_color = " + Shader.COLOR + ";\n\t\t\t\t\tgl_Position = " + Shader.MVP_MATRIX + " * " + Shader.POSITION + ";\n\t\t\t\t}\n\t\t\t";
					var fs = "\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_color;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tgl_FragColor = v_color;\n\t\t\t\t}\n\t\t\t";
					return new Shader(gl, vs, fs);
				};
				Shader.MVP_MATRIX = "u_projTrans";
				Shader.POSITION = "a_position";
				Shader.COLOR = "a_color";
				Shader.TEXCOORDS = "a_texCoords";
				Shader.SAMPLER = "u_texture";
				return Shader;
			}());
			webgl.Shader = Shader;
		})(webgl = spine.webgl || (spine.webgl = {}));
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var webgl;
		(function (webgl) {
			var ShapeRenderer = (function () {
				function ShapeRenderer(gl, maxVertices) {
					if (maxVertices === void 0) { maxVertices = 10920; }
					this.isDrawing = false;
					this.shapeType = ShapeType.Filled;
					this.color = new spine.Color(1, 1, 1, 1);
					this.vertexIndex = 0;
					this.tmp = new spine.Vector2();
					this.srcBlend = WebGLRenderingContext.SRC_ALPHA;
					this.dstBlend = WebGLRenderingContext.ONE_MINUS_SRC_ALPHA;
					if (maxVertices > 10920)
						throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
					this.gl = gl;
					this.mesh = new webgl.Mesh(gl, [new webgl.Position2Attribute(), new webgl.ColorAttribute()], maxVertices, 0);
				}
				ShapeRenderer.prototype.begin = function (shader) {
					if (this.isDrawing)
						throw new Error("ShapeRenderer.begin() has already been called");
					this.shader = shader;
					this.vertexIndex = 0;
					this.isDrawing = true;
					var gl = this.gl;
					gl.enable(gl.BLEND);
					gl.blendFunc(this.srcBlend, this.dstBlend);
				};
				ShapeRenderer.prototype.setBlendMode = function (srcBlend, dstBlend) {
					var gl = this.gl;
					this.srcBlend = srcBlend;
					this.dstBlend = dstBlend;
					if (this.isDrawing) {
						this.flush();
						gl.blendFunc(this.srcBlend, this.dstBlend);
					}
				};
				ShapeRenderer.prototype.setColor = function (color) {
					this.color.setFromColor(color);
				};
				ShapeRenderer.prototype.setColorWith = function (r, g, b, a) {
					this.color.set(r, g, b, a);
				};
				ShapeRenderer.prototype.point = function (x, y, color) {
					if (color === void 0) { color = null; }
					this.check(ShapeType.Point, 1);
					if (color === null)
						color = this.color;
					this.vertex(x, y, color);
				};
				ShapeRenderer.prototype.line = function (x, y, x2, y2, color) {
					if (color === void 0) { color = null; }
					this.check(ShapeType.Line, 2);
					var vertices = this.mesh.getVertices();
					var idx = this.vertexIndex;
					if (color === null)
						color = this.color;
					this.vertex(x, y, color);
					this.vertex(x2, y2, color);
				};
				ShapeRenderer.prototype.triangle = function (filled, x, y, x2, y2, x3, y3, color, color2, color3) {
					if (color === void 0) { color = null; }
					if (color2 === void 0) { color2 = null; }
					if (color3 === void 0) { color3 = null; }
					this.check(filled ? ShapeType.Filled : ShapeType.Line, 3);
					var vertices = this.mesh.getVertices();
					var idx = this.vertexIndex;
					if (color === null)
						color = this.color;
					if (color2 === null)
						color2 = this.color;
					if (color3 === null)
						color3 = this.color;
					if (filled) {
						this.vertex(x, y, color);
						this.vertex(x2, y2, color2);
						this.vertex(x3, y3, color3);
					}
					else {
						this.vertex(x, y, color);
						this.vertex(x2, y2, color2);
						this.vertex(x2, y2, color);
						this.vertex(x3, y3, color2);
						this.vertex(x3, y3, color);
						this.vertex(x, y, color2);
					}
				};
				ShapeRenderer.prototype.quad = function (filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4) {
					if (color === void 0) { color = null; }
					if (color2 === void 0) { color2 = null; }
					if (color3 === void 0) { color3 = null; }
					if (color4 === void 0) { color4 = null; }
					this.check(filled ? ShapeType.Filled : ShapeType.Line, 3);
					var vertices = this.mesh.getVertices();
					var idx = this.vertexIndex;
					if (color === null)
						color = this.color;
					if (color2 === null)
						color2 = this.color;
					if (color3 === null)
						color3 = this.color;
					if (color4 === null)
						color4 = this.color;
					if (filled) {
						this.vertex(x, y, color);
						this.vertex(x2, y2, color2);
						this.vertex(x3, y3, color3);
						this.vertex(x3, y3, color3);
						this.vertex(x4, y4, color4);
						this.vertex(x, y, color);
					}
					else {
						this.vertex(x, y, color);
						this.vertex(x2, y2, color2);
						this.vertex(x2, y2, color2);
						this.vertex(x3, y3, color3);
						this.vertex(x3, y3, color3);
						this.vertex(x4, y4, color4);
						this.vertex(x4, y4, color4);
						this.vertex(x, y, color);
					}
				};
				ShapeRenderer.prototype.rect = function (filled, x, y, width, height, color) {
					if (color === void 0) { color = null; }
					this.quad(filled, x, y, x + width, y, x + width, y + height, x, y + height, color, color, color, color);
				};
				ShapeRenderer.prototype.rectLine = function (filled, x1, y1, x2, y2, width, color) {
					if (color === void 0) { color = null; }
					this.check(filled ? ShapeType.Filled : ShapeType.Line, 8);
					if (color === null)
						color = this.color;
					var t = this.tmp.set(y2 - y1, x1 - x2);
					t.normalize();
					width *= 0.5;
					var tx = t.x * width;
					var ty = t.y * width;
					if (!filled) {
						this.vertex(x1 + tx, y1 + ty, color);
						this.vertex(x1 - tx, y1 - ty, color);
						this.vertex(x2 + tx, y2 + ty, color);
						this.vertex(x2 - tx, y2 - ty, color);
						this.vertex(x2 + tx, y2 + ty, color);
						this.vertex(x1 + tx, y1 + ty, color);
						this.vertex(x2 - tx, y2 - ty, color);
						this.vertex(x1 - tx, y1 - ty, color);
					}
					else {
						this.vertex(x1 + tx, y1 + ty, color);
						this.vertex(x1 - tx, y1 - ty, color);
						this.vertex(x2 + tx, y2 + ty, color);
						this.vertex(x2 - tx, y2 - ty, color);
						this.vertex(x2 + tx, y2 + ty, color);
						this.vertex(x1 - tx, y1 - ty, color);
					}
				};
				ShapeRenderer.prototype.x = function (x, y, size) {
					this.line(x - size, y - size, x + size, y + size);
					this.line(x - size, y + size, x + size, y - size);
				};
				ShapeRenderer.prototype.polygon = function (polygonVertices, offset, count, color) {
					if (color === void 0) { color = null; }
					if (count < 3)
						throw new Error("Polygon must contain at least 3 vertices");
					this.check(ShapeType.Line, count * 2);
					if (color === null)
						color = this.color;
					var vertices = this.mesh.getVertices();
					var idx = this.vertexIndex;
					offset <<= 1;
					count <<= 1;
					var firstX = polygonVertices[offset];
					var firstY = polygonVertices[offset + 1];
					var last = offset + count;
					for (var i = offset, n = offset + count - 2; i < n; i += 2) {
						var x1 = polygonVertices[i];
						var y1 = polygonVertices[i + 1];
						var x2 = 0;
						var y2 = 0;
						if (i + 2 >= last) {
							x2 = firstX;
							y2 = firstY;
						}
						else {
							x2 = polygonVertices[i + 2];
							y2 = polygonVertices[i + 3];
						}
						this.vertex(x1, y1, color);
						this.vertex(x2, y2, color);
					}
				};
				ShapeRenderer.prototype.circle = function (filled, x, y, radius, color, segments) {
					if (color === void 0) { color = null; }
					if (segments === void 0) { segments = 0; }
					if (segments === 0)
						segments = Math.max(1, (6 * spine.MathUtils.cbrt(radius)) | 0);
					if (segments <= 0)
						throw new Error("segments must be > 0.");
					if (color === null)
						color = this.color;
					var angle = 2 * spine.MathUtils.PI / segments;
					var cos = Math.cos(angle);
					var sin = Math.sin(angle);
					var cx = radius, cy = 0;
					if (!filled) {
						this.check(ShapeType.Line, segments * 2 + 2);
						for (var i = 0; i < segments; i++) {
							this.vertex(x + cx, y + cy, color);
							var temp_1 = cx;
							cx = cos * cx - sin * cy;
							cy = sin * temp_1 + cos * cy;
							this.vertex(x + cx, y + cy, color);
						}
						this.vertex(x + cx, y + cy, color);
					}
					else {
						this.check(ShapeType.Filled, segments * 3 + 3);
						segments--;
						for (var i = 0; i < segments; i++) {
							this.vertex(x, y, color);
							this.vertex(x + cx, y + cy, color);
							var temp_2 = cx;
							cx = cos * cx - sin * cy;
							cy = sin * temp_2 + cos * cy;
							this.vertex(x + cx, y + cy, color);
						}
						this.vertex(x, y, color);
						this.vertex(x + cx, y + cy, color);
					}
					var temp = cx;
					cx = radius;
					cy = 0;
					this.vertex(x + cx, y + cy, color);
				};
				ShapeRenderer.prototype.curve = function (x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color) {
					if (color === void 0) { color = null; }
					this.check(ShapeType.Line, segments * 2 + 2);
					if (color === null)
						color = this.color;
					var subdiv_step = 1 / segments;
					var subdiv_step2 = subdiv_step * subdiv_step;
					var subdiv_step3 = subdiv_step * subdiv_step * subdiv_step;
					var pre1 = 3 * subdiv_step;
					var pre2 = 3 * subdiv_step2;
					var pre4 = 6 * subdiv_step2;
					var pre5 = 6 * subdiv_step3;
					var tmp1x = x1 - cx1 * 2 + cx2;
					var tmp1y = y1 - cy1 * 2 + cy2;
					var tmp2x = (cx1 - cx2) * 3 - x1 + x2;
					var tmp2y = (cy1 - cy2) * 3 - y1 + y2;
					var fx = x1;
					var fy = y1;
					var dfx = (cx1 - x1) * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3;
					var dfy = (cy1 - y1) * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3;
					var ddfx = tmp1x * pre4 + tmp2x * pre5;
					var ddfy = tmp1y * pre4 + tmp2y * pre5;
					var dddfx = tmp2x * pre5;
					var dddfy = tmp2y * pre5;
					while (segments-- > 0) {
						this.vertex(fx, fy, color);
						fx += dfx;
						fy += dfy;
						dfx += ddfx;
						dfy += ddfy;
						ddfx += dddfx;
						ddfy += dddfy;
						this.vertex(fx, fy, color);
					}
					this.vertex(fx, fy, color);
					this.vertex(x2, y2, color);
				};
				ShapeRenderer.prototype.vertex = function (x, y, color) {
					var idx = this.vertexIndex;
					var vertices = this.mesh.getVertices();
					vertices[idx++] = x;
					vertices[idx++] = y;
					vertices[idx++] = color.r;
					vertices[idx++] = color.g;
					vertices[idx++] = color.b;
					vertices[idx++] = color.a;
					this.vertexIndex = idx;
				};
				ShapeRenderer.prototype.end = function () {
					if (!this.isDrawing)
						throw new Error("ShapeRenderer.begin() has not been called");
					this.flush();
					this.gl.disable(this.gl.BLEND);
					this.isDrawing = false;
				};
				ShapeRenderer.prototype.flush = function () {
					if (this.vertexIndex == 0)
						return;
					this.mesh.setVerticesLength(this.vertexIndex);
					this.mesh.draw(this.shader, this.shapeType);
					this.vertexIndex = 0;
				};
				ShapeRenderer.prototype.check = function (shapeType, numVertices) {
					if (!this.isDrawing)
						throw new Error("ShapeRenderer.begin() has not been called");
					if (this.shapeType == shapeType) {
						if (this.mesh.maxVertices() - this.mesh.numVertices() < numVertices)
							this.flush();
						else
							return;
					}
					else {
						this.flush();
						this.shapeType = shapeType;
					}
				};
				ShapeRenderer.prototype.dispose = function () {
					this.mesh.dispose();
				};
				return ShapeRenderer;
			}());
			webgl.ShapeRenderer = ShapeRenderer;
			var ShapeType;
			(function (ShapeType) {
				ShapeType[ShapeType["Point"] = WebGLRenderingContext.POINTS] = "Point";
				ShapeType[ShapeType["Line"] = WebGLRenderingContext.LINES] = "Line";
				ShapeType[ShapeType["Filled"] = WebGLRenderingContext.TRIANGLES] = "Filled";
			})(ShapeType = webgl.ShapeType || (webgl.ShapeType = {}));
		})(webgl = spine.webgl || (spine.webgl = {}));
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var webgl;
		(function (webgl) {
			var SkeletonDebugRenderer = (function () {
				function SkeletonDebugRenderer(gl) {
					this.boneLineColor = new spine.Color(1, 0, 0, 1);
					this.boneOriginColor = new spine.Color(0, 1, 0, 1);
					this.attachmentLineColor = new spine.Color(0, 0, 1, 0.5);
					this.triangleLineColor = new spine.Color(1, 0.64, 0, 0.5);
					this.pathColor = new spine.Color().setFromString("FF7F00");
					this.aabbColor = new spine.Color(0, 1, 0, 0.5);
					this.drawBones = true;
					this.drawRegionAttachments = true;
					this.drawBoundingBoxes = true;
					this.drawMeshHull = true;
					this.drawMeshTriangles = true;
					this.drawPaths = true;
					this.drawSkeletonXY = false;
					this.premultipliedAlpha = false;
					this.scale = 1;
					this.boneWidth = 2;
					this.bounds = new spine.SkeletonBounds();
					this.temp = new Array();
					this.gl = gl;
				}
				SkeletonDebugRenderer.prototype.draw = function (shapes, skeleton, ignoredBones) {
					if (ignoredBones === void 0) { ignoredBones = null; }
					var skeletonX = skeleton.x;
					var skeletonY = skeleton.y;
					var gl = this.gl;
					var srcFunc = this.premultipliedAlpha ? gl.ONE : gl.SRC_ALPHA;
					shapes.setBlendMode(srcFunc, gl.ONE_MINUS_SRC_ALPHA);
					var bones = skeleton.bones;
					if (this.drawBones) {
						shapes.setColor(this.boneLineColor);
						for (var i = 0, n = bones.length; i < n; i++) {
							var bone = bones[i];
							if (ignoredBones && ignoredBones.indexOf(bone.data.name) > -1)
								continue;
							if (bone.parent == null)
								continue;
							var x = skeletonX + bone.data.length * bone.a + bone.worldX;
							var y = skeletonY + bone.data.length * bone.c + bone.worldY;
							shapes.rectLine(true, skeletonX + bone.worldX, skeletonY + bone.worldY, x, y, this.boneWidth * this.scale);
						}
						if (this.drawSkeletonXY)
							shapes.x(skeletonX, skeletonY, 4 * this.scale);
					}
					if (this.drawRegionAttachments) {
						shapes.setColor(this.attachmentLineColor);
						var slots = skeleton.slots;
						for (var i = 0, n = slots.length; i < n; i++) {
							var slot = slots[i];
							var attachment = slot.getAttachment();
							if (attachment instanceof spine.RegionAttachment) {
								var regionAttachment = attachment;
								var vertices = regionAttachment.updateWorldVertices(slot, false);
								shapes.line(vertices[spine.RegionAttachment.X1], vertices[spine.RegionAttachment.Y1], vertices[spine.RegionAttachment.X2], vertices[spine.RegionAttachment.Y2]);
								shapes.line(vertices[spine.RegionAttachment.X2], vertices[spine.RegionAttachment.Y2], vertices[spine.RegionAttachment.X3], vertices[spine.RegionAttachment.Y3]);
								shapes.line(vertices[spine.RegionAttachment.X3], vertices[spine.RegionAttachment.Y3], vertices[spine.RegionAttachment.X4], vertices[spine.RegionAttachment.Y4]);
								shapes.line(vertices[spine.RegionAttachment.X4], vertices[spine.RegionAttachment.Y4], vertices[spine.RegionAttachment.X1], vertices[spine.RegionAttachment.Y1]);
							}
						}
					}
					if (this.drawMeshHull || this.drawMeshTriangles) {
						var slots = skeleton.slots;
						for (var i = 0, n = slots.length; i < n; i++) {
							var slot = slots[i];
							var attachment = slot.getAttachment();
							if (!(attachment instanceof spine.MeshAttachment))
								continue;
							var mesh = attachment;
							mesh.updateWorldVertices(slot, false);
							var vertices = mesh.worldVertices;
							var triangles = mesh.triangles;
							var hullLength = mesh.hullLength;
							if (this.drawMeshTriangles) {
								shapes.setColor(this.triangleLineColor);
								for (var ii = 0, nn = triangles.length; ii < nn; ii += 3) {
									var v1 = triangles[ii] * 8, v2 = triangles[ii + 1] * 8, v3 = triangles[ii + 2] * 8;
									shapes.triangle(false, vertices[v1], vertices[v1 + 1], vertices[v2], vertices[v2 + 1], vertices[v3], vertices[v3 + 1]);
								}
							}
							if (this.drawMeshHull && hullLength > 0) {
								shapes.setColor(this.attachmentLineColor);
								hullLength = (hullLength >> 1) * 8;
								var lastX = vertices[hullLength - 8], lastY = vertices[hullLength - 7];
								for (var ii = 0, nn = hullLength; ii < nn; ii += 8) {
									var x = vertices[ii], y = vertices[ii + 1];
									shapes.line(x, y, lastX, lastY);
									lastX = x;
									lastY = y;
								}
							}
						}
					}
					if (this.drawBoundingBoxes) {
						var bounds = this.bounds;
						bounds.update(skeleton, true);
						shapes.setColor(this.aabbColor);
						shapes.rect(false, bounds.minX, bounds.minY, bounds.getWidth(), bounds.getHeight());
						var polygons = bounds.polygons;
						var boxes = bounds.boundingBoxes;
						for (var i = 0, n = polygons.length; i < n; i++) {
							var polygon = polygons[i];
							shapes.setColor(boxes[i].color);
							shapes.polygon(polygon, 0, polygon.length);
						}
					}
					if (this.drawPaths) {
						var slots = skeleton.slots;
						for (var i = 0, n = slots.length; i < n; i++) {
							var slot = slots[i];
							var attachment = slot.getAttachment();
							if (!(attachment instanceof spine.PathAttachment))
								continue;
							var path = attachment;
							var nn = path.worldVerticesLength;
							var world = this.temp = spine.Utils.setArraySize(this.temp, nn, 0);
							path.computeWorldVertices(slot, world);
							var color = this.pathColor;
							var x1 = world[2], y1 = world[3], x2 = 0, y2 = 0;
							if (path.closed) {
								shapes.setColor(color);
								var cx1 = world[0], cy1 = world[1], cx2 = world[nn - 2], cy2 = world[nn - 1];
								x2 = world[nn - 4];
								y2 = world[nn - 3];
								shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, 32);
								shapes.setColor(SkeletonDebugRenderer.LIGHT_GRAY);
								shapes.line(x1, y1, cx1, cy1);
								shapes.line(x2, y2, cx2, cy2);
							}
							nn -= 4;
							for (var ii = 4; ii < nn; ii += 6) {
								var cx1 = world[ii], cy1 = world[ii + 1], cx2 = world[ii + 2], cy2 = world[ii + 3];
								x2 = world[ii + 4];
								y2 = world[ii + 5];
								shapes.setColor(color);
								shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, 32);
								shapes.setColor(SkeletonDebugRenderer.LIGHT_GRAY);
								shapes.line(x1, y1, cx1, cy1);
								shapes.line(x2, y2, cx2, cy2);
								x1 = x2;
								y1 = y2;
							}
						}
					}
					if (this.drawBones) {
						shapes.setColor(this.boneOriginColor);
						for (var i = 0, n = bones.length; i < n; i++) {
							var bone = bones[i];
							if (ignoredBones && ignoredBones.indexOf(bone.data.name) > -1)
								continue;
							shapes.circle(true, skeletonX + bone.worldX, skeletonY + bone.worldY, 3 * this.scale, SkeletonDebugRenderer.GREEN, 8);
						}
					}
				};
				SkeletonDebugRenderer.prototype.dispose = function () {
				};
				SkeletonDebugRenderer.LIGHT_GRAY = new spine.Color(192 / 255, 192 / 255, 192 / 255, 1);
				SkeletonDebugRenderer.GREEN = new spine.Color(0, 1, 0, 1);
				return SkeletonDebugRenderer;
			}());
			webgl.SkeletonDebugRenderer = SkeletonDebugRenderer;
		})(webgl = spine.webgl || (spine.webgl = {}));
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var webgl;
		(function (webgl) {
			var SkeletonRenderer = (function () {
				function SkeletonRenderer(gl) {
					this.premultipliedAlpha = false;
					this.gl = gl;
				}
				SkeletonRenderer.prototype.draw = function (batcher, skeleton) {
					var premultipliedAlpha = this.premultipliedAlpha;
					var blendMode = null;
					var vertices = null;
					var triangles = null;
					var drawOrder = skeleton.drawOrder;
					for (var i = 0, n = drawOrder.length; i < n; i++) {
						var slot = drawOrder[i];
						var attachment = slot.getAttachment();
						var texture = null;
						if (attachment instanceof spine.RegionAttachment) {
							var region = attachment;
							vertices = region.updateWorldVertices(slot, premultipliedAlpha);
							triangles = SkeletonRenderer.QUAD_TRIANGLES;
							texture = region.region.renderObject.texture;
						}
						else if (attachment instanceof spine.MeshAttachment) {
							var mesh = attachment;
							vertices = mesh.updateWorldVertices(slot, premultipliedAlpha);
							triangles = mesh.triangles;
							texture = mesh.region.renderObject.texture;
						}
						else
							continue;
						if (texture != null) {
							var slotBlendMode = slot.data.blendMode;
							if (slotBlendMode != blendMode) {
								blendMode = slotBlendMode;
								batcher.setBlendMode(webgl.getSourceGLBlendMode(this.gl, blendMode, premultipliedAlpha), webgl.getDestGLBlendMode(this.gl, blendMode));
							}
							batcher.draw(texture, vertices, triangles);
						}
					}
				};
				SkeletonRenderer.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
				return SkeletonRenderer;
			}());
			webgl.SkeletonRenderer = SkeletonRenderer;
		})(webgl = spine.webgl || (spine.webgl = {}));
	})(mw.spine || (mw.spine = {}));

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

	(function (spine) {
		var webgl;
		(function (webgl) {
			function getSourceGLBlendMode(gl, blendMode, premultipliedAlpha) {
				if (premultipliedAlpha === void 0) { premultipliedAlpha = false; }
				switch (blendMode) {
					case spine.BlendMode.Normal: return premultipliedAlpha ? gl.ONE : gl.SRC_ALPHA;
					case spine.BlendMode.Additive: return premultipliedAlpha ? gl.ONE : gl.SRC_ALPHA;
					case spine.BlendMode.Multiply: return gl.DST_COLOR;
					case spine.BlendMode.Screen: return gl.ONE;
					default: throw new Error("Unknown blend mode: " + blendMode);
				}
			}
			webgl.getSourceGLBlendMode = getSourceGLBlendMode;
			function getDestGLBlendMode(gl, blendMode) {
				switch (blendMode) {
					case spine.BlendMode.Normal: return gl.ONE_MINUS_SRC_ALPHA;
					case spine.BlendMode.Additive: return gl.ONE;
					case spine.BlendMode.Multiply: return gl.ONE_MINUS_SRC_ALPHA;
					case spine.BlendMode.Screen: return gl.ONE_MINUS_SRC_ALPHA;
					default: throw new Error("Unknown blend mode: " + blendMode);
				}
			}
			webgl.getDestGLBlendMode = getDestGLBlendMode;
		})(webgl = spine.webgl || (spine.webgl = {}));
	})(mw.spine || (mw.spine = {}));

	(function (spine) {
		var SpineWidget = (function () {
			function SpineWidget(element, config) {
				var _this = this;
				this.mvp = new spine.webgl.Matrix4();
				this.paused = false;
				this.lastFrameTime = Date.now() / 1000.0;
				this.backgroundColor = new spine.Color();
				this.loaded = false;
				this.bounds = { offset: new spine.Vector2(), size: new spine.Vector2() };
				if (!element)
					throw new Error("Please provide a DOM element, e.g. document.getElementById('myelement')");
				if (!config)
					throw new Error("Please provide a configuration, specifying at least the json file, atlas file and animation name");
				var elementId = element;
				if (typeof (element) === "string")
					element = document.getElementById(element);
				if (element == null)
					throw new Error("Element " + elementId + " does not exist");
				this.validateConfig(config);
				var canvas = this.canvas = document.createElement("canvas");
				canvas.style.width = "100%";
				canvas.style.height = "100%";
				element.appendChild(canvas);
				canvas.width = element.clientWidth;
				canvas.height = element.clientHeight;
				var webglConfig = { alpha: config.alpha };
				var gl = this.gl = (canvas.getContext("webgl", webglConfig) || canvas.getContext("experimental-webgl", webglConfig));
				this.shader = spine.webgl.Shader.newColoredTextured(gl);
				this.batcher = new spine.webgl.PolygonBatcher(gl);
				this.mvp.ortho2d(0, 0, canvas.width - 1, canvas.height - 1);
				this.skeletonRenderer = new spine.webgl.SkeletonRenderer(gl);
				this.debugShader = spine.webgl.Shader.newColored(gl);
				this.debugRenderer = new spine.webgl.SkeletonDebugRenderer(gl);
				this.shapes = new spine.webgl.ShapeRenderer(gl);
				var assets = this.assetManager = new spine.webgl.AssetManager(gl, config.imagesPath ? config.imagesPath : "");
				if (!config.atlasContent) {
					assets.loadText(config.atlas);
				}
				if (!config.jsonContent) {
					assets.loadText(config.json);
				}
				if (config.atlasPages == null) {
					if (config.atlas) {
						var atlasPage = config.atlas.replace(".atlas", ".png");
						if (atlasPage.lastIndexOf(config.imagesPath) == 0) {
							atlasPage = atlasPage.substr(config.imagesPath.length);
						}
						assets.loadTexture(atlasPage);
					}
					else {
						var firstLine = config.atlasContent.trim().split("\n")[0];
						assets.loadTexture(firstLine);
					}
				}
				else {
					for (var i = 0; i < config.atlasPages.length; i++) {
						assets.loadTexture(config.atlasPages[i]);
					}
				}
				requestAnimationFrame(function () { _this.load(); });
			}
			SpineWidget.prototype.validateConfig = function (config) {
				if (!config.atlas && !config.atlasContent)
					throw new Error("Please specify config.atlas or config.atlasContent");
				if (!config.json && !config.jsonContent)
					throw new Error("Please specify config.json or config.jsonContent");
				if (!config.animation)
					throw new Error("Please specify config.animationName");
				if (!config.scale)
					config.scale = 1.0;
				if (!config.skin)
					config.skin = "default";
				if (config.loop === undefined)
					config.loop = true;
				if (!config.x)
					config.x = 0;
				if (!config.y)
					config.y = 0;
				if (config.fitToCanvas === undefined)
					config.fitToCanvas = true;
				if (!config.backgroundColor)
					config.backgroundColor = "#555555";
				if (!config.imagesPath) {
					if (config.atlas) {
						var index = config.atlas.lastIndexOf("/");
						if (index != -1) {
							config.imagesPath = config.atlas.substr(0, index) + "/";
						}
						else {
							config.imagesPath = "";
						}
					}
					else {
						config.imagesPath = "";
					}
				}
				if (config.json && config.json.lastIndexOf(config.imagesPath) == 0) {
					config.json = config.json.substr(config.imagesPath.length);
				}
				if (config.atlas && config.atlas.lastIndexOf(config.imagesPath) == 0) {
					config.atlas = config.atlas.substr(config.imagesPath.length);
				}
				if (!config.premultipliedAlpha === undefined)
					config.premultipliedAlpha = false;
				if (!config.debug === undefined)
					config.debug = false;
				if (!config.alpha === undefined)
					config.alpha = true;
				this.backgroundColor.setFromString(config.backgroundColor);
				this.config = config;
			};
			SpineWidget.prototype.load = function () {
				var _this = this;
				var assetManager = this.assetManager;
				var imagesPath = this.config.imagesPath;
				var config = this.config;
				if (assetManager.isLoadingComplete()) {
					if (assetManager.hasErrors()) {
						if (config.error)
							config.error(this, "Failed to load assets: " + JSON.stringify(assetManager.getErrors()));
						else
							throw new Error("Failed to load assets: " + JSON.stringify(assetManager.getErrors()));
					}
					var atlasContent = config.atlasContent === undefined ? this.assetManager.get(this.config.atlas) : config.atlasContent;
					var atlas = new spine.TextureAtlas(atlasContent, function (path) {
						var texture = assetManager.get(path);
						return texture;
					});
					var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
					var skeletonJson = new spine.SkeletonJson(atlasLoader);
					skeletonJson.scale = config.scale;
					var jsonContent = config.jsonContent === undefined ? assetManager.get(config.json) : config.jsonContent;
					var skeletonData = skeletonJson.readSkeletonData(jsonContent);
					var skeleton = this.skeleton = new spine.Skeleton(skeletonData);
					var bounds = this.bounds;
					skeleton.setSkinByName(config.skin);
					skeleton.setToSetupPose();
					skeleton.updateWorldTransform();
					skeleton.getBounds(bounds.offset, bounds.size);
					if (!config.fitToCanvas) {
						skeleton.x = config.x;
						skeleton.y = config.y;
					}
					var animationState = this.state = new spine.AnimationState(new spine.AnimationStateData(skeleton.data));
					animationState.setAnimation(0, config.animation, config.loop);
					if (config.success)
						config.success(this);
					this.loaded = true;
					requestAnimationFrame(function () { _this.render(); });
				}
				else
					requestAnimationFrame(function () { _this.load(); });
			};
			SpineWidget.prototype.render = function () {
				var _this = this;
				var now = Date.now() / 1000;
				var delta = now - this.lastFrameTime;
				if (delta > 0.1)
					delta = 0;
				this.lastFrameTime = now;
				var gl = this.gl;
				var color = this.backgroundColor;
				this.resize();
				gl.clearColor(color.r, color.g, color.b, color.a);
				gl.clear(gl.COLOR_BUFFER_BIT);
				var state = this.state;
				var skeleton = this.skeleton;
				var premultipliedAlpha = this.config.premultipliedAlpha;
				state.update(delta);
				state.apply(skeleton);
				skeleton.updateWorldTransform();
				var shader = this.shader;
				var batcher = this.batcher;
				var skeletonRenderer = this.skeletonRenderer;
				shader.bind();
				shader.setUniformi(spine.webgl.Shader.SAMPLER, 0);
				shader.setUniform4x4f(spine.webgl.Shader.MVP_MATRIX, this.mvp.values);
				batcher.begin(shader);
				skeletonRenderer.premultipliedAlpha = premultipliedAlpha;
				skeletonRenderer.draw(batcher, skeleton);
				batcher.end();
				shader.unbind();
				if (this.config.debug) {
					var shader_1 = this.debugShader;
					var shapes = this.shapes;
					var renderer = this.debugRenderer;
					shader_1.bind();
					shader_1.setUniform4x4f(spine.webgl.Shader.MVP_MATRIX, this.mvp.values);
					renderer.premultipliedAlpha = premultipliedAlpha;
					shapes.begin(shader_1);
					renderer.draw(shapes, skeleton);
					shapes.end();
					shader_1.unbind();
				}
				if (!this.paused)
					requestAnimationFrame(function () { _this.render(); });
			};
			SpineWidget.prototype.resize = function () {
				var canvas = this.canvas;
				var w = canvas.clientWidth;
				var h = canvas.clientHeight;
				var bounds = this.bounds;
				if (canvas.width != w || canvas.height != h) {
					canvas.width = w;
					canvas.height = h;
				}
				if (this.config.fitToCanvas) {
					var centerX = bounds.offset.x + bounds.size.x / 2;
					var centerY = bounds.offset.y + bounds.size.y / 2;
					var scaleX = bounds.size.x / canvas.width;
					var scaleY = bounds.size.y / canvas.height;
					var scale = Math.max(scaleX, scaleY) * 1.2;
					if (scale < 1)
						scale = 1;
					var width = canvas.width * scale;
					var height = canvas.height * scale;
					this.skeleton.x = this.skeleton.y = 0;
					this.mvp.ortho2d(centerX - width / 2, centerY - height / 2, width, height);
				}
				else {
					this.mvp.ortho2d(0, 0, canvas.width - 1, canvas.height - 1);
				}
				this.gl.viewport(0, 0, canvas.width, canvas.height);
			};
			SpineWidget.prototype.pause = function () {
				this.paused = true;
			};
			SpineWidget.prototype.play = function () {
				var _this = this;
				this.paused = false;
				requestAnimationFrame(function () { _this.render(); });
			};
			SpineWidget.prototype.isPlaying = function () {
				return !this.paused;
			};
			SpineWidget.prototype.setAnimation = function (animationName) {
				if (!this.loaded)
					throw new Error("Widget isn't loaded yet");
				this.skeleton.setToSetupPose();
				this.state.setAnimation(0, animationName, this.config.loop);
			};
			SpineWidget.loadWidgets = function () {
				var widgets = document.getElementsByClassName("spine-widget");
				for (var i = 0; i < widgets.length; i++) {
					SpineWidget.loadWidget(widgets[i]);
				}
			};
			SpineWidget.loadWidget = function (widget) {
				var config = new SpineWidgetConfig();
				config.atlas = widget.getAttribute("data-atlas");
				config.json = widget.getAttribute("data-json");
				config.animation = widget.getAttribute("data-animation");
				if (widget.getAttribute("data-images-path"))
					config.imagesPath = widget.getAttribute("data-images-path");
				if (widget.getAttribute("data-atlas-pages"))
					config.atlasPages = widget.getAttribute("data-atlas-pages").split(",");
				if (widget.getAttribute("data-skin"))
					config.skin = widget.getAttribute("data-skin");
				if (widget.getAttribute("data-loop"))
					config.loop = widget.getAttribute("data-loop") === "true";
				if (widget.getAttribute("data-scale"))
					config.scale = parseFloat(widget.getAttribute("data-scale"));
				if (widget.getAttribute("data-x"))
					config.x = parseFloat(widget.getAttribute("data-x"));
				if (widget.getAttribute("data-y"))
					config.y = parseFloat(widget.getAttribute("data-y"));
				if (widget.getAttribute("data-fit-to-canvas"))
					config.fitToCanvas = widget.getAttribute("data-fit-to-canvas") === "true";
				if (widget.getAttribute("data-background-color"))
					config.backgroundColor = widget.getAttribute("data-background-color");
				if (widget.getAttribute("data-premultiplied-alpha"))
					config.premultipliedAlpha = widget.getAttribute("data-premultiplied-alpha") === "true";
				if (widget.getAttribute("data-debug"))
					config.debug = widget.getAttribute("data-debug") === "true";
				if (widget.getAttribute("data-alpha"))
					config.alpha = widget.getAttribute("data-alpha") === "true";
				new spine.SpineWidget(widget, config);
			};
			SpineWidget.ready = function () {
				if (SpineWidget.pageLoaded)
					return;
				SpineWidget.pageLoaded = true;
				SpineWidget.loadWidgets();
			};
			SpineWidget.setupDOMListener = function () {
				if (document.addEventListener) {
					document.addEventListener("DOMContentLoaded", SpineWidget.ready, false);
					window.addEventListener("load", SpineWidget.ready, false);
				}
				else {
					document.attachEvent("onreadystatechange", function readyStateChange() {
						if (document.readyState === "complete")
							SpineWidget.ready();
					});
					window.attachEvent("onload", SpineWidget.ready);
				}
			};
			SpineWidget.pageLoaded = false;
			return SpineWidget;
		}());
		spine.SpineWidget = SpineWidget;
		var SpineWidgetConfig = (function () {
			function SpineWidgetConfig() {
				this.skin = "default";
				this.loop = true;
				this.scale = 1.0;
				this.x = 0;
				this.y = 0;
				this.alpha = true;
				this.fitToCanvas = true;
				this.backgroundColor = "#555555";
				this.premultipliedAlpha = false;
				this.debug = false;
			}
			return SpineWidgetConfig;
		}());
		spine.SpineWidgetConfig = SpineWidgetConfig;
	})(mw.spine || (mw.spine = {}));
	mw.spine.SpineWidget.setupDOMListener();
	//# sourceMappingURL=spine-widget.js.map
})(mw);
//</pre>