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- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated January 1, 2020. Replaces all prior versions.
- *
- * Copyright (c) 2013-2020, Esoteric Software LLC
- *
- * Integration of the Spine Runtimes into software or otherwise creating
- * derivative works of the Spine Runtimes is permitted under the terms and
- * conditions of Section 2 of the Spine Editor License Agreement:
- * http://esotericsoftware.com/spine-editor-license
- *
- * Otherwise, it is permitted to integrate the Spine Runtimes into software
- * or otherwise create derivative works of the Spine Runtimes (collectively,
- * "Products"), provided that each user of the Products must obtain their own
- * Spine Editor license and redistribution of the Products in any form must
- * include this license and copyright notice.
- *
- * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
- * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
- * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
- #if (UNITY_5 || UNITY_5_3_OR_NEWER || UNITY_WSA || UNITY_WP8 || UNITY_WP8_1)
- #define IS_UNITY
- #endif
- using System;
- using System.IO;
- using System.Collections.Generic;
- #if WINDOWS_STOREAPP
- using System.Threading.Tasks;
- using Windows.Storage;
- #endif
- namespace Spine {
- public class SkeletonBinary {
- public const int BONE_ROTATE = 0;
- public const int BONE_TRANSLATE = 1;
- public const int BONE_SCALE = 2;
- public const int BONE_SHEAR = 3;
- public const int SLOT_ATTACHMENT = 0;
- public const int SLOT_COLOR = 1;
- public const int SLOT_TWO_COLOR = 2;
- public const int PATH_POSITION = 0;
- public const int PATH_SPACING = 1;
- public const int PATH_MIX = 2;
- public const int CURVE_LINEAR = 0;
- public const int CURVE_STEPPED = 1;
- public const int CURVE_BEZIER = 2;
- public float Scale { get; set; }
- private AttachmentLoader attachmentLoader;
- private List<SkeletonJson.LinkedMesh> linkedMeshes = new List<SkeletonJson.LinkedMesh>();
- public SkeletonBinary (params Atlas[] atlasArray)
- : this(new AtlasAttachmentLoader(atlasArray)) {
- }
- public SkeletonBinary (AttachmentLoader attachmentLoader) {
- if (attachmentLoader == null) throw new ArgumentNullException("attachmentLoader");
- this.attachmentLoader = attachmentLoader;
- Scale = 1;
- }
- #if !ISUNITY && WINDOWS_STOREAPP
- private async Task<SkeletonData> ReadFile(string path) {
- var folder = Windows.ApplicationModel.Package.Current.InstalledLocation;
- using (var input = new BufferedStream(await folder.GetFileAsync(path).AsTask().ConfigureAwait(false))) {
- SkeletonData skeletonData = ReadSkeletonData(input);
- skeletonData.Name = Path.GetFileNameWithoutExtension(path);
- return skeletonData;
- }
- }
- public SkeletonData ReadSkeletonData (String path) {
- return this.ReadFile(path).Result;
- }
- #else
- public SkeletonData ReadSkeletonData (String path) {
- #if WINDOWS_PHONE
- using (var input = new BufferedStream(Microsoft.Xna.Framework.TitleContainer.OpenStream(path))) {
- #else
- using (var input = new FileStream(path, FileMode.Open, FileAccess.Read, FileShare.Read)) {
- #endif
- SkeletonData skeletonData = ReadSkeletonData(input);
- skeletonData.name = Path.GetFileNameWithoutExtension(path);
- return skeletonData;
- }
- }
- #endif // WINDOWS_STOREAPP
- public static readonly TransformMode[] TransformModeValues = {
- TransformMode.Normal,
- TransformMode.OnlyTranslation,
- TransformMode.NoRotationOrReflection,
- TransformMode.NoScale,
- TransformMode.NoScaleOrReflection
- };
- /// <summary>Returns the version string of binary skeleton data.</summary>
- public static string GetVersionString (Stream file) {
- if (file == null) throw new ArgumentNullException("file");
- SkeletonInput input = new SkeletonInput(file);
- return input.GetVersionString();
- }
- public SkeletonData ReadSkeletonData (Stream file) {
- if (file == null) throw new ArgumentNullException("file");
- float scale = Scale;
- var skeletonData = new SkeletonData();
- SkeletonInput input = new SkeletonInput(file);
- skeletonData.hash = input.ReadString();
- if (skeletonData.hash.Length == 0) skeletonData.hash = null;
- skeletonData.version = input.ReadString();
- if (skeletonData.version.Length == 0) skeletonData.version = null;
- if ("3.8.75" == skeletonData.version)
- throw new Exception("Unsupported skeleton data, please export with a newer version of Spine.");
- skeletonData.x = input.ReadFloat();
- skeletonData.y = input.ReadFloat();
- skeletonData.width = input.ReadFloat();
- skeletonData.height = input.ReadFloat();
- bool nonessential = input.ReadBoolean();
- if (nonessential) {
- skeletonData.fps = input.ReadFloat();
- skeletonData.imagesPath = input.ReadString();
- if (string.IsNullOrEmpty(skeletonData.imagesPath)) skeletonData.imagesPath = null;
- skeletonData.audioPath = input.ReadString();
- if (string.IsNullOrEmpty(skeletonData.audioPath)) skeletonData.audioPath = null;
- }
- int n;
- Object[] o;
- // Strings.
- input.strings = new ExposedList<string>(n = input.ReadInt(true));
- o = input.strings.Resize(n).Items;
- for (int i = 0; i < n; i++)
- o[i] = input.ReadString();
- // Bones.
- o = skeletonData.bones.Resize(n = input.ReadInt(true)).Items;
- for (int i = 0; i < n; i++) {
- String name = input.ReadString();
- BoneData parent = i == 0 ? null : skeletonData.bones.Items[input.ReadInt(true)];
- BoneData data = new BoneData(i, name, parent);
- data.rotation = input.ReadFloat();
- data.x = input.ReadFloat() * scale;
- data.y = input.ReadFloat() * scale;
- data.scaleX = input.ReadFloat();
- data.scaleY = input.ReadFloat();
- data.shearX = input.ReadFloat();
- data.shearY = input.ReadFloat();
- data.length = input.ReadFloat() * scale;
- data.transformMode = TransformModeValues[input.ReadInt(true)];
- data.skinRequired = input.ReadBoolean();
- if (nonessential) input.ReadInt(); // Skip bone color.
- o[i] = data;
- }
- // Slots.
- o = skeletonData.slots.Resize(n = input.ReadInt(true)).Items;
- for (int i = 0; i < n; i++) {
- String slotName = input.ReadString();
- BoneData boneData = skeletonData.bones.Items[input.ReadInt(true)];
- SlotData slotData = new SlotData(i, slotName, boneData);
- int color = input.ReadInt();
- slotData.r = ((color & 0xff000000) >> 24) / 255f;
- slotData.g = ((color & 0x00ff0000) >> 16) / 255f;
- slotData.b = ((color & 0x0000ff00) >> 8) / 255f;
- slotData.a = ((color & 0x000000ff)) / 255f;
- int darkColor = input.ReadInt(); // 0x00rrggbb
- if (darkColor != -1) {
- slotData.hasSecondColor = true;
- slotData.r2 = ((darkColor & 0x00ff0000) >> 16) / 255f;
- slotData.g2 = ((darkColor & 0x0000ff00) >> 8) / 255f;
- slotData.b2 = ((darkColor & 0x000000ff)) / 255f;
- }
- slotData.attachmentName = input.ReadStringRef();
- slotData.blendMode = (BlendMode)input.ReadInt(true);
- o[i] = slotData;
- }
- // IK constraints.
- o = skeletonData.ikConstraints.Resize(n = input.ReadInt(true)).Items;
- for (int i = 0, nn; i < n; i++) {
- IkConstraintData data = new IkConstraintData(input.ReadString());
- data.order = input.ReadInt(true);
- data.skinRequired = input.ReadBoolean();
- Object[] bones = data.bones.Resize(nn = input.ReadInt(true)).Items;
- for (int ii = 0; ii < nn; ii++)
- bones[ii] = skeletonData.bones.Items[input.ReadInt(true)];
- data.target = skeletonData.bones.Items[input.ReadInt(true)];
- data.mix = input.ReadFloat();
- data.softness = input.ReadFloat() * scale;
- data.bendDirection = input.ReadSByte();
- data.compress = input.ReadBoolean();
- data.stretch = input.ReadBoolean();
- data.uniform = input.ReadBoolean();
- o[i] = data;
- }
- // Transform constraints.
- o = skeletonData.transformConstraints.Resize(n = input.ReadInt(true)).Items;
- for (int i = 0, nn; i < n; i++) {
- TransformConstraintData data = new TransformConstraintData(input.ReadString());
- data.order = input.ReadInt(true);
- data.skinRequired = input.ReadBoolean();
- Object[] bones = data.bones.Resize(nn = input.ReadInt(true)).Items;
- for (int ii = 0; ii < nn; ii++)
- bones[ii] = skeletonData.bones.Items[input.ReadInt(true)];
- data.target = skeletonData.bones.Items[input.ReadInt(true)];
- data.local = input.ReadBoolean();
- data.relative = input.ReadBoolean();
- data.offsetRotation = input.ReadFloat();
- data.offsetX = input.ReadFloat() * scale;
- data.offsetY = input.ReadFloat() * scale;
- data.offsetScaleX = input.ReadFloat();
- data.offsetScaleY = input.ReadFloat();
- data.offsetShearY = input.ReadFloat();
- data.rotateMix = input.ReadFloat();
- data.translateMix = input.ReadFloat();
- data.scaleMix = input.ReadFloat();
- data.shearMix = input.ReadFloat();
- o[i] = data;
- }
- // Path constraints
- o = skeletonData.pathConstraints.Resize(n = input.ReadInt(true)).Items;
- for (int i = 0, nn; i < n; i++) {
- PathConstraintData data = new PathConstraintData(input.ReadString());
- data.order = input.ReadInt(true);
- data.skinRequired = input.ReadBoolean();
- Object[] bones = data.bones.Resize(nn = input.ReadInt(true)).Items;
- for (int ii = 0; ii < nn; ii++)
- bones[ii] = skeletonData.bones.Items[input.ReadInt(true)];
- data.target = skeletonData.slots.Items[input.ReadInt(true)];
- data.positionMode = (PositionMode)Enum.GetValues(typeof(PositionMode)).GetValue(input.ReadInt(true));
- data.spacingMode = (SpacingMode)Enum.GetValues(typeof(SpacingMode)).GetValue(input.ReadInt(true));
- data.rotateMode = (RotateMode)Enum.GetValues(typeof(RotateMode)).GetValue(input.ReadInt(true));
- data.offsetRotation = input.ReadFloat();
- data.position = input.ReadFloat();
- if (data.positionMode == PositionMode.Fixed) data.position *= scale;
- data.spacing = input.ReadFloat();
- if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) data.spacing *= scale;
- data.rotateMix = input.ReadFloat();
- data.translateMix = input.ReadFloat();
- o[i] = data;
- }
- // Default skin.
- Skin defaultSkin = ReadSkin(input, skeletonData, true, nonessential);
- if (defaultSkin != null) {
- skeletonData.defaultSkin = defaultSkin;
- skeletonData.skins.Add(defaultSkin);
- }
- // Skins.
- {
- int i = skeletonData.skins.Count;
- o = skeletonData.skins.Resize(n = i + input.ReadInt(true)).Items;
- for (; i < n; i++)
- o[i] = ReadSkin(input, skeletonData, false, nonessential);
- }
- // Linked meshes.
- n = linkedMeshes.Count;
- for (int i = 0; i < n; i++) {
- SkeletonJson.LinkedMesh linkedMesh = linkedMeshes[i];
- Skin skin = linkedMesh.skin == null ? skeletonData.DefaultSkin : skeletonData.FindSkin(linkedMesh.skin);
- if (skin == null) throw new Exception("Skin not found: " + linkedMesh.skin);
- Attachment parent = skin.GetAttachment(linkedMesh.slotIndex, linkedMesh.parent);
- if (parent == null) throw new Exception("Parent mesh not found: " + linkedMesh.parent);
- linkedMesh.mesh.DeformAttachment = linkedMesh.inheritDeform ? (VertexAttachment)parent : linkedMesh.mesh;
- linkedMesh.mesh.ParentMesh = (MeshAttachment)parent;
- linkedMesh.mesh.UpdateUVs();
- }
- linkedMeshes.Clear();
- // Events.
- o = skeletonData.events.Resize(n = input.ReadInt(true)).Items;
- for (int i = 0; i < n; i++) {
- EventData data = new EventData(input.ReadStringRef());
- data.Int = input.ReadInt(false);
- data.Float = input.ReadFloat();
- data.String = input.ReadString();
- data.AudioPath = input.ReadString();
- if (data.AudioPath != null) {
- data.Volume = input.ReadFloat();
- data.Balance = input.ReadFloat();
- }
- o[i] = data;
- }
- // Animations.
- o = skeletonData.animations.Resize(n = input.ReadInt(true)).Items;
- for (int i = 0; i < n; i++)
- o[i] = ReadAnimation(input.ReadString(), input, skeletonData);
- return skeletonData;
- }
- /// <returns>May be null.</returns>
- private Skin ReadSkin (SkeletonInput input, SkeletonData skeletonData, bool defaultSkin, bool nonessential) {
- Skin skin;
- int slotCount;
- if (defaultSkin) {
- slotCount = input.ReadInt(true);
- if (slotCount == 0) return null;
- skin = new Skin("default");
- } else {
- skin = new Skin(input.ReadStringRef());
- Object[] bones = skin.bones.Resize(input.ReadInt(true)).Items;
- for (int i = 0, n = skin.bones.Count; i < n; i++)
- bones[i] = skeletonData.bones.Items[input.ReadInt(true)];
- for (int i = 0, n = input.ReadInt(true); i < n; i++)
- skin.constraints.Add(skeletonData.ikConstraints.Items[input.ReadInt(true)]);
- for (int i = 0, n = input.ReadInt(true); i < n; i++)
- skin.constraints.Add(skeletonData.transformConstraints.Items[input.ReadInt(true)]);
- for (int i = 0, n = input.ReadInt(true); i < n; i++)
- skin.constraints.Add(skeletonData.pathConstraints.Items[input.ReadInt(true)]);
- skin.constraints.TrimExcess();
- slotCount = input.ReadInt(true);
- }
- for (int i = 0; i < slotCount; i++) {
- int slotIndex = input.ReadInt(true);
- for (int ii = 0, nn = input.ReadInt(true); ii < nn; ii++) {
- String name = input.ReadStringRef();
- Attachment attachment = ReadAttachment(input, skeletonData, skin, slotIndex, name, nonessential);
- if (attachment != null) skin.SetAttachment(slotIndex, name, attachment);
- }
- }
- return skin;
- }
- private Attachment ReadAttachment (SkeletonInput input, SkeletonData skeletonData, Skin skin, int slotIndex,
- String attachmentName, bool nonessential) {
- float scale = Scale;
- String name = input.ReadStringRef();
- if (name == null) name = attachmentName;
- AttachmentType type = (AttachmentType)input.ReadByte();
- switch (type) {
- case AttachmentType.Region: {
- String path = input.ReadStringRef();
- float rotation = input.ReadFloat();
- float x = input.ReadFloat();
- float y = input.ReadFloat();
- float scaleX = input.ReadFloat();
- float scaleY = input.ReadFloat();
- float width = input.ReadFloat();
- float height = input.ReadFloat();
- int color = input.ReadInt();
- if (path == null) path = name;
- RegionAttachment region = attachmentLoader.NewRegionAttachment(skin, name, path);
- if (region == null) return null;
- region.Path = path;
- region.x = x * scale;
- region.y = y * scale;
- region.scaleX = scaleX;
- region.scaleY = scaleY;
- region.rotation = rotation;
- region.width = width * scale;
- region.height = height * scale;
- region.r = ((color & 0xff000000) >> 24) / 255f;
- region.g = ((color & 0x00ff0000) >> 16) / 255f;
- region.b = ((color & 0x0000ff00) >> 8) / 255f;
- region.a = ((color & 0x000000ff)) / 255f;
- region.UpdateOffset();
- return region;
- }
- case AttachmentType.Boundingbox: {
- int vertexCount = input.ReadInt(true);
- Vertices vertices = ReadVertices(input, vertexCount);
- if (nonessential) input.ReadInt(); //int color = nonessential ? input.ReadInt() : 0; // Avoid unused local warning.
- BoundingBoxAttachment box = attachmentLoader.NewBoundingBoxAttachment(skin, name);
- if (box == null) return null;
- box.worldVerticesLength = vertexCount << 1;
- box.vertices = vertices.vertices;
- box.bones = vertices.bones;
- // skipped porting: if (nonessential) Color.rgba8888ToColor(box.getColor(), color);
- return box;
- }
- case AttachmentType.Mesh: {
- String path = input.ReadStringRef();
- int color = input.ReadInt();
- int vertexCount = input.ReadInt(true);
- float[] uvs = ReadFloatArray(input, vertexCount << 1, 1);
- int[] triangles = ReadShortArray(input);
- Vertices vertices = ReadVertices(input, vertexCount);
- int hullLength = input.ReadInt(true);
- int[] edges = null;
- float width = 0, height = 0;
- if (nonessential) {
- edges = ReadShortArray(input);
- width = input.ReadFloat();
- height = input.ReadFloat();
- }
- if (path == null) path = name;
- MeshAttachment mesh = attachmentLoader.NewMeshAttachment(skin, name, path);
- if (mesh == null) return null;
- mesh.Path = path;
- mesh.r = ((color & 0xff000000) >> 24) / 255f;
- mesh.g = ((color & 0x00ff0000) >> 16) / 255f;
- mesh.b = ((color & 0x0000ff00) >> 8) / 255f;
- mesh.a = ((color & 0x000000ff)) / 255f;
- mesh.bones = vertices.bones;
- mesh.vertices = vertices.vertices;
- mesh.WorldVerticesLength = vertexCount << 1;
- mesh.triangles = triangles;
- mesh.regionUVs = uvs;
- mesh.UpdateUVs();
- mesh.HullLength = hullLength << 1;
- if (nonessential) {
- mesh.Edges = edges;
- mesh.Width = width * scale;
- mesh.Height = height * scale;
- }
- return mesh;
- }
- case AttachmentType.Linkedmesh: {
- String path = input.ReadStringRef();
- int color = input.ReadInt();
- String skinName = input.ReadStringRef();
- String parent = input.ReadStringRef();
- bool inheritDeform = input.ReadBoolean();
- float width = 0, height = 0;
- if (nonessential) {
- width = input.ReadFloat();
- height = input.ReadFloat();
- }
- if (path == null) path = name;
- MeshAttachment mesh = attachmentLoader.NewMeshAttachment(skin, name, path);
- if (mesh == null) return null;
- mesh.Path = path;
- mesh.r = ((color & 0xff000000) >> 24) / 255f;
- mesh.g = ((color & 0x00ff0000) >> 16) / 255f;
- mesh.b = ((color & 0x0000ff00) >> 8) / 255f;
- mesh.a = ((color & 0x000000ff)) / 255f;
- if (nonessential) {
- mesh.Width = width * scale;
- mesh.Height = height * scale;
- }
- linkedMeshes.Add(new SkeletonJson.LinkedMesh(mesh, skinName, slotIndex, parent, inheritDeform));
- return mesh;
- }
- case AttachmentType.Path: {
- bool closed = input.ReadBoolean();
- bool constantSpeed = input.ReadBoolean();
- int vertexCount = input.ReadInt(true);
- Vertices vertices = ReadVertices(input, vertexCount);
- float[] lengths = new float[vertexCount / 3];
- for (int i = 0, n = lengths.Length; i < n; i++)
- lengths[i] = input.ReadFloat() * scale;
- if (nonessential) input.ReadInt(); //int color = nonessential ? input.ReadInt() : 0;
- PathAttachment path = attachmentLoader.NewPathAttachment(skin, name);
- if (path == null) return null;
- path.closed = closed;
- path.constantSpeed = constantSpeed;
- path.worldVerticesLength = vertexCount << 1;
- path.vertices = vertices.vertices;
- path.bones = vertices.bones;
- path.lengths = lengths;
- // skipped porting: if (nonessential) Color.rgba8888ToColor(path.getColor(), color);
- return path;
- }
- case AttachmentType.Point: {
- float rotation = input.ReadFloat();
- float x = input.ReadFloat();
- float y = input.ReadFloat();
- if (nonessential) input.ReadInt(); //int color = nonessential ? input.ReadInt() : 0;
- PointAttachment point = attachmentLoader.NewPointAttachment(skin, name);
- if (point == null) return null;
- point.x = x * scale;
- point.y = y * scale;
- point.rotation = rotation;
- // skipped porting: if (nonessential) point.color = color;
- return point;
- }
- case AttachmentType.Clipping: {
- int endSlotIndex = input.ReadInt(true);
- int vertexCount = input.ReadInt(true);
- Vertices vertices = ReadVertices(input, vertexCount);
- if (nonessential) input.ReadInt();
- ClippingAttachment clip = attachmentLoader.NewClippingAttachment(skin, name);
- if (clip == null) return null;
- clip.EndSlot = skeletonData.slots.Items[endSlotIndex];
- clip.worldVerticesLength = vertexCount << 1;
- clip.vertices = vertices.vertices;
- clip.bones = vertices.bones;
- // skipped porting: if (nonessential) Color.rgba8888ToColor(clip.getColor(), color);
- return clip;
- }
- }
- return null;
- }
- private Vertices ReadVertices (SkeletonInput input, int vertexCount) {
- float scale = Scale;
- int verticesLength = vertexCount << 1;
- Vertices vertices = new Vertices();
- if(!input.ReadBoolean()) {
- vertices.vertices = ReadFloatArray(input, verticesLength, scale);
- return vertices;
- }
- var weights = new ExposedList<float>(verticesLength * 3 * 3);
- var bonesArray = new ExposedList<int>(verticesLength * 3);
- for (int i = 0; i < vertexCount; i++) {
- int boneCount = input.ReadInt(true);
- bonesArray.Add(boneCount);
- for (int ii = 0; ii < boneCount; ii++) {
- bonesArray.Add(input.ReadInt(true));
- weights.Add(input.ReadFloat() * scale);
- weights.Add(input.ReadFloat() * scale);
- weights.Add(input.ReadFloat());
- }
- }
- vertices.vertices = weights.ToArray();
- vertices.bones = bonesArray.ToArray();
- return vertices;
- }
- private float[] ReadFloatArray (SkeletonInput input, int n, float scale) {
- float[] array = new float[n];
- if (scale == 1) {
- for (int i = 0; i < n; i++)
- array[i] = input.ReadFloat();
- } else {
- for (int i = 0; i < n; i++)
- array[i] = input.ReadFloat() * scale;
- }
- return array;
- }
- private int[] ReadShortArray (SkeletonInput input) {
- int n = input.ReadInt(true);
- int[] array = new int[n];
- for (int i = 0; i < n; i++)
- array[i] = (input.ReadByte() << 8) | input.ReadByte();
- return array;
- }
- private Animation ReadAnimation (String name, SkeletonInput input, SkeletonData skeletonData) {
- var timelines = new ExposedList<Timeline>(32);
- float scale = Scale;
- float duration = 0;
- // Slot timelines.
- for (int i = 0, n = input.ReadInt(true); i < n; i++) {
- int slotIndex = input.ReadInt(true);
- for (int ii = 0, nn = input.ReadInt(true); ii < nn; ii++) {
- int timelineType = input.ReadByte();
- int frameCount = input.ReadInt(true);
- switch (timelineType) {
- case SLOT_ATTACHMENT: {
- AttachmentTimeline timeline = new AttachmentTimeline(frameCount);
- timeline.slotIndex = slotIndex;
- for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
- timeline.SetFrame(frameIndex, input.ReadFloat(), input.ReadStringRef());
- timelines.Add(timeline);
- duration = Math.Max(duration, timeline.frames[frameCount - 1]);
- break;
- }
- case SLOT_COLOR: {
- ColorTimeline timeline = new ColorTimeline(frameCount);
- timeline.slotIndex = slotIndex;
- for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
- float time = input.ReadFloat();
- int color = input.ReadInt();
- float r = ((color & 0xff000000) >> 24) / 255f;
- float g = ((color & 0x00ff0000) >> 16) / 255f;
- float b = ((color & 0x0000ff00) >> 8) / 255f;
- float a = ((color & 0x000000ff)) / 255f;
- timeline.SetFrame(frameIndex, time, r, g, b, a);
- if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
- }
- timelines.Add(timeline);
- duration = Math.Max(duration, timeline.frames[(frameCount - 1) * ColorTimeline.ENTRIES]);
- break;
- }
- case SLOT_TWO_COLOR: {
- TwoColorTimeline timeline = new TwoColorTimeline(frameCount);
- timeline.slotIndex = slotIndex;
- for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
- float time = input.ReadFloat();
- int color = input.ReadInt();
- float r = ((color & 0xff000000) >> 24) / 255f;
- float g = ((color & 0x00ff0000) >> 16) / 255f;
- float b = ((color & 0x0000ff00) >> 8) / 255f;
- float a = ((color & 0x000000ff)) / 255f;
- int color2 = input.ReadInt(); // 0x00rrggbb
- float r2 = ((color2 & 0x00ff0000) >> 16) / 255f;
- float g2 = ((color2 & 0x0000ff00) >> 8) / 255f;
- float b2 = ((color2 & 0x000000ff)) / 255f;
- timeline.SetFrame(frameIndex, time, r, g, b, a, r2, g2, b2);
- if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
- }
- timelines.Add(timeline);
- duration = Math.Max(duration, timeline.frames[(frameCount - 1) * TwoColorTimeline.ENTRIES]);
- break;
- }
- }
- }
- }
- // Bone timelines.
- for (int i = 0, n = input.ReadInt(true); i < n; i++) {
- int boneIndex = input.ReadInt(true);
- for (int ii = 0, nn = input.ReadInt(true); ii < nn; ii++) {
- int timelineType = input.ReadByte();
- int frameCount = input.ReadInt(true);
- switch (timelineType) {
- case BONE_ROTATE: {
- RotateTimeline timeline = new RotateTimeline(frameCount);
- timeline.boneIndex = boneIndex;
- for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
- timeline.SetFrame(frameIndex, input.ReadFloat(), input.ReadFloat());
- if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
- }
- timelines.Add(timeline);
- duration = Math.Max(duration, timeline.frames[(frameCount - 1) * RotateTimeline.ENTRIES]);
- break;
- }
- case BONE_TRANSLATE:
- case BONE_SCALE:
- case BONE_SHEAR: {
- TranslateTimeline timeline;
- float timelineScale = 1;
- if (timelineType == BONE_SCALE)
- timeline = new ScaleTimeline(frameCount);
- else if (timelineType == BONE_SHEAR)
- timeline = new ShearTimeline(frameCount);
- else {
- timeline = new TranslateTimeline(frameCount);
- timelineScale = scale;
- }
- timeline.boneIndex = boneIndex;
- for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
- timeline.SetFrame(frameIndex, input.ReadFloat(), input.ReadFloat() * timelineScale,
- input.ReadFloat() * timelineScale);
- if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
- }
- timelines.Add(timeline);
- duration = Math.Max(duration, timeline.frames[(frameCount - 1) * TranslateTimeline.ENTRIES]);
- break;
- }
- }
- }
- }
- // IK constraint timelines.
- for (int i = 0, n = input.ReadInt(true); i < n; i++) {
- int index = input.ReadInt(true);
- int frameCount = input.ReadInt(true);
- IkConstraintTimeline timeline = new IkConstraintTimeline(frameCount) {
- ikConstraintIndex = index
- };
- for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
- timeline.SetFrame(frameIndex, input.ReadFloat(), input.ReadFloat(), input.ReadFloat() * scale, input.ReadSByte(), input.ReadBoolean(),
- input.ReadBoolean());
- if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
- }
- timelines.Add(timeline);
- duration = Math.Max(duration, timeline.frames[(frameCount - 1) * IkConstraintTimeline.ENTRIES]);
- }
- // Transform constraint timelines.
- for (int i = 0, n = input.ReadInt(true); i < n; i++) {
- int index = input.ReadInt(true);
- int frameCount = input.ReadInt(true);
- TransformConstraintTimeline timeline = new TransformConstraintTimeline(frameCount);
- timeline.transformConstraintIndex = index;
- for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
- timeline.SetFrame(frameIndex, input.ReadFloat(), input.ReadFloat(), input.ReadFloat(), input.ReadFloat(),
- input.ReadFloat());
- if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
- }
- timelines.Add(timeline);
- duration = Math.Max(duration, timeline.frames[(frameCount - 1) * TransformConstraintTimeline.ENTRIES]);
- }
- // Path constraint timelines.
- for (int i = 0, n = input.ReadInt(true); i < n; i++) {
- int index = input.ReadInt(true);
- PathConstraintData data = skeletonData.pathConstraints.Items[index];
- for (int ii = 0, nn = input.ReadInt(true); ii < nn; ii++) {
- int timelineType = input.ReadSByte();
- int frameCount = input.ReadInt(true);
- switch(timelineType) {
- case PATH_POSITION:
- case PATH_SPACING: {
- PathConstraintPositionTimeline timeline;
- float timelineScale = 1;
- if (timelineType == PATH_SPACING) {
- timeline = new PathConstraintSpacingTimeline(frameCount);
- if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) timelineScale = scale;
- } else {
- timeline = new PathConstraintPositionTimeline(frameCount);
- if (data.positionMode == PositionMode.Fixed) timelineScale = scale;
- }
- timeline.pathConstraintIndex = index;
- for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
- timeline.SetFrame(frameIndex, input.ReadFloat(), input.ReadFloat() * timelineScale);
- if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
- }
- timelines.Add(timeline);
- duration = Math.Max(duration, timeline.frames[(frameCount - 1) * PathConstraintPositionTimeline.ENTRIES]);
- break;
- }
- case PATH_MIX: {
- PathConstraintMixTimeline timeline = new PathConstraintMixTimeline(frameCount);
- timeline.pathConstraintIndex = index;
- for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
- timeline.SetFrame(frameIndex, input.ReadFloat(), input.ReadFloat(), input.ReadFloat());
- if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
- }
- timelines.Add(timeline);
- duration = Math.Max(duration, timeline.frames[(frameCount - 1) * PathConstraintMixTimeline.ENTRIES]);
- break;
- }
- }
- }
- }
- // Deform timelines.
- for (int i = 0, n = input.ReadInt(true); i < n; i++) {
- Skin skin = skeletonData.skins.Items[input.ReadInt(true)];
- for (int ii = 0, nn = input.ReadInt(true); ii < nn; ii++) {
- int slotIndex = input.ReadInt(true);
- for (int iii = 0, nnn = input.ReadInt(true); iii < nnn; iii++) {
- VertexAttachment attachment = (VertexAttachment)skin.GetAttachment(slotIndex, input.ReadStringRef());
- bool weighted = attachment.bones != null;
- float[] vertices = attachment.vertices;
- int deformLength = weighted ? vertices.Length / 3 * 2 : vertices.Length;
- int frameCount = input.ReadInt(true);
- DeformTimeline timeline = new DeformTimeline(frameCount);
- timeline.slotIndex = slotIndex;
- timeline.attachment = attachment;
- for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
- float time = input.ReadFloat();
- float[] deform;
- int end = input.ReadInt(true);
- if (end == 0)
- deform = weighted ? new float[deformLength] : vertices;
- else {
- deform = new float[deformLength];
- int start = input.ReadInt(true);
- end += start;
- if (scale == 1) {
- for (int v = start; v < end; v++)
- deform[v] = input.ReadFloat();
- } else {
- for (int v = start; v < end; v++)
- deform[v] = input.ReadFloat() * scale;
- }
- if (!weighted) {
- for (int v = 0, vn = deform.Length; v < vn; v++)
- deform[v] += vertices[v];
- }
- }
- timeline.SetFrame(frameIndex, time, deform);
- if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
- }
- timelines.Add(timeline);
- duration = Math.Max(duration, timeline.frames[frameCount - 1]);
- }
- }
- }
- // Draw order timeline.
- int drawOrderCount = input.ReadInt(true);
- if (drawOrderCount > 0) {
- DrawOrderTimeline timeline = new DrawOrderTimeline(drawOrderCount);
- int slotCount = skeletonData.slots.Count;
- for (int i = 0; i < drawOrderCount; i++) {
- float time = input.ReadFloat();
- int offsetCount = input.ReadInt(true);
- int[] drawOrder = new int[slotCount];
- for (int ii = slotCount - 1; ii >= 0; ii--)
- drawOrder[ii] = -1;
- int[] unchanged = new int[slotCount - offsetCount];
- int originalIndex = 0, unchangedIndex = 0;
- for (int ii = 0; ii < offsetCount; ii++) {
- int slotIndex = input.ReadInt(true);
- // Collect unchanged items.
- while (originalIndex != slotIndex)
- unchanged[unchangedIndex++] = originalIndex++;
- // Set changed items.
- drawOrder[originalIndex + input.ReadInt(true)] = originalIndex++;
- }
- // Collect remaining unchanged items.
- while (originalIndex < slotCount)
- unchanged[unchangedIndex++] = originalIndex++;
- // Fill in unchanged items.
- for (int ii = slotCount - 1; ii >= 0; ii--)
- if (drawOrder[ii] == -1) drawOrder[ii] = unchanged[--unchangedIndex];
- timeline.SetFrame(i, time, drawOrder);
- }
- timelines.Add(timeline);
- duration = Math.Max(duration, timeline.frames[drawOrderCount - 1]);
- }
- // Event timeline.
- int eventCount = input.ReadInt(true);
- if (eventCount > 0) {
- EventTimeline timeline = new EventTimeline(eventCount);
- for (int i = 0; i < eventCount; i++) {
- float time = input.ReadFloat();
- EventData eventData = skeletonData.events.Items[input.ReadInt(true)];
- Event e = new Event(time, eventData) {
- Int = input.ReadInt(false),
- Float = input.ReadFloat(),
- String = input.ReadBoolean() ? input.ReadString() : eventData.String
- };
- if (e.data.AudioPath != null) {
- e.volume = input.ReadFloat();
- e.balance = input.ReadFloat();
- }
- timeline.SetFrame(i, e);
- }
- timelines.Add(timeline);
- duration = Math.Max(duration, timeline.frames[eventCount - 1]);
- }
- timelines.TrimExcess();
- return new Animation(name, timelines, duration);
- }
- private void ReadCurve (SkeletonInput input, int frameIndex, CurveTimeline timeline) {
- switch (input.ReadByte()) {
- case CURVE_STEPPED:
- timeline.SetStepped(frameIndex);
- break;
- case CURVE_BEZIER:
- timeline.SetCurve(frameIndex, input.ReadFloat(), input.ReadFloat(), input.ReadFloat(), input.ReadFloat());
- break;
- }
- }
- internal class Vertices
- {
- public int[] bones;
- public float[] vertices;
- }
- internal class SkeletonInput {
- private byte[] chars = new byte[32];
- private byte[] bytesBigEndian = new byte[4];
- internal ExposedList<String> strings;
- Stream input;
- public SkeletonInput (Stream input) {
- this.input = input;
- }
- public byte ReadByte () {
- return (byte)input.ReadByte();
- }
- public sbyte ReadSByte () {
- int value = input.ReadByte();
- if (value == -1) throw new EndOfStreamException();
- return (sbyte)value;
- }
- public bool ReadBoolean () {
- return input.ReadByte() != 0;
- }
- public float ReadFloat () {
- input.Read(bytesBigEndian, 0, 4);
- chars[3] = bytesBigEndian[0];
- chars[2] = bytesBigEndian[1];
- chars[1] = bytesBigEndian[2];
- chars[0] = bytesBigEndian[3];
- return BitConverter.ToSingle(chars, 0);
- }
- public int ReadInt () {
- input.Read(bytesBigEndian, 0, 4);
- return (bytesBigEndian[0] << 24)
- + (bytesBigEndian[1] << 16)
- + (bytesBigEndian[2] << 8)
- + bytesBigEndian[3];
- }
- public int ReadInt (bool optimizePositive) {
- int b = input.ReadByte();
- int result = b & 0x7F;
- if ((b & 0x80) != 0) {
- b = input.ReadByte();
- result |= (b & 0x7F) << 7;
- if ((b & 0x80) != 0) {
- b = input.ReadByte();
- result |= (b & 0x7F) << 14;
- if ((b & 0x80) != 0) {
- b = input.ReadByte();
- result |= (b & 0x7F) << 21;
- if ((b & 0x80) != 0) result |= (input.ReadByte() & 0x7F) << 28;
- }
- }
- }
- return optimizePositive ? result : ((result >> 1) ^ -(result & 1));
- }
- public string ReadString () {
- int byteCount = ReadInt(true);
- switch (byteCount) {
- case 0:
- return null;
- case 1:
- return "";
- }
- byteCount--;
- byte[] buffer = this.chars;
- if (buffer.Length < byteCount) buffer = new byte[byteCount];
- ReadFully(buffer, 0, byteCount);
- return System.Text.Encoding.UTF8.GetString(buffer, 0, byteCount);
- }
- ///<return>May be null.</return>
- public String ReadStringRef () {
- int index = ReadInt(true);
- return index == 0 ? null : strings.Items[index - 1];
- }
- public void ReadFully (byte[] buffer, int offset, int length) {
- while (length > 0) {
- int count = input.Read(buffer, offset, length);
- if (count <= 0) throw new EndOfStreamException();
- offset += count;
- length -= count;
- }
- }
- /// <summary>Returns the version string of binary skeleton data.</summary>
- public string GetVersionString () {
- try {
- // Hash.
- int byteCount = ReadInt(true);
- if (byteCount > 1) input.Position += byteCount - 1;
- // Version.
- byteCount = ReadInt(true);
- if (byteCount > 1) {
- byteCount--;
- var buffer = new byte[byteCount];
- ReadFully(buffer, 0, byteCount);
- return System.Text.Encoding.UTF8.GetString(buffer, 0, byteCount);
- }
- throw new ArgumentException("Stream does not contain a valid binary Skeleton Data.", "input");
- } catch (Exception e) {
- throw new ArgumentException("Stream does not contain a valid binary Skeleton Data.\n" + e, "input");
- }
- }
- }
- }
- }
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