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- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated July 28, 2023. Replaces all prior versions.
- *
- * Copyright (c) 2013-2023, 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.Collections.Generic;
- using System.IO;
- using System.Runtime.Serialization;
- #if WINDOWS_STOREAPP
- using System.Threading.Tasks;
- using Windows.Storage;
- #endif
- namespace Spine {
- public class SkeletonBinary : SkeletonLoader {
- public const int BONE_ROTATE = 0;
- public const int BONE_TRANSLATE = 1;
- public const int BONE_TRANSLATEX = 2;
- public const int BONE_TRANSLATEY = 3;
- public const int BONE_SCALE = 4;
- public const int BONE_SCALEX = 5;
- public const int BONE_SCALEY = 6;
- public const int BONE_SHEAR = 7;
- public const int BONE_SHEARX = 8;
- public const int BONE_SHEARY = 9;
- public const int BONE_INHERIT = 10;
- public const int SLOT_ATTACHMENT = 0;
- public const int SLOT_RGBA = 1;
- public const int SLOT_RGB = 2;
- public const int SLOT_RGBA2 = 3;
- public const int SLOT_RGB2 = 4;
- public const int SLOT_ALPHA = 5;
- public const int ATTACHMENT_DEFORM = 0;
- public const int ATTACHMENT_SEQUENCE = 1;
- public const int PATH_POSITION = 0;
- public const int PATH_SPACING = 1;
- public const int PATH_MIX = 2;
- public const int PHYSICS_INERTIA = 0;
- public const int PHYSICS_STRENGTH = 1;
- public const int PHYSICS_DAMPING = 2;
- public const int PHYSICS_MASS = 4;
- public const int PHYSICS_WIND = 5;
- public const int PHYSICS_GRAVITY = 6;
- public const int PHYSICS_MIX = 7;
- public const int PHYSICS_RESET = 8;
- public const int CURVE_LINEAR = 0;
- public const int CURVE_STEPPED = 1;
- public const int CURVE_BEZIER = 2;
- private readonly List<LinkedMesh> linkedMeshes = new List<LinkedMesh>();
- public SkeletonBinary (AttachmentLoader attachmentLoader)
- : base(attachmentLoader) {
- }
- public SkeletonBinary (params Atlas[] atlasArray)
- : base(atlasArray) {
- }
- #if !ISUNITY && WINDOWS_STOREAPP
- private async Task<SkeletonData> ReadFile(string path) {
- var folder = Windows.ApplicationModel.Package.Current.InstalledLocation;
- using (BufferedStream input = new BufferedStream(await folder.GetFileAsync(path).AsTask().ConfigureAwait(false))) {
- SkeletonData skeletonData = ReadSkeletonData(input);
- skeletonData.Name = Path.GetFileNameWithoutExtension(path);
- return skeletonData;
- }
- }
- public override SkeletonData ReadSkeletonData (string path) {
- return this.ReadFile(path).Result;
- }
- #else
- public override SkeletonData ReadSkeletonData (string path) {
- #if WINDOWS_PHONE
- using (BufferedStream input = new BufferedStream(Microsoft.Xna.Framework.TitleContainer.OpenStream(path))) {
- #else
- using (FileStream 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
- /// <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 = this.scale;
- SkeletonData skeletonData = new SkeletonData();
- SkeletonInput input = new SkeletonInput(file);
- long hash = input.ReadLong();
- skeletonData.hash = hash == 0 ? null : hash.ToString();
- skeletonData.version = input.ReadString();
- if (skeletonData.version.Length == 0) skeletonData.version = null;
- // early return for old 3.8 format instead of reading past the end
- if (skeletonData.version.Length > 13) return null;
- skeletonData.x = input.ReadFloat();
- skeletonData.y = input.ReadFloat();
- skeletonData.width = input.ReadFloat();
- skeletonData.height = input.ReadFloat();
- skeletonData.referenceScale = input.ReadFloat() * scale;
- 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.
- o = input.strings = new String[n = input.ReadInt(true)];
- for (int i = 0; i < n; i++)
- o[i] = input.ReadString();
- // Bones.
- BoneData[] bones = skeletonData.bones.Resize(n = input.ReadInt(true)).Items;
- for (int i = 0; i < n; i++) {
- String name = input.ReadString();
- BoneData parent = i == 0 ? null : bones[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.inherit = InheritEnum.Values[input.ReadInt(true)];
- data.skinRequired = input.ReadBoolean();
- if (nonessential) { // discard non-essential data
- input.ReadInt(); // Color.rgba8888ToColor(data.color, input.readInt());
- input.ReadString(); // data.icon = input.readString();
- input.ReadBoolean(); // data.visible = input.readBoolean();
- }
- bones[i] = data;
- }
- // Slots.
- SlotData[] slots = skeletonData.slots.Resize(n = input.ReadInt(true)).Items;
- for (int i = 0; i < n; i++) {
- String slotName = input.ReadString();
- BoneData boneData = bones[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);
- if (nonessential) {
- input.ReadBoolean(); // data.visible = input.readBoolean(); data.path = path;
- }
- slots[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);
- BoneData[] constraintBones = data.bones.Resize(nn = input.ReadInt(true)).Items;
- for (int ii = 0; ii < nn; ii++)
- constraintBones[ii] = bones[input.ReadInt(true)];
- data.target = bones[input.ReadInt(true)];
- int flags = input.Read();
- data.skinRequired = (flags & 1) != 0;
- data.bendDirection = (flags & 2) != 0 ? 1 : -1;
- data.compress = (flags & 4) != 0;
- data.stretch = (flags & 8) != 0;
- data.uniform = (flags & 16) != 0;
- if ((flags & 32) != 0) data.mix = (flags & 64) != 0 ? input.ReadFloat() : 1;
- if ((flags & 128) != 0) data.softness = input.ReadFloat() * scale;
- 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);
- BoneData[] constraintBones = data.bones.Resize(nn = input.ReadInt(true)).Items;
- for (int ii = 0; ii < nn; ii++)
- constraintBones[ii] = bones[input.ReadInt(true)];
- data.target = bones[input.ReadInt(true)];
- int flags = input.Read();
- data.skinRequired = (flags & 1) != 0;
- data.local = (flags & 2) != 0;
- data.relative = (flags & 4) != 0;
- if ((flags & 8) != 0) data.offsetRotation = input.ReadFloat();
- if ((flags & 16) != 0) data.offsetX = input.ReadFloat() * scale;
- if ((flags & 32) != 0) data.offsetY = input.ReadFloat() * scale;
- if ((flags & 64) != 0) data.offsetScaleX = input.ReadFloat();
- if ((flags & 128) != 0) data.offsetScaleY = input.ReadFloat();
- flags = input.Read();
- if ((flags & 1) != 0) data.offsetShearY = input.ReadFloat();
- if ((flags & 2) != 0) data.mixRotate = input.ReadFloat();
- if ((flags & 4) != 0) data.mixX = input.ReadFloat();
- if ((flags & 8) != 0) data.mixY = input.ReadFloat();
- if ((flags & 16) != 0) data.mixScaleX = input.ReadFloat();
- if ((flags & 32) != 0) data.mixScaleY = input.ReadFloat();
- if ((flags & 64) != 0) data.mixShearY = 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();
- BoneData[] constraintBones = data.bones.Resize(nn = input.ReadInt(true)).Items;
- for (int ii = 0; ii < nn; ii++)
- constraintBones[ii] = bones[input.ReadInt(true)];
- data.target = slots[input.ReadInt(true)];
- int flags = input.Read();
- data.positionMode = (PositionMode)Enum.GetValues(typeof(PositionMode)).GetValue(flags & 1);
- data.spacingMode = (SpacingMode)Enum.GetValues(typeof(SpacingMode)).GetValue((flags >> 1) & 3);
- data.rotateMode = (RotateMode)Enum.GetValues(typeof(RotateMode)).GetValue((flags >> 3) & 3);
- if ((flags & 128) != 0) 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.mixRotate = input.ReadFloat();
- data.mixX = input.ReadFloat();
- data.mixY = input.ReadFloat();
- o[i] = data;
- }
- // Physics constraints.
- o = skeletonData.physicsConstraints.Resize(n = input.ReadInt(true)).Items;
- for (int i = 0; i < n; i++) {
- PhysicsConstraintData data = new PhysicsConstraintData(input.ReadString());
- data.order = input.ReadInt(true);
- data.bone = bones[input.ReadInt(true)];
- int flags = input.Read();
- data.skinRequired = (flags & 1) != 0;
- if ((flags & 2) != 0) data.x = input.ReadFloat();
- if ((flags & 4) != 0) data.y = input.ReadFloat();
- if ((flags & 8) != 0) data.rotate = input.ReadFloat();
- if ((flags & 16) != 0) data.scaleX = input.ReadFloat();
- if ((flags & 32) != 0) data.shearX = input.ReadFloat();
- data.limit = ((flags & 64) != 0 ? input.ReadFloat() : 5000) * scale;
- data.step = 1f / input.ReadUByte();
- data.inertia = input.ReadFloat();
- data.strength = input.ReadFloat();
- data.damping = input.ReadFloat();
- data.massInverse = (flags & 128) != 0 ? input.ReadFloat() : 1;
- data.wind = input.ReadFloat();
- data.gravity = input.ReadFloat();
- flags = input.Read();
- if ((flags & 1) != 0) data.inertiaGlobal = true;
- if ((flags & 2) != 0) data.strengthGlobal = true;
- if ((flags & 4) != 0) data.dampingGlobal = true;
- if ((flags & 8) != 0) data.massGlobal = true;
- if ((flags & 16) != 0) data.windGlobal = true;
- if ((flags & 32) != 0) data.gravityGlobal = true;
- if ((flags & 64) != 0) data.mixGlobal = true;
- data.mix = (flags & 128) != 0 ? input.ReadFloat() : 1;
- 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++) {
- LinkedMesh linkedMesh = linkedMeshes[i];
- Skin skin = skeletonData.skins.Items[linkedMesh.skinIndex];
- Attachment parent = skin.GetAttachment(linkedMesh.slotIndex, linkedMesh.parent);
- if (parent == null) throw new Exception("Parent mesh not found: " + linkedMesh.parent);
- linkedMesh.mesh.TimelineAttachment = linkedMesh.inheritTimelines ? (VertexAttachment)parent : linkedMesh.mesh;
- linkedMesh.mesh.ParentMesh = (MeshAttachment)parent;
- if (linkedMesh.mesh.Sequence == null) linkedMesh.mesh.UpdateRegion();
- }
- linkedMeshes.Clear();
- // Events.
- o = skeletonData.events.Resize(n = input.ReadInt(true)).Items;
- for (int i = 0; i < n; i++) {
- EventData data = new EventData(input.ReadString());
- 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.ReadString());
- if (nonessential) input.ReadInt(); // discard, Color.rgba8888ToColor(skin.color, input.readInt());
- Object[] bones = skin.bones.Resize(input.ReadInt(true)).Items;
- BoneData[] bonesItems = skeletonData.bones.Items;
- for (int i = 0, n = skin.bones.Count; i < n; i++)
- bones[i] = bonesItems[input.ReadInt(true)];
- IkConstraintData[] ikConstraintsItems = skeletonData.ikConstraints.Items;
- for (int i = 0, n = input.ReadInt(true); i < n; i++)
- skin.constraints.Add(ikConstraintsItems[input.ReadInt(true)]);
- TransformConstraintData[] transformConstraintsItems = skeletonData.transformConstraints.Items;
- for (int i = 0, n = input.ReadInt(true); i < n; i++)
- skin.constraints.Add(transformConstraintsItems[input.ReadInt(true)]);
- PathConstraintData[] pathConstraintsItems = skeletonData.pathConstraints.Items;
- for (int i = 0, n = input.ReadInt(true); i < n; i++)
- skin.constraints.Add(pathConstraintsItems[input.ReadInt(true)]);
- PhysicsConstraintData[] physicsConstraintsItems = skeletonData.physicsConstraints.Items;
- for (int i = 0, n = input.ReadInt(true); i < n; i++)
- skin.constraints.Add(physicsConstraintsItems[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 = this.scale;
- int flags = input.ReadUByte();
- string name = (flags & 8) != 0 ? input.ReadStringRef() : attachmentName;
- switch ((AttachmentType)(flags & 0x7)) { // 0b111
- case AttachmentType.Region: {
- string path = (flags & 16) != 0 ? input.ReadStringRef() : null;
- uint color = (flags & 32) != 0 ? (uint)input.ReadInt() : 0xffffffff;
- Sequence sequence = (flags & 64) != 0 ? ReadSequence(input) : null;
- float rotation = (flags & 128) != 0 ? input.ReadFloat() : 0;
- float x = input.ReadFloat();
- float y = input.ReadFloat();
- float scaleX = input.ReadFloat();
- float scaleY = input.ReadFloat();
- float width = input.ReadFloat();
- float height = input.ReadFloat();
- if (path == null) path = name;
- RegionAttachment region = attachmentLoader.NewRegionAttachment(skin, name, path, sequence);
- 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.sequence = sequence;
- if (sequence == null) region.UpdateRegion();
- return region;
- }
- case AttachmentType.Boundingbox: {
- Vertices vertices = ReadVertices(input, (flags & 16) != 0);
- if (nonessential) input.ReadInt(); // discard, int color = nonessential ? input.readInt() : 0;
- BoundingBoxAttachment box = attachmentLoader.NewBoundingBoxAttachment(skin, name);
- if (box == null) return null;
- box.worldVerticesLength = vertices.length;
- box.vertices = vertices.vertices;
- box.bones = vertices.bones;
- // skipped porting: if (nonessential) Color.rgba8888ToColor(box.getColor(), color);
- return box;
- }
- case AttachmentType.Mesh: {
- string path = (flags & 16) != 0 ? input.ReadStringRef() : name;
- uint color = (flags & 32) != 0 ? (uint)input.ReadInt() : 0xffffffff;
- Sequence sequence = (flags & 64) != 0 ? ReadSequence(input) : null;
- int hullLength = input.ReadInt(true);
- Vertices vertices = ReadVertices(input, (flags & 128) != 0);
- float[] uvs = ReadFloatArray(input, vertices.length, 1);
- int[] triangles = ReadShortArray(input, (vertices.length - hullLength - 2) * 3);
- int[] edges = null;
- float width = 0, height = 0;
- if (nonessential) {
- edges = ReadShortArray(input, input.ReadInt(true));
- width = input.ReadFloat();
- height = input.ReadFloat();
- }
- MeshAttachment mesh = attachmentLoader.NewMeshAttachment(skin, name, path, sequence);
- 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 = vertices.length;
- mesh.triangles = triangles;
- mesh.regionUVs = uvs;
- if (sequence == null) mesh.UpdateRegion();
- mesh.HullLength = hullLength << 1;
- mesh.Sequence = sequence;
- if (nonessential) {
- mesh.Edges = edges;
- mesh.Width = width * scale;
- mesh.Height = height * scale;
- }
- return mesh;
- }
- case AttachmentType.Linkedmesh: {
- String path = (flags & 16) != 0 ? input.ReadStringRef() : name;
- uint color = (flags & 32) != 0 ? (uint)input.ReadInt() : 0xffffffff;
- Sequence sequence = (flags & 64) != 0 ? ReadSequence(input) : null;
- bool inheritTimelines = (flags & 128) != 0;
- int skinIndex = input.ReadInt(true);
- string parent = input.ReadStringRef();
- float width = 0, height = 0;
- if (nonessential) {
- width = input.ReadFloat();
- height = input.ReadFloat();
- }
- MeshAttachment mesh = attachmentLoader.NewMeshAttachment(skin, name, path, sequence);
- 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.Sequence = sequence;
- if (nonessential) {
- mesh.Width = width * scale;
- mesh.Height = height * scale;
- }
- linkedMeshes.Add(new LinkedMesh(mesh, skinIndex, slotIndex, parent, inheritTimelines));
- return mesh;
- }
- case AttachmentType.Path: {
- bool closed = (flags & 16) != 0;
- bool constantSpeed = (flags & 32) != 0;
- Vertices vertices = ReadVertices(input, (flags & 64) != 0);
- float[] lengths = new float[vertices.length / 6];
- 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 = vertices.length;
- 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);
- Vertices vertices = ReadVertices(input, (flags & 16) != 0);
- if (nonessential) input.ReadInt();
- ClippingAttachment clip = attachmentLoader.NewClippingAttachment(skin, name);
- if (clip == null) return null;
- clip.EndSlot = skeletonData.slots.Items[endSlotIndex];
- clip.worldVerticesLength = vertices.length;
- clip.vertices = vertices.vertices;
- clip.bones = vertices.bones;
- // skipped porting: if (nonessential) Color.rgba8888ToColor(clip.getColor(), color);
- return clip;
- }
- }
- return null;
- }
- private Sequence ReadSequence (SkeletonInput input) {
- Sequence sequence = new Sequence(input.ReadInt(true));
- sequence.Start = input.ReadInt(true);
- sequence.Digits = input.ReadInt(true);
- sequence.SetupIndex = input.ReadInt(true);
- return sequence;
- }
- private Vertices ReadVertices (SkeletonInput input, bool weighted) {
- float scale = this.scale;
- int vertexCount = input.ReadInt(true);
- Vertices vertices = new Vertices();
- vertices.length = vertexCount << 1;
- if (!weighted) {
- vertices.vertices = ReadFloatArray(input, vertices.length, scale);
- return vertices;
- }
- ExposedList<float> weights = new ExposedList<float>(vertices.length * 3 * 3);
- ExposedList<int> bonesArray = new ExposedList<int>(vertices.length * 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) {
- int[] array = new int[n];
- for (int i = 0; i < n; i++)
- array[i] = input.ReadInt(true);
- return array;
- }
- /// <exception cref="SerializationException">SerializationException will be thrown when a Vertex attachment is not found.</exception>
- /// <exception cref="IOException">Throws IOException when a read operation fails.</exception>
- private Animation ReadAnimation (String name, SkeletonInput input, SkeletonData skeletonData) {
- ExposedList<Timeline> timelines = new ExposedList<Timeline>(input.ReadInt(true));
- float scale = this.scale;
- // 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.ReadUByte(), frameCount = input.ReadInt(true), frameLast = frameCount - 1;
- switch (timelineType) {
- case SLOT_ATTACHMENT: {
- AttachmentTimeline timeline = new AttachmentTimeline(frameCount, slotIndex);
- for (int frame = 0; frame < frameCount; frame++)
- timeline.SetFrame(frame, input.ReadFloat(), input.ReadStringRef());
- timelines.Add(timeline);
- break;
- }
- case SLOT_RGBA: {
- RGBATimeline timeline = new RGBATimeline(frameCount, input.ReadInt(true), slotIndex);
- float time = input.ReadFloat();
- float r = input.Read() / 255f, g = input.Read() / 255f;
- float b = input.Read() / 255f, a = input.Read() / 255f;
- for (int frame = 0, bezier = 0; ; frame++) {
- timeline.SetFrame(frame, time, r, g, b, a);
- if (frame == frameLast) break;
- float time2 = input.ReadFloat();
- float r2 = input.Read() / 255f, g2 = input.Read() / 255f;
- float b2 = input.Read() / 255f, a2 = input.Read() / 255f;
- switch (input.ReadUByte()) {
- case CURVE_STEPPED:
- timeline.SetStepped(frame);
- break;
- case CURVE_BEZIER:
- SetBezier(input, timeline, bezier++, frame, 0, time, time2, r, r2, 1);
- SetBezier(input, timeline, bezier++, frame, 1, time, time2, g, g2, 1);
- SetBezier(input, timeline, bezier++, frame, 2, time, time2, b, b2, 1);
- SetBezier(input, timeline, bezier++, frame, 3, time, time2, a, a2, 1);
- break;
- }
- time = time2;
- r = r2;
- g = g2;
- b = b2;
- a = a2;
- }
- timelines.Add(timeline);
- break;
- }
- case SLOT_RGB: {
- RGBTimeline timeline = new RGBTimeline(frameCount, input.ReadInt(true), slotIndex);
- float time = input.ReadFloat();
- float r = input.Read() / 255f, g = input.Read() / 255f, b = input.Read() / 255f;
- for (int frame = 0, bezier = 0; ; frame++) {
- timeline.SetFrame(frame, time, r, g, b);
- if (frame == frameLast) break;
- float time2 = input.ReadFloat();
- float r2 = input.Read() / 255f, g2 = input.Read() / 255f, b2 = input.Read() / 255f;
- switch (input.ReadUByte()) {
- case CURVE_STEPPED:
- timeline.SetStepped(frame);
- break;
- case CURVE_BEZIER:
- SetBezier(input, timeline, bezier++, frame, 0, time, time2, r, r2, 1);
- SetBezier(input, timeline, bezier++, frame, 1, time, time2, g, g2, 1);
- SetBezier(input, timeline, bezier++, frame, 2, time, time2, b, b2, 1);
- break;
- }
- time = time2;
- r = r2;
- g = g2;
- b = b2;
- }
- timelines.Add(timeline);
- break;
- }
- case SLOT_RGBA2: {
- RGBA2Timeline timeline = new RGBA2Timeline(frameCount, input.ReadInt(true), slotIndex);
- float time = input.ReadFloat();
- float r = input.Read() / 255f, g = input.Read() / 255f;
- float b = input.Read() / 255f, a = input.Read() / 255f;
- float r2 = input.Read() / 255f, g2 = input.Read() / 255f, b2 = input.Read() / 255f;
- for (int frame = 0, bezier = 0; ; frame++) {
- timeline.SetFrame(frame, time, r, g, b, a, r2, g2, b2);
- if (frame == frameLast) break;
- float time2 = input.ReadFloat();
- float nr = input.Read() / 255f, ng = input.Read() / 255f;
- float nb = input.Read() / 255f, na = input.Read() / 255f;
- float nr2 = input.Read() / 255f, ng2 = input.Read() / 255f, nb2 = input.Read() / 255f;
- switch (input.ReadUByte()) {
- case CURVE_STEPPED:
- timeline.SetStepped(frame);
- break;
- case CURVE_BEZIER:
- SetBezier(input, timeline, bezier++, frame, 0, time, time2, r, nr, 1);
- SetBezier(input, timeline, bezier++, frame, 1, time, time2, g, ng, 1);
- SetBezier(input, timeline, bezier++, frame, 2, time, time2, b, nb, 1);
- SetBezier(input, timeline, bezier++, frame, 3, time, time2, a, na, 1);
- SetBezier(input, timeline, bezier++, frame, 4, time, time2, r2, nr2, 1);
- SetBezier(input, timeline, bezier++, frame, 5, time, time2, g2, ng2, 1);
- SetBezier(input, timeline, bezier++, frame, 6, time, time2, b2, nb2, 1);
- break;
- }
- time = time2;
- r = nr;
- g = ng;
- b = nb;
- a = na;
- r2 = nr2;
- g2 = ng2;
- b2 = nb2;
- }
- timelines.Add(timeline);
- break;
- }
- case SLOT_RGB2: {
- RGB2Timeline timeline = new RGB2Timeline(frameCount, input.ReadInt(true), slotIndex);
- float time = input.ReadFloat();
- float r = input.Read() / 255f, g = input.Read() / 255f, b = input.Read() / 255f;
- float r2 = input.Read() / 255f, g2 = input.Read() / 255f, b2 = input.Read() / 255f;
- for (int frame = 0, bezier = 0; ; frame++) {
- timeline.SetFrame(frame, time, r, g, b, r2, g2, b2);
- if (frame == frameLast) break;
- float time2 = input.ReadFloat();
- float nr = input.Read() / 255f, ng = input.Read() / 255f, nb = input.Read() / 255f;
- float nr2 = input.Read() / 255f, ng2 = input.Read() / 255f, nb2 = input.Read() / 255f;
- switch (input.ReadUByte()) {
- case CURVE_STEPPED:
- timeline.SetStepped(frame);
- break;
- case CURVE_BEZIER:
- SetBezier(input, timeline, bezier++, frame, 0, time, time2, r, nr, 1);
- SetBezier(input, timeline, bezier++, frame, 1, time, time2, g, ng, 1);
- SetBezier(input, timeline, bezier++, frame, 2, time, time2, b, nb, 1);
- SetBezier(input, timeline, bezier++, frame, 3, time, time2, r2, nr2, 1);
- SetBezier(input, timeline, bezier++, frame, 4, time, time2, g2, ng2, 1);
- SetBezier(input, timeline, bezier++, frame, 5, time, time2, b2, nb2, 1);
- break;
- }
- time = time2;
- r = nr;
- g = ng;
- b = nb;
- r2 = nr2;
- g2 = ng2;
- b2 = nb2;
- }
- timelines.Add(timeline);
- break;
- }
- case SLOT_ALPHA: {
- AlphaTimeline timeline = new AlphaTimeline(frameCount, input.ReadInt(true), slotIndex);
- float time = input.ReadFloat(), a = input.Read() / 255f;
- for (int frame = 0, bezier = 0; ; frame++) {
- timeline.SetFrame(frame, time, a);
- if (frame == frameLast) break;
- float time2 = input.ReadFloat();
- float a2 = input.Read() / 255f;
- switch (input.ReadUByte()) {
- case CURVE_STEPPED:
- timeline.SetStepped(frame);
- break;
- case CURVE_BEZIER:
- SetBezier(input, timeline, bezier++, frame, 0, time, time2, a, a2, 1);
- break;
- }
- time = time2;
- a = a2;
- }
- timelines.Add(timeline);
- 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 type = input.ReadUByte(), frameCount = input.ReadInt(true);
- if (type == BONE_INHERIT) {
- InheritTimeline timeline = new InheritTimeline(frameCount, boneIndex);
- for (int frame = 0; frame < frameCount; frame++)
- timeline.SetFrame(frame, input.ReadFloat(), InheritEnum.Values[input.ReadUByte()]);
- timelines.Add(timeline);
- continue;
- }
- int bezierCount = input.ReadInt(true);
- switch (type) {
- case BONE_ROTATE:
- ReadTimeline(input, timelines, new RotateTimeline(frameCount, bezierCount, boneIndex), 1);
- break;
- case BONE_TRANSLATE:
- ReadTimeline(input, timelines, new TranslateTimeline(frameCount, bezierCount, boneIndex), scale);
- break;
- case BONE_TRANSLATEX:
- ReadTimeline(input, timelines, new TranslateXTimeline(frameCount, bezierCount, boneIndex), scale);
- break;
- case BONE_TRANSLATEY:
- ReadTimeline(input, timelines, new TranslateYTimeline(frameCount, bezierCount, boneIndex), scale);
- break;
- case BONE_SCALE:
- ReadTimeline(input, timelines, new ScaleTimeline(frameCount, bezierCount, boneIndex), 1);
- break;
- case BONE_SCALEX:
- ReadTimeline(input, timelines, new ScaleXTimeline(frameCount, bezierCount, boneIndex), 1);
- break;
- case BONE_SCALEY:
- ReadTimeline(input, timelines, new ScaleYTimeline(frameCount, bezierCount, boneIndex), 1);
- break;
- case BONE_SHEAR:
- ReadTimeline(input, timelines, new ShearTimeline(frameCount, bezierCount, boneIndex), 1);
- break;
- case BONE_SHEARX:
- ReadTimeline(input, timelines, new ShearXTimeline(frameCount, bezierCount, boneIndex), 1);
- break;
- case BONE_SHEARY:
- ReadTimeline(input, timelines, new ShearYTimeline(frameCount, bezierCount, boneIndex), 1);
- break;
- }
- }
- }
- // IK constraint timelines.
- for (int i = 0, n = input.ReadInt(true); i < n; i++) {
- int index = input.ReadInt(true), frameCount = input.ReadInt(true), frameLast = frameCount - 1;
- IkConstraintTimeline timeline = new IkConstraintTimeline(frameCount, input.ReadInt(true), index);
- int flags = input.Read();
- float time = input.ReadFloat(), mix = (flags & 1) != 0 ? ((flags & 2) != 0 ? input.ReadFloat() : 1) : 0;
- float softness = (flags & 4) != 0 ? input.ReadFloat() * scale : 0;
- for (int frame = 0, bezier = 0; ; frame++) {
- timeline.SetFrame(frame, time, mix, softness, (flags & 8) != 0 ? 1 : -1, (flags & 16) != 0, (flags & 32) != 0);
- if (frame == frameLast) break;
- flags = input.Read();
- float time2 = input.ReadFloat(), mix2 = (flags & 1) != 0 ? ((flags & 2) != 0 ? input.ReadFloat() : 1) : 0;
- float softness2 = (flags & 4) != 0 ? input.ReadFloat() * scale : 0;
- if ((flags & 64) != 0)
- timeline.SetStepped(frame);
- else if ((flags & 128) != 0) {
- SetBezier(input, timeline, bezier++, frame, 0, time, time2, mix, mix2, 1);
- SetBezier(input, timeline, bezier++, frame, 1, time, time2, softness, softness2, scale);
- }
- time = time2;
- mix = mix2;
- softness = softness2;
- }
- timelines.Add(timeline);
- }
- // Transform constraint timelines.
- for (int i = 0, n = input.ReadInt(true); i < n; i++) {
- int index = input.ReadInt(true), frameCount = input.ReadInt(true), frameLast = frameCount - 1;
- TransformConstraintTimeline timeline = new TransformConstraintTimeline(frameCount, input.ReadInt(true), index);
- float time = input.ReadFloat(), mixRotate = input.ReadFloat(), mixX = input.ReadFloat(), mixY = input.ReadFloat(),
- mixScaleX = input.ReadFloat(), mixScaleY = input.ReadFloat(), mixShearY = input.ReadFloat();
- for (int frame = 0, bezier = 0; ; frame++) {
- timeline.SetFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY);
- if (frame == frameLast) break;
- float time2 = input.ReadFloat(), mixRotate2 = input.ReadFloat(), mixX2 = input.ReadFloat(), mixY2 = input.ReadFloat(),
- mixScaleX2 = input.ReadFloat(), mixScaleY2 = input.ReadFloat(), mixShearY2 = input.ReadFloat();
- switch (input.ReadUByte()) {
- case CURVE_STEPPED:
- timeline.SetStepped(frame);
- break;
- case CURVE_BEZIER:
- SetBezier(input, timeline, bezier++, frame, 0, time, time2, mixRotate, mixRotate2, 1);
- SetBezier(input, timeline, bezier++, frame, 1, time, time2, mixX, mixX2, 1);
- SetBezier(input, timeline, bezier++, frame, 2, time, time2, mixY, mixY2, 1);
- SetBezier(input, timeline, bezier++, frame, 3, time, time2, mixScaleX, mixScaleX2, 1);
- SetBezier(input, timeline, bezier++, frame, 4, time, time2, mixScaleY, mixScaleY2, 1);
- SetBezier(input, timeline, bezier++, frame, 5, time, time2, mixShearY, mixShearY2, 1);
- break;
- }
- time = time2;
- mixRotate = mixRotate2;
- mixX = mixX2;
- mixY = mixY2;
- mixScaleX = mixScaleX2;
- mixScaleY = mixScaleY2;
- mixShearY = mixShearY2;
- }
- timelines.Add(timeline);
- }
- // 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 type = input.ReadUByte(), frameCount = input.ReadInt(true), bezierCount = input.ReadInt(true);
- switch (type) {
- case PATH_POSITION:
- ReadTimeline(input, timelines, new PathConstraintPositionTimeline(frameCount, bezierCount, index),
- data.positionMode == PositionMode.Fixed ? scale : 1);
- break;
- case PATH_SPACING:
- ReadTimeline(input, timelines, new PathConstraintSpacingTimeline(frameCount, bezierCount, index),
- data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed ? scale : 1);
- break;
- case PATH_MIX:
- PathConstraintMixTimeline timeline = new PathConstraintMixTimeline(frameCount, bezierCount, index);
- float time = input.ReadFloat(), mixRotate = input.ReadFloat(), mixX = input.ReadFloat(), mixY = input.ReadFloat();
- for (int frame = 0, bezier = 0, frameLast = timeline.FrameCount - 1; ; frame++) {
- timeline.SetFrame(frame, time, mixRotate, mixX, mixY);
- if (frame == frameLast) break;
- float time2 = input.ReadFloat(), mixRotate2 = input.ReadFloat(), mixX2 = input.ReadFloat(),
- mixY2 = input.ReadFloat();
- switch (input.ReadUByte()) {
- case CURVE_STEPPED:
- timeline.SetStepped(frame);
- break;
- case CURVE_BEZIER:
- SetBezier(input, timeline, bezier++, frame, 0, time, time2, mixRotate, mixRotate2, 1);
- SetBezier(input, timeline, bezier++, frame, 1, time, time2, mixX, mixX2, 1);
- SetBezier(input, timeline, bezier++, frame, 2, time, time2, mixY, mixY2, 1);
- break;
- }
- time = time2;
- mixRotate = mixRotate2;
- mixX = mixX2;
- mixY = mixY2;
- }
- timelines.Add(timeline);
- break;
- }
- }
- }
- // Physics timelines.
- for (int i = 0, n = input.ReadInt(true); i < n; i++) {
- int index = input.ReadInt(true) - 1;
- for (int ii = 0, nn = input.ReadInt(true); ii < nn; ii++) {
- int type = input.ReadUByte(), frameCount = input.ReadInt(true);
- if (type == PHYSICS_RESET) {
- PhysicsConstraintResetTimeline timeline = new PhysicsConstraintResetTimeline(frameCount, index);
- for (int frame = 0; frame < frameCount; frame++)
- timeline.SetFrame(frame, input.ReadFloat());
- timelines.Add(timeline);
- continue;
- }
- int bezierCount = input.ReadInt(true);
- switch (type) {
- case PHYSICS_INERTIA:
- ReadTimeline(input, timelines, new PhysicsConstraintInertiaTimeline(frameCount, bezierCount, index), 1);
- break;
- case PHYSICS_STRENGTH:
- ReadTimeline(input, timelines, new PhysicsConstraintStrengthTimeline(frameCount, bezierCount, index), 1);
- break;
- case PHYSICS_DAMPING:
- ReadTimeline(input, timelines, new PhysicsConstraintDampingTimeline(frameCount, bezierCount, index), 1);
- break;
- case PHYSICS_MASS:
- ReadTimeline(input, timelines, new PhysicsConstraintMassTimeline(frameCount, bezierCount, index), 1);
- break;
- case PHYSICS_WIND:
- ReadTimeline(input, timelines, new PhysicsConstraintWindTimeline(frameCount, bezierCount, index), 1);
- break;
- case PHYSICS_GRAVITY:
- ReadTimeline(input, timelines, new PhysicsConstraintGravityTimeline(frameCount, bezierCount, index), 1);
- break;
- case PHYSICS_MIX:
- ReadTimeline(input, timelines, new PhysicsConstraintMixTimeline(frameCount, bezierCount, index), 1);
- break;
- }
- }
- }
- // Attachment 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++) {
- String attachmentName = input.ReadStringRef();
- Attachment attachment = skin.GetAttachment(slotIndex, attachmentName);
- if (attachment == null) throw new SerializationException("Timeline attachment not found: " + attachmentName);
- int timelineType = input.ReadUByte(), frameCount = input.ReadInt(true), frameLast = frameCount - 1;
- switch (timelineType) {
- case ATTACHMENT_DEFORM: {
- VertexAttachment vertexAttachment = (VertexAttachment)attachment;
- bool weighted = vertexAttachment.Bones != null;
- float[] vertices = vertexAttachment.Vertices;
- int deformLength = weighted ? (vertices.Length / 3) << 1 : vertices.Length;
- DeformTimeline timeline = new DeformTimeline(frameCount, input.ReadInt(true), slotIndex, vertexAttachment);
- float time = input.ReadFloat();
- for (int frame = 0, bezier = 0; ; frame++) {
- 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(frame, time, deform);
- if (frame == frameLast) break;
- float time2 = input.ReadFloat();
- switch (input.ReadUByte()) {
- case CURVE_STEPPED:
- timeline.SetStepped(frame);
- break;
- case CURVE_BEZIER:
- SetBezier(input, timeline, bezier++, frame, 0, time, time2, 0, 1, 1);
- break;
- }
- time = time2;
- }
- timelines.Add(timeline);
- break;
- }
- case ATTACHMENT_SEQUENCE: {
- SequenceTimeline timeline = new SequenceTimeline(frameCount, slotIndex, attachment);
- for (int frame = 0; frame < frameCount; frame++) {
- float time = input.ReadFloat();
- int modeAndIndex = input.ReadInt();
- timeline.SetFrame(frame, time, (SequenceMode)(modeAndIndex & 0xf), modeAndIndex >> 4,
- input.ReadFloat());
- }
- timelines.Add(timeline);
- break;
- } // end case
- } // end switch
- }
- }
- }
- // 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);
- }
- // 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);
- e.intValue = input.ReadInt(false);
- e.floatValue = input.ReadFloat();
- e.stringValue = input.ReadString();
- if (e.stringValue == null) e.stringValue = eventData.String;
- if (e.Data.AudioPath != null) {
- e.volume = input.ReadFloat();
- e.balance = input.ReadFloat();
- }
- timeline.SetFrame(i, e);
- }
- timelines.Add(timeline);
- }
- float duration = 0;
- Timeline[] items = timelines.Items;
- for (int i = 0, n = timelines.Count; i < n; i++)
- duration = Math.Max(duration, items[i].Duration);
- return new Animation(name, timelines, duration);
- }
- /// <exception cref="IOException">Throws IOException when a read operation fails.</exception>
- private void ReadTimeline (SkeletonInput input, ExposedList<Timeline> timelines, CurveTimeline1 timeline, float scale) {
- float time = input.ReadFloat(), value = input.ReadFloat() * scale;
- for (int frame = 0, bezier = 0, frameLast = timeline.FrameCount - 1; ; frame++) {
- timeline.SetFrame(frame, time, value);
- if (frame == frameLast) break;
- float time2 = input.ReadFloat(), value2 = input.ReadFloat() * scale;
- switch (input.ReadUByte()) {
- case CURVE_STEPPED:
- timeline.SetStepped(frame);
- break;
- case CURVE_BEZIER:
- SetBezier(input, timeline, bezier++, frame, 0, time, time2, value, value2, scale);
- break;
- }
- time = time2;
- value = value2;
- }
- timelines.Add(timeline);
- }
- /// <exception cref="IOException">Throws IOException when a read operation fails.</exception>
- private void ReadTimeline (SkeletonInput input, ExposedList<Timeline> timelines, CurveTimeline2 timeline, float scale) {
- float time = input.ReadFloat(), value1 = input.ReadFloat() * scale, value2 = input.ReadFloat() * scale;
- for (int frame = 0, bezier = 0, frameLast = timeline.FrameCount - 1; ; frame++) {
- timeline.SetFrame(frame, time, value1, value2);
- if (frame == frameLast) break;
- float time2 = input.ReadFloat(), nvalue1 = input.ReadFloat() * scale, nvalue2 = input.ReadFloat() * scale;
- switch (input.ReadUByte()) {
- case CURVE_STEPPED:
- timeline.SetStepped(frame);
- break;
- case CURVE_BEZIER:
- SetBezier(input, timeline, bezier++, frame, 0, time, time2, value1, nvalue1, scale);
- SetBezier(input, timeline, bezier++, frame, 1, time, time2, value2, nvalue2, scale);
- break;
- }
- time = time2;
- value1 = nvalue1;
- value2 = nvalue2;
- }
- timelines.Add(timeline);
- }
- /// <exception cref="IOException">Throws IOException when a read operation fails.</exception>
- void SetBezier (SkeletonInput input, CurveTimeline timeline, int bezier, int frame, int value, float time1, float time2,
- float value1, float value2, float scale) {
- timeline.SetBezier(bezier, frame, value, time1, value1, input.ReadFloat(), input.ReadFloat() * scale, input.ReadFloat(),
- input.ReadFloat() * scale, time2, value2);
- }
- internal class Vertices {
- public int length;
- public int[] bones;
- public float[] vertices;
- }
- internal class SkeletonInput {
- private byte[] chars = new byte[32];
- private byte[] bytesBigEndian = new byte[8];
- internal string[] strings;
- Stream input;
- public SkeletonInput (Stream input) {
- this.input = input;
- }
- public int Read () {
- return input.ReadByte();
- }
- /// <summary>Explicit unsigned byte variant to prevent pitfalls porting Java reference implementation
- /// where byte is signed vs C# where byte is unsigned.</summary>
- public byte ReadUByte () {
- return (byte)input.ReadByte();
- }
- /// <summary>Explicit signed byte variant to prevent pitfalls porting Java reference implementation
- /// where byte is signed vs C# where byte is unsigned.</summary>
- 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 long ReadLong () {
- input.Read(bytesBigEndian, 0, 8);
- return ((long)(bytesBigEndian[0]) << 56)
- + ((long)(bytesBigEndian[1]) << 48)
- + ((long)(bytesBigEndian[2]) << 40)
- + ((long)(bytesBigEndian[3]) << 32)
- + ((long)(bytesBigEndian[4]) << 24)
- + ((long)(bytesBigEndian[5]) << 16)
- + ((long)(bytesBigEndian[6]) << 8)
- + (long)(bytesBigEndian[7]);
- }
- 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[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 {
- // try reading 4.0+ format
- long initialPosition = input.Position;
- ReadLong(); // long hash
- long stringPosition = input.Position;
- int stringByteCount = ReadInt(true);
- input.Position = stringPosition;
- if (stringByteCount <= 13) {
- string version = ReadString();
- if (char.IsDigit(version[0]))
- return version;
- }
- // fallback to old version format
- input.Position = initialPosition;
- return GetVersionStringOld3X();
- } catch (Exception e) {
- throw new ArgumentException("Stream does not contain valid binary Skeleton Data.\n" + e, "input");
- }
- }
- /// <summary>Returns old 3.8 and earlier format version string of binary skeleton data.</summary>
- public string GetVersionStringOld3X () {
- // Hash.
- int byteCount = ReadInt(true);
- if (byteCount > 1) input.Position += byteCount - 1;
- // Version.
- byteCount = ReadInt(true);
- if (byteCount > 1 && byteCount <= 13) {
- byteCount--;
- byte[] buffer = new byte[byteCount];
- ReadFully(buffer, 0, byteCount);
- return System.Text.Encoding.UTF8.GetString(buffer, 0, byteCount);
- }
- throw new ArgumentException("Stream does not contain valid binary Skeleton Data.");
- }
- }
- private class LinkedMesh {
- internal string parent;
- internal int skinIndex, slotIndex;
- internal MeshAttachment mesh;
- internal bool inheritTimelines;
- public LinkedMesh (MeshAttachment mesh, int skinIndex, int slotIndex, string parent, bool inheritTimelines) {
- this.mesh = mesh;
- this.skinIndex = skinIndex;
- this.slotIndex = slotIndex;
- this.parent = parent;
- this.inheritTimelines = inheritTimelines;
- }
- }
- }
- }
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