[csharp] Port of commits 7249fd6, 30a1a9b, 634887f: Binary format, added a string table. csharp: Moved separate functions to SkeletonInput class for unification with reference impl.

This commit is contained in:
Harald Csaszar 2019-06-05 19:57:23 +02:00
parent 5193613445
commit 217ebe8888

View File

@ -62,7 +62,6 @@ namespace Spine {
public float Scale { get; set; }
private AttachmentLoader attachmentLoader;
private byte[] buffer = new byte[32];
private List<SkeletonJson.LinkedMesh> linkedMeshes = new List<SkeletonJson.LinkedMesh>();
public SkeletonBinary (params Atlas[] atlasArray)
@ -111,92 +110,84 @@ namespace Spine {
};
/// <summary>Returns the version string of binary skeleton data.</summary>
public static string GetVersionString (Stream input) {
if (input == null) throw new ArgumentNullException("input");
public static string GetVersionString (Stream file) {
if (file == null) throw new ArgumentNullException("file");
try {
// Hash.
int byteCount = ReadVarint(input, true);
if (byteCount > 1) input.Position += byteCount - 1;
// Version.
byteCount = ReadVarint(input, true);
if (byteCount > 1) {
byteCount--;
var buffer = new byte[byteCount];
ReadFully(input, 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");
}
SkeletonInput input = new SkeletonInput(file);
return input.GetVersionString();
}
public SkeletonData ReadSkeletonData (Stream input) {
if (input == null) throw new ArgumentNullException("input");
public SkeletonData ReadSkeletonData (Stream file) {
if (file == null) throw new ArgumentNullException("file");
float scale = Scale;
var skeletonData = new SkeletonData();
skeletonData.hash = ReadString(input);
if (skeletonData.hash.Length == 0) skeletonData.hash = null;
skeletonData.version = ReadString(input);
if (skeletonData.version.Length == 0) skeletonData.version = null;
skeletonData.x = ReadFloat(input);
skeletonData.y = ReadFloat(input);
skeletonData.width = ReadFloat(input);
skeletonData.height = ReadFloat(input);
SkeletonInput input = new SkeletonInput(file);
bool nonessential = ReadBoolean(input);
skeletonData.hash = input.ReadString();
if (skeletonData.hash.Length == 0) skeletonData.hash = null;
skeletonData.version = input.ReadString();
if (skeletonData.version.Length == 0) skeletonData.version = null;
skeletonData.x = input.ReadFloat();
skeletonData.y = input.ReadFloat();
skeletonData.width = input.ReadFloat();
skeletonData.height = input.ReadFloat();
bool nonessential = input.ReadBoolean();
if (nonessential) {
skeletonData.fps = ReadFloat(input);
skeletonData.fps = input.ReadFloat();
skeletonData.imagesPath = ReadString(input);
skeletonData.imagesPath = input.ReadString();
if (string.IsNullOrEmpty(skeletonData.imagesPath)) skeletonData.imagesPath = null;
skeletonData.audioPath = ReadString(input);
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 = ReadVarint(input, true)).Items;
o = skeletonData.bones.Resize(n = input.ReadInt(true)).Items;
for (int i = 0; i < n; i++) {
String name = ReadString(input);
BoneData parent = i == 0 ? null : skeletonData.bones.Items[ReadVarint(input, true)];
String name = input.ReadString();
BoneData parent = i == 0 ? null : skeletonData.bones.Items[input.ReadInt(true)];
BoneData data = new BoneData(i, name, parent);
data.rotation = ReadFloat(input);
data.x = ReadFloat(input) * scale;
data.y = ReadFloat(input) * scale;
data.scaleX = ReadFloat(input);
data.scaleY = ReadFloat(input);
data.shearX = ReadFloat(input);
data.shearY = ReadFloat(input);
data.length = ReadFloat(input) * scale;
data.transformMode = TransformModeValues[ReadVarint(input, true)];
data.skinRequired = ReadBoolean(input);
if (nonessential) ReadInt(input); // Skip bone color.
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.
skeletonData.bones.Add(data);
o[i] = data;
}
// Slots.
o = skeletonData.slots.Resize(n = ReadVarint(input, true)).Items;
o = skeletonData.slots.Resize(n = input.ReadInt(true)).Items;
for (int i = 0; i < n; i++) {
String slotName = ReadString(input);
BoneData boneData = skeletonData.bones.Items[ReadVarint(input, true)];
String slotName = input.ReadString();
BoneData boneData = skeletonData.bones.Items[input.ReadInt(true)];
SlotData slotData = new SlotData(i, slotName, boneData);
int color = ReadInt(input);
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 = ReadInt(input); // 0x00rrggbb
int darkColor = input.ReadInt(); // 0x00rrggbb
if (darkColor != -1) {
slotData.hasSecondColor = true;
slotData.r2 = ((darkColor & 0x00ff0000) >> 16) / 255f;
@ -204,74 +195,74 @@ namespace Spine {
slotData.b2 = ((darkColor & 0x000000ff)) / 255f;
}
slotData.attachmentName = ReadString(input);
slotData.blendMode = (BlendMode)ReadVarint(input, true);
slotData.attachmentName = input.ReadStringRef();
slotData.blendMode = (BlendMode)input.ReadInt(true);
o[i] = slotData;
}
// IK constraints.
o = skeletonData.ikConstraints.Resize(n = ReadVarint(input, true)).Items;
o = skeletonData.ikConstraints.Resize(n = input.ReadInt(true)).Items;
for (int i = 0, nn; i < n; i++) {
IkConstraintData data = new IkConstraintData(ReadString(input));
data.order = ReadVarint(input, true);
data.skinRequired = ReadBoolean(input);
Object[] bones = data.bones.Resize(nn = ReadVarint(input, true)).Items;
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[ReadVarint(input, true)];
data.target = skeletonData.bones.Items[ReadVarint(input, true)];
data.mix = ReadFloat(input);
data.bendDirection = ReadSByte(input);
data.compress = ReadBoolean(input);
data.stretch = ReadBoolean(input);
data.uniform = ReadBoolean(input);
bones[ii] = skeletonData.bones.Items[input.ReadInt(true)];
data.target = skeletonData.bones.Items[input.ReadInt(true)];
data.mix = input.ReadFloat();
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 = ReadVarint(input, true)).Items;
o = skeletonData.transformConstraints.Resize(n = input.ReadInt(true)).Items;
for (int i = 0, nn; i < n; i++) {
TransformConstraintData data = new TransformConstraintData(ReadString(input));
data.order = ReadVarint(input, true);
data.skinRequired = ReadBoolean(input);
Object[] bones = data.bones.Resize(nn = ReadVarint(input, true)).Items;
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[ReadVarint(input, true)];
data.target = skeletonData.bones.Items[ReadVarint(input, true)];
data.local = ReadBoolean(input);
data.relative = ReadBoolean(input);
data.offsetRotation = ReadFloat(input);
data.offsetX = ReadFloat(input) * scale;
data.offsetY = ReadFloat(input) * scale;
data.offsetScaleX = ReadFloat(input);
data.offsetScaleY = ReadFloat(input);
data.offsetShearY = ReadFloat(input);
data.rotateMix = ReadFloat(input);
data.translateMix = ReadFloat(input);
data.scaleMix = ReadFloat(input);
data.shearMix = ReadFloat(input);
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 = ReadVarint(input, true)).Items;
o = skeletonData.pathConstraints.Resize(n = input.ReadInt(true)).Items;
for (int i = 0, nn; i < n; i++) {
PathConstraintData data = new PathConstraintData(ReadString(input));
data.order = ReadVarint(input, true);
data.skinRequired = ReadBoolean(input);
Object[] bones = data.bones.Resize(nn = ReadVarint(input, true)).Items;
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[ReadVarint(input, true)];
data.target = skeletonData.slots.Items[ReadVarint(input, true)];
data.positionMode = (PositionMode)Enum.GetValues(typeof(PositionMode)).GetValue(ReadVarint(input, true));
data.spacingMode = (SpacingMode)Enum.GetValues(typeof(SpacingMode)).GetValue(ReadVarint(input, true));
data.rotateMode = (RotateMode)Enum.GetValues(typeof(RotateMode)).GetValue(ReadVarint(input, true));
data.offsetRotation = ReadFloat(input);
data.position = ReadFloat(input);
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 = ReadFloat(input);
data.spacing = input.ReadFloat();
if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) data.spacing *= scale;
data.rotateMix = ReadFloat(input);
data.translateMix = ReadFloat(input);
data.rotateMix = input.ReadFloat();
data.translateMix = input.ReadFloat();
o[i] = data;
}
@ -285,7 +276,7 @@ namespace Spine {
// Skins.
{
int i = skeletonData.skins.Count;
o = skeletonData.skins.Resize(n = i + ReadVarint(input, true)).Items;
o = skeletonData.skins.Resize(n = i + input.ReadInt(true)).Items;
for (; i < n; i++)
o[i] = ReadSkin(input, skeletonData, false, nonessential);
}
@ -305,50 +296,51 @@ namespace Spine {
linkedMeshes.Clear();
// Events.
o = skeletonData.events.Resize(n = ReadVarint(input, true)).Items;
o = skeletonData.events.Resize(n = input.ReadInt(true)).Items;
for (int i = 0; i < n; i++) {
EventData data = new EventData(ReadString(input));
data.Int = ReadVarint(input, false);
data.Float = ReadFloat(input);
data.String = ReadString(input);
data.AudioPath = ReadString(input);
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 = ReadFloat(input);
data.Balance = ReadFloat(input);
data.Volume = input.ReadFloat();
data.Balance = input.ReadFloat();
}
o[i] = data;
}
// Animations.
o = skeletonData.animations.Resize(n = ReadVarint(input, true)).Items;
o = skeletonData.animations.Resize(n = input.ReadInt(true)).Items;
for (int i = 0; i < n; i++)
o[i] = ReadAnimation(ReadString(input), input, skeletonData);
o[i] = ReadAnimation(input.ReadString(), input, skeletonData);
return skeletonData;
}
/// <returns>May be null.</returns>
private Skin ReadSkin (Stream input, SkeletonData skeletonData, bool defaultSkin, bool nonessential) {
private Skin ReadSkin (SkeletonInput input, SkeletonData skeletonData, bool defaultSkin, bool nonessential) {
Skin skin = new Skin(defaultSkin ? "default" : ReadString(input));
Skin skin = new Skin(defaultSkin ? "default" : input.ReadStringRef());
if (!defaultSkin) {
Object[] bones = skeletonData.bones.Resize(ReadVarint(input, true)).Items;
for (int i = 0, n = skeletonData.bones.Count; i < n; i++)
bones[i] = skeletonData.bones.Items[ReadVarint(input, true)];
for (int i = 0, n = ReadVarint(input, true); i < n; i++)
skin.constraints.Add(skeletonData.ikConstraints.Items[ReadVarint(input, true)]);
for (int i = 0, n = ReadVarint(input, true); i < n; i++)
skin.constraints.Add(skeletonData.transformConstraints.Items[ReadVarint(input, true)]);
for (int i = 0, n = ReadVarint(input, true); i < n; i++)
skin.constraints.Add(skeletonData.pathConstraints.Items[ReadVarint(input, true)]);
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();
}
for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
int slotIndex = ReadVarint(input, true);
for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) {
String name = ReadString(input);
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++) {
String name = input.ReadStringRef();
Attachment attachment = ReadAttachment(input, skeletonData, skin, slotIndex, name, nonessential);
if (attachment != null) skin.SetAttachment(slotIndex, name, attachment);
}
@ -356,24 +348,26 @@ namespace Spine {
return skin;
}
private Attachment ReadAttachment (Stream input, SkeletonData skeletonData, Skin skin, int slotIndex, String attachmentName, bool nonessential) {
private Attachment ReadAttachment (SkeletonInput input, SkeletonData skeletonData, Skin skin, int slotIndex,
String attachmentName, bool nonessential) {
float scale = Scale;
String name = ReadString(input);
String name = input.ReadStringRef();
if (name == null) name = attachmentName;
AttachmentType type = (AttachmentType)input.ReadByte();
switch (type) {
case AttachmentType.Region: {
String path = ReadString(input);
float rotation = ReadFloat(input);
float x = ReadFloat(input);
float y = ReadFloat(input);
float scaleX = ReadFloat(input);
float scaleY = ReadFloat(input);
float width = ReadFloat(input);
float height = ReadFloat(input);
int color = ReadInt(input);
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);
@ -394,9 +388,9 @@ namespace Spine {
return region;
}
case AttachmentType.Boundingbox: {
int vertexCount = ReadVarint(input, true);
int vertexCount = input.ReadInt(true);
Vertices vertices = ReadVertices(input, vertexCount);
if (nonessential) ReadInt(input); //int color = nonessential ? ReadInt(input) : 0; // Avoid unused local warning.
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;
@ -406,19 +400,19 @@ namespace Spine {
return box;
}
case AttachmentType.Mesh: {
String path = ReadString(input);
int color = ReadInt(input);
int vertexCount = ReadVarint(input, true);
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 = ReadVarint(input, true);
int hullLength = input.ReadInt(true);
int[] edges = null;
float width = 0, height = 0;
if (nonessential) {
edges = ReadShortArray(input);
width = ReadFloat(input);
height = ReadFloat(input);
width = input.ReadFloat();
height = input.ReadFloat();
}
if (path == null) path = name;
@ -444,15 +438,15 @@ namespace Spine {
return mesh;
}
case AttachmentType.Linkedmesh: {
String path = ReadString(input);
int color = ReadInt(input);
String skinName = ReadString(input);
String parent = ReadString(input);
bool inheritDeform = ReadBoolean(input);
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 = ReadFloat(input);
height = ReadFloat(input);
width = input.ReadFloat();
height = input.ReadFloat();
}
if (path == null) path = name;
@ -471,14 +465,14 @@ namespace Spine {
return mesh;
}
case AttachmentType.Path: {
bool closed = ReadBoolean(input);
bool constantSpeed = ReadBoolean(input);
int vertexCount = ReadVarint(input, true);
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] = ReadFloat(input) * scale;
if (nonessential) ReadInt(input); //int color = nonessential ? ReadInt(input) : 0;
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;
@ -491,10 +485,10 @@ namespace Spine {
return path;
}
case AttachmentType.Point: {
float rotation = ReadFloat(input);
float x = ReadFloat(input);
float y = ReadFloat(input);
if (nonessential) ReadInt(input); //int color = nonessential ? ReadInt(input) : 0;
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;
@ -505,10 +499,10 @@ namespace Spine {
return point;
}
case AttachmentType.Clipping: {
int endSlotIndex = ReadVarint(input, true);
int vertexCount = ReadVarint(input, true);
int endSlotIndex = input.ReadInt(true);
int vertexCount = input.ReadInt(true);
Vertices vertices = ReadVertices(input, vertexCount);
if (nonessential) ReadInt(input);
if (nonessential) input.ReadInt();
ClippingAttachment clip = attachmentLoader.NewClippingAttachment(skin, name);
if (clip == null) return null;
@ -522,24 +516,24 @@ namespace Spine {
return null;
}
private Vertices ReadVertices (Stream input, int vertexCount) {
private Vertices ReadVertices (SkeletonInput input, int vertexCount) {
float scale = Scale;
int verticesLength = vertexCount << 1;
Vertices vertices = new Vertices();
if(!ReadBoolean(input)) {
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 = ReadVarint(input, true);
int boneCount = input.ReadInt(true);
bonesArray.Add(boneCount);
for (int ii = 0; ii < boneCount; ii++) {
bonesArray.Add(ReadVarint(input, true));
weights.Add(ReadFloat(input) * scale);
weights.Add(ReadFloat(input) * scale);
weights.Add(ReadFloat(input));
bonesArray.Add(input.ReadInt(true));
weights.Add(input.ReadFloat() * scale);
weights.Add(input.ReadFloat() * scale);
weights.Add(input.ReadFloat());
}
}
@ -548,43 +542,43 @@ namespace Spine {
return vertices;
}
private float[] ReadFloatArray (Stream input, int n, float scale) {
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] = ReadFloat(input);
array[i] = input.ReadFloat();
} else {
for (int i = 0; i < n; i++)
array[i] = ReadFloat(input) * scale;
array[i] = input.ReadFloat() * scale;
}
return array;
}
private int[] ReadShortArray (Stream input) {
int n = ReadVarint(input, true);
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, Stream input, SkeletonData skeletonData) {
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 = ReadVarint(input, true); i < n; i++) {
int slotIndex = ReadVarint(input, true);
for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) {
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 = ReadVarint(input, true);
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, ReadFloat(input), ReadString(input));
timeline.SetFrame(frameIndex, input.ReadFloat(), input.ReadStringRef());
timelines.Add(timeline);
duration = Math.Max(duration, timeline.frames[frameCount - 1]);
break;
@ -593,8 +587,8 @@ namespace Spine {
ColorTimeline timeline = new ColorTimeline(frameCount);
timeline.slotIndex = slotIndex;
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
float time = ReadFloat(input);
int color = ReadInt(input);
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;
@ -610,13 +604,13 @@ namespace Spine {
TwoColorTimeline timeline = new TwoColorTimeline(frameCount);
timeline.slotIndex = slotIndex;
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
float time = ReadFloat(input);
int color = ReadInt(input);
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 = ReadInt(input); // 0x00rrggbb
int color2 = input.ReadInt(); // 0x00rrggbb
float r2 = ((color2 & 0x00ff0000) >> 16) / 255f;
float g2 = ((color2 & 0x0000ff00) >> 8) / 255f;
float b2 = ((color2 & 0x000000ff)) / 255f;
@ -633,17 +627,17 @@ namespace Spine {
}
// Bone timelines.
for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
int boneIndex = ReadVarint(input, true);
for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) {
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 = ReadVarint(input, true);
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, ReadFloat(input), ReadFloat(input));
timeline.SetFrame(frameIndex, input.ReadFloat(), input.ReadFloat());
if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
}
timelines.Add(timeline);
@ -665,7 +659,7 @@ namespace Spine {
}
timeline.boneIndex = boneIndex;
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input) * timelineScale, ReadFloat(input)
timeline.SetFrame(frameIndex, input.ReadFloat(), input.ReadFloat() * timelineScale, input.ReadFloat()
* timelineScale);
if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
}
@ -678,14 +672,14 @@ namespace Spine {
}
// IK timelines.
for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
int index = ReadVarint(input, true);
int frameCount = ReadVarint(input, true);
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, ReadFloat(input), ReadFloat(input), ReadSByte(input), ReadBoolean(input), ReadBoolean(input));
timeline.SetFrame(frameIndex, input.ReadFloat(), input.ReadFloat(), input.ReadSByte(), input.ReadBoolean(), input.ReadBoolean());
if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
}
timelines.Add(timeline);
@ -693,13 +687,13 @@ namespace Spine {
}
// Transform constraint timelines.
for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
int index = ReadVarint(input, true);
int frameCount = ReadVarint(input, true);
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, ReadFloat(input), ReadFloat(input), ReadFloat(input), ReadFloat(input), ReadFloat(input));
timeline.SetFrame(frameIndex, input.ReadFloat(), input.ReadFloat(), input.ReadFloat(), input.ReadFloat(), input.ReadFloat());
if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
}
timelines.Add(timeline);
@ -707,12 +701,12 @@ namespace Spine {
}
// Path constraint timelines.
for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
int index = ReadVarint(input, true);
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 = ReadVarint(input, true); ii < nn; ii++) {
int timelineType = ReadSByte(input);
int frameCount = ReadVarint(input, true);
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: {
@ -727,7 +721,7 @@ namespace Spine {
}
timeline.pathConstraintIndex = index;
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input) * timelineScale);
timeline.SetFrame(frameIndex, input.ReadFloat(), input.ReadFloat() * timelineScale);
if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
}
timelines.Add(timeline);
@ -738,7 +732,7 @@ namespace Spine {
PathConstraintMixTimeline timeline = new PathConstraintMixTimeline(frameCount);
timeline.pathConstraintIndex = index;
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadFloat(input));
timeline.SetFrame(frameIndex, input.ReadFloat(), input.ReadFloat(), input.ReadFloat());
if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
}
timelines.Add(timeline);
@ -750,37 +744,37 @@ namespace Spine {
}
// Deform timelines.
for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
Skin skin = skeletonData.skins.Items[ReadVarint(input, true)];
for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) {
int slotIndex = ReadVarint(input, true);
for (int iii = 0, nnn = ReadVarint(input, true); iii < nnn; iii++) {
VertexAttachment attachment = (VertexAttachment)skin.GetAttachment(slotIndex, ReadString(input));
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 = ReadVarint(input, true);
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 = ReadFloat(input);
float time = input.ReadFloat();
float[] deform;
int end = ReadVarint(input, true);
int end = input.ReadInt(true);
if (end == 0)
deform = weighted ? new float[deformLength] : vertices;
else {
deform = new float[deformLength];
int start = ReadVarint(input, true);
int start = input.ReadInt(true);
end += start;
if (scale == 1) {
for (int v = start; v < end; v++)
deform[v] = ReadFloat(input);
deform[v] = input.ReadFloat();
} else {
for (int v = start; v < end; v++)
deform[v] = ReadFloat(input) * scale;
deform[v] = input.ReadFloat() * scale;
}
if (!weighted) {
for (int v = 0, vn = deform.Length; v < vn; v++)
@ -798,25 +792,25 @@ namespace Spine {
}
// Draw order timeline.
int drawOrderCount = ReadVarint(input, true);
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 = ReadFloat(input);
int offsetCount = ReadVarint(input, true);
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 = ReadVarint(input, true);
int slotIndex = input.ReadInt(true);
// Collect unchanged items.
while (originalIndex != slotIndex)
unchanged[unchangedIndex++] = originalIndex++;
// Set changed items.
drawOrder[originalIndex + ReadVarint(input, true)] = originalIndex++;
drawOrder[originalIndex + input.ReadInt(true)] = originalIndex++;
}
// Collect remaining unchanged items.
while (originalIndex < slotCount)
@ -831,20 +825,20 @@ namespace Spine {
}
// Event timeline.
int eventCount = ReadVarint(input, true);
int eventCount = input.ReadInt(true);
if (eventCount > 0) {
EventTimeline timeline = new EventTimeline(eventCount);
for (int i = 0; i < eventCount; i++) {
float time = ReadFloat(input);
EventData eventData = skeletonData.events.Items[ReadVarint(input, true)];
float time = input.ReadFloat();
EventData eventData = skeletonData.events.Items[input.ReadInt(true)];
Event e = new Event(time, eventData) {
Int = ReadVarint(input, false),
Float = ReadFloat(input),
String = ReadBoolean(input) ? ReadString(input) : eventData.String
Int = input.ReadInt(false),
Float = input.ReadFloat(),
String = input.ReadBoolean() ? input.ReadString() : eventData.String
};
if (e.data.AudioPath != null) {
e.volume = ReadFloat(input);
e.balance = ReadFloat(input);
e.volume = input.ReadFloat();
e.balance = input.ReadFloat();
}
timeline.SetFrame(i, e);
}
@ -856,79 +850,121 @@ namespace Spine {
return new Animation(name, timelines, duration);
}
private void ReadCurve (Stream input, int frameIndex, CurveTimeline timeline) {
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, ReadFloat(input), ReadFloat(input), ReadFloat(input), ReadFloat(input));
timeline.SetCurve(frameIndex, input.ReadFloat(), input.ReadFloat(), input.ReadFloat(), input.ReadFloat());
break;
}
}
private static sbyte ReadSByte (Stream input) {
int value = input.ReadByte();
if (value == -1) throw new EndOfStreamException();
return (sbyte)value;
}
internal class SkeletonInput {
private byte[] chars = new byte[32];
internal ExposedList<String> strings;
Stream input;
private static bool ReadBoolean (Stream input) {
return input.ReadByte() != 0;
}
public SkeletonInput (Stream input) {
this.input = input;
}
private float ReadFloat (Stream input) {
buffer[3] = (byte)input.ReadByte();
buffer[2] = (byte)input.ReadByte();
buffer[1] = (byte)input.ReadByte();
buffer[0] = (byte)input.ReadByte();
return BitConverter.ToSingle(buffer, 0);
}
public byte ReadByte () {
return (byte)input.ReadByte();
}
private static int ReadInt (Stream input) {
return (input.ReadByte() << 24) + (input.ReadByte() << 16) + (input.ReadByte() << 8) + input.ReadByte();
}
public sbyte ReadSByte () {
int value = input.ReadByte();
if (value == -1) throw new EndOfStreamException();
return (sbyte)value;
}
private static int ReadVarint (Stream input, bool optimizePositive) {
int b = input.ReadByte();
int result = b & 0x7F;
if ((b & 0x80) != 0) {
b = input.ReadByte();
result |= (b & 0x7F) << 7;
public bool ReadBoolean () {
return input.ReadByte() != 0;
}
public float ReadFloat () {
chars[3] = (byte)input.ReadByte();
chars[2] = (byte)input.ReadByte();
chars[1] = (byte)input.ReadByte();
chars[0] = (byte)input.ReadByte();
return BitConverter.ToSingle(chars, 0);
}
public int ReadInt () {
return (input.ReadByte() << 24) + (input.ReadByte() << 16) + (input.ReadByte() << 8) + input.ReadByte();
}
public int ReadInt (bool optimizePositive) {
int b = input.ReadByte();
int result = b & 0x7F;
if ((b & 0x80) != 0) {
b = input.ReadByte();
result |= (b & 0x7F) << 14;
result |= (b & 0x7F) << 7;
if ((b & 0x80) != 0) {
b = input.ReadByte();
result |= (b & 0x7F) << 21;
if ((b & 0x80) != 0) result |= (input.ReadByte() & 0x7F) << 28;
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));
}
return optimizePositive ? result : ((result >> 1) ^ -(result & 1));
}
private string ReadString (Stream input) {
int byteCount = ReadVarint(input, true);
switch (byteCount) {
case 0:
return null;
case 1:
return "";
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);
}
byteCount--;
byte[] buffer = this.buffer;
if (buffer.Length < byteCount) buffer = new byte[byteCount];
ReadFully(input, buffer, 0, byteCount);
return System.Text.Encoding.UTF8.GetString(buffer, 0, byteCount);
}
private static void ReadFully (Stream input, 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;
///<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");
}
}
}