mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 09:46:02 +08:00
Okay, SkeletonBinary is done.
This commit is contained in:
parent
8f28ae1c2d
commit
2b2b34db00
@ -262,10 +262,12 @@ static spAnimation* _spSkeletonBinary_readAnimation (spSkeletonBinary* self, con
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unsigned char timelineType = readByte(input);
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unsigned char timelineType = readByte(input);
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int frameCount = readVarint(input, 1);
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int frameCount = readVarint(input, 1);
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switch (timelineType) {
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switch (timelineType) {
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case SLOT_ATTACHMENT: {
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case SLOT_ATTACHMENT:
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{
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spAttachmentTimeline* timeline = spAttachmentTimeline_create(frameCount);
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spAttachmentTimeline* timeline = spAttachmentTimeline_create(frameCount);
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timeline->slotIndex = slotIndex;
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timeline->slotIndex = slotIndex;
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for (frameIndex = 0; frameIndex < frameCount; ++frameIndex) {
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for (frameIndex = 0; frameIndex < frameCount; ++frameIndex)
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{
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float time = readFloat(input);
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float time = readFloat(input);
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const char* attachmentName = readString(input);
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const char* attachmentName = readString(input);
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/* TODO Avoid copying of attachmentName inside */
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/* TODO Avoid copying of attachmentName inside */
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@ -68,6 +68,8 @@ namespace Spine
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public:
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public:
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Animation(std::string name, Vector<Timeline*>& timelines, float duration);
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Animation(std::string name, Vector<Timeline*>& timelines, float duration);
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~Animation();
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/// Applies all the animation's timelines to the specified skeleton.
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/// Applies all the animation's timelines to the specified skeleton.
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/// See also Timeline::apply(Skeleton&, float, float, Vector, float, MixPose, MixDirection)
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/// See also Timeline::apply(Skeleton&, float, float, Vector, float, MixPose, MixDirection)
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void apply(Skeleton& skeleton, float lastTime, float time, bool loop, Vector<Event*>* pEvents, float alpha, MixPose pose, MixDirection direction);
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void apply(Skeleton& skeleton, float lastTime, float time, bool loop, Vector<Event*>* pEvents, float alpha, MixPose pose, MixDirection direction);
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@ -46,6 +46,9 @@ namespace Spine
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class AttachmentTimeline : public Timeline
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class AttachmentTimeline : public Timeline
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{
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{
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL;
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RTTI_DECL;
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public:
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public:
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@ -37,6 +37,9 @@ namespace Spine
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{
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{
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class ColorTimeline : public CurveTimeline
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class ColorTimeline : public CurveTimeline
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{
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{
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL;
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RTTI_DECL;
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public:
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public:
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@ -39,6 +39,9 @@ namespace Spine
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class DeformTimeline : public CurveTimeline
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class DeformTimeline : public CurveTimeline
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{
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{
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL;
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RTTI_DECL;
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public:
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public:
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@ -37,6 +37,9 @@ namespace Spine
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{
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{
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class DrawOrderTimeline : public Timeline
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class DrawOrderTimeline : public Timeline
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{
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{
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL;
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RTTI_DECL;
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public:
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public:
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@ -40,6 +40,8 @@ namespace Spine
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/// Stores the current pose values for an Event.
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/// Stores the current pose values for an Event.
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class Event
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class Event
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{
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{
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friend class SkeletonBinary;
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friend class SkeletonJson;
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friend class AnimationState;
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friend class AnimationState;
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public:
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public:
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@ -37,6 +37,9 @@ namespace Spine
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{
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{
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class EventTimeline : public Timeline
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class EventTimeline : public Timeline
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{
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{
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL;
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RTTI_DECL;
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public:
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public:
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@ -37,6 +37,9 @@ namespace Spine
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{
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{
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class IkConstraintTimeline : public CurveTimeline
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class IkConstraintTimeline : public CurveTimeline
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{
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{
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL;
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RTTI_DECL;
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public:
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public:
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@ -37,6 +37,9 @@ namespace Spine
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{
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{
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class PathConstraintMixTimeline : public CurveTimeline
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class PathConstraintMixTimeline : public CurveTimeline
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{
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{
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL;
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RTTI_DECL;
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public:
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public:
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@ -37,6 +37,9 @@ namespace Spine
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{
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{
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class PathConstraintPositionTimeline : public CurveTimeline
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class PathConstraintPositionTimeline : public CurveTimeline
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{
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{
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL;
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RTTI_DECL;
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public:
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public:
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@ -37,6 +37,9 @@ namespace Spine
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{
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{
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class PathConstraintSpacingTimeline : public PathConstraintPositionTimeline
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class PathConstraintSpacingTimeline : public PathConstraintPositionTimeline
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{
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{
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL;
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RTTI_DECL;
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public:
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public:
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@ -37,6 +37,8 @@ namespace Spine
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{
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{
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class RotateTimeline : public CurveTimeline
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class RotateTimeline : public CurveTimeline
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{
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{
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friend class SkeletonBinary;
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friend class SkeletonJson;
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friend class AnimationState;
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friend class AnimationState;
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RTTI_DECL;
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RTTI_DECL;
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@ -37,6 +37,9 @@ namespace Spine
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{
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{
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class ScaleTimeline : public TranslateTimeline
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class ScaleTimeline : public TranslateTimeline
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{
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{
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL;
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RTTI_DECL;
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public:
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public:
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@ -37,6 +37,9 @@ namespace Spine
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{
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{
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class ShearTimeline : public TranslateTimeline
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class ShearTimeline : public TranslateTimeline
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{
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{
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL;
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RTTI_DECL;
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public:
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public:
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@ -46,6 +46,7 @@ namespace Spine
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class Attachment;
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class Attachment;
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class VertexAttachment;
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class VertexAttachment;
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class Animation;
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class Animation;
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class CurveTimeline;
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class SkeletonBinary
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class SkeletonBinary
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{
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{
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@ -128,6 +129,8 @@ namespace Spine
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Vector<short> readShortArray(DataInput *input);
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Vector<short> readShortArray(DataInput *input);
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Animation* readAnimation(const char* name, DataInput* input, SkeletonData *skeletonData);
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Animation* readAnimation(const char* name, DataInput* input, SkeletonData *skeletonData);
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void readCurve(DataInput* input, int frameIndex, CurveTimeline* timeline);
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};
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};
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}
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}
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@ -37,6 +37,9 @@ namespace Spine
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{
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{
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class TransformConstraintTimeline : public CurveTimeline
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class TransformConstraintTimeline : public CurveTimeline
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{
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{
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL;
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RTTI_DECL;
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public:
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public:
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@ -40,6 +40,9 @@ namespace Spine
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{
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{
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class TranslateTimeline : public CurveTimeline
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class TranslateTimeline : public CurveTimeline
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{
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{
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL;
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RTTI_DECL;
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public:
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public:
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@ -37,6 +37,9 @@ namespace Spine
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{
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{
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class TwoColorTimeline : public CurveTimeline
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class TwoColorTimeline : public CurveTimeline
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{
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{
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL;
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RTTI_DECL;
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public:
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public:
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@ -42,6 +42,8 @@ namespace Spine
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/// An attachment with vertices that are transformed by one or more bones and can be deformed by a slot's vertices.
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/// An attachment with vertices that are transformed by one or more bones and can be deformed by a slot's vertices.
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class VertexAttachment : public Attachment
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class VertexAttachment : public Attachment
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{
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{
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friend class SkeletonBinary;
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friend class SkeletonJson;
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friend class DeformTimeline;
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friend class DeformTimeline;
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RTTI_DECL;
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RTTI_DECL;
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@ -34,6 +34,8 @@
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#include <spine/Skeleton.h>
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#include <spine/Skeleton.h>
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#include <spine/Event.h>
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#include <spine/Event.h>
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#include <spine/ContainerUtil.h>
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#include <assert.h>
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#include <assert.h>
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#include <math.h> /* fmod */
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#include <math.h> /* fmod */
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@ -47,6 +49,11 @@ namespace Spine
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assert(_name.length() > 0);
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assert(_name.length() > 0);
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}
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}
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Animation::~Animation()
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{
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ContainerUtil::cleanUpVectorOfPointers(_timelines);
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}
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void Animation::apply(Skeleton& skeleton, float lastTime, float time, bool loop, Vector<Event*>* pEvents, float alpha, MixPose pose, MixDirection direction)
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void Animation::apply(Skeleton& skeleton, float lastTime, float time, bool loop, Vector<Event*>* pEvents, float alpha, MixPose pose, MixDirection direction)
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{
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{
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if (loop && _duration != 0)
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if (loop && _duration != 0)
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@ -57,6 +57,24 @@
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#include <spine/PointAttachment.h>
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#include <spine/PointAttachment.h>
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#include <spine/ClippingAttachment.h>
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#include <spine/ClippingAttachment.h>
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#include <spine/EventData.h>
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#include <spine/EventData.h>
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#include <spine/AttachmentTimeline.h>
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#include <spine/MathUtil.h>
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#include <spine/ColorTimeline.h>
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#include <spine/TwoColorTimeline.h>
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#include <spine/RotateTimeline.h>
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#include <spine/TranslateTimeline.h>
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#include <spine/ScaleTimeline.h>
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#include <spine/ShearTimeline.h>
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#include <spine/IkConstraintTimeline.h>
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#include <spine/TransformConstraintTimeline.h>
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#include <spine/PathConstraintPositionTimeline.h>
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#include <spine/PathConstraintSpacingTimeline.h>
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#include <spine/PathConstraintPositionTimeline.h>
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#include <spine/PathConstraintMixTimeline.h>
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#include <spine/DeformTimeline.h>
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#include <spine/DrawOrderTimeline.h>
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#include <spine/EventTimeline.h>
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#include <spine/Event.h>
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namespace Spine
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namespace Spine
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{
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{
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@ -351,7 +369,7 @@ namespace Spine
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}
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}
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/* Linked meshes. */
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/* Linked meshes. */
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for (int i = 0, n = static_cast<int>(_linkedMeshes.size()); i < n; i++)
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for (int i = 0, n = static_cast<int>(_linkedMeshes.size()); i < n; ++i)
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{
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{
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LinkedMesh* linkedMesh = _linkedMeshes[i];
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LinkedMesh* linkedMesh = _linkedMeshes[i];
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Skin* skin = linkedMesh->_skin.length() == 0 ? skeletonData->getDefaultSkin() : skeletonData->findSkin(linkedMesh->_skin);
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Skin* skin = linkedMesh->_skin.length() == 0 ? skeletonData->getDefaultSkin() : skeletonData->findSkin(linkedMesh->_skin);
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@ -386,7 +404,9 @@ namespace Spine
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FREE(name);
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FREE(name);
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eventData->_intValue = readVarint(input, 0);
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eventData->_intValue = readVarint(input, 0);
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eventData->_floatValue = readFloat(input);
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eventData->_floatValue = readFloat(input);
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eventData->_stringValue = readString(input);
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const char* eventData_stringValue = readString(input);
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eventData->_stringValue = std::string(eventData_stringValue);
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FREE(eventData_stringValue);
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skeletonData->_events[i] = eventData;
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skeletonData->_events[i] = eventData;
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}
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}
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@ -695,6 +715,9 @@ namespace Spine
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FREE(name);
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FREE(name);
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}
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}
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FREE(skinName);
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FREE(parent);
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return mesh;
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return mesh;
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}
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}
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case AttachmentType_Path:
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case AttachmentType_Path:
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@ -847,395 +870,459 @@ namespace Spine
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Animation* SkeletonBinary::readAnimation(const char* name, DataInput* input, SkeletonData *skeletonData)
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Animation* SkeletonBinary::readAnimation(const char* name, DataInput* input, SkeletonData *skeletonData)
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{
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{
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// var timelines = new ExposedList<Timeline>();
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Vector<Timeline*> timelines;
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// float scale = Scale;
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float scale = _scale;
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// float duration = 0;
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float duration = 0;
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//
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// // Slot timelines.
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// Slot timelines.
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// for (int i = 0, n = ReadVarint(input, true); i < n; i++)
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for (int i = 0, n = readVarint(input, true); i < n; ++i)
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// {
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{
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// int slotIndex = ReadVarint(input, true);
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int slotIndex = readVarint(input, true);
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// for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++)
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for (int ii = 0, nn = readVarint(input, true); ii < nn; ++ii)
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// {
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{
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// int timelineType = input.ReadByte();
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unsigned char timelineType = readByte(input);
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// int frameCount = ReadVarint(input, true);
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int frameCount = readVarint(input, true);
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// switch (timelineType)
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switch (timelineType)
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// {
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{
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// case SLOT_ATTACHMENT:
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case SLOT_ATTACHMENT:
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// {
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{
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// AttachmentTimeline timeline = new AttachmentTimeline(frameCount);
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AttachmentTimeline* timeline = NEW(AttachmentTimeline);
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// timeline.slotIndex = slotIndex;
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new(timeline) AttachmentTimeline(frameCount);
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// for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
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timeline->_slotIndex = slotIndex;
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// {
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for (int frameIndex = 0; frameIndex < frameCount; ++frameIndex)
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// timeline.SetFrame(frameIndex, ReadFloat(input), ReadString(input));
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{
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// }
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const char* attachmentName = readString(input);
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// timelines.Add(timeline);
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timeline->setFrame(frameIndex, readFloat(input), std::string(attachmentName));
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// duration = Math.Max(duration, timeline.frames[frameCount - 1]);
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FREE(attachmentName);
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// break;
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}
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// }
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timelines.push_back(timeline);
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// case SLOT_COLOR:
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duration = MAX(duration, timeline->_frames[frameCount - 1]);
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// {
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break;
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// ColorTimeline timeline = new ColorTimeline(frameCount);
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}
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// timeline.slotIndex = slotIndex;
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case SLOT_COLOR:
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// for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)\
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{
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// {
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ColorTimeline* timeline = NEW(ColorTimeline);
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// float time = ReadFloat(input);
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new(timeline) ColorTimeline(frameCount);
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// int color = ReadInt(input);
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timeline->_slotIndex = slotIndex;
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// float r = ((color & 0xff000000) >> 24) / 255f;
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for (int frameIndex = 0; frameIndex < frameCount; ++frameIndex)
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// float g = ((color & 0x00ff0000) >> 16) / 255f;
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{
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// float b = ((color & 0x0000ff00) >> 8) / 255f;
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float time = readFloat(input);
|
||||||
// float a = ((color & 0x000000ff)) / 255f;
|
int color = readInt(input);
|
||||||
// timeline.SetFrame(frameIndex, time, r, g, b, a);
|
float r = ((color & 0xff000000) >> 24) / 255.0f;
|
||||||
// if (frameIndex < frameCount - 1)
|
float g = ((color & 0x00ff0000) >> 16) / 255.0f;
|
||||||
// {
|
float b = ((color & 0x0000ff00) >> 8) / 255.0f;
|
||||||
// ReadCurve(input, frameIndex, timeline);
|
float a = ((color & 0x000000ff)) / 255.0f;
|
||||||
// }
|
timeline->setFrame(frameIndex, time, r, g, b, a);
|
||||||
// }
|
if (frameIndex < frameCount - 1)
|
||||||
// timelines.Add(timeline);
|
{
|
||||||
// duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * ColorTimeline.ENTRIES]);
|
readCurve(input, frameIndex, timeline);
|
||||||
// break;
|
}
|
||||||
// }
|
}
|
||||||
// case SLOT_TWO_COLOR:
|
timelines.push_back(timeline);
|
||||||
// {
|
duration = MAX(duration, timeline->_frames[(frameCount - 1) * ColorTimeline::ENTRIES]);
|
||||||
// TwoColorTimeline timeline = new TwoColorTimeline(frameCount);
|
break;
|
||||||
// timeline.slotIndex = slotIndex;
|
}
|
||||||
// for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
|
case SLOT_TWO_COLOR:
|
||||||
// {
|
{
|
||||||
// float time = ReadFloat(input);
|
TwoColorTimeline* timeline = NEW(TwoColorTimeline);
|
||||||
// int color = ReadInt(input);
|
new(timeline) TwoColorTimeline(frameCount);
|
||||||
// float r = ((color & 0xff000000) >> 24) / 255f;
|
timeline->_slotIndex = slotIndex;
|
||||||
// float g = ((color & 0x00ff0000) >> 16) / 255f;
|
for (int frameIndex = 0; frameIndex < frameCount; ++frameIndex)
|
||||||
// float b = ((color & 0x0000ff00) >> 8) / 255f;
|
{
|
||||||
// float a = ((color & 0x000000ff)) / 255f;
|
float time = readFloat(input);
|
||||||
// int color2 = ReadInt(input); // 0x00rrggbb
|
int color = readInt(input);
|
||||||
// float r2 = ((color2 & 0x00ff0000) >> 16) / 255f;
|
float r = ((color & 0xff000000) >> 24) / 255.0f;
|
||||||
// float g2 = ((color2 & 0x0000ff00) >> 8) / 255f;
|
float g = ((color & 0x00ff0000) >> 16) / 255.0f;
|
||||||
// float b2 = ((color2 & 0x000000ff)) / 255f;
|
float b = ((color & 0x0000ff00) >> 8) / 255.0f;
|
||||||
//
|
float a = ((color & 0x000000ff)) / 255.0f;
|
||||||
// timeline.SetFrame(frameIndex, time, r, g, b, a, r2, g2, b2);
|
int color2 = readInt(input); // 0x00rrggbb
|
||||||
// if (frameIndex < frameCount - 1)
|
float r2 = ((color2 & 0x00ff0000) >> 16) / 255.0f;
|
||||||
// {
|
float g2 = ((color2 & 0x0000ff00) >> 8) / 255.0f;
|
||||||
// ReadCurve(input, frameIndex, timeline);
|
float b2 = ((color2 & 0x000000ff)) / 255.0f;
|
||||||
// }
|
|
||||||
// }
|
timeline->setFrame(frameIndex, time, r, g, b, a, r2, g2, b2);
|
||||||
// timelines.Add(timeline);
|
if (frameIndex < frameCount - 1)
|
||||||
// duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * TwoColorTimeline.ENTRIES]);
|
{
|
||||||
// break;
|
readCurve(input, frameIndex, timeline);
|
||||||
// }
|
}
|
||||||
// }
|
}
|
||||||
// }
|
timelines.push_back(timeline);
|
||||||
// }
|
duration = MAX(duration, timeline->_frames[(frameCount - 1) * TwoColorTimeline::ENTRIES]);
|
||||||
//
|
break;
|
||||||
// // 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++)
|
|
||||||
// {
|
// Bone timelines.
|
||||||
// int timelineType = input.ReadByte();
|
for (int i = 0, n = readVarint(input, true); i < n; ++i)
|
||||||
// int frameCount = ReadVarint(input, true);
|
{
|
||||||
// switch (timelineType)
|
int boneIndex = readVarint(input, true);
|
||||||
// {
|
for (int ii = 0, nn = readVarint(input, true); ii < nn; ++ii)
|
||||||
// case BONE_ROTATE:
|
{
|
||||||
// {
|
unsigned char timelineType = readByte(input);
|
||||||
// RotateTimeline timeline = new RotateTimeline(frameCount);
|
int frameCount = readVarint(input, true);
|
||||||
// timeline.boneIndex = boneIndex;
|
switch (timelineType)
|
||||||
// for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
|
{
|
||||||
// {
|
case BONE_ROTATE:
|
||||||
// timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input));
|
{
|
||||||
// if (frameIndex < frameCount - 1)
|
RotateTimeline* timeline = NEW(RotateTimeline);
|
||||||
// {
|
new(timeline) RotateTimeline(frameCount);
|
||||||
// ReadCurve(input, frameIndex, timeline);
|
timeline->_boneIndex = boneIndex;
|
||||||
// }
|
for (int frameIndex = 0; frameIndex < frameCount; ++frameIndex)
|
||||||
// }
|
{
|
||||||
// timelines.Add(timeline);
|
timeline->setFrame(frameIndex, readFloat(input), readFloat(input));
|
||||||
// duration = Math.Max(duration, timeline.frames[(frameCount - 1) * RotateTimeline.ENTRIES]);
|
if (frameIndex < frameCount - 1)
|
||||||
// break;
|
{
|
||||||
// }
|
readCurve(input, frameIndex, timeline);
|
||||||
// case BONE_TRANSLATE:
|
}
|
||||||
// case BONE_SCALE:
|
}
|
||||||
// case BONE_SHEAR:
|
timelines.push_back(timeline);
|
||||||
// {
|
duration = MAX(duration, timeline->_frames[(frameCount - 1) * RotateTimeline::ENTRIES]);
|
||||||
// TranslateTimeline timeline;
|
break;
|
||||||
// float timelineScale = 1;
|
}
|
||||||
// if (timelineType == BONE_SCALE)
|
case BONE_TRANSLATE:
|
||||||
// {
|
case BONE_SCALE:
|
||||||
// timeline = new ScaleTimeline(frameCount);
|
case BONE_SHEAR:
|
||||||
// }
|
{
|
||||||
// else if (timelineType == BONE_SHEAR)
|
TranslateTimeline* timeline;
|
||||||
// {
|
float timelineScale = 1;
|
||||||
// timeline = new ShearTimeline(frameCount);
|
if (timelineType == BONE_SCALE)
|
||||||
// }
|
{
|
||||||
// else
|
timeline = NEW(ScaleTimeline);
|
||||||
// {
|
new(timeline) ScaleTimeline(frameCount);
|
||||||
// timeline = new TranslateTimeline(frameCount);
|
}
|
||||||
// timelineScale = scale;
|
else if (timelineType == BONE_SHEAR)
|
||||||
// }
|
{
|
||||||
// timeline.boneIndex = boneIndex;
|
timeline = NEW(ShearTimeline);
|
||||||
// for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
|
new(timeline) ShearTimeline(frameCount);
|
||||||
// {
|
}
|
||||||
// timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input) * timelineScale, ReadFloat(input)
|
else
|
||||||
// * timelineScale);
|
{
|
||||||
// if (frameIndex < frameCount - 1)
|
timeline = NEW(TranslateTimeline);
|
||||||
// {
|
new(timeline) TranslateTimeline(frameCount);
|
||||||
// ReadCurve(input, frameIndex, timeline);
|
timelineScale = scale;
|
||||||
// }
|
}
|
||||||
// }
|
timeline->_boneIndex = boneIndex;
|
||||||
// timelines.Add(timeline);
|
for (int frameIndex = 0; frameIndex < frameCount; ++frameIndex)
|
||||||
// duration = Math.Max(duration, timeline.frames[(frameCount - 1) * TranslateTimeline.ENTRIES]);
|
{
|
||||||
// break;
|
timeline->setFrame(frameIndex, readFloat(input), readFloat(input) * timelineScale, readFloat(input) * timelineScale);
|
||||||
// }
|
if (frameIndex < frameCount - 1)
|
||||||
// }
|
{
|
||||||
// }
|
readCurve(input, frameIndex, timeline);
|
||||||
// }
|
}
|
||||||
//
|
}
|
||||||
// // IK timelines.
|
timelines.push_back(timeline);
|
||||||
// for (int i = 0, n = ReadVarint(input, true); i < n; i++)
|
duration = MAX(duration, timeline->_frames[(frameCount - 1) * TranslateTimeline::ENTRIES]);
|
||||||
// {
|
break;
|
||||||
// int index = ReadVarint(input, true);
|
}
|
||||||
// int frameCount = ReadVarint(input, true);
|
}
|
||||||
// IkConstraintTimeline timeline = new IkConstraintTimeline(frameCount);
|
}
|
||||||
// timeline.ikConstraintIndex = index;
|
}
|
||||||
// for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
|
|
||||||
// {
|
// IK timelines.
|
||||||
// timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadSByte(input));
|
for (int i = 0, n = readVarint(input, true); i < n; ++i)
|
||||||
// if (frameIndex < frameCount - 1)
|
{
|
||||||
// {
|
int index = readVarint(input, true);
|
||||||
// ReadCurve(input, frameIndex, timeline);
|
int frameCount = readVarint(input, true);
|
||||||
// }
|
IkConstraintTimeline* timeline = NEW(IkConstraintTimeline);
|
||||||
// }
|
new(timeline) IkConstraintTimeline(frameCount);
|
||||||
// timelines.Add(timeline);
|
timeline->_ikConstraintIndex = index;
|
||||||
// duration = Math.Max(duration, timeline.frames[(frameCount - 1) * IkConstraintTimeline.ENTRIES]);
|
for (int frameIndex = 0; frameIndex < frameCount; ++frameIndex)
|
||||||
// }
|
{
|
||||||
//
|
timeline->setFrame(frameIndex, readFloat(input), readFloat(input), readSByte(input));
|
||||||
// // Transform constraint timelines.
|
if (frameIndex < frameCount - 1)
|
||||||
// for (int i = 0, n = ReadVarint(input, true); i < n; i++)
|
{
|
||||||
// {
|
readCurve(input, frameIndex, timeline);
|
||||||
// int index = ReadVarint(input, true);
|
}
|
||||||
// int frameCount = ReadVarint(input, true);
|
}
|
||||||
// TransformConstraintTimeline timeline = new TransformConstraintTimeline(frameCount);
|
timelines.push_back(timeline);
|
||||||
// timeline.transformConstraintIndex = index;
|
duration = MAX(duration, timeline->_frames[(frameCount - 1) * IkConstraintTimeline::ENTRIES]);
|
||||||
// for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
|
}
|
||||||
// {
|
|
||||||
// timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadFloat(input), ReadFloat(input), ReadFloat(input));
|
// Transform constraint timelines.
|
||||||
// if (frameIndex < frameCount - 1)
|
for (int i = 0, n = readVarint(input, true); i < n; ++i)
|
||||||
// {
|
{
|
||||||
// ReadCurve(input, frameIndex, timeline);
|
int index = readVarint(input, true);
|
||||||
// }
|
int frameCount = readVarint(input, true);
|
||||||
// }
|
TransformConstraintTimeline* timeline = NEW(TransformConstraintTimeline);
|
||||||
// timelines.Add(timeline);
|
new(timeline) TransformConstraintTimeline(frameCount);
|
||||||
// duration = Math.Max(duration, timeline.frames[(frameCount - 1) * TransformConstraintTimeline.ENTRIES]);
|
timeline->_transformConstraintIndex = index;
|
||||||
// }
|
for (int frameIndex = 0; frameIndex < frameCount; ++frameIndex)
|
||||||
//
|
{
|
||||||
// // Path constraint timelines.
|
timeline->setFrame(frameIndex, readFloat(input), readFloat(input), readFloat(input), readFloat(input), readFloat(input));
|
||||||
// for (int i = 0, n = ReadVarint(input, true); i < n; i++)
|
if (frameIndex < frameCount - 1)
|
||||||
// {
|
{
|
||||||
// int index = ReadVarint(input, true);
|
readCurve(input, frameIndex, timeline);
|
||||||
// PathConstraintData data = skeletonData.pathConstraints.Items[index];
|
}
|
||||||
// for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++)
|
}
|
||||||
// {
|
timelines.push_back(timeline);
|
||||||
// int timelineType = ReadSByte(input);
|
duration = MAX(duration, timeline->_frames[(frameCount - 1) * TransformConstraintTimeline::ENTRIES]);
|
||||||
// int frameCount = ReadVarint(input, true);
|
}
|
||||||
// switch(timelineType)
|
|
||||||
// {
|
// Path constraint timelines.
|
||||||
// case PATH_POSITION:
|
for (int i = 0, n = readVarint(input, true); i < n; ++i)
|
||||||
// case PATH_SPACING:
|
{
|
||||||
// {
|
int index = readVarint(input, true);
|
||||||
// PathConstraintPositionTimeline timeline;
|
PathConstraintData* data = skeletonData->_pathConstraints[index];
|
||||||
// float timelineScale = 1;
|
for (int ii = 0, nn = readVarint(input, true); ii < nn; ++ii)
|
||||||
// if (timelineType == PATH_SPACING)
|
{
|
||||||
// {
|
int timelineType = readSByte(input);
|
||||||
// timeline = new PathConstraintSpacingTimeline(frameCount);
|
int frameCount = readVarint(input, true);
|
||||||
// if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed)
|
switch(timelineType)
|
||||||
// {
|
{
|
||||||
// timelineScale = scale;
|
case PATH_POSITION:
|
||||||
// }
|
case PATH_SPACING:
|
||||||
// }
|
{
|
||||||
// else
|
PathConstraintPositionTimeline* timeline;
|
||||||
// {
|
float timelineScale = 1;
|
||||||
// timeline = new PathConstraintPositionTimeline(frameCount);
|
if (timelineType == PATH_SPACING)
|
||||||
// if (data.positionMode == PositionMode.Fixed)
|
{
|
||||||
// {
|
timeline = NEW(PathConstraintSpacingTimeline);
|
||||||
// timelineScale = scale;
|
new(timeline) PathConstraintSpacingTimeline(frameCount);
|
||||||
// }
|
|
||||||
// }
|
if (data->_spacingMode == SpacingMode_Length || data->_spacingMode == SpacingMode_Fixed)
|
||||||
// timeline.pathConstraintIndex = index;
|
{
|
||||||
// for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
|
timelineScale = scale;
|
||||||
// {
|
}
|
||||||
// timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input) * timelineScale);
|
}
|
||||||
// if (frameIndex < frameCount - 1)
|
else
|
||||||
// {
|
{
|
||||||
// ReadCurve(input, frameIndex, timeline);
|
timeline = NEW(PathConstraintPositionTimeline);
|
||||||
// }
|
new(timeline) PathConstraintPositionTimeline(frameCount);
|
||||||
// }
|
|
||||||
// timelines.Add(timeline);
|
if (data->_positionMode == PositionMode_Fixed)
|
||||||
// duration = Math.Max(duration, timeline.frames[(frameCount - 1) * PathConstraintPositionTimeline.ENTRIES]);
|
{
|
||||||
// break;
|
timelineScale = scale;
|
||||||
// }
|
}
|
||||||
// case PATH_MIX:
|
}
|
||||||
// {
|
timeline->_pathConstraintIndex = index;
|
||||||
// PathConstraintMixTimeline timeline = new PathConstraintMixTimeline(frameCount);
|
for (int frameIndex = 0; frameIndex < frameCount; ++frameIndex)
|
||||||
// timeline.pathConstraintIndex = index;
|
{
|
||||||
// for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
|
timeline->setFrame(frameIndex, readFloat(input), readFloat(input) * timelineScale);
|
||||||
// {
|
if (frameIndex < frameCount - 1)
|
||||||
// timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadFloat(input));
|
{
|
||||||
// if (frameIndex < frameCount - 1)
|
readCurve(input, frameIndex, timeline);
|
||||||
// {
|
}
|
||||||
// ReadCurve(input, frameIndex, timeline);
|
}
|
||||||
// }
|
timelines.push_back(timeline);
|
||||||
// }
|
duration = MAX(duration, timeline->_frames[(frameCount - 1) * PathConstraintPositionTimeline::ENTRIES]);
|
||||||
// timelines.Add(timeline);
|
break;
|
||||||
// duration = Math.Max(duration, timeline.frames[(frameCount - 1) * PathConstraintMixTimeline.ENTRIES]);
|
}
|
||||||
// break;
|
case PATH_MIX:
|
||||||
// }
|
{
|
||||||
// }
|
PathConstraintMixTimeline* timeline = NEW(PathConstraintMixTimeline);
|
||||||
// }
|
new(timeline) PathConstraintMixTimeline(frameCount);
|
||||||
// }
|
|
||||||
//
|
timeline->_pathConstraintIndex = index;
|
||||||
// // Deform timelines.
|
for (int frameIndex = 0; frameIndex < frameCount; ++frameIndex)
|
||||||
// for (int i = 0, n = ReadVarint(input, true); i < n; i++)
|
{
|
||||||
// {
|
timeline->setFrame(frameIndex, readFloat(input), readFloat(input), readFloat(input));
|
||||||
// Skin skin = skeletonData.skins.Items[ReadVarint(input, true)];
|
if (frameIndex < frameCount - 1)
|
||||||
// for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++)
|
{
|
||||||
// {
|
readCurve(input, frameIndex, timeline);
|
||||||
// int slotIndex = ReadVarint(input, true);
|
}
|
||||||
// for (int iii = 0, nnn = ReadVarint(input, true); iii < nnn; iii++)
|
}
|
||||||
// {
|
timelines.push_back(timeline);
|
||||||
// VertexAttachment attachment = (VertexAttachment)skin.GetAttachment(slotIndex, ReadString(input));
|
duration = MAX(duration, timeline->_frames[(frameCount - 1) * PathConstraintMixTimeline::ENTRIES]);
|
||||||
// bool weighted = attachment.bones != null;
|
break;
|
||||||
// float[] vertices = attachment.vertices;
|
}
|
||||||
// int deformLength = weighted ? vertices.Length / 3 * 2 : vertices.Length;
|
}
|
||||||
//
|
}
|
||||||
// int frameCount = ReadVarint(input, true);
|
}
|
||||||
// DeformTimeline timeline = new DeformTimeline(frameCount);
|
|
||||||
// timeline.slotIndex = slotIndex;
|
// Deform timelines.
|
||||||
// timeline.attachment = attachment;
|
for (int i = 0, n = readVarint(input, true); i < n; ++i)
|
||||||
//
|
{
|
||||||
// for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
|
Skin* skin = skeletonData->_skins[readVarint(input, true)];
|
||||||
// {
|
for (int ii = 0, nn = readVarint(input, true); ii < nn; ++ii)
|
||||||
// float time = ReadFloat(input);
|
{
|
||||||
// float[] deform;
|
int slotIndex = readVarint(input, true);
|
||||||
// int end = ReadVarint(input, true);
|
for (int iii = 0, nnn = readVarint(input, true); iii < nnn; iii++)
|
||||||
// if (end == 0)
|
{
|
||||||
// {
|
const char* vertexAttachmentName = readString(input);
|
||||||
// deform = weighted ? new float[deformLength] : vertices;
|
VertexAttachment* attachment = static_cast<VertexAttachment*>(skin->getAttachment(slotIndex, std::string(vertexAttachmentName)));
|
||||||
// }
|
FREE(vertexAttachmentName);
|
||||||
// else
|
bool weighted = attachment->_bones.size() > 0;
|
||||||
// {
|
Vector<float>& vertices = attachment->_vertices;
|
||||||
// deform = new float[deformLength];
|
int deformLength = weighted ? static_cast<int>(vertices.size()) / 3 * 2 : static_cast<int>(vertices.size());
|
||||||
// int start = ReadVarint(input, true);
|
|
||||||
// end += start;
|
int frameCount = readVarint(input, true);
|
||||||
// if (scale == 1)
|
|
||||||
// {
|
DeformTimeline* timeline = NEW(DeformTimeline);
|
||||||
// for (int v = start; v < end; v++)
|
new(timeline) DeformTimeline(frameCount);
|
||||||
// {
|
|
||||||
// deform[v] = ReadFloat(input);
|
timeline->_slotIndex = slotIndex;
|
||||||
// }
|
timeline->_attachment = attachment;
|
||||||
// }
|
|
||||||
// else
|
for (int frameIndex = 0; frameIndex < frameCount; ++frameIndex)
|
||||||
// {
|
{
|
||||||
// for (int v = start; v < end; v++)
|
float time = readFloat(input);
|
||||||
// {
|
Vector<float> deform;
|
||||||
// deform[v] = ReadFloat(input) * scale;
|
int end = readVarint(input, true);
|
||||||
// }
|
if (end == 0)
|
||||||
// }
|
{
|
||||||
//
|
if (weighted)
|
||||||
// if (!weighted)
|
{
|
||||||
// {
|
deform.reserve(deformLength);
|
||||||
// for (int v = 0, vn = deform.Length; v < vn; v++)
|
}
|
||||||
// {
|
else
|
||||||
// deform[v] += vertices[v];
|
{
|
||||||
// }
|
deform = vertices;
|
||||||
// }
|
}
|
||||||
// }
|
}
|
||||||
//
|
else
|
||||||
// timeline.SetFrame(frameIndex, time, deform);
|
{
|
||||||
// if (frameIndex < frameCount - 1)
|
deform.reserve(deformLength);
|
||||||
// {
|
int start = readVarint(input, true);
|
||||||
// ReadCurve(input, frameIndex, timeline);
|
end += start;
|
||||||
// }
|
if (scale == 1)
|
||||||
// }
|
{
|
||||||
//
|
for (int v = start; v < end; ++v)
|
||||||
// timelines.Add(timeline);
|
{
|
||||||
// duration = Math.Max(duration, timeline.frames[frameCount - 1]);
|
deform[v] = readFloat(input);
|
||||||
// }
|
}
|
||||||
// }
|
}
|
||||||
// }
|
else
|
||||||
//
|
{
|
||||||
// // Draw order timeline.
|
for (int v = start; v < end; ++v)
|
||||||
// int drawOrderCount = ReadVarint(input, true);
|
{
|
||||||
// if (drawOrderCount > 0)
|
deform[v] = readFloat(input) * scale;
|
||||||
// {
|
}
|
||||||
// DrawOrderTimeline timeline = new DrawOrderTimeline(drawOrderCount);
|
}
|
||||||
// int slotCount = skeletonData.slots.Count;
|
|
||||||
// for (int i = 0; i < drawOrderCount; i++)
|
if (!weighted)
|
||||||
// {
|
{
|
||||||
// float time = ReadFloat(input);
|
for (int v = 0, vn = static_cast<int>(deform.size()); v < vn; ++v)
|
||||||
// int offsetCount = ReadVarint(input, true);
|
{
|
||||||
// int[] drawOrder = new int[slotCount];
|
deform[v] += vertices[v];
|
||||||
// for (int ii = slotCount - 1; ii >= 0; ii--)
|
}
|
||||||
// {
|
}
|
||||||
// drawOrder[ii] = -1;
|
}
|
||||||
// }
|
|
||||||
// int[] unchanged = new int[slotCount - offsetCount];
|
timeline->setFrame(frameIndex, time, deform);
|
||||||
// int originalIndex = 0, unchangedIndex = 0;
|
if (frameIndex < frameCount - 1)
|
||||||
// for (int ii = 0; ii < offsetCount; ii++)
|
{
|
||||||
// {
|
readCurve(input, frameIndex, timeline);
|
||||||
// int slotIndex = ReadVarint(input, true);
|
}
|
||||||
// // Collect unchanged items.
|
}
|
||||||
// while (originalIndex != slotIndex)
|
|
||||||
// {
|
timelines.push_back(timeline);
|
||||||
// unchanged[unchangedIndex++] = originalIndex++;
|
duration = MAX(duration, timeline->_frames[frameCount - 1]);
|
||||||
// }
|
}
|
||||||
// // Set changed items.
|
}
|
||||||
// drawOrder[originalIndex + ReadVarint(input, true)] = originalIndex++;
|
}
|
||||||
// }
|
|
||||||
//
|
// Draw order timeline.
|
||||||
// // Collect remaining unchanged items.
|
int drawOrderCount = readVarint(input, true);
|
||||||
// while (originalIndex < slotCount)
|
if (drawOrderCount > 0)
|
||||||
// {
|
{
|
||||||
// unchanged[unchangedIndex++] = originalIndex++;
|
DrawOrderTimeline* timeline = NEW(DrawOrderTimeline);
|
||||||
// }
|
new(timeline) DrawOrderTimeline(drawOrderCount);
|
||||||
//
|
|
||||||
// // Fill in unchanged items.
|
int slotCount = static_cast<int>(skeletonData->_slots.size());
|
||||||
// for (int ii = slotCount - 1; ii >= 0; ii--)
|
for (int i = 0; i < drawOrderCount; ++i)
|
||||||
// {
|
{
|
||||||
// if (drawOrder[ii] == -1)
|
float time = readFloat(input);
|
||||||
// {
|
int offsetCount = readVarint(input, true);
|
||||||
// drawOrder[ii] = unchanged[--unchangedIndex];
|
|
||||||
// }
|
Vector<int> drawOrder;
|
||||||
// }
|
drawOrder.reserve(slotCount);
|
||||||
// timeline.SetFrame(i, time, drawOrder);
|
for (int ii = slotCount - 1; ii >= 0; --ii)
|
||||||
// }
|
{
|
||||||
// timelines.Add(timeline);
|
drawOrder[ii] = -1;
|
||||||
// duration = Math.Max(duration, timeline.frames[drawOrderCount - 1]);
|
}
|
||||||
// }
|
|
||||||
//
|
Vector<int> unchanged;
|
||||||
// // Event timeline.
|
unchanged.reserve(slotCount - offsetCount);
|
||||||
// int eventCount = ReadVarint(input, true);
|
int originalIndex = 0, unchangedIndex = 0;
|
||||||
// if (eventCount > 0)
|
for (int ii = 0; ii < offsetCount; ++ii)
|
||||||
// {
|
{
|
||||||
// EventTimeline timeline = new EventTimeline(eventCount);
|
int slotIndex = readVarint(input, true);
|
||||||
// for (int i = 0; i < eventCount; i++)
|
// Collect unchanged items.
|
||||||
// {
|
while (originalIndex != slotIndex)
|
||||||
// float time = ReadFloat(input);
|
{
|
||||||
// EventData eventData = skeletonData.events.Items[ReadVarint(input, true)];
|
unchanged[unchangedIndex++] = originalIndex++;
|
||||||
// Event e = new Event(time, eventData);
|
}
|
||||||
// e.Int = ReadVarint(input, false);
|
// Set changed items.
|
||||||
// e.Float = ReadFloat(input);
|
int index = originalIndex;
|
||||||
// e.String = ReadBoolean(input) ? ReadString(input) : eventData.String;
|
drawOrder[index + readVarint(input, true)] = originalIndex++;
|
||||||
// timeline.SetFrame(i, e);
|
}
|
||||||
// }
|
|
||||||
//
|
// Collect remaining unchanged items.
|
||||||
// timelines.Add(timeline);
|
while (originalIndex < slotCount)
|
||||||
// duration = Math.Max(duration, timeline.frames[eventCount - 1]);
|
{
|
||||||
// }
|
unchanged[unchangedIndex++] = originalIndex++;
|
||||||
//
|
}
|
||||||
// timelines.TrimExcess();
|
|
||||||
//
|
// 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.push_back(timeline);
|
||||||
|
duration = MAX(duration, timeline->_frames[drawOrderCount - 1]);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Event timeline.
|
||||||
|
int eventCount = readVarint(input, true);
|
||||||
|
if (eventCount > 0)
|
||||||
|
{
|
||||||
|
EventTimeline* timeline = NEW(EventTimeline);
|
||||||
|
new(timeline) EventTimeline(eventCount);
|
||||||
|
|
||||||
|
for (int i = 0; i < eventCount; ++i)
|
||||||
|
{
|
||||||
|
float time = readFloat(input);
|
||||||
|
EventData* eventData = skeletonData->_events[readVarint(input, true)];
|
||||||
|
Event* event = NEW(Event);
|
||||||
|
new(event) Event(time, *eventData);
|
||||||
|
|
||||||
|
event->_intValue = readVarint(input, false);
|
||||||
|
event->_floatValue = readFloat(input);
|
||||||
|
bool freeString = readBoolean(input);
|
||||||
|
const char* event_stringValue = freeString ? readString(input) : eventData->_stringValue.c_str();
|
||||||
|
event->_stringValue = std::string(event_stringValue);
|
||||||
|
if (freeString)
|
||||||
|
{
|
||||||
|
FREE(event_stringValue);
|
||||||
|
}
|
||||||
|
timeline->setFrame(i, event);
|
||||||
|
}
|
||||||
|
|
||||||
|
timelines.push_back(timeline);
|
||||||
|
duration = MAX(duration, timeline->_frames[eventCount - 1]);
|
||||||
|
}
|
||||||
|
|
||||||
Animation* ret = NEW(Animation);
|
Animation* ret = NEW(Animation);
|
||||||
// new (ret) Animation(std::string(name), timelines, duration);
|
new (ret) Animation(std::string(name), timelines, duration);
|
||||||
|
|
||||||
return ret;
|
return ret;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void SkeletonBinary::readCurve(DataInput* input, int frameIndex, CurveTimeline* timeline)
|
||||||
|
{
|
||||||
|
switch (readByte(input))
|
||||||
|
{
|
||||||
|
case CURVE_STEPPED:
|
||||||
|
{
|
||||||
|
timeline->setStepped(frameIndex);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case CURVE_BEZIER:
|
||||||
|
{
|
||||||
|
float cx1 = readFloat(input);
|
||||||
|
float cy1 = readFloat(input);
|
||||||
|
float cx2 = readFloat(input);
|
||||||
|
float cy2 = readFloat(input);
|
||||||
|
timeline->setCurve(frameIndex, cx1, cy1, cx2, cy2);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user