spine-csharp should not be committed under spine-tk2d!

This commit is contained in:
NathanSweet 2014-05-25 20:10:02 +02:00
parent ab15078b3e
commit 8b0aeaf9c5
50 changed files with 2 additions and 4399 deletions

4
.gitignore vendored
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@ -64,8 +64,8 @@ Assembly-*.csproj
Assembly-*.pidb
AssetStoreTools*
spine-tk2d/Assets/Spine/spine-csharp*
!spine-tk2d/Assets/Spine/spine-csharp/Place spine-csharp src here.*
spine-tk2d/Assets/spine-csharp*
!spine-tk2d/Assets/spine-csharp/Place spine-csharp src here.*
spine-tk2d/ProjectSettings
spine-tk2d/Temp
spine-tk2d/Library

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@ -1,607 +0,0 @@
/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.Collections.Generic;
namespace Spine {
public class Animation {
internal List<Timeline> timelines;
internal float duration;
internal String name;
public String Name { get { return name; } }
public List<Timeline> Timelines { get { return timelines; } set { timelines = value; } }
public float Duration { get { return duration; } set { duration = value; } }
public Animation (String name, List<Timeline> timelines, float duration) {
if (name == null) throw new ArgumentNullException("name cannot be null.");
if (timelines == null) throw new ArgumentNullException("timelines cannot be null.");
this.name = name;
this.timelines = timelines;
this.duration = duration;
}
/// <summary>Poses the skeleton at the specified time for this animation.</summary>
/// <param name="lastTime">The last time the animation was applied.</param>
/// <param name="events">Any triggered events are added.</param>
public void Apply (Skeleton skeleton, float lastTime, float time, bool loop, List<Event> events) {
if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null.");
if (loop && duration != 0) {
time %= duration;
lastTime %= duration;
}
List<Timeline> timelines = this.timelines;
for (int i = 0, n = timelines.Count; i < n; i++)
timelines[i].Apply(skeleton, lastTime, time, events, 1);
}
/// <summary>Poses the skeleton at the specified time for this animation mixed with the current pose.</summary>
/// <param name="lastTime">The last time the animation was applied.</param>
/// <param name="events">Any triggered events are added.</param>
/// <param name="alpha">The amount of this animation that affects the current pose.</param>
public void Mix (Skeleton skeleton, float lastTime, float time, bool loop, List<Event> events, float alpha) {
if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null.");
if (loop && duration != 0) {
time %= duration;
lastTime %= duration;
}
List<Timeline> timelines = this.timelines;
for (int i = 0, n = timelines.Count; i < n; i++)
timelines[i].Apply(skeleton, lastTime, time, events, alpha);
}
/// <param name="target">After the first and before the last entry.</param>
internal static int binarySearch (float[] values, float target, int step) {
int low = 0;
int high = values.Length / step - 2;
if (high == 0) return step;
int current = (int)((uint)high >> 1);
while (true) {
if (values[(current + 1) * step] <= target)
low = current + 1;
else
high = current;
if (low == high) return (low + 1) * step;
current = (int)((uint)(low + high) >> 1);
}
}
internal static int linearSearch (float[] values, float target, int step) {
for (int i = 0, last = values.Length - step; i <= last; i += step)
if (values[i] > target) return i;
return -1;
}
}
public interface Timeline {
/// <summary>Sets the value(s) for the specified time.</summary>
void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha);
}
/// <summary>Base class for frames that use an interpolation bezier curve.</summary>
abstract public class CurveTimeline : Timeline {
static protected float LINEAR = 0;
static protected float STEPPED = -1;
static protected int BEZIER_SEGMENTS = 10;
private float[] curves; // dfx, dfy, ddfx, ddfy, dddfx, dddfy, ...
public int FrameCount { get { return curves.Length / 6 + 1; } }
public CurveTimeline (int frameCount) {
curves = new float[(frameCount - 1) * 6];
}
abstract public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha);
public void SetLinear (int frameIndex) {
curves[frameIndex * 6] = LINEAR;
}
public void SetStepped (int frameIndex) {
curves[frameIndex * 6] = STEPPED;
}
/// <summary>Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
/// cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
/// the difference between the keyframe's values.</summary>
public void SetCurve (int frameIndex, float cx1, float cy1, float cx2, float cy2) {
float subdiv_step = 1f / BEZIER_SEGMENTS;
float subdiv_step2 = subdiv_step * subdiv_step;
float subdiv_step3 = subdiv_step2 * subdiv_step;
float pre1 = 3 * subdiv_step;
float pre2 = 3 * subdiv_step2;
float pre4 = 6 * subdiv_step2;
float pre5 = 6 * subdiv_step3;
float tmp1x = -cx1 * 2 + cx2;
float tmp1y = -cy1 * 2 + cy2;
float tmp2x = (cx1 - cx2) * 3 + 1;
float tmp2y = (cy1 - cy2) * 3 + 1;
int i = frameIndex * 6;
float[] curves = this.curves;
curves[i] = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3;
curves[i + 1] = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3;
curves[i + 2] = tmp1x * pre4 + tmp2x * pre5;
curves[i + 3] = tmp1y * pre4 + tmp2y * pre5;
curves[i + 4] = tmp2x * pre5;
curves[i + 5] = tmp2y * pre5;
}
public float GetCurvePercent (int frameIndex, float percent) {
int curveIndex = frameIndex * 6;
float[] curves = this.curves;
float dfx = curves[curveIndex];
if (dfx == LINEAR) return percent;
if (dfx == STEPPED) return 0;
float dfy = curves[curveIndex + 1];
float ddfx = curves[curveIndex + 2];
float ddfy = curves[curveIndex + 3];
float dddfx = curves[curveIndex + 4];
float dddfy = curves[curveIndex + 5];
float x = dfx, y = dfy;
int i = BEZIER_SEGMENTS - 2;
while (true) {
if (x >= percent) {
float lastX = x - dfx;
float lastY = y - dfy;
return lastY + (y - lastY) * (percent - lastX) / (x - lastX);
}
if (i == 0) break;
i--;
dfx += ddfx;
dfy += ddfy;
ddfx += dddfx;
ddfy += dddfy;
x += dfx;
y += dfy;
}
return y + (1 - y) * (percent - x) / (1 - x); // Last point is 1,1.
}
}
public class RotateTimeline : CurveTimeline {
static protected int LAST_FRAME_TIME = -2;
static protected int FRAME_VALUE = 1;
internal int boneIndex;
internal float[] frames;
public int BoneIndex { get { return boneIndex; } set { boneIndex = value; } }
public float[] Frames { get { return frames; } set { frames = value; } } // time, value, ...
public RotateTimeline (int frameCount)
: base(frameCount) {
frames = new float[frameCount * 2];
}
/// <summary>Sets the time and value of the specified keyframe.</summary>
public void SetFrame (int frameIndex, float time, float angle) {
frameIndex *= 2;
frames[frameIndex] = time;
frames[frameIndex + 1] = angle;
}
override public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
float[] frames = this.frames;
if (time < frames[0]) return; // Time is before first frame.
Bone bone = skeleton.bones[boneIndex];
float amount;
if (time >= frames[frames.Length - 2]) { // Time is after last frame.
amount = bone.data.rotation + frames[frames.Length - 1] - bone.rotation;
while (amount > 180)
amount -= 360;
while (amount < -180)
amount += 360;
bone.rotation += amount * alpha;
return;
}
// Interpolate between the last frame and the current frame.
int frameIndex = Animation.binarySearch(frames, time, 2);
float lastFrameValue = frames[frameIndex - 1];
float frameTime = frames[frameIndex];
float percent = 1 - (time - frameTime) / (frames[frameIndex + LAST_FRAME_TIME] - frameTime);
percent = GetCurvePercent(frameIndex / 2 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
amount = frames[frameIndex + FRAME_VALUE] - lastFrameValue;
while (amount > 180)
amount -= 360;
while (amount < -180)
amount += 360;
amount = bone.data.rotation + (lastFrameValue + amount * percent) - bone.rotation;
while (amount > 180)
amount -= 360;
while (amount < -180)
amount += 360;
bone.rotation += amount * alpha;
}
}
public class TranslateTimeline : CurveTimeline {
static protected int LAST_FRAME_TIME = -3;
static protected int FRAME_X = 1;
static protected int FRAME_Y = 2;
internal int boneIndex;
internal float[] frames;
public int BoneIndex { get { return boneIndex; } set { boneIndex = value; } }
public float[] Frames { get { return frames; } set { frames = value; } } // time, value, value, ...
public TranslateTimeline (int frameCount)
: base(frameCount) {
frames = new float[frameCount * 3];
}
/// <summary>Sets the time and value of the specified keyframe.</summary>
public void SetFrame (int frameIndex, float time, float x, float y) {
frameIndex *= 3;
frames[frameIndex] = time;
frames[frameIndex + 1] = x;
frames[frameIndex + 2] = y;
}
override public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
float[] frames = this.frames;
if (time < frames[0]) return; // Time is before first frame.
Bone bone = skeleton.bones[boneIndex];
if (time >= frames[frames.Length - 3]) { // Time is after last frame.
bone.x += (bone.data.x + frames[frames.Length - 2] - bone.x) * alpha;
bone.y += (bone.data.y + frames[frames.Length - 1] - bone.y) * alpha;
return;
}
// Interpolate between the last frame and the current frame.
int frameIndex = Animation.binarySearch(frames, time, 3);
float lastFrameX = frames[frameIndex - 2];
float lastFrameY = frames[frameIndex - 1];
float frameTime = frames[frameIndex];
float percent = 1 - (time - frameTime) / (frames[frameIndex + LAST_FRAME_TIME] - frameTime);
percent = GetCurvePercent(frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
bone.x += (bone.data.x + lastFrameX + (frames[frameIndex + FRAME_X] - lastFrameX) * percent - bone.x) * alpha;
bone.y += (bone.data.y + lastFrameY + (frames[frameIndex + FRAME_Y] - lastFrameY) * percent - bone.y) * alpha;
}
}
public class ScaleTimeline : TranslateTimeline {
public ScaleTimeline (int frameCount)
: base(frameCount) {
}
override public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
float[] frames = this.frames;
if (time < frames[0]) return; // Time is before first frame.
Bone bone = skeleton.bones[boneIndex];
if (time >= frames[frames.Length - 3]) { // Time is after last frame.
bone.scaleX += (bone.data.scaleX - 1 + frames[frames.Length - 2] - bone.scaleX) * alpha;
bone.scaleY += (bone.data.scaleY - 1 + frames[frames.Length - 1] - bone.scaleY) * alpha;
return;
}
// Interpolate between the last frame and the current frame.
int frameIndex = Animation.binarySearch(frames, time, 3);
float lastFrameX = frames[frameIndex - 2];
float lastFrameY = frames[frameIndex - 1];
float frameTime = frames[frameIndex];
float percent = 1 - (time - frameTime) / (frames[frameIndex + LAST_FRAME_TIME] - frameTime);
percent = GetCurvePercent(frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
bone.scaleX += (bone.data.scaleX - 1 + lastFrameX + (frames[frameIndex + FRAME_X] - lastFrameX) * percent - bone.scaleX) * alpha;
bone.scaleY += (bone.data.scaleY - 1 + lastFrameY + (frames[frameIndex + FRAME_Y] - lastFrameY) * percent - bone.scaleY) * alpha;
}
}
public class ColorTimeline : CurveTimeline {
static protected int LAST_FRAME_TIME = -5;
static protected int FRAME_R = 1;
static protected int FRAME_G = 2;
static protected int FRAME_B = 3;
static protected int FRAME_A = 4;
internal int slotIndex;
internal float[] frames;
public int SlotIndex { get { return slotIndex; } set { slotIndex = value; } }
public float[] Frames { get { return frames; } set { frames = value; } } // time, r, g, b, a, ...
public ColorTimeline (int frameCount)
: base(frameCount) {
frames = new float[frameCount * 5];
}
/// <summary>Sets the time and value of the specified keyframe.</summary>
public void setFrame (int frameIndex, float time, float r, float g, float b, float a) {
frameIndex *= 5;
frames[frameIndex] = time;
frames[frameIndex + 1] = r;
frames[frameIndex + 2] = g;
frames[frameIndex + 3] = b;
frames[frameIndex + 4] = a;
}
override public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
float[] frames = this.frames;
if (time < frames[0]) return; // Time is before first frame.
Slot slot = skeleton.slots[slotIndex];
float r, g, b, a;
if (time >= frames[frames.Length - 5]) {
// Time is after last frame.
int i = frames.Length - 1;
r = frames[i - 3];
g = frames[i - 2];
b = frames[i - 1];
a = frames[i];
} else {
// Interpolate between the last frame and the current frame.
int frameIndex = Animation.binarySearch(frames, time, 5);
float lastFrameR = frames[frameIndex - 4];
float lastFrameG = frames[frameIndex - 3];
float lastFrameB = frames[frameIndex - 2];
float lastFrameA = frames[frameIndex - 1];
float frameTime = frames[frameIndex];
float percent = 1 - (time - frameTime) / (frames[frameIndex + LAST_FRAME_TIME] - frameTime);
percent = GetCurvePercent(frameIndex / 5 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
r = lastFrameR + (frames[frameIndex + FRAME_R] - lastFrameR) * percent;
g = lastFrameG + (frames[frameIndex + FRAME_G] - lastFrameG) * percent;
b = lastFrameB + (frames[frameIndex + FRAME_B] - lastFrameB) * percent;
a = lastFrameA + (frames[frameIndex + FRAME_A] - lastFrameA) * percent;
}
if (alpha < 1) {
slot.r += (r - slot.r) * alpha;
slot.g += (g - slot.g) * alpha;
slot.b += (b - slot.b) * alpha;
slot.a += (a - slot.a) * alpha;
} else {
slot.r = r;
slot.g = g;
slot.b = b;
slot.a = a;
}
}
}
public class AttachmentTimeline : Timeline {
internal int slotIndex;
internal float[] frames;
private String[] attachmentNames;
public int SlotIndex { get { return slotIndex; } set { slotIndex = value; } }
public float[] Frames { get { return frames; } set { frames = value; } } // time, ...
public String[] AttachmentNames { get { return attachmentNames; } set { attachmentNames = value; } }
public int FrameCount { get { return frames.Length; } }
public AttachmentTimeline (int frameCount) {
frames = new float[frameCount];
attachmentNames = new String[frameCount];
}
/// <summary>Sets the time and value of the specified keyframe.</summary>
public void setFrame (int frameIndex, float time, String attachmentName) {
frames[frameIndex] = time;
attachmentNames[frameIndex] = attachmentName;
}
public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
float[] frames = this.frames;
if (time < frames[0]) return; // Time is before first frame.
int frameIndex;
if (time >= frames[frames.Length - 1]) // Time is after last frame.
frameIndex = frames.Length - 1;
else
frameIndex = Animation.binarySearch(frames, time, 1) - 1;
String attachmentName = attachmentNames[frameIndex];
skeleton.slots[slotIndex].Attachment =
attachmentName == null ? null : skeleton.GetAttachment(slotIndex, attachmentName);
}
}
public class EventTimeline : Timeline {
internal float[] frames;
private Event[] events;
public float[] Frames { get { return frames; } set { frames = value; } } // time, ...
public Event[] Events { get { return events; } set { events = value; } }
public int FrameCount { get { return frames.Length; } }
public EventTimeline (int frameCount) {
frames = new float[frameCount];
events = new Event[frameCount];
}
/// <summary>Sets the time and value of the specified keyframe.</summary>
public void setFrame (int frameIndex, float time, Event e) {
frames[frameIndex] = time;
events[frameIndex] = e;
}
/// <summary>Fires events for frames > lastTime and <= time.</summary>
public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
if (firedEvents == null) return;
float[] frames = this.frames;
int frameCount = frames.Length;
if (lastTime > time) { // Fire events after last time for looped animations.
Apply(skeleton, lastTime, int.MaxValue, firedEvents, alpha);
lastTime = -1f;
} else if (lastTime >= frames[frameCount - 1]) // Last time is after last frame.
return;
if (time < frames[0]) return; // Time is before first frame.
int frameIndex;
if (lastTime < frames[0])
frameIndex = 0;
else {
frameIndex = Animation.binarySearch(frames, lastTime, 1);
float frame = frames[frameIndex];
while (frameIndex > 0) { // Fire multiple events with the same frame.
if (frames[frameIndex - 1] != frame) break;
frameIndex--;
}
}
for (; frameIndex < frameCount && time >= frames[frameIndex]; frameIndex++)
firedEvents.Add(events[frameIndex]);
}
}
public class DrawOrderTimeline : Timeline {
internal float[] frames;
private int[][] drawOrders;
public float[] Frames { get { return frames; } set { frames = value; } } // time, ...
public int[][] DrawOrders { get { return drawOrders; } set { drawOrders = value; } }
public int FrameCount { get { return frames.Length; } }
public DrawOrderTimeline (int frameCount) {
frames = new float[frameCount];
drawOrders = new int[frameCount][];
}
/// <summary>Sets the time and value of the specified keyframe.</summary>
/// <param name="drawOrder">May be null to use bind pose draw order.</param>
public void setFrame (int frameIndex, float time, int[] drawOrder) {
frames[frameIndex] = time;
drawOrders[frameIndex] = drawOrder;
}
public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
float[] frames = this.frames;
if (time < frames[0]) return; // Time is before first frame.
int frameIndex;
if (time >= frames[frames.Length - 1]) // Time is after last frame.
frameIndex = frames.Length - 1;
else
frameIndex = Animation.binarySearch(frames, time, 1) - 1;
List<Slot> drawOrder = skeleton.drawOrder;
List<Slot> slots = skeleton.slots;
int[] drawOrderToSetupIndex = drawOrders[frameIndex];
if (drawOrderToSetupIndex == null) {
drawOrder.Clear();
drawOrder.AddRange(slots);
} else {
for (int i = 0, n = drawOrderToSetupIndex.Length; i < n; i++)
drawOrder[i] = slots[drawOrderToSetupIndex[i]];
}
}
}
public class FFDTimeline : CurveTimeline {
internal int slotIndex;
internal float[] frames;
private float[][] frameVertices;
internal Attachment attachment;
public int SlotIndex { get { return slotIndex; } set { slotIndex = value; } }
public float[] Frames { get { return frames; } set { frames = value; } } // time, ...
public float[][] Vertices { get { return frameVertices; } set { frameVertices = value; } }
public Attachment Attachment { get { return attachment; } set { attachment = value; } }
public FFDTimeline (int frameCount)
: base(frameCount) {
frames = new float[frameCount];
frameVertices = new float[frameCount][];
}
/// <summary>Sets the time and value of the specified keyframe.</summary>
public void setFrame (int frameIndex, float time, float[] vertices) {
frames[frameIndex] = time;
frameVertices[frameIndex] = vertices;
}
override public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
Slot slot = skeleton.slots[slotIndex];
if (slot.attachment != attachment) return;
float[] frames = this.frames;
if (time < frames[0]) {
slot.attachmentVerticesCount = 0;
return; // Time is before first frame.
}
float[][] frameVertices = this.frameVertices;
int vertexCount = frameVertices[0].Length;
float[] vertices = slot.attachmentVertices;
if (vertices.Length < vertexCount) {
vertices = new float[vertexCount];
slot.attachmentVertices = vertices;
}
slot.attachmentVerticesCount = vertexCount;
if (time >= frames[frames.Length - 1]) { // Time is after last frame.
float[] lastVertices = frameVertices[frames.Length - 1];
if (alpha < 1) {
for (int i = 0; i < vertexCount; i++)
vertices[i] += (lastVertices[i] - vertices[i]) * alpha;
} else
Array.Copy(lastVertices, 0, vertices, 0, vertexCount);
return;
}
// Interpolate between the previous frame and the current frame.
int frameIndex = Animation.binarySearch(frames, time, 1);
float frameTime = frames[frameIndex];
float percent = 1 - (time - frameTime) / (frames[frameIndex - 1] - frameTime);
percent = GetCurvePercent(frameIndex - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
float[] prevVertices = frameVertices[frameIndex - 1];
float[] nextVertices = frameVertices[frameIndex];
if (alpha < 1) {
for (int i = 0; i < vertexCount; i++) {
float prev = prevVertices[i];
vertices[i] += (prev + (nextVertices[i] - prev) * percent - vertices[i]) * alpha;
}
} else {
for (int i = 0; i < vertexCount; i++) {
float prev = prevVertices[i];
vertices[i] = prev + (nextVertices[i] - prev) * percent;
}
}
}
}
}

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@ -1,8 +0,0 @@
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guid: ec9879cdddeea4a458e534aad1c97aef
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
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@ -1,297 +0,0 @@
/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.Collections.Generic;
using System.Text;
namespace Spine {
public class AnimationState {
private AnimationStateData data;
private List<TrackEntry> tracks = new List<TrackEntry>();
private List<Event> events = new List<Event>();
private float timeScale = 1;
public AnimationStateData Data { get { return data; } }
public float TimeScale { get { return timeScale; } set { timeScale = value; } }
public delegate void StartEndDelegate(AnimationState state, int trackIndex);
public event StartEndDelegate Start;
public event StartEndDelegate End;
public delegate void EventDelegate(AnimationState state, int trackIndex, Event e);
public event EventDelegate Event;
public delegate void CompleteDelegate(AnimationState state, int trackIndex, int loopCount);
public event CompleteDelegate Complete;
public AnimationState (AnimationStateData data) {
if (data == null) throw new ArgumentNullException("data cannot be null.");
this.data = data;
}
public void Update (float delta) {
delta *= timeScale;
for (int i = 0; i < tracks.Count; i++) {
TrackEntry current = tracks[i];
if (current == null) continue;
float trackDelta = delta * current.timeScale;
float time = current.time + trackDelta;
float endTime = current.endTime;
current.time = time;
if (current.previous != null) {
current.previous.time += trackDelta;
current.mixTime += trackDelta;
}
// Check if completed the animation or a loop iteration.
if (current.loop ? (current.lastTime % endTime > time % endTime) : (current.lastTime < endTime && time >= endTime)) {
int count = (int)(time / endTime);
current.OnComplete(this, i, count);
if (Complete != null) Complete(this, i, count);
}
TrackEntry next = current.next;
if (next != null) {
next.time = current.lastTime - next.delay;
if (next.time >= 0) SetCurrent(i, next);
} else {
// End non-looping animation when it reaches its end time and there is no next entry.
if (!current.loop && current.lastTime >= current.endTime) ClearTrack(i);
}
}
}
public void Apply (Skeleton skeleton) {
List<Event> events = this.events;
for (int i = 0; i < tracks.Count; i++) {
TrackEntry current = tracks[i];
if (current == null) continue;
events.Clear();
float time = current.time;
bool loop = current.loop;
if (!loop && time > current.endTime) time = current.endTime;
TrackEntry previous = current.previous;
if (previous == null) {
if (current.mix == 1)
current.animation.Apply(skeleton, current.lastTime, time, loop, events);
else
current.animation.Mix(skeleton, current.lastTime, time, loop, events, current.mix);
} else {
float previousTime = previous.time;
if (!previous.loop && previousTime > previous.endTime) previousTime = previous.endTime;
previous.animation.Apply(skeleton, previousTime, previousTime, previous.loop, null);
float alpha = current.mixTime / current.mixDuration * current.mix;
if (alpha >= 1) {
alpha = 1;
current.previous = null;
}
current.animation.Mix(skeleton, current.lastTime, time, loop, events, alpha);
}
for (int ii = 0, nn = events.Count; ii < nn; ii++) {
Event e = events[ii];
current.OnEvent(this, i, e);
if (Event != null) Event(this, i, e);
}
current.lastTime = current.time;
}
}
public void ClearTracks () {
for (int i = 0, n = tracks.Count; i < n; i++)
ClearTrack(i);
tracks.Clear();
}
public void ClearTrack (int trackIndex) {
if (trackIndex >= tracks.Count) return;
TrackEntry current = tracks[trackIndex];
if (current == null) return;
current.OnEnd(this, trackIndex);
if (End != null) End(this, trackIndex);
tracks[trackIndex] = null;
}
private TrackEntry ExpandToIndex (int index) {
if (index < tracks.Count) return tracks[index];
while (index >= tracks.Count)
tracks.Add(null);
return null;
}
private void SetCurrent (int index, TrackEntry entry) {
TrackEntry current = ExpandToIndex(index);
if (current != null) {
TrackEntry previous = current.previous;
current.previous = null;
current.OnEnd(this, index);
if (End != null) End(this, index);
entry.mixDuration = data.GetMix(current.animation, entry.animation);
if (entry.mixDuration > 0) {
entry.mixTime = 0;
// If a mix is in progress, mix from the closest animation.
if (previous != null && current.mixTime / current.mixDuration < 0.5f)
entry.previous = previous;
else
entry.previous = current;
}
}
tracks[index] = entry;
entry.OnStart(this, index);
if (Start != null) Start(this, index);
}
public TrackEntry SetAnimation (int trackIndex, String animationName, bool loop) {
Animation animation = data.skeletonData.FindAnimation(animationName);
if (animation == null) throw new ArgumentException("Animation not found: " + animationName);
return SetAnimation(trackIndex, animation, loop);
}
/// <summary>Set the current animation. Any queued animations are cleared.</summary>
public TrackEntry SetAnimation (int trackIndex, Animation animation, bool loop) {
TrackEntry entry = new TrackEntry();
entry.animation = animation;
entry.loop = loop;
entry.time = 0;
entry.endTime = animation.Duration;
SetCurrent(trackIndex, entry);
return entry;
}
public TrackEntry AddAnimation (int trackIndex, String animationName, bool loop, float delay) {
Animation animation = data.skeletonData.FindAnimation(animationName);
if (animation == null) throw new ArgumentException("Animation not found: " + animationName);
return AddAnimation(trackIndex, animation, loop, delay);
}
/// <summary>Adds an animation to be played delay seconds after the current or last queued animation.</summary>
/// <param name="delay">May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay.</param>
public TrackEntry AddAnimation (int trackIndex, Animation animation, bool loop, float delay) {
TrackEntry entry = new TrackEntry();
entry.animation = animation;
entry.loop = loop;
entry.time = 0;
entry.endTime = animation.Duration;
TrackEntry last = ExpandToIndex(trackIndex);
if (last != null) {
while (last.next != null)
last = last.next;
last.next = entry;
} else
tracks[trackIndex] = entry;
if (delay <= 0) {
if (last != null)
delay += last.endTime - data.GetMix(last.animation, animation);
else
delay = 0;
}
entry.delay = delay;
return entry;
}
/// <returns>May be null.</returns>
public TrackEntry GetCurrent (int trackIndex) {
if (trackIndex >= tracks.Count) return null;
return tracks[trackIndex];
}
override public String ToString () {
StringBuilder buffer = new StringBuilder();
for (int i = 0, n = tracks.Count; i < n; i++) {
TrackEntry entry = tracks[i];
if (entry == null) continue;
if (buffer.Length > 0) buffer.Append(", ");
buffer.Append(entry.ToString());
}
if (buffer.Length == 0) return "<none>";
return buffer.ToString();
}
}
public class TrackEntry {
internal TrackEntry next, previous;
internal Animation animation;
internal bool loop;
internal float delay, time, lastTime = -1, endTime, timeScale = 1;
internal float mixTime, mixDuration, mix = 1;
public Animation Animation { get { return animation; } }
public float Delay { get { return delay; } set { delay = value; } }
public float Time { get { return time; } set { time = value; } }
public float LastTime { get { return lastTime; } set { lastTime = value; } }
public float EndTime { get { return endTime; } set { endTime = value; } }
public float TimeScale { get { return timeScale; } set { timeScale = value; } }
public float Mix { get { return mix; } set { mix = value; } }
public bool Loop { get { return loop; } set { loop = value; } }
public event AnimationState.StartEndDelegate Start;
public event AnimationState.StartEndDelegate End;
public event AnimationState.EventDelegate Event;
public event AnimationState.CompleteDelegate Complete;
internal void OnStart (AnimationState state, int index) {
if (Start != null) Start(state, index);
}
internal void OnEnd (AnimationState state, int index) {
if (End != null) End(state, index);
}
internal void OnEvent (AnimationState state, int index, Event e) {
if (Event != null) Event(state, index, e);
}
internal void OnComplete (AnimationState state, int index, int loopCount) {
if (Complete != null) Complete(state, index, loopCount);
}
override public String ToString () {
return animation == null ? "<none>" : animation.name;
}
}
}

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/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.Collections.Generic;
namespace Spine {
public class AnimationStateData {
internal SkeletonData skeletonData;
private Dictionary<KeyValuePair<Animation, Animation>, float> animationToMixTime = new Dictionary<KeyValuePair<Animation, Animation>, float>();
internal float defaultMix;
public SkeletonData SkeletonData { get { return skeletonData; } }
public float DefaultMix { get { return defaultMix; } set { defaultMix = value; } }
public AnimationStateData (SkeletonData skeletonData) {
this.skeletonData = skeletonData;
}
public void SetMix (String fromName, String toName, float duration) {
Animation from = skeletonData.FindAnimation(fromName);
if (from == null) throw new ArgumentException("Animation not found: " + fromName);
Animation to = skeletonData.FindAnimation(toName);
if (to == null) throw new ArgumentException("Animation not found: " + toName);
SetMix(from, to, duration);
}
public void SetMix (Animation from, Animation to, float duration) {
if (from == null) throw new ArgumentNullException("from cannot be null.");
if (to == null) throw new ArgumentNullException("to cannot be null.");
KeyValuePair<Animation, Animation> key = new KeyValuePair<Animation, Animation>(from, to);
animationToMixTime.Remove(key);
animationToMixTime.Add(key, duration);
}
public float GetMix (Animation from, Animation to) {
KeyValuePair<Animation, Animation> key = new KeyValuePair<Animation, Animation>(from, to);
float duration;
if (animationToMixTime.TryGetValue(key, out duration)) return duration;
return defaultMix;
}
}
}

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/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
#if WINDOWS_STOREAPP
using System.Threading.Tasks;
using Windows.Storage;
#endif
namespace Spine {
public class Atlas {
List<AtlasPage> pages = new List<AtlasPage>();
List<AtlasRegion> regions = new List<AtlasRegion>();
TextureLoader textureLoader;
#if WINDOWS_STOREAPP
private async Task ReadFile(string path, TextureLoader textureLoader) {
var folder = Windows.ApplicationModel.Package.Current.InstalledLocation;
var file = await folder.GetFileAsync(path).AsTask().ConfigureAwait(false);
using (var reader = new StreamReader(await file.OpenStreamForReadAsync().ConfigureAwait(false))) {
try {
Load(reader, Path.GetDirectoryName(path), textureLoader);
} catch (Exception ex) {
throw new Exception("Error reading atlas file: " + path, ex);
}
}
}
public Atlas(String path, TextureLoader textureLoader) {
this.ReadFile(path, textureLoader).Wait();
}
#else
public Atlas (String path, TextureLoader textureLoader) {
#if WINDOWS_PHONE
Stream stream = Microsoft.Xna.Framework.TitleContainer.OpenStream(path);
using (StreamReader reader = new StreamReader(stream))
{
#else
using (StreamReader reader = new StreamReader(path)) {
#endif
try {
Load(reader, Path.GetDirectoryName(path), textureLoader);
} catch (Exception ex) {
throw new Exception("Error reading atlas file: " + path, ex);
}
}
}
#endif
public Atlas (TextReader reader, String dir, TextureLoader textureLoader) {
Load(reader, dir, textureLoader);
}
public Atlas (List<AtlasPage> pages, List<AtlasRegion> regions) {
this.pages = pages;
this.regions = regions;
this.textureLoader = null;
}
private void Load (TextReader reader, String imagesDir, TextureLoader textureLoader) {
if (textureLoader == null) throw new ArgumentNullException("textureLoader cannot be null.");
this.textureLoader = textureLoader;
String[] tuple = new String[4];
AtlasPage page = null;
while (true) {
String line = reader.ReadLine();
if (line == null) break;
if (line.Trim().Length == 0)
page = null;
else if (page == null) {
page = new AtlasPage();
page.name = line;
if (readTuple(reader, tuple) == 2) { // size is only optional for an atlas packed with an old TexturePacker.
page.width = int.Parse(tuple[0]);
page.height = int.Parse(tuple[1]);
readTuple(reader, tuple);
}
page.format = (Format)Enum.Parse(typeof(Format), tuple[0], false);
readTuple(reader, tuple);
page.minFilter = (TextureFilter)Enum.Parse(typeof(TextureFilter), tuple[0], false);
page.magFilter = (TextureFilter)Enum.Parse(typeof(TextureFilter), tuple[1], false);
String direction = readValue(reader);
page.uWrap = TextureWrap.ClampToEdge;
page.vWrap = TextureWrap.ClampToEdge;
if (direction == "x")
page.uWrap = TextureWrap.Repeat;
else if (direction == "y")
page.vWrap = TextureWrap.Repeat;
else if (direction == "xy")
page.uWrap = page.vWrap = TextureWrap.Repeat;
textureLoader.Load(page, Path.Combine(imagesDir, line));
pages.Add(page);
} else {
AtlasRegion region = new AtlasRegion();
region.name = line;
region.page = page;
region.rotate = Boolean.Parse(readValue(reader));
readTuple(reader, tuple);
int x = int.Parse(tuple[0]);
int y = int.Parse(tuple[1]);
readTuple(reader, tuple);
int width = int.Parse(tuple[0]);
int height = int.Parse(tuple[1]);
region.u = x / (float)page.width;
region.v = y / (float)page.height;
if (region.rotate) {
region.u2 = (x + height) / (float)page.width;
region.v2 = (y + width) / (float)page.height;
} else {
region.u2 = (x + width) / (float)page.width;
region.v2 = (y + height) / (float)page.height;
}
region.x = x;
region.y = y;
region.width = Math.Abs(width);
region.height = Math.Abs(height);
if (readTuple(reader, tuple) == 4) { // split is optional
region.splits = new int[] {int.Parse(tuple[0]), int.Parse(tuple[1]),
int.Parse(tuple[2]), int.Parse(tuple[3])};
if (readTuple(reader, tuple) == 4) { // pad is optional, but only present with splits
region.pads = new int[] {int.Parse(tuple[0]), int.Parse(tuple[1]),
int.Parse(tuple[2]), int.Parse(tuple[3])};
readTuple(reader, tuple);
}
}
region.originalWidth = int.Parse(tuple[0]);
region.originalHeight = int.Parse(tuple[1]);
readTuple(reader, tuple);
region.offsetX = int.Parse(tuple[0]);
region.offsetY = int.Parse(tuple[1]);
region.index = int.Parse(readValue(reader));
regions.Add(region);
}
}
}
static String readValue (TextReader reader) {
String line = reader.ReadLine();
int colon = line.IndexOf(':');
if (colon == -1) throw new Exception("Invalid line: " + line);
return line.Substring(colon + 1).Trim();
}
/// <summary>Returns the number of tuple values read (1, 2 or 4).</summary>
static int readTuple (TextReader reader, String[] tuple) {
String line = reader.ReadLine();
int colon = line.IndexOf(':');
if (colon == -1) throw new Exception("Invalid line: " + line);
int i = 0, lastMatch = colon + 1;
for (; i < 3; i++) {
int comma = line.IndexOf(',', lastMatch);
if (comma == -1) break;
tuple[i] = line.Substring(lastMatch, comma - lastMatch).Trim();
lastMatch = comma + 1;
}
tuple[i] = line.Substring(lastMatch).Trim();
return i + 1;
}
public void FlipV () {
for (int i = 0, n = regions.Count; i < n; i++) {
AtlasRegion region = regions[i];
region.v = 1 - region.v;
region.v2 = 1 - region.v2;
}
}
/// <summary>Returns the first region found with the specified name. This method uses string comparison to find the region, so the result
/// should be cached rather than calling this method multiple times.</summary>
/// <returns>The region, or null.</returns>
public AtlasRegion FindRegion (String name) {
for (int i = 0, n = regions.Count; i < n; i++)
if (regions[i].name == name) return regions[i];
return null;
}
public void Dispose () {
if (textureLoader == null) return;
for (int i = 0, n = pages.Count; i < n; i++)
textureLoader.Unload(pages[i].rendererObject);
}
}
public enum Format {
Alpha,
Intensity,
LuminanceAlpha,
RGB565,
RGBA4444,
RGB888,
RGBA8888
}
public enum TextureFilter {
Nearest,
Linear,
MipMap,
MipMapNearestNearest,
MipMapLinearNearest,
MipMapNearestLinear,
MipMapLinearLinear
}
public enum TextureWrap {
MirroredRepeat,
ClampToEdge,
Repeat
}
public class AtlasPage {
public String name;
public Format format;
public TextureFilter minFilter;
public TextureFilter magFilter;
public TextureWrap uWrap;
public TextureWrap vWrap;
public Object rendererObject;
public int width, height;
}
public class AtlasRegion {
public AtlasPage page;
public String name;
public int x, y, width, height;
public float u, v, u2, v2;
public float offsetX, offsetY;
public int originalWidth, originalHeight;
public int index;
public bool rotate;
public int[] splits;
public int[] pads;
}
public interface TextureLoader {
void Load (AtlasPage page, String path);
void Unload (Object texture);
}
}

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/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
namespace Spine {
public class AtlasAttachmentLoader : AttachmentLoader {
private Atlas atlas;
public AtlasAttachmentLoader (Atlas atlas) {
if (atlas == null) throw new ArgumentNullException("atlas cannot be null.");
this.atlas = atlas;
}
public RegionAttachment NewRegionAttachment (Skin skin, String name, String path) {
AtlasRegion region = atlas.FindRegion(path);
if (region == null) throw new Exception("Region not found in atlas: " + path + " (region attachment: " + name + ")");
RegionAttachment attachment = new RegionAttachment(name);
attachment.RendererObject = region;
attachment.SetUVs(region.u, region.v, region.u2, region.v2, region.rotate);
attachment.regionOffsetX = region.offsetX;
attachment.regionOffsetY = region.offsetY;
attachment.regionWidth = region.width;
attachment.regionHeight = region.height;
attachment.regionOriginalWidth = region.originalWidth;
attachment.regionOriginalHeight = region.originalHeight;
return attachment;
}
public MeshAttachment NewMeshAttachment (Skin skin, String name, String path) {
AtlasRegion region = atlas.FindRegion(path);
if (region == null) throw new Exception("Region not found in atlas: " + path + " (mesh attachment: " + name + ")");
MeshAttachment attachment = new MeshAttachment(name);
attachment.RendererObject = region;
attachment.RegionU = region.u;
attachment.RegionV = region.v;
attachment.RegionU2 = region.u2;
attachment.RegionV2 = region.v2;
attachment.RegionRotate = region.rotate;
attachment.regionOffsetX = region.offsetX;
attachment.regionOffsetY = region.offsetY;
attachment.regionWidth = region.width;
attachment.regionHeight = region.height;
attachment.regionOriginalWidth = region.originalWidth;
attachment.regionOriginalHeight = region.originalHeight;
return attachment;
}
public SkinnedMeshAttachment NewSkinnedMeshAttachment (Skin skin, String name, String path) {
AtlasRegion region = atlas.FindRegion(path);
if (region == null) throw new Exception("Region not found in atlas: " + path + " (skinned mesh attachment: " + name + ")");
SkinnedMeshAttachment attachment = new SkinnedMeshAttachment(name);
attachment.RendererObject = region;
attachment.RegionU = region.u;
attachment.RegionV = region.v;
attachment.RegionU2 = region.u2;
attachment.RegionV2 = region.v2;
attachment.RegionRotate = region.rotate;
attachment.regionOffsetX = region.offsetX;
attachment.regionOffsetY = region.offsetY;
attachment.regionWidth = region.width;
attachment.regionHeight = region.height;
attachment.regionOriginalWidth = region.originalWidth;
attachment.regionOriginalHeight = region.originalHeight;
return attachment;
}
public BoundingBoxAttachment NewBoundingBoxAttachment (Skin skin, String name) {
return new BoundingBoxAttachment(name);
}
}
}

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/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
namespace Spine {
abstract public class Attachment {
public String Name { get; private set; }
public Attachment (String name) {
if (name == null) throw new ArgumentNullException("name cannot be null.");
Name = name;
}
override public String ToString () {
return Name;
}
}
}

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/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
namespace Spine {
public interface AttachmentLoader {
/// <return>May be null to not load any attachment.</return>
RegionAttachment NewRegionAttachment (Skin skin, String name, String path);
/// <return>May be null to not load any attachment.</return>
MeshAttachment NewMeshAttachment (Skin skin, String name, String path);
/// <return>May be null to not load any attachment.</return>
SkinnedMeshAttachment NewSkinnedMeshAttachment (Skin skin, String name, String path);
/// <return>May be null to not load any attachment.</return>
BoundingBoxAttachment NewBoundingBoxAttachment (Skin skin, String name);
}
}

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/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
namespace Spine {
public enum AttachmentType {
region, boundingbox, mesh, skinnedmesh
}
}

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/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
namespace Spine {
/// <summary>Attachment that has a polygon for bounds checking.</summary>
public class BoundingBoxAttachment : Attachment {
internal float[] vertices;
public float[] Vertices { get { return vertices; } set { vertices = value; } }
public BoundingBoxAttachment (string name)
: base(name) {
}
/// <param name="worldVertices">Must have at least the same length as this attachment's vertices.</param>
public void ComputeWorldVertices (float x, float y, Bone bone, float[] worldVertices) {
x += bone.worldX;
y += bone.worldY;
float m00 = bone.m00;
float m01 = bone.m01;
float m10 = bone.m10;
float m11 = bone.m11;
float[] vertices = this.vertices;
for (int i = 0, n = vertices.Length; i < n; i += 2) {
float px = vertices[i];
float py = vertices[i + 1];
worldVertices[i] = px * m00 + py * m01 + x;
worldVertices[i + 1] = px * m10 + py * m11 + y;
}
}
}
}

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/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
namespace Spine {
/// <summary>Attachment that displays a texture region.</summary>
public class MeshAttachment : Attachment {
internal float[] vertices, uvs, regionUVs;
internal int[] triangles;
internal float regionOffsetX, regionOffsetY, regionWidth, regionHeight, regionOriginalWidth, regionOriginalHeight;
internal float r = 1, g = 1, b = 1, a = 1;
public int HullLength { get; set; }
public float[] Vertices { get { return vertices; } set { vertices = value; } }
public float[] RegionUVs { get { return regionUVs; } set { regionUVs = value; } }
public float[] UVs { get { return uvs; } set { uvs = value; } }
public int[] Triangles { get { return triangles; } set { triangles = value; } }
public float R { get { return r; } set { r = value; } }
public float G { get { return g; } set { g = value; } }
public float B { get { return b; } set { b = value; } }
public float A { get { return a; } set { a = value; } }
public String Path { get; set; }
public Object RendererObject { get; set; }
public float RegionU { get; set; }
public float RegionV { get; set; }
public float RegionU2 { get; set; }
public float RegionV2 { get; set; }
public bool RegionRotate { get; set; }
public float RegionOffsetX { get { return regionOffsetX; } set { regionOffsetX = value; } }
public float RegionOffsetY { get { return regionOffsetY; } set { regionOffsetY = value; } } // Pixels stripped from the bottom left, unrotated.
public float RegionWidth { get { return regionWidth; } set { regionWidth = value; } }
public float RegionHeight { get { return regionHeight; } set { regionHeight = value; } } // Unrotated, stripped size.
public float RegionOriginalWidth { get { return regionOriginalWidth; } set { regionOriginalWidth = value; } }
public float RegionOriginalHeight { get { return regionOriginalHeight; } set { regionOriginalHeight = value; } } // Unrotated, unstripped size.
// Nonessential.
public int[] Edges { get; set; }
public float Width { get; set; }
public float Height { get; set; }
public MeshAttachment (string name)
: base(name) {
}
public void UpdateUVs () {
float u = RegionU, v = RegionV, width = RegionU2 - RegionU, height = RegionV2 - RegionV;
float[] regionUVs = this.regionUVs;
if (this.uvs == null || this.uvs.Length != regionUVs.Length) this.uvs = new float[regionUVs.Length];
float[] uvs = this.uvs;
if (RegionRotate) {
for (int i = 0, n = uvs.Length; i < n; i += 2) {
uvs[i] = u + regionUVs[i + 1] * width;
uvs[i + 1] = v + height - regionUVs[i] * height;
}
} else {
for (int i = 0, n = uvs.Length; i < n; i += 2) {
uvs[i] = u + regionUVs[i] * width;
uvs[i + 1] = v + regionUVs[i + 1] * height;
}
}
}
public void ComputeWorldVertices (float x, float y, Slot slot, float[] worldVertices) {
Bone bone = slot.bone;
x += bone.worldX;
y += bone.worldY;
float m00 = bone.m00, m01 = bone.m01, m10 = bone.m10, m11 = bone.m11;
float[] vertices = this.vertices;
int verticesCount = vertices.Length;
if (slot.attachmentVerticesCount == verticesCount) vertices = slot.AttachmentVertices;
for (int i = 0; i < verticesCount; i += 2) {
float vx = vertices[i];
float vy = vertices[i + 1];
worldVertices[i] = vx * m00 + vy * m01 + x;
worldVertices[i + 1] = vx * m10 + vy * m11 + y;
}
}
}
}

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/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
namespace Spine {
/// <summary>Attachment that displays a texture region.</summary>
public class RegionAttachment : Attachment {
public const int X1 = 0;
public const int Y1 = 1;
public const int X2 = 2;
public const int Y2 = 3;
public const int X3 = 4;
public const int Y3 = 5;
public const int X4 = 6;
public const int Y4 = 7;
internal float x, y, rotation, scaleX = 1, scaleY = 1, width, height;
internal float regionOffsetX, regionOffsetY, regionWidth, regionHeight, regionOriginalWidth, regionOriginalHeight;
internal float[] offset = new float[8], uvs = new float[8];
internal float r = 1, g = 1, b = 1, a = 1;
public float X { get { return x; } set { x = value; } }
public float Y { get { return y; } set { y = value; } }
public float Rotation { get { return rotation; } set { rotation = value; } }
public float ScaleX { get { return scaleX; } set { scaleX = value; } }
public float ScaleY { get { return scaleY; } set { scaleY = value; } }
public float Width { get { return width; } set { width = value; } }
public float Height { get { return height; } set { height = value; } }
public float R { get { return r; } set { r = value; } }
public float G { get { return g; } set { g = value; } }
public float B { get { return b; } set { b = value; } }
public float A { get { return a; } set { a = value; } }
public String Path { get; set; }
public Object RendererObject { get; set; }
public float RegionOffsetX { get { return regionOffsetX; } set { regionOffsetX = value; } }
public float RegionOffsetY { get { return regionOffsetY; } set { regionOffsetY = value; } } // Pixels stripped from the bottom left, unrotated.
public float RegionWidth { get { return regionWidth; } set { regionWidth = value; } }
public float RegionHeight { get { return regionHeight; } set { regionHeight = value; } } // Unrotated, stripped size.
public float RegionOriginalWidth { get { return regionOriginalWidth; } set { regionOriginalWidth = value; } }
public float RegionOriginalHeight { get { return regionOriginalHeight; } set { regionOriginalHeight = value; } } // Unrotated, unstripped size.
public float[] Offset { get { return offset; } }
public float[] UVs { get { return uvs; } }
public RegionAttachment (string name)
: base(name) {
}
public void SetUVs (float u, float v, float u2, float v2, bool rotate) {
float[] uvs = this.uvs;
if (rotate) {
uvs[X2] = u;
uvs[Y2] = v2;
uvs[X3] = u;
uvs[Y3] = v;
uvs[X4] = u2;
uvs[Y4] = v;
uvs[X1] = u2;
uvs[Y1] = v2;
} else {
uvs[X1] = u;
uvs[Y1] = v2;
uvs[X2] = u;
uvs[Y2] = v;
uvs[X3] = u2;
uvs[Y3] = v;
uvs[X4] = u2;
uvs[Y4] = v2;
}
}
public void UpdateOffset () {
float width = this.width;
float height = this.height;
float scaleX = this.scaleX;
float scaleY = this.scaleY;
float regionScaleX = width / regionOriginalWidth * scaleX;
float regionScaleY = height / regionOriginalHeight * scaleY;
float localX = -width / 2 * scaleX + regionOffsetX * regionScaleX;
float localY = -height / 2 * scaleY + regionOffsetY * regionScaleY;
float localX2 = localX + regionWidth * regionScaleX;
float localY2 = localY + regionHeight * regionScaleY;
float radians = rotation * (float)Math.PI / 180;
float cos = (float)Math.Cos(radians);
float sin = (float)Math.Sin(radians);
float x = this.x;
float y = this.y;
float localXCos = localX * cos + x;
float localXSin = localX * sin;
float localYCos = localY * cos + y;
float localYSin = localY * sin;
float localX2Cos = localX2 * cos + x;
float localX2Sin = localX2 * sin;
float localY2Cos = localY2 * cos + y;
float localY2Sin = localY2 * sin;
float[] offset = this.offset;
offset[X1] = localXCos - localYSin;
offset[Y1] = localYCos + localXSin;
offset[X2] = localXCos - localY2Sin;
offset[Y2] = localY2Cos + localXSin;
offset[X3] = localX2Cos - localY2Sin;
offset[Y3] = localY2Cos + localX2Sin;
offset[X4] = localX2Cos - localYSin;
offset[Y4] = localYCos + localX2Sin;
}
public void ComputeWorldVertices (float x, float y, Bone bone, float[] worldVertices) {
x += bone.worldX;
y += bone.worldY;
float m00 = bone.m00, m01 = bone.m01, m10 = bone.m10, m11 = bone.m11;
float[] offset = this.offset;
worldVertices[X1] = offset[X1] * m00 + offset[Y1] * m01 + x;
worldVertices[Y1] = offset[X1] * m10 + offset[Y1] * m11 + y;
worldVertices[X2] = offset[X2] * m00 + offset[Y2] * m01 + x;
worldVertices[Y2] = offset[X2] * m10 + offset[Y2] * m11 + y;
worldVertices[X3] = offset[X3] * m00 + offset[Y3] * m01 + x;
worldVertices[Y3] = offset[X3] * m10 + offset[Y3] * m11 + y;
worldVertices[X4] = offset[X4] * m00 + offset[Y4] * m01 + x;
worldVertices[Y4] = offset[X4] * m10 + offset[Y4] * m11 + y;
}
}
}

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/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.Collections.Generic;
namespace Spine {
/// <summary>Attachment that displays a texture region.</summary>
public class SkinnedMeshAttachment : Attachment {
internal int[] bones;
internal float[] weights, uvs, regionUVs;
internal int[] triangles;
internal float regionOffsetX, regionOffsetY, regionWidth, regionHeight, regionOriginalWidth, regionOriginalHeight;
internal float r = 1, g = 1, b = 1, a = 1;
public int HullLength { get; set; }
public int[] Bones { get { return bones; } set { bones = value; } }
public float[] Weights { get { return weights; } set { weights = value; } }
public float[] RegionUVs { get { return regionUVs; } set { regionUVs = value; } }
public float[] UVs { get { return uvs; } set { uvs = value; } }
public int[] Triangles { get { return triangles; } set { triangles = value; } }
public float R { get { return r; } set { r = value; } }
public float G { get { return g; } set { g = value; } }
public float B { get { return b; } set { b = value; } }
public float A { get { return a; } set { a = value; } }
public String Path { get; set; }
public Object RendererObject { get; set; }
public float RegionU { get; set; }
public float RegionV { get; set; }
public float RegionU2 { get; set; }
public float RegionV2 { get; set; }
public bool RegionRotate { get; set; }
public float RegionOffsetX { get { return regionOffsetX; } set { regionOffsetX = value; } }
public float RegionOffsetY { get { return regionOffsetY; } set { regionOffsetY = value; } } // Pixels stripped from the bottom left, unrotated.
public float RegionWidth { get { return regionWidth; } set { regionWidth = value; } }
public float RegionHeight { get { return regionHeight; } set { regionHeight = value; } } // Unrotated, stripped size.
public float RegionOriginalWidth { get { return regionOriginalWidth; } set { regionOriginalWidth = value; } }
public float RegionOriginalHeight { get { return regionOriginalHeight; } set { regionOriginalHeight = value; } } // Unrotated, unstripped size.
// Nonessential.
public int[] Edges { get; set; }
public float Width { get; set; }
public float Height { get; set; }
public SkinnedMeshAttachment (string name)
: base(name) {
}
public void UpdateUVs () {
float u = RegionU, v = RegionV, width = RegionU2 - RegionU, height = RegionV2 - RegionV;
float[] regionUVs = this.regionUVs;
if (this.uvs == null || this.uvs.Length != regionUVs.Length) this.uvs = new float[regionUVs.Length];
float[] uvs = this.uvs;
if (RegionRotate) {
for (int i = 0, n = uvs.Length; i < n; i += 2) {
uvs[i] = u + regionUVs[i + 1] * width;
uvs[i + 1] = v + height - regionUVs[i] * height;
}
} else {
for (int i = 0, n = uvs.Length; i < n; i += 2) {
uvs[i] = u + regionUVs[i] * width;
uvs[i + 1] = v + regionUVs[i + 1] * height;
}
}
}
public void ComputeWorldVertices (float x, float y, Slot slot, float[] worldVertices) {
List<Bone> skeletonBones = slot.skeleton.bones;
float[] weights = this.weights;
int[] bones = this.bones;
if (slot.attachmentVerticesCount == 0) {
for (int w = 0, v = 0, b = 0, n = bones.Length; v < n; w += 2) {
float wx = 0, wy = 0;
int nn = bones[v++] + v;
for (; v < nn; v++, b += 3) {
Bone bone = (Bone)skeletonBones[bones[v]];
float vx = weights[b], vy = weights[b + 1], weight = weights[b + 2];
wx += (vx * bone.M00 + vy * bone.M01 + bone.worldX) * weight;
wy += (vx * bone.M10 + vy * bone.M11 + bone.worldY) * weight;
}
worldVertices[w] = wx + x;
worldVertices[w + 1] = wy + y;
}
} else {
float[] ffd = slot.AttachmentVertices;
for (int w = 0, v = 0, b = 0, f = 0, n = bones.Length; v < n; w += 2) {
float wx = 0, wy = 0;
int nn = bones[v++] + v;
for (; v < nn; v++, b += 3, f += 2) {
Bone bone = (Bone)skeletonBones[bones[v]];
float vx = weights[b] + ffd[f], vy = weights[b + 1] + ffd[f + 1], weight = weights[b + 2];
wx += (vx * bone.M00 + vy * bone.M01 + bone.worldX) * weight;
wy += (vx * bone.M10 + vy * bone.M11 + bone.worldY) * weight;
}
worldVertices[w] = wx + x;
worldVertices[w + 1] = wy + y;
}
}
}
}
}

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/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
namespace Spine {
public class Bone {
static public bool yDown;
internal BoneData data;
internal Bone parent;
internal float x, y, rotation, scaleX, scaleY;
internal float m00, m01, m10, m11;
internal float worldX, worldY, worldRotation, worldScaleX, worldScaleY;
public BoneData Data { get { return data; } }
public Bone Parent { get { return parent; } }
public float X { get { return x; } set { x = value; } }
public float Y { get { return y; } set { y = value; } }
public float Rotation { get { return rotation; } set { rotation = value; } }
public float ScaleX { get { return scaleX; } set { scaleX = value; } }
public float ScaleY { get { return scaleY; } set { scaleY = value; } }
public float M00 { get { return m00; } }
public float M01 { get { return m01; } }
public float M10 { get { return m10; } }
public float M11 { get { return m11; } }
public float WorldX { get { return worldX; } }
public float WorldY { get { return worldY; } }
public float WorldRotation { get { return worldRotation; } }
public float WorldScaleX { get { return worldScaleX; } }
public float WorldScaleY { get { return worldScaleY; } }
/// <param name="parent">May be null.</param>
public Bone (BoneData data, Bone parent) {
if (data == null) throw new ArgumentNullException("data cannot be null.");
this.data = data;
this.parent = parent;
SetToSetupPose();
}
/// <summary>Computes the world SRT using the parent bone and the local SRT.</summary>
public void UpdateWorldTransform (bool flipX, bool flipY) {
Bone parent = this.parent;
if (parent != null) {
worldX = x * parent.m00 + y * parent.m01 + parent.worldX;
worldY = x * parent.m10 + y * parent.m11 + parent.worldY;
if (data.inheritScale) {
worldScaleX = parent.worldScaleX * scaleX;
worldScaleY = parent.worldScaleY * scaleY;
} else {
worldScaleX = scaleX;
worldScaleY = scaleY;
}
worldRotation = data.inheritRotation ? parent.worldRotation + rotation : rotation;
} else {
worldX = flipX ? -x : x;
worldY = flipY != yDown ? -y : y;
worldScaleX = scaleX;
worldScaleY = scaleY;
worldRotation = rotation;
}
float radians = worldRotation * (float)Math.PI / 180;
float cos = (float)Math.Cos(radians);
float sin = (float)Math.Sin(radians);
m00 = cos * worldScaleX;
m10 = sin * worldScaleX;
m01 = -sin * worldScaleY;
m11 = cos * worldScaleY;
if (flipX) {
m00 = -m00;
m01 = -m01;
}
if (flipY != yDown) {
m10 = -m10;
m11 = -m11;
}
}
public void SetToSetupPose () {
BoneData data = this.data;
x = data.x;
y = data.y;
rotation = data.rotation;
scaleX = data.scaleX;
scaleY = data.scaleY;
}
override public String ToString () {
return data.name;
}
}
}

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/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
namespace Spine {
public class BoneData {
internal BoneData parent;
internal String name;
internal float length, x, y, rotation, scaleX = 1, scaleY = 1;
internal bool inheritScale = true, inheritRotation = true;
/// <summary>May be null.</summary>
public BoneData Parent { get { return parent; } }
public String Name { get { return name; } }
public float Length { get { return length; } set { length = value; } }
public float X { get { return x; } set { x = value; } }
public float Y { get { return y; } set { y = value; } }
public float Rotation { get { return rotation; } set { rotation = value; } }
public float ScaleX { get { return scaleX; } set { scaleX = value; } }
public float ScaleY { get { return scaleY; } set { scaleY = value; } }
public bool InheritScale { get { return inheritScale; } set { inheritScale = value; } }
public bool InheritRotation { get { return inheritRotation; } set { inheritRotation = value; } }
/// <param name="parent">May be null.</param>
public BoneData (String name, BoneData parent) {
if (name == null) throw new ArgumentNullException("name cannot be null.");
this.name = name;
this.parent = parent;
}
override public String ToString () {
return name;
}
}
}

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/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
namespace Spine {
public class Event {
public EventData Data { get; private set; }
public int Int { get; set; }
public float Float { get; set; }
public String String { get; set; }
public Event (EventData data) {
Data = data;
}
override public String ToString () {
return Data.Name;
}
}
}

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/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
namespace Spine {
public class EventData {
public String Name { get; private set; }
public int Int { get; set; }
public float Float { get; set; }
public String String { get; set; }
public EventData (String name) {
if (name == null) throw new ArgumentNullException("name cannot be null.");
Name = name;
}
override public String ToString () {
return Name;
}
}
}

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/*
* Copyright (c) 2012 Calvin Rien
*
* Based on the JSON parser by Patrick van Bergen
* http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html
*
* Simplified it so that it doesn't throw exceptions
* and can be used in Unity iPhone with maximum code stripping.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System.Globalization;
namespace Spine
{
// Example usage:
//
// using UnityEngine;
// using System.Collections;
// using System.Collections.Generic;
// using MiniJSON;
//
// public class MiniJSONTest : MonoBehaviour {
// void Start () {
// var jsonString = "{ \"array\": [1.44,2,3], " +
// "\"object\": {\"key1\":\"value1\", \"key2\":256}, " +
// "\"string\": \"The quick brown fox \\\"jumps\\\" over the lazy dog \", " +
// "\"unicode\": \"\\u3041 Men\u00fa sesi\u00f3n\", " +
// "\"int\": 65536, " +
// "\"float\": 3.1415926, " +
// "\"bool\": true, " +
// "\"null\": null }";
//
// var dict = Json.Deserialize(jsonString) as Dictionary<string,object>;
//
// Debug.Log("deserialized: " + dict.GetType());
// Debug.Log("dict['array'][0]: " + ((List<object>) dict["array"])[0]);
// Debug.Log("dict['string']: " + (string) dict["string"]);
// Debug.Log("dict['float']: " + (float) dict["float"]);
// Debug.Log("dict['int']: " + (long) dict["int"]); // ints come out as longs
// Debug.Log("dict['unicode']: " + (string) dict["unicode"]);
//
// var str = Json.Serialize(dict);
//
// Debug.Log("serialized: " + str);
// }
// }
/// <summary>
/// This class encodes and decodes JSON strings.
/// Spec. details, see http://www.json.org/
///
/// JSON uses Arrays and Objects. These correspond here to the datatypes IList and IDictionary.
/// All numbers are parsed to floats.
/// </summary>
public static class Json {
/// <summary>
/// Parses the string json into a value
/// </summary>
/// <param name="json">A JSON string.</param>
/// <returns>An List&lt;object&gt;, a Dictionary&lt;string, object&gt;, a float, an integer,a string, null, true, or false</returns>
public static object Deserialize (TextReader json) {
if (json == null) {
return null;
}
return Parser.Parse(json);
}
sealed class Parser : IDisposable {
const string WHITE_SPACE = " \t\n\r";
const string WORD_BREAK = " \t\n\r{}[],:\"";
enum TOKEN {
NONE,
CURLY_OPEN,
CURLY_CLOSE,
SQUARED_OPEN,
SQUARED_CLOSE,
COLON,
COMMA,
STRING,
NUMBER,
TRUE,
FALSE,
NULL
};
TextReader json;
Parser(TextReader reader) {
json = reader;
}
public static object Parse (TextReader reader) {
using (var instance = new Parser(reader)) {
return instance.ParseValue();
}
}
public void Dispose() {
json.Dispose();
json = null;
}
Dictionary<string, object> ParseObject() {
Dictionary<string, object> table = new Dictionary<string, object>();
// ditch opening brace
json.Read();
// {
while (true) {
switch (NextToken) {
case TOKEN.NONE:
return null;
case TOKEN.COMMA:
continue;
case TOKEN.CURLY_CLOSE:
return table;
default:
// name
string name = ParseString();
if (name == null) {
return null;
}
// :
if (NextToken != TOKEN.COLON) {
return null;
}
// ditch the colon
json.Read();
// value
table[name] = ParseValue();
break;
}
}
}
List<object> ParseArray() {
List<object> array = new List<object>();
// ditch opening bracket
json.Read();
// [
var parsing = true;
while (parsing) {
TOKEN nextToken = NextToken;
switch (nextToken) {
case TOKEN.NONE:
return null;
case TOKEN.COMMA:
continue;
case TOKEN.SQUARED_CLOSE:
parsing = false;
break;
default:
object value = ParseByToken(nextToken);
array.Add(value);
break;
}
}
return array;
}
object ParseValue() {
TOKEN nextToken = NextToken;
return ParseByToken(nextToken);
}
object ParseByToken(TOKEN token) {
switch (token) {
case TOKEN.STRING:
return ParseString();
case TOKEN.NUMBER:
return ParseNumber();
case TOKEN.CURLY_OPEN:
return ParseObject();
case TOKEN.SQUARED_OPEN:
return ParseArray();
case TOKEN.TRUE:
return true;
case TOKEN.FALSE:
return false;
case TOKEN.NULL:
return null;
default:
return null;
}
}
string ParseString() {
StringBuilder s = new StringBuilder();
char c;
// ditch opening quote
json.Read();
bool parsing = true;
while (parsing) {
if (json.Peek() == -1) {
parsing = false;
break;
}
c = NextChar;
switch (c) {
case '"':
parsing = false;
break;
case '\\':
if (json.Peek() == -1) {
parsing = false;
break;
}
c = NextChar;
switch (c) {
case '"':
case '\\':
case '/':
s.Append(c);
break;
case 'b':
s.Append('\b');
break;
case 'f':
s.Append('\f');
break;
case 'n':
s.Append('\n');
break;
case 'r':
s.Append('\r');
break;
case 't':
s.Append('\t');
break;
case 'u':
var hex = new StringBuilder();
for (int i=0; i< 4; i++) {
hex.Append(NextChar);
}
s.Append((char) Convert.ToInt32(hex.ToString(), 16));
break;
}
break;
default:
s.Append(c);
break;
}
}
return s.ToString();
}
object ParseNumber() {
string number = NextWord;
float parsedFloat;
float.TryParse(number, NumberStyles.Float, CultureInfo.InvariantCulture, out parsedFloat);
return parsedFloat;
}
void EatWhitespace() {
while (WHITE_SPACE.IndexOf(PeekChar) != -1) {
json.Read();
if (json.Peek() == -1) {
break;
}
}
}
char PeekChar {
get {
return Convert.ToChar(json.Peek());
}
}
char NextChar {
get {
return Convert.ToChar(json.Read());
}
}
string NextWord {
get {
StringBuilder word = new StringBuilder();
while (WORD_BREAK.IndexOf(PeekChar) == -1) {
word.Append(NextChar);
if (json.Peek() == -1) {
break;
}
}
return word.ToString();
}
}
TOKEN NextToken {
get {
EatWhitespace();
if (json.Peek() == -1) {
return TOKEN.NONE;
}
char c = PeekChar;
switch (c) {
case '{':
return TOKEN.CURLY_OPEN;
case '}':
json.Read();
return TOKEN.CURLY_CLOSE;
case '[':
return TOKEN.SQUARED_OPEN;
case ']':
json.Read();
return TOKEN.SQUARED_CLOSE;
case ',':
json.Read();
return TOKEN.COMMA;
case '"':
return TOKEN.STRING;
case ':':
return TOKEN.COLON;
case '0':
case '1':
case '2':
case '3':
case '4':
case '5':
case '6':
case '7':
case '8':
case '9':
case '-':
return TOKEN.NUMBER;
}
string word = NextWord;
switch (word) {
case "false":
return TOKEN.FALSE;
case "true":
return TOKEN.TRUE;
case "null":
return TOKEN.NULL;
}
return TOKEN.NONE;
}
}
}
/// <summary>
/// Converts a IDictionary / IList object or a simple type (string, int, etc.) into a JSON string
/// </summary>
/// <param name="json">A Dictionary&lt;string, object&gt; / List&lt;object&gt;</param>
/// <returns>A JSON encoded string, or null if object 'json' is not serializable</returns>
public static string Serialize(object obj) {
return Serializer.Serialize(obj);
}
sealed class Serializer {
StringBuilder builder;
Serializer() {
builder = new StringBuilder();
}
public static string Serialize(object obj) {
var instance = new Serializer();
instance.SerializeValue(obj);
return instance.builder.ToString();
}
void SerializeValue(object value) {
IList asList;
IDictionary asDict;
string asStr;
if (value == null) {
builder.Append("null");
}
else if ((asStr = value as string) != null) {
SerializeString(asStr);
}
else if (value is bool) {
builder.Append(value.ToString().ToLower());
}
else if ((asList = value as IList) != null) {
SerializeArray(asList);
}
else if ((asDict = value as IDictionary) != null) {
SerializeObject(asDict);
}
else if (value is char) {
SerializeString(value.ToString());
}
else {
SerializeOther(value);
}
}
void SerializeObject(IDictionary obj) {
bool first = true;
builder.Append('{');
foreach (object e in obj.Keys) {
if (!first) {
builder.Append(',');
}
SerializeString(e.ToString());
builder.Append(':');
SerializeValue(obj[e]);
first = false;
}
builder.Append('}');
}
void SerializeArray(IList anArray) {
builder.Append('[');
bool first = true;
foreach (object obj in anArray) {
if (!first) {
builder.Append(',');
}
SerializeValue(obj);
first = false;
}
builder.Append(']');
}
void SerializeString(string str) {
builder.Append('\"');
char[] charArray = str.ToCharArray();
foreach (var c in charArray) {
switch (c) {
case '"':
builder.Append("\\\"");
break;
case '\\':
builder.Append("\\\\");
break;
case '\b':
builder.Append("\\b");
break;
case '\f':
builder.Append("\\f");
break;
case '\n':
builder.Append("\\n");
break;
case '\r':
builder.Append("\\r");
break;
case '\t':
builder.Append("\\t");
break;
default:
int codepoint = Convert.ToInt32(c);
if ((codepoint >= 32) && (codepoint <= 126)) {
builder.Append(c);
}
else {
builder.Append("\\u" + Convert.ToString(codepoint, 16).PadLeft(4, '0'));
}
break;
}
}
builder.Append('\"');
}
void SerializeOther(object value) {
if (value is float
|| value is int
|| value is uint
|| value is long
|| value is float
|| value is sbyte
|| value is byte
|| value is short
|| value is ushort
|| value is ulong
|| value is decimal) {
builder.Append(value.ToString());
}
else {
SerializeString(value.ToString());
}
}
}
}
}

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/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.Collections.Generic;
namespace Spine {
public class Skeleton {
internal SkeletonData data;
internal List<Bone> bones;
internal List<Slot> slots;
internal List<Slot> drawOrder;
internal Skin skin;
internal float r = 1, g = 1, b = 1, a = 1;
internal float time;
internal bool flipX, flipY;
internal float x, y;
public SkeletonData Data { get { return data; } }
public List<Bone> Bones { get { return bones; } }
public List<Slot> Slots { get { return slots; } }
public List<Slot> DrawOrder { get { return drawOrder; } }
public Skin Skin { get { return skin; } set { skin = value; } }
public float R { get { return r; } set { r = value; } }
public float G { get { return g; } set { g = value; } }
public float B { get { return b; } set { b = value; } }
public float A { get { return a; } set { a = value; } }
public float Time { get { return time; } set { time = value; } }
public bool FlipX { get { return flipX; } set { flipX = value; } }
public bool FlipY { get { return flipY; } set { flipY = value; } }
public float X { get { return x; } set { x = value; } }
public float Y { get { return y; } set { y = value; } }
public Bone RootBone {
get {
return bones.Count == 0 ? null : bones[0];
}
}
public Skeleton (SkeletonData data) {
if (data == null) throw new ArgumentNullException("data cannot be null.");
this.data = data;
bones = new List<Bone>(data.bones.Count);
foreach (BoneData boneData in data.bones) {
Bone parent = boneData.parent == null ? null : bones[data.bones.IndexOf(boneData.parent)];
bones.Add(new Bone(boneData, parent));
}
slots = new List<Slot>(data.slots.Count);
drawOrder = new List<Slot>(data.slots.Count);
foreach (SlotData slotData in data.slots) {
Bone bone = bones[data.bones.IndexOf(slotData.boneData)];
Slot slot = new Slot(slotData, this, bone);
slots.Add(slot);
drawOrder.Add(slot);
}
}
/// <summary>Updates the world transform for each bone.</summary>
public void UpdateWorldTransform () {
bool flipX = this.flipX;
bool flipY = this.flipY;
List<Bone> bones = this.bones;
for (int i = 0, n = bones.Count; i < n; i++)
bones[i].UpdateWorldTransform(flipX, flipY);
}
/// <summary>Sets the bones and slots to their setup pose values.</summary>
public void SetToSetupPose () {
SetBonesToSetupPose();
SetSlotsToSetupPose();
}
public void SetBonesToSetupPose () {
List<Bone> bones = this.bones;
for (int i = 0, n = bones.Count; i < n; i++)
bones[i].SetToSetupPose();
}
public void SetSlotsToSetupPose () {
List<Slot> slots = this.slots;
drawOrder.Clear();
drawOrder.AddRange(slots);
for (int i = 0, n = slots.Count; i < n; i++)
slots[i].SetToSetupPose(i);
}
/// <returns>May be null.</returns>
public Bone FindBone (String boneName) {
if (boneName == null) throw new ArgumentNullException("boneName cannot be null.");
List<Bone> bones = this.bones;
for (int i = 0, n = bones.Count; i < n; i++) {
Bone bone = bones[i];
if (bone.data.name == boneName) return bone;
}
return null;
}
/// <returns>-1 if the bone was not found.</returns>
public int FindBoneIndex (String boneName) {
if (boneName == null) throw new ArgumentNullException("boneName cannot be null.");
List<Bone> bones = this.bones;
for (int i = 0, n = bones.Count; i < n; i++)
if (bones[i].data.name == boneName) return i;
return -1;
}
/// <returns>May be null.</returns>
public Slot FindSlot (String slotName) {
if (slotName == null) throw new ArgumentNullException("slotName cannot be null.");
List<Slot> slots = this.slots;
for (int i = 0, n = slots.Count; i < n; i++) {
Slot slot = slots[i];
if (slot.data.name == slotName) return slot;
}
return null;
}
/// <returns>-1 if the bone was not found.</returns>
public int FindSlotIndex (String slotName) {
if (slotName == null) throw new ArgumentNullException("slotName cannot be null.");
List<Slot> slots = this.slots;
for (int i = 0, n = slots.Count; i < n; i++)
if (slots[i].data.name.Equals(slotName)) return i;
return -1;
}
/// <summary>Sets a skin by name (see SetSkin).</summary>
public void SetSkin (String skinName) {
Skin skin = data.FindSkin(skinName);
if (skin == null) throw new ArgumentException("Skin not found: " + skinName);
SetSkin(skin);
}
/// <summary>Sets the skin used to look up attachments not found in the {@link SkeletonData#getDefaultSkin() default skin}. Attachments
/// from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no old skin, each slot's
/// setup mode attachment is attached from the new skin.</summary>
/// <param name="newSkin">May be null.</param>
public void SetSkin (Skin newSkin) {
if (skin == null) {
List<Slot> slots = this.slots;
for (int i = 0, n = slots.Count; i < n; i++) {
Slot slot = slots[i];
String name = slot.data.attachmentName;
if (name != null) {
Attachment attachment = newSkin.GetAttachment(i, name);
if (attachment != null) slot.Attachment = attachment;
}
}
} else if (newSkin != null) //
newSkin.AttachAll(this, skin);
skin = newSkin;
}
/// <returns>May be null.</returns>
public Attachment GetAttachment (String slotName, String attachmentName) {
return GetAttachment(data.FindSlotIndex(slotName), attachmentName);
}
/// <returns>May be null.</returns>
public Attachment GetAttachment (int slotIndex, String attachmentName) {
if (attachmentName == null) throw new ArgumentNullException("attachmentName cannot be null.");
if (skin != null) {
Attachment attachment = skin.GetAttachment(slotIndex, attachmentName);
if (attachment != null) return attachment;
}
if (data.defaultSkin != null) return data.defaultSkin.GetAttachment(slotIndex, attachmentName);
return null;
}
/// <param name="attachmentName">May be null.</param>
public void SetAttachment (String slotName, String attachmentName) {
if (slotName == null) throw new ArgumentNullException("slotName cannot be null.");
List<Slot> slots = this.slots;
for (int i = 0, n = slots.Count; i < n; i++) {
Slot slot = slots[i];
if (slot.data.name == slotName) {
Attachment attachment = null;
if (attachmentName != null) {
attachment = GetAttachment(i, attachmentName);
if (attachment == null) throw new Exception("Attachment not found: " + attachmentName + ", for slot: " + slotName);
}
slot.Attachment = attachment;
return;
}
}
throw new Exception("Slot not found: " + slotName);
}
public void Update (float delta) {
time += delta;
}
}
}

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/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.Collections.Generic;
namespace Spine {
public class SkeletonBounds {
private List<Polygon> polygonPool = new List<Polygon>();
private float minX, minY, maxX, maxY;
public List<BoundingBoxAttachment> BoundingBoxes { get; private set; }
public List<Polygon> Polygons { get; private set; }
public float MinX { get { return minX; } set { minX = value; } }
public float MinY { get { return minY; } set { minY = value; } }
public float MaxX { get { return maxX; } set { maxX = value; } }
public float MaxY { get { return maxY; } set { maxY = value; } }
public float Width { get { return maxX - minX; } }
public float Height { get { return maxY - minY; } }
public SkeletonBounds () {
BoundingBoxes = new List<BoundingBoxAttachment>();
Polygons = new List<Polygon>();
}
public void Update (Skeleton skeleton, bool updateAabb) {
List<BoundingBoxAttachment> boundingBoxes = BoundingBoxes;
List<Polygon> polygons = Polygons;
List<Slot> slots = skeleton.slots;
int slotCount = slots.Count;
float x = skeleton.x, y = skeleton.y;
boundingBoxes.Clear();
foreach (Polygon polygon in polygons)
polygonPool.Add(polygon);
polygons.Clear();
for (int i = 0; i < slotCount; i++) {
Slot slot = slots[i];
BoundingBoxAttachment boundingBox = slot.attachment as BoundingBoxAttachment;
if (boundingBox == null) continue;
boundingBoxes.Add(boundingBox);
Polygon polygon = null;
int poolCount = polygonPool.Count;
if (poolCount > 0) {
polygon = polygonPool[poolCount - 1];
polygonPool.RemoveAt(poolCount - 1);
} else
polygon = new Polygon();
polygons.Add(polygon);
int count = boundingBox.Vertices.Length;
polygon.Count = count;
if (polygon.Vertices.Length < count) polygon.Vertices = new float[count];
boundingBox.ComputeWorldVertices(x, y, slot.bone, polygon.Vertices);
}
if (updateAabb) aabbCompute();
}
private void aabbCompute () {
float minX = int.MaxValue, minY = int.MaxValue, maxX = int.MinValue, maxY = int.MinValue;
List<Polygon> polygons = Polygons;
for (int i = 0, n = polygons.Count; i < n; i++) {
Polygon polygon = polygons[i];
float[] vertices = polygon.Vertices;
for (int ii = 0, nn = polygon.Count; ii < nn; ii += 2) {
float x = vertices[ii];
float y = vertices[ii + 1];
minX = Math.Min(minX, x);
minY = Math.Min(minY, y);
maxX = Math.Max(maxX, x);
maxY = Math.Max(maxY, y);
}
}
this.minX = minX;
this.minY = minY;
this.maxX = maxX;
this.maxY = maxY;
}
/// <summary>Returns true if the axis aligned bounding box contains the point.</summary>
public bool AabbContainsPoint (float x, float y) {
return x >= minX && x <= maxX && y >= minY && y <= maxY;
}
/// <summary>Returns true if the axis aligned bounding box intersects the line segment.</summary>
public bool AabbIntersectsSegment (float x1, float y1, float x2, float y2) {
float minX = this.minX;
float minY = this.minY;
float maxX = this.maxX;
float maxY = this.maxY;
if ((x1 <= minX && x2 <= minX) || (y1 <= minY && y2 <= minY) || (x1 >= maxX && x2 >= maxX) || (y1 >= maxY && y2 >= maxY))
return false;
float m = (y2 - y1) / (x2 - x1);
float y = m * (minX - x1) + y1;
if (y > minY && y < maxY) return true;
y = m * (maxX - x1) + y1;
if (y > minY && y < maxY) return true;
float x = (minY - y1) / m + x1;
if (x > minX && x < maxX) return true;
x = (maxY - y1) / m + x1;
if (x > minX && x < maxX) return true;
return false;
}
/// <summary>Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds.</summary>
public bool AabbIntersectsSkeleton (SkeletonBounds bounds) {
return minX < bounds.maxX && maxX > bounds.minX && minY < bounds.maxY && maxY > bounds.minY;
}
/// <summary>Returns true if the polygon contains the point.</summary>
public bool ContainsPoint (Polygon polygon, float x, float y) {
float[] vertices = polygon.Vertices;
int nn = polygon.Count;
int prevIndex = nn - 2;
bool inside = false;
for (int ii = 0; ii < nn; ii += 2) {
float vertexY = vertices[ii + 1];
float prevY = vertices[prevIndex + 1];
if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) {
float vertexX = vertices[ii];
if (vertexX + (y - vertexY) / (prevY - vertexY) * (vertices[prevIndex] - vertexX) < x) inside = !inside;
}
prevIndex = ii;
}
return inside;
}
/// <summary>Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more
/// efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true.</summary>
public BoundingBoxAttachment ContainsPoint (float x, float y) {
List<Polygon> polygons = Polygons;
for (int i = 0, n = polygons.Count; i < n; i++)
if (ContainsPoint(polygons[i], x, y)) return BoundingBoxes[i];
return null;
}
/// <summary>Returns the first bounding box attachment that contains the line segment, or null. When doing many checks, it is usually
/// more efficient to only call this method if {@link #aabbIntersectsSegment(float, float, float, float)} returns true.</summary>
public BoundingBoxAttachment IntersectsSegment (float x1, float y1, float x2, float y2) {
List<Polygon> polygons = Polygons;
for (int i = 0, n = polygons.Count; i < n; i++)
if (IntersectsSegment(polygons[i], x1, y1, x2, y2)) return BoundingBoxes[i];
return null;
}
/// <summary>Returns true if the polygon contains the line segment.</summary>
public bool IntersectsSegment (Polygon polygon, float x1, float y1, float x2, float y2) {
float[] vertices = polygon.Vertices;
int nn = polygon.Count;
float width12 = x1 - x2, height12 = y1 - y2;
float det1 = x1 * y2 - y1 * x2;
float x3 = vertices[nn - 2], y3 = vertices[nn - 1];
for (int ii = 0; ii < nn; ii += 2) {
float x4 = vertices[ii], y4 = vertices[ii + 1];
float det2 = x3 * y4 - y3 * x4;
float width34 = x3 - x4, height34 = y3 - y4;
float det3 = width12 * height34 - height12 * width34;
float x = (det1 * width34 - width12 * det2) / det3;
if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) {
float y = (det1 * height34 - height12 * det2) / det3;
if (((y >= y3 && y <= y4) || (y >= y4 && y <= y3)) && ((y >= y1 && y <= y2) || (y >= y2 && y <= y1))) return true;
}
x3 = x4;
y3 = y4;
}
return false;
}
public Polygon getPolygon (BoundingBoxAttachment attachment) {
int index = BoundingBoxes.IndexOf(attachment);
return index == -1 ? null : Polygons[index];
}
}
public class Polygon {
public float[] Vertices { get; set; }
public int Count { get; set; }
public Polygon () {
Vertices = new float[16];
}
}
}

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/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.Collections.Generic;
namespace Spine {
public class SkeletonData {
internal String name;
internal List<BoneData> bones = new List<BoneData>();
internal List<SlotData> slots = new List<SlotData>();
internal List<Skin> skins = new List<Skin>();
internal Skin defaultSkin;
internal List<EventData> events = new List<EventData>();
internal List<Animation> animations = new List<Animation>();
public String Name { get { return name; } set { name = value; } }
public List<BoneData> Bones { get { return bones; } } // Ordered parents first.
public List<SlotData> Slots { get { return slots; } } // Setup pose draw order.
public List<Skin> Skins { get { return skins; } set { skins = value; } }
/// <summary>May be null.</summary>
public Skin DefaultSkin { get { return defaultSkin; } set { defaultSkin = value; } }
public List<EventData> Events { get { return events; } set { events = value; } }
public List<Animation> Animations { get { return animations; } set { animations = value; } }
// --- Bones.
public void AddBone (BoneData bone) {
if (bone == null) throw new ArgumentNullException("bone cannot be null.");
bones.Add(bone);
}
/// <returns>May be null.</returns>
public BoneData FindBone (String boneName) {
if (boneName == null) throw new ArgumentNullException("boneName cannot be null.");
List<BoneData> bones = this.bones;
for (int i = 0, n = bones.Count; i < n; i++) {
BoneData bone = bones[i];
if (bone.name == boneName) return bone;
}
return null;
}
/// <returns>-1 if the bone was not found.</returns>
public int FindBoneIndex (String boneName) {
if (boneName == null) throw new ArgumentNullException("boneName cannot be null.");
List<BoneData> bones = this.bones;
for (int i = 0, n = bones.Count; i < n; i++)
if (bones[i].name == boneName) return i;
return -1;
}
// --- Slots.
public void AddSlot (SlotData slot) {
if (slot == null) throw new ArgumentNullException("slot cannot be null.");
slots.Add(slot);
}
/// <returns>May be null.</returns>
public SlotData FindSlot (String slotName) {
if (slotName == null) throw new ArgumentNullException("slotName cannot be null.");
List<SlotData> slots = this.slots;
for (int i = 0, n = slots.Count; i < n; i++) {
SlotData slot = slots[i];
if (slot.name == slotName) return slot;
}
return null;
}
/// <returns>-1 if the bone was not found.</returns>
public int FindSlotIndex (String slotName) {
if (slotName == null) throw new ArgumentNullException("slotName cannot be null.");
List<SlotData> slots = this.slots;
for (int i = 0, n = slots.Count; i < n; i++)
if (slots[i].name == slotName) return i;
return -1;
}
// --- Skins.
public void AddSkin (Skin skin) {
if (skin == null) throw new ArgumentNullException("skin cannot be null.");
skins.Add(skin);
}
/// <returns>May be null.</returns>
public Skin FindSkin (String skinName) {
if (skinName == null) throw new ArgumentNullException("skinName cannot be null.");
foreach (Skin skin in skins)
if (skin.name == skinName) return skin;
return null;
}
// --- Events.
public void AddEvent (EventData eventData) {
if (eventData == null) throw new ArgumentNullException("eventData cannot be null.");
events.Add(eventData);
}
/// <returns>May be null.</returns>
public EventData FindEvent (String eventDataName) {
if (eventDataName == null) throw new ArgumentNullException("eventDataName cannot be null.");
foreach (EventData eventData in events)
if (eventData.Name == eventDataName) return eventData;
return null;
}
// --- Animations.
public void AddAnimation (Animation animation) {
if (animation == null) throw new ArgumentNullException("animation cannot be null.");
animations.Add(animation);
}
/// <returns>May be null.</returns>
public Animation FindAnimation (String animationName) {
if (animationName == null) throw new ArgumentNullException("animationName cannot be null.");
List<Animation> animations = this.animations;
for (int i = 0, n = animations.Count; i < n; i++) {
Animation animation = animations[i];
if (animation.Name == animationName) return animation;
}
return null;
}
// ---
override public String ToString () {
return name ?? base.ToString();
}
}
}

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/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.IO;
using System.Collections.Generic;
#if WINDOWS_STOREAPP
using System.Threading.Tasks;
using Windows.Storage;
#endif
namespace Spine {
public class SkeletonJson {
private AttachmentLoader attachmentLoader;
public float Scale { get; set; }
public SkeletonJson (Atlas atlas)
: this(new AtlasAttachmentLoader(atlas)) {
}
public SkeletonJson (AttachmentLoader attachmentLoader) {
if (attachmentLoader == null) throw new ArgumentNullException("attachmentLoader cannot be null.");
this.attachmentLoader = attachmentLoader;
Scale = 1;
}
#if WINDOWS_STOREAPP
private async Task<SkeletonData> ReadFile(string path) {
var folder = Windows.ApplicationModel.Package.Current.InstalledLocation;
var file = await folder.GetFileAsync(path).AsTask().ConfigureAwait(false);
using (var reader = new StreamReader(await file.OpenStreamForReadAsync().ConfigureAwait(false))) {
SkeletonData skeletonData = ReadSkeletonData(reader);
skeletonData.Name = Path.GetFileNameWithoutExtension(path);
return skeletonData;
}
}
public SkeletonData ReadSkeletonData (String path) {
return this.ReadFile(path).Result;
}
#else
public SkeletonData ReadSkeletonData (String path) {
#if WINDOWS_PHONE
Stream stream = Microsoft.Xna.Framework.TitleContainer.OpenStream(path);
using (StreamReader reader = new StreamReader(stream))
{
#else
using (StreamReader reader = new StreamReader(path)) {
#endif
SkeletonData skeletonData = ReadSkeletonData(reader);
skeletonData.name = Path.GetFileNameWithoutExtension(path);
return skeletonData;
}
}
#endif
public SkeletonData ReadSkeletonData (TextReader reader) {
if (reader == null) throw new ArgumentNullException("reader cannot be null.");
var skeletonData = new SkeletonData();
var root = Json.Deserialize(reader) as Dictionary<String, Object>;
if (root == null) throw new Exception("Invalid JSON.");
// Bones.
foreach (Dictionary<String, Object> boneMap in (List<Object>)root["bones"]) {
BoneData parent = null;
if (boneMap.ContainsKey("parent")) {
parent = skeletonData.FindBone((String)boneMap["parent"]);
if (parent == null)
throw new Exception("Parent bone not found: " + boneMap["parent"]);
}
var boneData = new BoneData((String)boneMap["name"], parent);
boneData.length = GetFloat(boneMap, "length", 0) * Scale;
boneData.x = GetFloat(boneMap, "x", 0) * Scale;
boneData.y = GetFloat(boneMap, "y", 0) * Scale;
boneData.rotation = GetFloat(boneMap, "rotation", 0);
boneData.scaleX = GetFloat(boneMap, "scaleX", 1);
boneData.scaleY = GetFloat(boneMap, "scaleY", 1);
boneData.inheritScale = GetBoolean(boneMap, "inheritScale", true);
boneData.inheritRotation = GetBoolean(boneMap, "inheritRotation", true);
skeletonData.AddBone(boneData);
}
// Slots.
if (root.ContainsKey("slots")) {
foreach (Dictionary<String, Object> slotMap in (List<Object>)root["slots"]) {
var slotName = (String)slotMap["name"];
var boneName = (String)slotMap["bone"];
BoneData boneData = skeletonData.FindBone(boneName);
if (boneData == null)
throw new Exception("Slot bone not found: " + boneName);
var slotData = new SlotData(slotName, boneData);
if (slotMap.ContainsKey("color")) {
var color = (String)slotMap["color"];
slotData.r = ToColor(color, 0);
slotData.g = ToColor(color, 1);
slotData.b = ToColor(color, 2);
slotData.a = ToColor(color, 3);
}
if (slotMap.ContainsKey("attachment"))
slotData.attachmentName = (String)slotMap["attachment"];
if (slotMap.ContainsKey("additive"))
slotData.additiveBlending = (bool)slotMap["additive"];
skeletonData.AddSlot(slotData);
}
}
// Skins.
if (root.ContainsKey("skins")) {
foreach (KeyValuePair<String, Object> entry in (Dictionary<String, Object>)root["skins"]) {
var skin = new Skin(entry.Key);
foreach (KeyValuePair<String, Object> slotEntry in (Dictionary<String, Object>)entry.Value) {
int slotIndex = skeletonData.FindSlotIndex(slotEntry.Key);
foreach (KeyValuePair<String, Object> attachmentEntry in ((Dictionary<String, Object>)slotEntry.Value)) {
Attachment attachment = ReadAttachment(skin, attachmentEntry.Key, (Dictionary<String, Object>)attachmentEntry.Value);
if (attachment != null) skin.AddAttachment(slotIndex, attachmentEntry.Key, attachment);
}
}
skeletonData.AddSkin(skin);
if (skin.name == "default")
skeletonData.defaultSkin = skin;
}
}
// Events.
if (root.ContainsKey("events")) {
foreach (KeyValuePair<String, Object> entry in (Dictionary<String, Object>)root["events"]) {
var entryMap = (Dictionary<String, Object>)entry.Value;
var eventData = new EventData(entry.Key);
eventData.Int = GetInt(entryMap, "int", 0);
eventData.Float = GetFloat(entryMap, "float", 0);
eventData.String = GetString(entryMap, "string", null);
skeletonData.AddEvent(eventData);
}
}
// Animations.
if (root.ContainsKey("animations")) {
foreach (KeyValuePair<String, Object> entry in (Dictionary<String, Object>)root["animations"])
ReadAnimation(entry.Key, (Dictionary<String, Object>)entry.Value, skeletonData);
}
skeletonData.bones.TrimExcess();
skeletonData.slots.TrimExcess();
skeletonData.skins.TrimExcess();
skeletonData.animations.TrimExcess();
return skeletonData;
}
private Attachment ReadAttachment (Skin skin, String name, Dictionary<String, Object> map) {
if (map.ContainsKey("name"))
name = (String)map["name"];
var type = AttachmentType.region;
if (map.ContainsKey("type"))
type = (AttachmentType)Enum.Parse(typeof(AttachmentType), (String)map["type"], false);
String path = name;
if (map.ContainsKey("path"))
path = (String)map["path"];
switch (type) {
case AttachmentType.region:
RegionAttachment region = attachmentLoader.NewRegionAttachment(skin, name, path);
if (region == null) return null;
region.Path = path;
region.x = GetFloat(map, "x", 0) * Scale;
region.y = GetFloat(map, "y", 0) * Scale;
region.scaleX = GetFloat(map, "scaleX", 1);
region.scaleY = GetFloat(map, "scaleY", 1);
region.rotation = GetFloat(map, "rotation", 0);
region.width = GetFloat(map, "width", 32) * Scale;
region.height = GetFloat(map, "height", 32) * Scale;
region.UpdateOffset();
if (map.ContainsKey("color")) {
var color = (String)map["color"];
region.r = ToColor(color, 0);
region.g = ToColor(color, 1);
region.b = ToColor(color, 2);
region.a = ToColor(color, 3);
}
return region;
case AttachmentType.mesh: {
MeshAttachment mesh = attachmentLoader.NewMeshAttachment(skin, name, path);
if (mesh == null) return null;
mesh.Path = path;
mesh.vertices = GetFloatArray(map, "vertices", Scale);
mesh.triangles = GetIntArray(map, "triangles");
mesh.regionUVs = GetFloatArray(map, "uvs", 1);
mesh.UpdateUVs();
if (map.ContainsKey("color")) {
var color = (String)map["color"];
mesh.r = ToColor(color, 0);
mesh.g = ToColor(color, 1);
mesh.b = ToColor(color, 2);
mesh.a = ToColor(color, 3);
}
mesh.HullLength = GetInt(map, "hull", 0) * 2;
if (map.ContainsKey("edges")) mesh.Edges = GetIntArray(map, "edges");
mesh.Width = GetInt(map, "width", 0) * Scale;
mesh.Height = GetInt(map, "height", 0) * Scale;
return mesh;
}
case AttachmentType.skinnedmesh: {
SkinnedMeshAttachment mesh = attachmentLoader.NewSkinnedMeshAttachment(skin, name, path);
if (mesh == null) return null;
mesh.Path = path;
float[] uvs = GetFloatArray(map, "uvs", 1);
float[] vertices = GetFloatArray(map, "vertices", 1);
var weights = new List<float>(uvs.Length * 3 * 3);
var bones = new List<int>(uvs.Length * 3);
float scale = Scale;
for (int i = 0, n = vertices.Length; i < n; ) {
int boneCount = (int)vertices[i++];
bones.Add(boneCount);
for (int nn = i + boneCount * 4; i < nn; ) {
bones.Add((int)vertices[i]);
weights.Add(vertices[i + 1] * scale);
weights.Add(vertices[i + 2] * scale);
weights.Add(vertices[i + 3]);
i += 4;
}
}
mesh.bones = bones.ToArray();
mesh.weights = weights.ToArray();
mesh.triangles = GetIntArray(map, "triangles");
mesh.regionUVs = uvs;
mesh.UpdateUVs();
if (map.ContainsKey("color")) {
var color = (String)map["color"];
mesh.r = ToColor(color, 0);
mesh.g = ToColor(color, 1);
mesh.b = ToColor(color, 2);
mesh.a = ToColor(color, 3);
}
mesh.HullLength = GetInt(map, "hull", 0) * 2;
if (map.ContainsKey("edges")) mesh.Edges = GetIntArray(map, "edges");
mesh.Width = GetInt(map, "width", 0) * Scale;
mesh.Height = GetInt(map, "height", 0) * Scale;
return mesh;
}
case AttachmentType.boundingbox:
BoundingBoxAttachment box = attachmentLoader.NewBoundingBoxAttachment(skin, name);
if (box == null) return null;
box.vertices = GetFloatArray(map, "vertices", Scale);
return box;
}
return null;
}
private float[] GetFloatArray (Dictionary<String, Object> map, String name, float scale) {
var list = (List<Object>)map[name];
var values = new float[list.Count];
if (scale == 1) {
for (int i = 0, n = list.Count; i < n; i++)
values[i] = (float)list[i];
} else {
for (int i = 0, n = list.Count; i < n; i++)
values[i] = (float)list[i] * scale;
}
return values;
}
private int[] GetIntArray (Dictionary<String, Object> map, String name) {
var list = (List<Object>)map[name];
var values = new int[list.Count];
for (int i = 0, n = list.Count; i < n; i++)
values[i] = (int)(float)list[i];
return values;
}
private float GetFloat (Dictionary<String, Object> map, String name, float defaultValue) {
if (!map.ContainsKey(name))
return defaultValue;
return (float)map[name];
}
private int GetInt (Dictionary<String, Object> map, String name, int defaultValue) {
if (!map.ContainsKey(name))
return defaultValue;
return (int)(float)map[name];
}
private bool GetBoolean (Dictionary<String, Object> map, String name, bool defaultValue) {
if (!map.ContainsKey(name))
return defaultValue;
return (bool)map[name];
}
private String GetString (Dictionary<String, Object> map, String name, String defaultValue) {
if (!map.ContainsKey(name))
return defaultValue;
return (String)map[name];
}
public static float ToColor (String hexString, int colorIndex) {
if (hexString.Length != 8)
throw new ArgumentException("Color hexidecimal length must be 8, recieved: " + hexString);
return Convert.ToInt32(hexString.Substring(colorIndex * 2, 2), 16) / (float)255;
}
private void ReadAnimation (String name, Dictionary<String, Object> map, SkeletonData skeletonData) {
var timelines = new List<Timeline>();
float duration = 0;
float scale = Scale;
if (map.ContainsKey("slots")) {
foreach (KeyValuePair<String, Object> entry in (Dictionary<String, Object>)map["slots"]) {
String slotName = entry.Key;
int slotIndex = skeletonData.FindSlotIndex(slotName);
var timelineMap = (Dictionary<String, Object>)entry.Value;
foreach (KeyValuePair<String, Object> timelineEntry in timelineMap) {
var values = (List<Object>)timelineEntry.Value;
var timelineName = (String)timelineEntry.Key;
if (timelineName.Equals("color")) {
var timeline = new ColorTimeline(values.Count);
timeline.slotIndex = slotIndex;
int frameIndex = 0;
foreach (Dictionary<String, Object> valueMap in values) {
float time = (float)valueMap["time"];
String c = (String)valueMap["color"];
timeline.setFrame(frameIndex, time, ToColor(c, 0), ToColor(c, 1), ToColor(c, 2), ToColor(c, 3));
ReadCurve(timeline, frameIndex, valueMap);
frameIndex++;
}
timelines.Add(timeline);
duration = Math.Max(duration, timeline.frames[timeline.FrameCount * 5 - 5]);
} else if (timelineName.Equals("attachment")) {
var timeline = new AttachmentTimeline(values.Count);
timeline.slotIndex = slotIndex;
int frameIndex = 0;
foreach (Dictionary<String, Object> valueMap in values) {
float time = (float)valueMap["time"];
timeline.setFrame(frameIndex++, time, (String)valueMap["name"]);
}
timelines.Add(timeline);
duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
} else
throw new Exception("Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")");
}
}
}
if (map.ContainsKey("bones")) {
foreach (KeyValuePair<String, Object> entry in (Dictionary<String, Object>)map["bones"]) {
String boneName = entry.Key;
int boneIndex = skeletonData.FindBoneIndex(boneName);
if (boneIndex == -1)
throw new Exception("Bone not found: " + boneName);
var timelineMap = (Dictionary<String, Object>)entry.Value;
foreach (KeyValuePair<String, Object> timelineEntry in timelineMap) {
var values = (List<Object>)timelineEntry.Value;
var timelineName = (String)timelineEntry.Key;
if (timelineName.Equals("rotate")) {
var timeline = new RotateTimeline(values.Count);
timeline.boneIndex = boneIndex;
int frameIndex = 0;
foreach (Dictionary<String, Object> valueMap in values) {
float time = (float)valueMap["time"];
timeline.SetFrame(frameIndex, time, (float)valueMap["angle"]);
ReadCurve(timeline, frameIndex, valueMap);
frameIndex++;
}
timelines.Add(timeline);
duration = Math.Max(duration, timeline.frames[timeline.FrameCount * 2 - 2]);
} else if (timelineName.Equals("translate") || timelineName.Equals("scale")) {
TranslateTimeline timeline;
float timelineScale = 1;
if (timelineName.Equals("scale"))
timeline = new ScaleTimeline(values.Count);
else {
timeline = new TranslateTimeline(values.Count);
timelineScale = scale;
}
timeline.boneIndex = boneIndex;
int frameIndex = 0;
foreach (Dictionary<String, Object> valueMap in values) {
float time = (float)valueMap["time"];
float x = valueMap.ContainsKey("x") ? (float)valueMap["x"] : 0;
float y = valueMap.ContainsKey("y") ? (float)valueMap["y"] : 0;
timeline.SetFrame(frameIndex, time, (float)x * timelineScale, (float)y * timelineScale);
ReadCurve(timeline, frameIndex, valueMap);
frameIndex++;
}
timelines.Add(timeline);
duration = Math.Max(duration, timeline.frames[timeline.FrameCount * 3 - 3]);
} else
throw new Exception("Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")");
}
}
}
if (map.ContainsKey("ffd")) {
foreach (KeyValuePair<String, Object> ffdMap in (Dictionary<String, Object>)map["ffd"]) {
Skin skin = skeletonData.FindSkin(ffdMap.Key);
foreach (KeyValuePair<String, Object> slotMap in (Dictionary<String, Object>)ffdMap.Value) {
int slotIndex = skeletonData.FindSlotIndex(slotMap.Key);
foreach (KeyValuePair<String, Object> meshMap in (Dictionary<String, Object>)slotMap.Value) {
var values = (List<Object>)meshMap.Value;
var timeline = new FFDTimeline(values.Count);
Attachment attachment = skin.GetAttachment(slotIndex, meshMap.Key);
if (attachment == null) throw new Exception("FFD attachment not found: " + meshMap.Key);
timeline.slotIndex = slotIndex;
timeline.attachment = attachment;
int vertexCount;
if (attachment is MeshAttachment)
vertexCount = ((MeshAttachment)attachment).vertices.Length;
else
vertexCount = ((SkinnedMeshAttachment)attachment).Weights.Length / 3 * 2;
int frameIndex = 0;
foreach (Dictionary<String, Object> valueMap in values) {
float[] vertices;
if (!valueMap.ContainsKey("vertices")) {
if (attachment is MeshAttachment)
vertices = ((MeshAttachment)attachment).vertices;
else
vertices = new float[vertexCount];
} else {
var verticesValue = (List<Object>)valueMap["vertices"];
vertices = new float[vertexCount];
int start = GetInt(valueMap, "offset", 0);
if (scale == 1) {
for (int i = 0, n = verticesValue.Count; i < n; i++)
vertices[i + start] = (float)verticesValue[i];
} else {
for (int i = 0, n = verticesValue.Count; i < n; i++)
vertices[i + start] = (float)verticesValue[i] * scale;
}
if (attachment is MeshAttachment) {
float[] meshVertices = ((MeshAttachment)attachment).vertices;
for (int i = 0, n = vertices.Length; i < n; i++)
vertices[i] += meshVertices[i];
}
}
timeline.setFrame(frameIndex, (float)valueMap["time"], vertices);
ReadCurve(timeline, frameIndex, valueMap);
frameIndex++;
}
timelines.Add(timeline);
duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
}
}
}
}
if (map.ContainsKey("draworder")) {
var values = (List<Object>)map["draworder"];
var timeline = new DrawOrderTimeline(values.Count);
int slotCount = skeletonData.slots.Count;
int frameIndex = 0;
foreach (Dictionary<String, Object> drawOrderMap in values) {
int[] drawOrder = null;
if (drawOrderMap.ContainsKey("offsets")) {
drawOrder = new int[slotCount];
for (int i = slotCount - 1; i >= 0; i--)
drawOrder[i] = -1;
var offsets = (List<Object>)drawOrderMap["offsets"];
int[] unchanged = new int[slotCount - offsets.Count];
int originalIndex = 0, unchangedIndex = 0;
foreach (Dictionary<String, Object> offsetMap in offsets) {
int slotIndex = skeletonData.FindSlotIndex((String)offsetMap["slot"]);
if (slotIndex == -1) throw new Exception("Slot not found: " + offsetMap["slot"]);
// Collect unchanged items.
while (originalIndex != slotIndex)
unchanged[unchangedIndex++] = originalIndex++;
// Set changed items.
drawOrder[originalIndex + (int)(float)offsetMap["offset"]] = originalIndex++;
}
// Collect remaining unchanged items.
while (originalIndex < slotCount)
unchanged[unchangedIndex++] = originalIndex++;
// Fill in unchanged items.
for (int i = slotCount - 1; i >= 0; i--)
if (drawOrder[i] == -1) drawOrder[i] = unchanged[--unchangedIndex];
}
timeline.setFrame(frameIndex++, (float)drawOrderMap["time"], drawOrder);
}
timelines.Add(timeline);
duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
}
if (map.ContainsKey("events")) {
var eventsMap = (List<Object>)map["events"];
var timeline = new EventTimeline(eventsMap.Count);
int frameIndex = 0;
foreach (Dictionary<String, Object> eventMap in eventsMap) {
EventData eventData = skeletonData.FindEvent((String)eventMap["name"]);
if (eventData == null) throw new Exception("Event not found: " + eventMap["name"]);
var e = new Event(eventData);
e.Int = GetInt(eventMap, "int", eventData.Int);
e.Float = GetFloat(eventMap, "float", eventData.Float);
e.String = GetString(eventMap, "string", eventData.String);
timeline.setFrame(frameIndex++, (float)eventMap["time"], e);
}
timelines.Add(timeline);
duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
}
timelines.TrimExcess();
skeletonData.AddAnimation(new Animation(name, timelines, duration));
}
private void ReadCurve (CurveTimeline timeline, int frameIndex, Dictionary<String, Object> valueMap) {
if (!valueMap.ContainsKey("curve"))
return;
Object curveObject = valueMap["curve"];
if (curveObject.Equals("stepped"))
timeline.SetStepped(frameIndex);
else if (curveObject is List<Object>) {
var curve = (List<Object>)curveObject;
timeline.SetCurve(frameIndex, (float)curve[0], (float)curve[1], (float)curve[2], (float)curve[3]);
}
}
}
}

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/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.Collections.Generic;
namespace Spine {
/// <summary>Stores attachments by slot index and attachment name.</summary>
public class Skin {
internal String name;
private Dictionary<KeyValuePair<int, String>, Attachment> attachments =
new Dictionary<KeyValuePair<int, String>, Attachment>(AttachmentComparer.Instance);
public String Name { get { return name; } }
public Skin (String name) {
if (name == null) throw new ArgumentNullException("name cannot be null.");
this.name = name;
}
public void AddAttachment (int slotIndex, String name, Attachment attachment) {
if (attachment == null) throw new ArgumentNullException("attachment cannot be null.");
attachments[new KeyValuePair<int, String>(slotIndex, name)] = attachment;
}
/// <returns>May be null.</returns>
public Attachment GetAttachment (int slotIndex, String name) {
Attachment attachment;
attachments.TryGetValue(new KeyValuePair<int, String>(slotIndex, name), out attachment);
return attachment;
}
public void FindNamesForSlot (int slotIndex, List<String> names) {
if (names == null) throw new ArgumentNullException("names cannot be null.");
foreach (KeyValuePair<int, String> key in attachments.Keys)
if (key.Key == slotIndex) names.Add(key.Value);
}
public void FindAttachmentsForSlot (int slotIndex, List<Attachment> attachments) {
if (attachments == null) throw new ArgumentNullException("attachments cannot be null.");
foreach (KeyValuePair<KeyValuePair<int, String>, Attachment> entry in this.attachments)
if (entry.Key.Key == slotIndex) attachments.Add(entry.Value);
}
override public String ToString () {
return name;
}
/// <summary>Attach all attachments from this skin if the corresponding attachment from the old skin is currently attached.</summary>
internal void AttachAll (Skeleton skeleton, Skin oldSkin) {
foreach (KeyValuePair<KeyValuePair<int, String>, Attachment> entry in oldSkin.attachments) {
int slotIndex = entry.Key.Key;
Slot slot = skeleton.slots[slotIndex];
if (slot.attachment == entry.Value) {
Attachment attachment = GetAttachment(slotIndex, entry.Key.Value);
if (attachment != null) slot.Attachment = attachment;
}
}
}
// Avoids boxing in the dictionary.
private class AttachmentComparer : IEqualityComparer<KeyValuePair<int, String>> {
internal static readonly AttachmentComparer Instance = new AttachmentComparer();
bool IEqualityComparer<KeyValuePair<int, string>>.Equals (KeyValuePair<int, string> o1, KeyValuePair<int, string> o2) {
return o1.Key == o2.Key && o1.Value == o2.Value;
}
int IEqualityComparer<KeyValuePair<int, string>>.GetHashCode (KeyValuePair<int, string> o) {
return o.Key;
}
}
}
}

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/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
namespace Spine {
public class Slot {
internal SlotData data;
internal Bone bone;
internal Skeleton skeleton;
internal float r, g, b, a;
internal float attachmentTime;
internal Attachment attachment;
internal float[] attachmentVertices = new float[0];
internal int attachmentVerticesCount;
public SlotData Data { get { return data; } }
public Bone Bone { get { return bone; } }
public Skeleton Skeleton { get { return skeleton; } }
public float R { get { return r; } set { r = value; } }
public float G { get { return g; } set { g = value; } }
public float B { get { return b; } set { b = value; } }
public float A { get { return a; } set { a = value; } }
/// <summary>May be null.</summary>
public Attachment Attachment {
get {
return attachment;
}
set {
attachment = value;
attachmentTime = skeleton.time;
attachmentVerticesCount = 0;
}
}
public float AttachmentTime {
get {
return skeleton.time - attachmentTime;
}
set {
attachmentTime = skeleton.time - value;
}
}
public float[] AttachmentVertices { get { return attachmentVertices; } set { attachmentVertices = value; } }
public int AttachmentVerticesCount { get { return attachmentVerticesCount; } set { attachmentVerticesCount = value; } }
public Slot (SlotData data, Skeleton skeleton, Bone bone) {
if (data == null) throw new ArgumentNullException("data cannot be null.");
if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null.");
if (bone == null) throw new ArgumentNullException("bone cannot be null.");
this.data = data;
this.skeleton = skeleton;
this.bone = bone;
SetToSetupPose();
}
internal void SetToSetupPose (int slotIndex) {
r = data.r;
g = data.g;
b = data.b;
a = data.a;
Attachment = data.attachmentName == null ? null : skeleton.GetAttachment(slotIndex, data.attachmentName);
attachmentVerticesCount = 0;
}
public void SetToSetupPose () {
SetToSetupPose(skeleton.data.slots.IndexOf(data));
}
override public String ToString () {
return data.name;
}
}
}

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/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
namespace Spine {
public class SlotData {
internal String name;
internal BoneData boneData;
internal float r = 1, g = 1, b = 1, a = 1;
internal String attachmentName;
internal bool additiveBlending;
public String Name { get { return name; } }
public BoneData BoneData { get { return boneData; } }
public float R { get { return r; } set { r = value; } }
public float G { get { return g; } set { g = value; } }
public float B { get { return b; } set { b = value; } }
public float A { get { return a; } set { a = value; } }
/// <summary>May be null.</summary>
public String AttachmentName { get { return attachmentName; } set { attachmentName = value; } }
public bool AdditiveBlending { get { return additiveBlending; } set { additiveBlending = value; } }
public SlotData (String name, BoneData boneData) {
if (name == null) throw new ArgumentNullException("name cannot be null.");
if (boneData == null) throw new ArgumentNullException("boneData cannot be null.");
this.name = name;
this.boneData = boneData;
}
override public String ToString () {
return name;
}
}
}

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