mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
Added binary format support for C#.
Also fixed up line endings.
This commit is contained in:
parent
f9e0e103b8
commit
d0625e06a0
@ -75,6 +75,7 @@
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<Compile Include="src\Skeleton.cs" />
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<Compile Include="src\SkeletonData.cs" />
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<Compile Include="src\SkeletonJson.cs" />
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<Compile Include="src\SkeletonBinary.cs" />
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<Compile Include="src\Skin.cs" />
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<Compile Include="src\Slot.cs" />
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<Compile Include="src\SlotData.cs" />
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@ -111,6 +111,7 @@
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<Compile Include="src\EventData.cs" />
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<Compile Include="src\Json.cs" />
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<Compile Include="src\Skeleton.cs" />
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<Compile Include="src\SkeletonBinary.cs" />
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<Compile Include="src\SkeletonBounds.cs" />
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<Compile Include="src\SkeletonData.cs" />
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<Compile Include="src\SkeletonJson.cs" />
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@ -365,7 +365,7 @@ namespace Spine {
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}
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/// <summary>Sets the time and value of the specified keyframe.</summary>
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public void setFrame (int frameIndex, float time, float r, float g, float b, float a) {
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public void SetFrame (int frameIndex, float time, float r, float g, float b, float a) {
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frameIndex *= 5;
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frames[frameIndex] = time;
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frames[frameIndex + 1] = r;
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@ -433,7 +433,7 @@ namespace Spine {
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}
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/// <summary>Sets the time and value of the specified keyframe.</summary>
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public void setFrame (int frameIndex, float time, String attachmentName) {
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public void SetFrame (int frameIndex, float time, String attachmentName) {
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frames[frameIndex] = time;
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attachmentNames[frameIndex] = attachmentName;
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}
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@ -469,7 +469,7 @@ namespace Spine {
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}
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/// <summary>Sets the time and value of the specified keyframe.</summary>
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public void setFrame (int frameIndex, float time, Event e) {
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public void SetFrame (int frameIndex, float time, Event e) {
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frames[frameIndex] = time;
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events[frameIndex] = e;
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}
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@ -518,7 +518,7 @@ namespace Spine {
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/// <summary>Sets the time and value of the specified keyframe.</summary>
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/// <param name="drawOrder">May be null to use bind pose draw order.</param>
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public void setFrame (int frameIndex, float time, int[] drawOrder) {
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public void SetFrame (int frameIndex, float time, int[] drawOrder) {
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frames[frameIndex] = time;
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drawOrders[frameIndex] = drawOrder;
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}
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@ -564,7 +564,7 @@ namespace Spine {
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}
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/// <summary>Sets the time and value of the specified keyframe.</summary>
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public void setFrame (int frameIndex, float time, float[] vertices) {
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public void SetFrame (int frameIndex, float time, float[] vertices) {
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frames[frameIndex] = time;
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frameVertices[frameIndex] = vertices;
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}
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@ -641,7 +641,7 @@ namespace Spine {
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}
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/** Sets the time, mix and bend direction of the specified keyframe. */
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public void setFrame (int frameIndex, float time, float mix, int bendDirection) {
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public void SetFrame (int frameIndex, float time, float mix, int bendDirection) {
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frameIndex *= 3;
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frames[frameIndex] = time;
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frames[frameIndex + 1] = mix;
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663
spine-csharp/src/SkeletonBinary.cs
Normal file
663
spine-csharp/src/SkeletonBinary.cs
Normal file
@ -0,0 +1,663 @@
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/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.1
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*
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to install, execute and perform the Spine Runtimes
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* Software (the "Software") solely for internal use. Without the written
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* permission of Esoteric Software (typically granted by licensing Spine), you
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* may not (a) modify, translate, adapt or otherwise create derivative works,
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* improvements of the Software or develop new applications using the Software
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* or (b) remove, delete, alter or obscure any trademarks or any copyright,
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* trademark, patent or other intellectual property or proprietary rights
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* notices on or in the Software, including any copy thereof. Redistributions
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* in binary or source form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.IO;
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using System.Collections.Generic;
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#if WINDOWS_STOREAPP
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using System.Threading.Tasks;
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using Windows.Storage;
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#endif
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namespace Spine {
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public class SkeletonBinary {
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public const int TIMELINE_SCALE = 0;
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public const int TIMELINE_ROTATE = 1;
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public const int TIMELINE_TRANSLATE = 2;
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public const int TIMELINE_ATTACHMENT = 3;
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public const int TIMELINE_COLOR = 4;
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public const int TIMELINE_FLIPX = 5;
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public const int TIMELINE_FLIPY = 6;
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public const int CURVE_LINEAR = 0;
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public const int CURVE_STEPPED = 1;
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public const int CURVE_BEZIER = 2;
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private AttachmentLoader attachmentLoader;
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public float Scale { get; set; }
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private char[] chars = new char[32];
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private byte[] buffer = new byte[4];
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public SkeletonBinary (params Atlas[] atlasArray)
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: this(new AtlasAttachmentLoader(atlasArray)) {
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}
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public SkeletonBinary (AttachmentLoader attachmentLoader) {
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if (attachmentLoader == null) throw new ArgumentNullException("attachmentLoader cannot be null.");
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this.attachmentLoader = attachmentLoader;
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Scale = 1;
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}
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#if WINDOWS_STOREAPP
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private async Task<SkeletonData> ReadFile(string path) {
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var folder = Windows.ApplicationModel.Package.Current.InstalledLocation;
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using (var input = new BufferedStream(await folder.GetFileAsync(path).AsTask().ConfigureAwait(false))) {
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SkeletonData skeletonData = ReadSkeletonData(input);
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skeletonData.Name = Path.GetFileNameWithoutExtension(path);
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return skeletonData;
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}
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}
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public SkeletonData ReadSkeletonData (String path) {
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return this.ReadFile(path).Result;
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}
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#else
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public SkeletonData ReadSkeletonData (String path) {
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#if WINDOWS_PHONE
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using (var input = new BufferedStream(Microsoft.Xna.Framework.TitleContainer.OpenStream(path)))
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{
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#else
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using (var input = new BufferedStream(new FileStream(path, FileMode.Open))) {
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#endif
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SkeletonData skeletonData = ReadSkeletonData(input);
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skeletonData.name = Path.GetFileNameWithoutExtension(path);
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return skeletonData;
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}
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}
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#endif
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public SkeletonData ReadSkeletonData (BufferedStream input) {
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if (input == null) throw new ArgumentNullException("input cannot be null.");
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float scale = Scale;
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var skeletonData = new SkeletonData();
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skeletonData.hash = ReadString(input);
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if (skeletonData.hash.Length == 0) skeletonData.hash = null;
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skeletonData.version = ReadString(input);
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if (skeletonData.version.Length == 0) skeletonData.version = null;
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skeletonData.width = ReadFloat(input);
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skeletonData.height = ReadFloat(input);
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bool nonessential = ReadBoolean(input);
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if (nonessential) {
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skeletonData.imagesPath = ReadString(input);
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if (skeletonData.imagesPath.Length == 0) skeletonData.imagesPath = null;
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}
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// Bones.
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for (int i = 0, n = ReadInt(input, true); i < n; i++) {
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String name = ReadString(input);
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BoneData parent = null;
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int parentIndex = ReadInt(input, true) - 1;
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if (parentIndex != -1) parent = skeletonData.bones[parentIndex];
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BoneData boneData = new BoneData(name, parent);
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boneData.x = ReadFloat(input) * scale;
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boneData.y = ReadFloat(input) * scale;
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boneData.scaleX = ReadFloat(input);
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boneData.scaleY = ReadFloat(input);
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boneData.rotation = ReadFloat(input);
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boneData.length = ReadFloat(input) * scale;
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boneData.flipX = ReadBoolean(input);
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boneData.flipY = ReadBoolean(input);
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boneData.inheritScale = ReadBoolean(input);
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boneData.inheritRotation = ReadBoolean(input);
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if (nonessential) ReadInt(input); // Skip bone color.
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skeletonData.bones.Add(boneData);
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}
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// IK constraints.
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for (int i = 0, n = ReadInt(input, true); i < n; i++) {
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IkConstraintData ikConstraintData = new IkConstraintData(ReadString(input));
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for (int ii = 0, nn = ReadInt(input, true); ii < nn; ii++)
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ikConstraintData.bones.Add(skeletonData.bones[ReadInt(input, true)]);
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ikConstraintData.target = skeletonData.bones[ReadInt(input, true)];
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ikConstraintData.mix = ReadFloat(input);
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ikConstraintData.bendDirection = ReadSByte(input);
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skeletonData.ikConstraints.Add(ikConstraintData);
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}
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// Slots.
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for (int i = 0, n = ReadInt(input, true); i < n; i++) {
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String slotName = ReadString(input);
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BoneData boneData = skeletonData.bones[ReadInt(input, true)];
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SlotData slotData = new SlotData(slotName, boneData);
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int color = ReadInt(input);
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slotData.r = ((color & 0xff000000) >> 24) / 255f;
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slotData.g = ((color & 0x00ff0000) >> 16) / 255f;
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slotData.b = ((color & 0x0000ff00) >> 8) / 255f;
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slotData.a = ((color & 0x000000ff)) / 255f;
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slotData.attachmentName = ReadString(input);
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slotData.additiveBlending = ReadBoolean(input);
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skeletonData.slots.Add(slotData);
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}
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// Default skin.
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Skin defaultSkin = ReadSkin(input, "default", nonessential);
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if (defaultSkin != null) {
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skeletonData.defaultSkin = defaultSkin;
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skeletonData.skins.Add(defaultSkin);
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}
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// Skins.
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for (int i = 0, n = ReadInt(input, true); i < n; i++)
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skeletonData.skins.Add(ReadSkin(input, ReadString(input), nonessential));
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// Events.
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for (int i = 0, n = ReadInt(input, true); i < n; i++) {
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EventData eventData = new EventData(ReadString(input));
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eventData.Int = ReadInt(input, false);
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eventData.Float = ReadFloat(input);
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eventData.String = ReadString(input);
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skeletonData.events.Add(eventData);
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}
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// Animations.
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for (int i = 0, n = ReadInt(input, true); i < n; i++)
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ReadAnimation(ReadString(input), input, skeletonData);
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skeletonData.bones.TrimExcess();
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skeletonData.slots.TrimExcess();
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skeletonData.skins.TrimExcess();
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skeletonData.events.TrimExcess();
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skeletonData.animations.TrimExcess();
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skeletonData.ikConstraints.TrimExcess();
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return skeletonData;
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}
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/** @return May be null. */
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private Skin ReadSkin (BufferedStream input, String skinName, bool nonessential) {
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int slotCount = ReadInt(input, true);
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if (slotCount == 0) return null;
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Skin skin = new Skin(skinName);
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for (int i = 0; i < slotCount; i++) {
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int slotIndex = ReadInt(input, true);
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for (int ii = 0, nn = ReadInt(input, true); ii < nn; ii++) {
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String name = ReadString(input);
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skin.AddAttachment(slotIndex, name, ReadAttachment(input, skin, name, nonessential));
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}
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}
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return skin;
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}
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private Attachment ReadAttachment (BufferedStream input, Skin skin, String attachmentName, bool nonessential) {
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float scale = Scale;
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String name = ReadString(input);
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if (name == null) name = attachmentName;
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switch ((AttachmentType)input.ReadByte()) {
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case AttachmentType.region: {
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String path = ReadString(input);
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if (path == null) path = name;
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RegionAttachment region = attachmentLoader.NewRegionAttachment(skin, name, path);
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if (region == null) return null;
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region.Path = path;
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region.x = ReadFloat(input) * scale;
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region.y = ReadFloat(input) * scale;
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region.scaleX = ReadFloat(input);
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region.scaleY = ReadFloat(input);
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region.rotation = ReadFloat(input);
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region.width = ReadFloat(input) * scale;
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region.height = ReadFloat(input) * scale;
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int color = ReadInt(input);
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region.r = ((color & 0xff000000) >> 24) / 255f;
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region.g = ((color & 0x00ff0000) >> 16) / 255f;
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region.b = ((color & 0x0000ff00) >> 8) / 255f;
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region.a = ((color & 0x000000ff)) / 255f;
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region.UpdateOffset();
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return region;
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}
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case AttachmentType.boundingbox: {
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BoundingBoxAttachment box = attachmentLoader.NewBoundingBoxAttachment(skin, name);
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if (box == null) return null;
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box.vertices = ReadFloatArray(input, scale);
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return box;
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}
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case AttachmentType.mesh: {
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String path = ReadString(input);
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if (path == null) path = name;
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MeshAttachment mesh = attachmentLoader.NewMeshAttachment(skin, name, path);
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if (mesh == null) return null;
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mesh.Path = path;
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mesh.regionUVs = ReadFloatArray(input, 1);
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mesh.triangles = ReadShortArray(input);
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mesh.vertices = ReadFloatArray(input, scale);
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mesh.UpdateUVs();
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int color = ReadInt(input);
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mesh.r = ((color & 0xff000000) >> 24) / 255f;
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mesh.g = ((color & 0x00ff0000) >> 16) / 255f;
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mesh.b = ((color & 0x0000ff00) >> 8) / 255f;
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mesh.a = ((color & 0x000000ff)) / 255f;
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mesh.HullLength = ReadInt(input, true) * 2;
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if (nonessential) {
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mesh.Edges = ReadIntArray(input);
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mesh.Width = ReadFloat(input) * scale;
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mesh.Height = ReadFloat(input) * scale;
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}
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return mesh;
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}
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case AttachmentType.skinnedmesh: {
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String path = ReadString(input);
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if (path == null) path = name;
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SkinnedMeshAttachment mesh = attachmentLoader.NewSkinnedMeshAttachment(skin, name, path);
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if (mesh == null) return null;
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mesh.Path = path;
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float[] uvs = ReadFloatArray(input, 1);
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int[] triangles = ReadShortArray(input);
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int vertexCount = ReadInt(input, true);
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var weights = new List<float>(uvs.Length * 3 * 3);
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var bones = new List<int>(uvs.Length * 3);
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for (int i = 0; i < vertexCount; i++) {
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int boneCount = (int)ReadFloat(input);
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bones.Add(boneCount);
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for (int nn = i + boneCount * 4; i < nn; i += 4) {
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bones.Add((int)ReadFloat(input));
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weights.Add(ReadFloat(input) * scale);
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weights.Add(ReadFloat(input) * scale);
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weights.Add(ReadFloat(input));
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}
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}
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mesh.bones = bones.ToArray();
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mesh.weights = weights.ToArray();
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mesh.triangles = triangles;
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mesh.regionUVs = uvs;
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mesh.UpdateUVs();
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int color = ReadInt(input);
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mesh.r = ((color & 0xff000000) >> 24) / 255f;
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mesh.g = ((color & 0x00ff0000) >> 16) / 255f;
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mesh.b = ((color & 0x0000ff00) >> 8) / 255f;
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mesh.a = ((color & 0x000000ff)) / 255f;
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mesh.HullLength = ReadInt(input, true) * 2;
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if (nonessential) {
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mesh.Edges = ReadIntArray(input);
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mesh.Width = ReadFloat(input) * scale;
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mesh.Height = ReadFloat(input) * scale;
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}
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return mesh;
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}
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}
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return null;
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}
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private float[] ReadFloatArray (BufferedStream input, float scale) {
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int n = ReadInt(input, true);
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float[] array = new float[n];
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if (scale == 1) {
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for (int i = 0; i < n; i++)
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array[i] = ReadFloat(input);
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} else {
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for (int i = 0; i < n; i++)
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array[i] = ReadFloat(input) * scale;
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}
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return array;
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}
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private int[] ReadShortArray (BufferedStream input) {
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int n = ReadInt(input, true);
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int[] array = new int[n];
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for (int i = 0; i < n; i++)
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array[i] = (input.ReadByte() << 8) + input.ReadByte();
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return array;
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}
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private int[] ReadIntArray (BufferedStream input) {
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int n = ReadInt(input, true);
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int[] array = new int[n];
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for (int i = 0; i < n; i++)
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array[i] = ReadInt(input, true);
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return array;
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}
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private void ReadAnimation (String name, BufferedStream input, SkeletonData skeletonData) {
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var timelines = new List<Timeline>();
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float scale = Scale;
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float duration = 0;
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// Slot timelines.
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for (int i = 0, n = ReadInt(input, true); i < n; i++) {
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int slotIndex = ReadInt(input, true);
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for (int ii = 0, nn = ReadInt(input, true); ii < nn; ii++) {
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int timelineType = input.ReadByte();
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int frameCount = ReadInt(input, true);
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switch (timelineType) {
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case TIMELINE_COLOR: {
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ColorTimeline timeline = new ColorTimeline(frameCount);
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timeline.slotIndex = slotIndex;
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for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
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float time = ReadFloat(input);
|
||||
int color = ReadInt(input);
|
||||
float r = ((color & 0xff000000) >> 24) / 255f;
|
||||
float g = ((color & 0x00ff0000) >> 16) / 255f;
|
||||
float b = ((color & 0x0000ff00) >> 8) / 255f;
|
||||
float a = ((color & 0x000000ff)) / 255f;
|
||||
timeline.SetFrame(frameIndex, time, r, g, b, a);
|
||||
if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
|
||||
}
|
||||
timelines.Add(timeline);
|
||||
duration = Math.Max(duration, timeline.frames[frameCount * 5 - 5]);
|
||||
break;
|
||||
}
|
||||
case TIMELINE_ATTACHMENT: {
|
||||
AttachmentTimeline timeline = new AttachmentTimeline(frameCount);
|
||||
timeline.slotIndex = slotIndex;
|
||||
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
|
||||
timeline.SetFrame(frameIndex, ReadFloat(input), ReadString(input));
|
||||
timelines.Add(timeline);
|
||||
duration = Math.Max(duration, timeline.frames[frameCount - 1]);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Bone timelines.
|
||||
for (int i = 0, n = ReadInt(input, true); i < n; i++) {
|
||||
int boneIndex = ReadInt(input, true);
|
||||
for (int ii = 0, nn = ReadInt(input, true); ii < nn; ii++) {
|
||||
int timelineType = input.ReadByte();
|
||||
int frameCount = ReadInt(input, true);
|
||||
switch (timelineType) {
|
||||
case TIMELINE_ROTATE: {
|
||||
RotateTimeline timeline = new RotateTimeline(frameCount);
|
||||
timeline.boneIndex = boneIndex;
|
||||
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
|
||||
timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input));
|
||||
if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
|
||||
}
|
||||
timelines.Add(timeline);
|
||||
duration = Math.Max(duration, timeline.frames[frameCount * 2 - 2]);
|
||||
break;
|
||||
}
|
||||
case TIMELINE_TRANSLATE:
|
||||
case TIMELINE_SCALE: {
|
||||
TranslateTimeline timeline;
|
||||
float timelineScale = 1;
|
||||
if (timelineType == TIMELINE_SCALE)
|
||||
timeline = new ScaleTimeline(frameCount);
|
||||
else {
|
||||
timeline = new TranslateTimeline(frameCount);
|
||||
timelineScale = scale;
|
||||
}
|
||||
timeline.boneIndex = boneIndex;
|
||||
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
|
||||
timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input) * timelineScale, ReadFloat(input)
|
||||
* timelineScale);
|
||||
if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
|
||||
}
|
||||
timelines.Add(timeline);
|
||||
duration = Math.Max(duration, timeline.frames[frameCount * 3 - 3]);
|
||||
break;
|
||||
}
|
||||
case TIMELINE_FLIPX:
|
||||
case TIMELINE_FLIPY: {
|
||||
FlipXTimeline timeline = timelineType == TIMELINE_FLIPX ? new FlipXTimeline(frameCount) : new FlipYTimeline(
|
||||
frameCount);
|
||||
timeline.boneIndex = boneIndex;
|
||||
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
|
||||
timeline.SetFrame(frameIndex, ReadFloat(input), ReadBoolean(input));
|
||||
timelines.Add(timeline);
|
||||
duration = Math.Max(duration, timeline.frames[frameCount * 2 - 2]);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// IK timelines.
|
||||
for (int i = 0, n = ReadInt(input, true); i < n; i++) {
|
||||
IkConstraintData ikConstraint = skeletonData.ikConstraints[ReadInt(input, true)];
|
||||
int frameCount = ReadInt(input, true);
|
||||
IkConstraintTimeline timeline = new IkConstraintTimeline(frameCount);
|
||||
timeline.ikConstraintIndex = skeletonData.ikConstraints.IndexOf(ikConstraint);
|
||||
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
|
||||
timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadSByte(input));
|
||||
if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
|
||||
}
|
||||
timelines.Add(timeline);
|
||||
duration = Math.Max(duration, timeline.frames[frameCount * 3 - 3]);
|
||||
}
|
||||
|
||||
// FFD timelines.
|
||||
for (int i = 0, n = ReadInt(input, true); i < n; i++) {
|
||||
Skin skin = skeletonData.skins[ReadInt(input, true)];
|
||||
for (int ii = 0, nn = ReadInt(input, true); ii < nn; ii++) {
|
||||
int slotIndex = ReadInt(input, true);
|
||||
for (int iii = 0, nnn = ReadInt(input, true); iii < nnn; iii++) {
|
||||
Attachment attachment = skin.GetAttachment(slotIndex, ReadString(input));
|
||||
int frameCount = ReadInt(input, true);
|
||||
FFDTimeline timeline = new FFDTimeline(frameCount);
|
||||
timeline.slotIndex = slotIndex;
|
||||
timeline.attachment = attachment;
|
||||
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
|
||||
float time = ReadFloat(input);
|
||||
|
||||
float[] vertices;
|
||||
int vertexCount;
|
||||
if (attachment is MeshAttachment)
|
||||
vertexCount = ((MeshAttachment)attachment).vertices.Length;
|
||||
else
|
||||
vertexCount = ((SkinnedMeshAttachment)attachment).weights.Length / 3 * 2;
|
||||
|
||||
int end = ReadInt(input, true);
|
||||
if (end == 0) {
|
||||
if (attachment is MeshAttachment)
|
||||
vertices = ((MeshAttachment)attachment).vertices;
|
||||
else
|
||||
vertices = new float[vertexCount];
|
||||
} else {
|
||||
vertices = new float[vertexCount];
|
||||
int start = ReadInt(input, true);
|
||||
end += start;
|
||||
if (scale == 1) {
|
||||
for (int v = start; v < end; v++)
|
||||
vertices[v] = ReadFloat(input);
|
||||
} else {
|
||||
for (int v = start; v < end; v++)
|
||||
vertices[v] = ReadFloat(input) * scale;
|
||||
}
|
||||
if (attachment is MeshAttachment) {
|
||||
float[] meshVertices = ((MeshAttachment)attachment).vertices;
|
||||
for (int v = 0, vn = vertices.Length; v < vn; v++)
|
||||
vertices[v] += meshVertices[v];
|
||||
}
|
||||
}
|
||||
|
||||
timeline.SetFrame(frameIndex, time, vertices);
|
||||
if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
|
||||
}
|
||||
timelines.Add(timeline);
|
||||
duration = Math.Max(duration, timeline.frames[frameCount - 1]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Draw order timeline.
|
||||
int drawOrderCount = ReadInt(input, true);
|
||||
if (drawOrderCount > 0) {
|
||||
DrawOrderTimeline timeline = new DrawOrderTimeline(drawOrderCount);
|
||||
int slotCount = skeletonData.slots.Count;
|
||||
for (int i = 0; i < drawOrderCount; i++) {
|
||||
int offsetCount = ReadInt(input, true);
|
||||
int[] drawOrder = new int[slotCount];
|
||||
for (int ii = slotCount - 1; ii >= 0; ii--)
|
||||
drawOrder[ii] = -1;
|
||||
int[] unchanged = new int[slotCount - offsetCount];
|
||||
int originalIndex = 0, unchangedIndex = 0;
|
||||
for (int ii = 0; ii < offsetCount; ii++) {
|
||||
int slotIndex = ReadInt(input, true);
|
||||
// Collect unchanged items.
|
||||
while (originalIndex != slotIndex)
|
||||
unchanged[unchangedIndex++] = originalIndex++;
|
||||
// Set changed items.
|
||||
drawOrder[originalIndex + ReadInt(input, true)] = originalIndex++;
|
||||
}
|
||||
// Collect remaining unchanged items.
|
||||
while (originalIndex < slotCount)
|
||||
unchanged[unchangedIndex++] = originalIndex++;
|
||||
// Fill in unchanged items.
|
||||
for (int ii = slotCount - 1; ii >= 0; ii--)
|
||||
if (drawOrder[ii] == -1) drawOrder[ii] = unchanged[--unchangedIndex];
|
||||
timeline.SetFrame(i, ReadFloat(input), drawOrder);
|
||||
}
|
||||
timelines.Add(timeline);
|
||||
duration = Math.Max(duration, timeline.frames[drawOrderCount - 1]);
|
||||
}
|
||||
|
||||
// Event timeline.
|
||||
int eventCount = ReadInt(input, true);
|
||||
if (eventCount > 0) {
|
||||
EventTimeline timeline = new EventTimeline(eventCount);
|
||||
for (int i = 0; i < eventCount; i++) {
|
||||
float time = ReadFloat(input);
|
||||
EventData eventData = skeletonData.events[ReadInt(input, true)];
|
||||
Event e = new Event(eventData);
|
||||
e.Int = ReadInt(input, false);
|
||||
e.Float = ReadFloat(input);
|
||||
e.String = ReadBoolean(input) ? ReadString(input) : eventData.String;
|
||||
timeline.SetFrame(i, time, e);
|
||||
}
|
||||
timelines.Add(timeline);
|
||||
duration = Math.Max(duration, timeline.frames[eventCount - 1]);
|
||||
}
|
||||
|
||||
timelines.TrimExcess();
|
||||
skeletonData.animations.Add(new Animation(name, timelines, duration));
|
||||
}
|
||||
|
||||
private void ReadCurve (BufferedStream input, int frameIndex, CurveTimeline timeline) {
|
||||
switch (input.ReadByte()) {
|
||||
case CURVE_STEPPED:
|
||||
timeline.SetStepped(frameIndex);
|
||||
break;
|
||||
case CURVE_BEZIER:
|
||||
timeline.SetCurve(frameIndex, ReadFloat(input), ReadFloat(input), ReadFloat(input), ReadFloat(input));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private sbyte ReadSByte (BufferedStream input) {
|
||||
int value = input.ReadByte();
|
||||
if (value == -1) throw new EndOfStreamException();
|
||||
return (sbyte)value;
|
||||
}
|
||||
|
||||
private bool ReadBoolean (BufferedStream input) {
|
||||
return input.ReadByte() != 0;
|
||||
}
|
||||
|
||||
private float ReadFloat (BufferedStream input) {
|
||||
buffer[3] = (byte)input.ReadByte();
|
||||
buffer[2] = (byte)input.ReadByte();
|
||||
buffer[1] = (byte)input.ReadByte();
|
||||
buffer[0] = (byte)input.ReadByte();
|
||||
return BitConverter.ToSingle(buffer, 0);
|
||||
}
|
||||
|
||||
private int ReadInt (BufferedStream input) {
|
||||
return (input.ReadByte() << 24) + (input.ReadByte() << 16) + (input.ReadByte() << 8) + input.ReadByte();
|
||||
}
|
||||
|
||||
private int ReadInt (BufferedStream input, bool optimizePositive) {
|
||||
int b = input.ReadByte();
|
||||
int result = b & 0x7F;
|
||||
if ((b & 0x80) != 0) {
|
||||
b = input.ReadByte();
|
||||
result |= (b & 0x7F) << 7;
|
||||
if ((b & 0x80) != 0) {
|
||||
b = input.ReadByte();
|
||||
result |= (b & 0x7F) << 14;
|
||||
if ((b & 0x80) != 0) {
|
||||
b = input.ReadByte();
|
||||
result |= (b & 0x7F) << 21;
|
||||
if ((b & 0x80) != 0) {
|
||||
b = input.ReadByte();
|
||||
result |= (b & 0x7F) << 28;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return optimizePositive ? result : ((result >> 1) ^ -(result & 1));
|
||||
}
|
||||
|
||||
private string ReadString (BufferedStream input) {
|
||||
int charCount = ReadInt(input, true);
|
||||
switch (charCount) {
|
||||
case 0:
|
||||
return null;
|
||||
case 1:
|
||||
return "";
|
||||
}
|
||||
charCount--;
|
||||
char[] chars = this.chars;
|
||||
if (chars.Length < charCount) this.chars = chars = new char[charCount];
|
||||
// Try to read 7 bit ASCII chars.
|
||||
int charIndex = 0;
|
||||
int b = 0;
|
||||
while (charIndex < charCount) {
|
||||
b = input.ReadByte();
|
||||
if (b > 127) break;
|
||||
chars[charIndex++] = (char)b;
|
||||
}
|
||||
// If a char was not ASCII, finish with slow path.
|
||||
if (charIndex < charCount) ReadUtf8_slow(input, charCount, charIndex, b);
|
||||
return new String(chars, 0, charCount);
|
||||
}
|
||||
|
||||
private void ReadUtf8_slow (BufferedStream input, int charCount, int charIndex, int b) {
|
||||
char[] chars = this.chars;
|
||||
while (true) {
|
||||
switch (b >> 4) {
|
||||
case 0:
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
case 7:
|
||||
chars[charIndex] = (char)b;
|
||||
break;
|
||||
case 12:
|
||||
case 13:
|
||||
chars[charIndex] = (char)((b & 0x1F) << 6 | input.ReadByte() & 0x3F);
|
||||
break;
|
||||
case 14:
|
||||
chars[charIndex] = (char)((b & 0x0F) << 12 | (input.ReadByte() & 0x3F) << 6 | input.ReadByte() & 0x3F);
|
||||
break;
|
||||
}
|
||||
if (++charIndex >= charCount) break;
|
||||
b = input.ReadByte() & 0xFF;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -42,7 +42,7 @@ namespace Spine {
|
||||
internal List<Animation> animations = new List<Animation>();
|
||||
internal List<IkConstraintData> ikConstraints = new List<IkConstraintData>();
|
||||
internal float width, height;
|
||||
internal String version, hash;
|
||||
internal String version, hash, imagesPath;
|
||||
|
||||
public String Name { get { return name; } set { name = value; } }
|
||||
public List<BoneData> Bones { get { return bones; } } // Ordered parents first.
|
||||
|
||||
@ -70,8 +70,7 @@ namespace Spine {
|
||||
public SkeletonData ReadSkeletonData (String path) {
|
||||
#if WINDOWS_PHONE
|
||||
Stream stream = Microsoft.Xna.Framework.TitleContainer.OpenStream(path);
|
||||
using (StreamReader reader = new StreamReader(stream))
|
||||
{
|
||||
using (StreamReader reader = new StreamReader(stream)) {
|
||||
#else
|
||||
using (StreamReader reader = new StreamReader(path)) {
|
||||
#endif
|
||||
@ -209,7 +208,9 @@ namespace Spine {
|
||||
skeletonData.bones.TrimExcess();
|
||||
skeletonData.slots.TrimExcess();
|
||||
skeletonData.skins.TrimExcess();
|
||||
skeletonData.events.TrimExcess();
|
||||
skeletonData.animations.TrimExcess();
|
||||
skeletonData.ikConstraints.TrimExcess();
|
||||
return skeletonData;
|
||||
}
|
||||
|
||||
@ -369,7 +370,7 @@ namespace Spine {
|
||||
return (String)map[name];
|
||||
}
|
||||
|
||||
public static float ToColor (String hexString, int colorIndex) {
|
||||
private 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;
|
||||
@ -397,7 +398,7 @@ namespace Spine {
|
||||
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));
|
||||
timeline.SetFrame(frameIndex, time, ToColor(c, 0), ToColor(c, 1), ToColor(c, 2), ToColor(c, 3));
|
||||
ReadCurve(timeline, frameIndex, valueMap);
|
||||
frameIndex++;
|
||||
}
|
||||
@ -411,7 +412,7 @@ namespace Spine {
|
||||
int frameIndex = 0;
|
||||
foreach (Dictionary<String, Object> valueMap in values) {
|
||||
float time = (float)valueMap["time"];
|
||||
timeline.setFrame(frameIndex++, time, (String)valueMap["name"]);
|
||||
timeline.SetFrame(frameIndex++, time, (String)valueMap["name"]);
|
||||
}
|
||||
timelines.Add(timeline);
|
||||
duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
|
||||
@ -502,7 +503,7 @@ namespace Spine {
|
||||
float time = (float)valueMap["time"];
|
||||
float mix = valueMap.ContainsKey("mix") ? (float)valueMap["mix"] : 1;
|
||||
bool bendPositive = valueMap.ContainsKey("bendPositive") ? (bool)valueMap["bendPositive"] : true;
|
||||
timeline.setFrame(frameIndex, time, mix, bendPositive ? 1 : -1);
|
||||
timeline.SetFrame(frameIndex, time, mix, bendPositive ? 1 : -1);
|
||||
ReadCurve(timeline, frameIndex, valueMap);
|
||||
frameIndex++;
|
||||
}
|
||||
@ -556,7 +557,7 @@ namespace Spine {
|
||||
}
|
||||
}
|
||||
|
||||
timeline.setFrame(frameIndex, (float)valueMap["time"], vertices);
|
||||
timeline.SetFrame(frameIndex, (float)valueMap["time"], vertices);
|
||||
ReadCurve(timeline, frameIndex, valueMap);
|
||||
frameIndex++;
|
||||
}
|
||||
@ -598,7 +599,7 @@ namespace Spine {
|
||||
for (int i = slotCount - 1; i >= 0; i--)
|
||||
if (drawOrder[i] == -1) drawOrder[i] = unchanged[--unchangedIndex];
|
||||
}
|
||||
timeline.setFrame(frameIndex++, (float)drawOrderMap["time"], drawOrder);
|
||||
timeline.SetFrame(frameIndex++, (float)drawOrderMap["time"], drawOrder);
|
||||
}
|
||||
timelines.Add(timeline);
|
||||
duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
|
||||
@ -615,7 +616,7 @@ namespace Spine {
|
||||
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);
|
||||
timeline.SetFrame(frameIndex++, (float)eventMap["time"], e);
|
||||
}
|
||||
timelines.Add(timeline);
|
||||
duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
|
||||
|
||||
BIN
spine-xna/example/data/raptor.skel
Normal file
BIN
spine-xna/example/data/raptor.skel
Normal file
Binary file not shown.
@ -76,12 +76,25 @@ namespace Spine {
|
||||
// String name = "spineboy";
|
||||
// String name = "goblins-mesh";
|
||||
String name = "raptor";
|
||||
bool binaryData = true;
|
||||
|
||||
Atlas atlas = new Atlas(assetsFolder + name + ".atlas", new XnaTextureLoader(GraphicsDevice));
|
||||
|
||||
float scale = 1;
|
||||
if (name == "spineboy") scale = 0.6f;
|
||||
if (name == "raptor") scale = 0.5f;
|
||||
|
||||
SkeletonData skeletonData;
|
||||
if (binaryData) {
|
||||
SkeletonBinary binary = new SkeletonBinary(atlas);
|
||||
binary.Scale = scale;
|
||||
skeletonData = binary.ReadSkeletonData(assetsFolder + name + ".skel");
|
||||
} else {
|
||||
SkeletonJson json = new SkeletonJson(atlas);
|
||||
if (name == "spineboy") json.Scale = 0.6f;
|
||||
if (name == "raptor") json.Scale = 0.5f;
|
||||
skeleton = new Skeleton(json.ReadSkeletonData(assetsFolder + name + ".json"));
|
||||
json.Scale = scale;
|
||||
skeletonData = json.ReadSkeletonData(assetsFolder + name + ".json");
|
||||
}
|
||||
skeleton = new Skeleton(skeletonData);
|
||||
if (name == "goblins-mesh") skeleton.SetSkin("goblin");
|
||||
|
||||
// Define mixing between animations.
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user