spine-runtimes/spine-lua/SkeletonJson.lua

861 lines
32 KiB
Lua

-------------------------------------------------------------------------------
-- Spine Runtimes Software License v2.5
--
-- Copyright (c) 2013-2016, Esoteric Software
-- All rights reserved.
--
-- You are granted a perpetual, non-exclusive, non-sublicensable, and
-- non-transferable license to use, install, execute, and perform the Spine
-- Runtimes software and derivative works solely for personal or internal
-- use. Without the written permission of Esoteric Software (see Section 2 of
-- the Spine Software License Agreement), you may not (a) modify, translate,
-- adapt, or develop new applications using the Spine Runtimes or otherwise
-- create derivative works or improvements of the Spine Runtimes 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 SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
-- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
-- USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
-- IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
-- ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
-- POSSIBILITY OF SUCH DAMAGE.
-------------------------------------------------------------------------------
local table_insert = table.insert
local SkeletonData = require "spine-lua.SkeletonData"
local BoneData = require "spine-lua.BoneData"
local SlotData = require "spine-lua.SlotData"
local Skin = require "spine-lua.Skin"
local AttachmentLoader = require "spine-lua.AttachmentLoader"
local Animation = require "spine-lua.Animation"
local IkConstraintData = require "spine-lua.IkConstraintData"
local IkConstraint = require "spine-lua.IkConstraint"
local PathConstraintData = require "spine-lua.PathConstraintData"
local PathConstraint = require "spine-lua.PathConstraint"
local TransformConstraintData = require "spine-lua.TransformConstraintData"
local TransformConstraint = require "spine-lua.TransformConstraint"
local EventData = require "spine-lua.EventData"
local Event = require "spine-lua.Event"
local AttachmentType = require "spine-lua.attachments.AttachmentType"
local BlendMode = require "spine-lua.BlendMode"
local TransformMode = require "spine-lua.TransformMode"
local utils = require "spine-lua.utils"
local Color = require "spine-lua.Color"
local SkeletonJson = {}
function SkeletonJson.new (attachmentLoader)
if not attachmentLoader then attachmentLoader = AttachmentLoader.new() end
local self = {
attachmentLoader = attachmentLoader,
scale = 1,
linkedMeshes = {}
}
function self:readSkeletonDataFile (fileName, base)
return self:readSkeletonData(spine.utils.readFile(fileName, base))
end
local readAttachment
local readAnimation
local readCurve
local getArray
local getValue = function (map, name, default)
local value = map[name]
if value == nil then return default else return value end
end
function self:readSkeletonData (jsonText)
local scale = self.scale
local skeletonData = SkeletonData.new(self.attachmentLoader)
local root = spine.utils.readJSON(jsonText)
if not root then error("Invalid JSON: " .. jsonText, 2) end
-- Skeleton.
local skeletonMap = root["skeleton"]
if skeletonMap then
skeletonData.hash = skeletonMap["hash"]
skeletonData.version = skeletonMap["spine"]
skeletonData.width = skeletonMap["width"]
skeletonData.height = skeletonMap["height"]
skeletonData.fps = skeletonMap["fps"]
skeletonData.imagesPath = skeletonMap["images"]
end
-- Bones.
for i,boneMap in ipairs(root["bones"]) do
local boneName = boneMap["name"]
local parent = nil
local parentName = boneMap["parent"]
if parentName then
parent = skeletonData:findBone(parentName)
if not parent then error("Parent bone not found: " .. parentName) end
end
local data = BoneData.new(i, boneName, parent)
data.length = getValue(boneMap, "length", 0) * scale;
data.x = getValue(boneMap, "x", 0) * scale;
data.y = getValue(boneMap, "y", 0) * scale;
data.rotation = getValue(boneMap, "rotation", 0);
data.scaleX = getValue(boneMap, "scaleX", 1);
data.scaleY = getValue(boneMap, "scaleY", 1);
data.shearX = getValue(boneMap, "shearX", 0);
data.shearY = getValue(boneMap, "shearY", 0);
data.transformMode = TransformMode[getValue(boneMap, "transform", "normal")]
table_insert(skeletonData.bones, data)
end
-- Slots.
if root["slots"] then
for i,slotMap in ipairs(root["slots"]) do
local index = i
local slotName = slotMap["name"]
local boneName = slotMap["bone"]
local boneData = skeletonData:findBone(boneName)
if not boneData then error("Slot bone not found: " .. boneName) end
local data = SlotData.new(i, slotName, boneData)
local color = slotMap["color"]
if color then
data.color:set(tonumber(color:sub(1, 2), 16) / 255,
tonumber(color:sub(3, 4), 16) / 255,
tonumber(color:sub(5, 6), 16) / 255,
tonumber(color:sub(7, 8), 16) / 255)
end
local dark = slotMap["dark"]
if dark then
data.darkColor = Color.newWith(1, 1, 1, 1)
data.darkColor:set(tonumber(dark:sub(1, 2), 16) / 255,
tonumber(dark:sub(3, 4), 16) / 255,
tonumber(dark:sub(5, 6), 16) / 255,
0)
end
data.attachmentName = getValue(slotMap, "attachment", nil)
data.blendMode = BlendMode[getValue(slotMap, "blend", "normal")]
table_insert(skeletonData.slots, data)
skeletonData.slotNameIndices[data.name] = #skeletonData.slots
end
end
-- IK constraints.
if root["ik"] then
for i,constraintMap in ipairs(root["ik"]) do
local data = IkConstraintData.new(constraintMap["name"])
data.order = getValue(constraintMap, "order", 0)
for i,boneName in ipairs(constraintMap["bones"]) do
local bone = skeletonData:findBone(boneName)
if not bone then error("IK bone not found: " .. boneName) end
table_insert(data.bones, bone)
end
local targetName = constraintMap["target"]
data.target = skeletonData:findBone(targetName)
if not data.target then error("Target bone not found: " .. targetName) end
if constraintMap["bendPositive"] == false then data.bendDirection = -1 else data.bendDirection = 1 end
data.mix = getValue(constraintMap, "mix", 1)
table_insert(skeletonData.ikConstraints, data)
end
end
-- Transform constraints
if root["transform"] then
for i,constraintMap in ipairs(root["transform"]) do
data = TransformConstraintData.new(constraintMap.name)
data.order = getValue(constraintMap, "order", 0)
for i,boneName in ipairs(constraintMap.bones) do
local bone = skeletonData:findBone(boneName)
if not bone then error("Transform constraint bone not found: " .. boneName, 2) end
table_insert(data.bones, bone)
end
local targetName = constraintMap.target
data.target = skeletonData:findBone(targetName)
if not data.target then error("Transform constraint target bone not found: " .. boneName, 2) end
data.offsetRotation = getValue(constraintMap, "rotation", 0);
data.offsetX = getValue(constraintMap, "x", 0) * scale;
data.offsetY = getValue(constraintMap, "y", 0) * scale;
data.offsetScaleX = getValue(constraintMap, "scaleX", 0);
data.offsetScaleY = getValue(constraintMap, "scaleY", 0);
data.offsetShearY = getValue(constraintMap, "shearY", 0);
data.rotateMix = getValue(constraintMap, "rotateMix", 1);
data.translateMix = getValue(constraintMap, "translateMix", 1);
data.scaleMix = getValue(constraintMap, "scaleMix", 1);
data.shearMix = getValue(constraintMap, "shearMix", 1);
table_insert(skeletonData.transformConstraints, data)
end
end
-- Path constraints
if root["path"] then
for i,constraintMap in ipairs(root.path) do
local data = PathConstraintData.new(constraintMap.name);
data.order = getValue(constraintMap, "order", 0)
for i,boneName in ipairs(constraintMap.bones) do
local bone = skeletonData:findBone(boneName)
if not bone then error("Path constraint bone not found: " .. boneName, 2) end
table_insert(data.bones, bone)
end
local targetName = constraintMap.target;
data.target = skeletonData:findSlot(targetName)
if data.target == nil then error("Path target slot not found: " .. targetName, 2) end
data.positionMode = PathConstraintData.PositionMode[getValue(constraintMap, "positionMode", "percent"):lower()]
data.spacingMode = PathConstraintData.SpacingMode[getValue(constraintMap, "spacingMode", "length"):lower()]
data.rotateMode = PathConstraintData.RotateMode[getValue(constraintMap, "rotateMode", "tangent"):lower()]
data.offsetRotation = getValue(constraintMap, "rotation", 0);
data.position = getValue(constraintMap, "position", 0);
if data.positionMode == PathConstraintData.PositionMode.fixed then data.position = data.position * scale end
data.spacing = getValue(constraintMap, "spacing", 0);
if data.spacingMode == PathConstraintData.SpacingMode.length or data.spacingMode == PathConstraintData.SpacingMode.fixed then data.spacing = data.spacing * scale end
data.rotateMix = getValue(constraintMap, "rotateMix", 1);
data.translateMix = getValue(constraintMap, "translateMix", 1);
table_insert(skeletonData.pathConstraints, data)
end
end
-- Skins.
if root["skins"] then
for skinName,skinMap in pairs(root["skins"]) do
local skin = Skin.new(skinName)
for slotName,slotMap in pairs(skinMap) do
local slotIndex = skeletonData.slotNameIndices[slotName]
for attachmentName,attachmentMap in pairs(slotMap) do
local attachment = readAttachment(attachmentMap, skin, slotIndex, attachmentName, skeletonData)
if attachment then
skin:addAttachment(slotIndex, attachmentName, attachment)
end
end
end
table_insert(skeletonData.skins, skin)
if skin.name == "default" then skeletonData.defaultSkin = skin end
end
end
-- Linked meshes
for i, linkedMesh in ipairs(self.linkedMeshes) do
local skin = skeletonData.defaultSkin
if linkedMesh.skin then skin = skeletonData.findSkin(linkedMesh.skin) end
if not skin then error("Skin not found: " .. linkedMesh.skin) end
local parent = skin:getAttachment(linkedMesh.slotIndex, linkedMesh.parent)
if not parent then error("Parent mesh not found: " + linkedMesh.parent) end
linkedMesh.mesh:setParentMesh(parent)
linkedMesh.mesh:updateUVs()
end
self.linkedMeshes = {}
-- Events.
if root["events"] then
for eventName,eventMap in pairs(root["events"]) do
local data = EventData.new(eventName)
data.intValue = getValue(eventMap, "int", 0)
data.floatValue = getValue(eventMap, "float", 0)
data.stringValue = getValue(eventMap, "string", "")
table_insert(skeletonData.events, data)
end
end
-- Animations.
if root["animations"] then
for animationName,animationMap in pairs(root["animations"]) do
readAnimation(animationMap, animationName, skeletonData)
end
end
return skeletonData
end
readAttachment = function (map, skin, slotIndex, name, skeletonData)
local scale = self.scale
name = getValue(map, "name", name)
local type = AttachmentType[getValue(map, "type", "region")]
local path = getValue(map, "path", name)
if type == AttachmentType.region then
local region = attachmentLoader:newRegionAttachment(skin, name, path)
if not region then return nil end
region.path = path
region.x = getValue(map, "x", 0) * scale
region.y = getValue(map, "y", 0) * scale
region.scaleX = getValue(map, "scaleX", 1);
region.scaleY = getValue(map, "scaleY", 1);
region.rotation = getValue(map, "rotation", 0);
region.width = map.width * scale;
region.height = map.height * scale;
local color = map["color"]
if color then
region.color:set(tonumber(color:sub(1, 2), 16) / 255,
tonumber(color:sub(3, 4), 16) / 255,
tonumber(color:sub(5, 6), 16) / 255,
tonumber(color:sub(7, 8), 16) / 255)
end
region:updateOffset()
return region
elseif type == AttachmentType.boundingbox then
local box = attachmentLoader:newBoundingBoxAttachment(skin, name)
if not box then return nil end
readVertices(map, box, map.vertexCount * 2)
local color = map.color
if color then
box.color:set(tonumber(color:sub(1, 2), 16) / 255,
tonumber(color:sub(3, 4), 16) / 255,
tonumber(color:sub(5, 6), 16) / 255,
tonumber(color:sub(7, 8), 16) / 255)
end
return box
elseif type == AttachmentType.mesh or type == AttachmentType.linkedmesh then
local mesh = attachmentLoader:newMeshAttachment(skin, name, path)
if not mesh then return null end
mesh.path = path
local color = map.color
if color then
mesh.color:set(tonumber(color:sub(1, 2), 16) / 255,
tonumber(color:sub(3, 4), 16) / 255,
tonumber(color:sub(5, 6), 16) / 255,
tonumber(color:sub(7, 8), 16) / 255)
end
local parent = map.parent
if parent then
mesh.inheritDeform = getValue(map, "deform", true)
table_insert(self.linkedMeshes, {
mesh = mesh,
skin = getValue(map, "skin", nil),
slotIndex = slotIndex,
parent = parent
})
return mesh
end
local uvs = getArray(map, "uvs", 1)
readVertices(map, mesh, #uvs)
mesh.triangles = getArray(map, "triangles", 1)
-- adjust triangle indices by 1, vertices are one-indexed
for i,v in ipairs(mesh.triangles) do
mesh.triangles[i] = v + 1
end
mesh.regionUVs = uvs
mesh:updateUVs()
mesh.hullLength = getValue(map, "hull", 0) * 2
return mesh
elseif type == AttachmentType.path then
local path = self.attachmentLoader:newPathAttachment(skin, name)
if not path then return nil end
path.closed = getValue(map, "closed", false)
path.constantSpeed = getValue(map, "constantSpeed", true)
local vertexCount = map.vertexCount
readVertices(map, path, vertexCount * 2)
local lengths = utils.newNumberArray(vertexCount / 3, 0)
for i,v in ipairs(map.lengths) do
lengths[i] = v * scale
end
path.lengths = lengths
local color = map.color
if color then
path.color:set(tonumber(color:sub(1, 2), 16) / 255,
tonumber(color:sub(3, 4), 16) / 255,
tonumber(color:sub(5, 6), 16) / 255,
tonumber(color:sub(7, 8), 16) / 255)
end
return path;
elseif type == AttachmentType.point then
local point = self.attachmentLoader:newPointAttachment(skin, name)
if not point then return nil end
point.x = getValue(map, "x", 0) * scale
point.y = getValue(map, "y", 0) * scale
point.rotation = getValue(map, "rotation", 0)
local color = map.color
if color then
path.color:set(tonumber(color:sub(1, 2), 16) / 255,
tonumber(color:sub(3, 4), 16) / 255,
tonumber(color:sub(5, 6), 16) / 255,
tonumber(color:sub(7, 8), 16) / 255)
end
return point
elseif type == AttachmentType.clipping then
local clip = attachmentLoader:newClippingAttachment(skin, name)
if not clip then return nil end
local _end = getValue(map, "end", nil)
if _end then
local slot = skeletonData:findSlot(_end)
if not slot then error("Clipping end slot not found: " + _end) end
clip.endSlot = slot
end
readVertices(map, clip, map.vertexCount * 2)
local color = map.color
if color then
clip.color:set(tonumber(color:sub(1, 2), 16) / 255,
tonumber(color:sub(3, 4), 16) / 255,
tonumber(color:sub(5, 6), 16) / 255,
tonumber(color:sub(7, 8), 16) / 255)
end
return clip
end
error("Unknown attachment type: " .. type .. " (" .. name .. ")")
end
readVertices = function (map, attachment, verticesLength)
local scale = self.scale
attachment.worldVerticesLength = verticesLength
local vertices = getArray(map, "vertices", 1)
if verticesLength == #vertices then
if scale ~= 1 then
local i = 0
local n = #vertices
while i < n do
vertices[i + 1] = vertices[i + 1] * scale
i = i + 1
end
end
attachment.vertices = vertices
return
end
local weights = {}
local bones = {}
local i = 0
local n = #vertices
while i < n do
local boneCount = vertices[i + 1]
i = i + 1
table_insert(bones, boneCount)
local nn = i + boneCount * 4
while i < nn do
table_insert(bones, vertices[i + 1] + 1) -- +1 because bones are one-indexed
table_insert(weights, vertices[i + 2] * scale)
table_insert(weights, vertices[i + 3] * scale)
table_insert(weights, vertices[i + 4])
i = i + 4
end
end
attachment.bones = bones
attachment.vertices = weights
end
readAnimation = function (map, name, skeletonData)
local timelines = {}
local duration = 0
local scale = self.scale
-- Slot timelines
local slotsMap = map["slots"]
if slotsMap then
for slotName,timelineMap in pairs(slotsMap) do
local slotIndex = skeletonData.slotNameIndices[slotName]
for timelineName,values in pairs(timelineMap) do
if timelineName == "color" then
local timeline = Animation.ColorTimeline.new(#values)
timeline.slotIndex = slotIndex
local frameIndex = 0
for i,valueMap in ipairs(values) do
local color = valueMap["color"]
timeline:setFrame(
frameIndex, valueMap["time"],
tonumber(color:sub(1, 2), 16) / 255,
tonumber(color:sub(3, 4), 16) / 255,
tonumber(color:sub(5, 6), 16) / 255,
tonumber(color:sub(7, 8), 16) / 255
)
readCurve(valueMap, timeline, frameIndex)
frameIndex = frameIndex + 1
end
table_insert(timelines, timeline)
duration = math.max(duration, timeline.frames[(timeline:getFrameCount() - 1) * Animation.ColorTimeline.ENTRIES])
elseif timelineName == "twoColor" then
local timeline = Animation.TwoColorTimeline.new(#values)
timeline.slotIndex = slotIndex
local frameIndex = 0
for i,valueMap in ipairs(values) do
local light = valueMap["light"]
local dark = valueMap["dark"]
timeline:setFrame(
frameIndex, valueMap["time"],
tonumber(light:sub(1, 2), 16) / 255,
tonumber(light:sub(3, 4), 16) / 255,
tonumber(light:sub(5, 6), 16) / 255,
tonumber(light:sub(7, 8), 16) / 255,
tonumber(dark:sub(1, 2), 16) / 255,
tonumber(dark:sub(3, 4), 16) / 255,
tonumber(dark:sub(5, 6), 16) / 255
)
readCurve(valueMap, timeline, frameIndex)
frameIndex = frameIndex + 1
end
table_insert(timelines, timeline)
duration = math.max(duration, timeline.frames[(timeline:getFrameCount() - 1) * Animation.TwoColorTimeline.ENTRIES])
elseif timelineName == "attachment" then
local timeline = Animation.AttachmentTimeline.new(#values)
timeline.slotIndex = slotIndex
local frameIndex = 0
for i,valueMap in ipairs(values) do
local attachmentName = valueMap["name"]
timeline:setFrame(frameIndex, valueMap["time"], attachmentName)
frameIndex = frameIndex + 1
end
table_insert(timelines, timeline)
duration = math.max(duration, timeline.frames[timeline:getFrameCount() - 1])
else
error("Invalid frame type for a slot: " .. timelineName .. " (" .. slotName .. ")")
end
end
end
end
-- Bone timelines
local bonesMap = map["bones"]
if bonesMap then
for boneName,timelineMap in pairs(bonesMap) do
local boneIndex = skeletonData:findBoneIndex(boneName)
if boneIndex == -1 then error("Bone not found: " .. boneName) end
for timelineName,values in pairs(timelineMap) do
if timelineName == "rotate" then
local timeline = Animation.RotateTimeline.new(#values)
timeline.boneIndex = boneIndex
local frameIndex = 0
for i,valueMap in ipairs(values) do
timeline:setFrame(frameIndex, valueMap["time"], valueMap["angle"])
readCurve(valueMap, timeline, frameIndex)
frameIndex = frameIndex + 1
end
table_insert(timelines, timeline)
duration = math.max(duration, timeline.frames[(timeline:getFrameCount() - 1) * Animation.RotateTimeline.ENTRIES])
elseif timelineName == "translate" or timelineName == "scale" or timelineName == "shear" then
local timeline
local timelineScale = 1
if timelineName == "scale" then
timeline = Animation.ScaleTimeline.new(#values)
elseif timelineName == "shear" then
timeline = Animation.ShearTimeline.new(#values)
else
timeline = Animation.TranslateTimeline.new(#values)
timelineScale = self.scale
end
timeline.boneIndex = boneIndex
local frameIndex = 0
for i,valueMap in ipairs(values) do
local x = (valueMap["x"] or 0) * timelineScale
local y = (valueMap["y"] or 0) * timelineScale
timeline:setFrame(frameIndex, valueMap["time"], x, y)
readCurve(valueMap, timeline, frameIndex)
frameIndex = frameIndex + 1
end
table_insert(timelines, timeline)
duration = math.max(duration, timeline.frames[(timeline:getFrameCount() - 1) * Animation.TranslateTimeline.ENTRIES])
else
error("Invalid timeline type for a bone: " .. timelineName .. " (" .. boneName .. ")")
end
end
end
end
-- IK timelines.
local ik = map["ik"]
if ik then
for ikConstraintName,values in pairs(ik) do
local ikConstraint = skeletonData:findIkConstraint(ikConstraintName)
local timeline = Animation.IkConstraintTimeline.new(#values)
for i,other in pairs(skeletonData.ikConstraints) do
if other == ikConstraint then
timeline.ikConstraintIndex = i
break
end
end
local frameIndex = 0
for i,valueMap in ipairs(values) do
local mix = 1
if valueMap["mix"] ~= nil then mix = valueMap["mix"] end
local bendPositive = 1
if valueMap["bendPositive"] == false then bendPositive = -1 end
timeline:setFrame(frameIndex, valueMap["time"], mix, bendPositive)
readCurve(valueMap, timeline, frameIndex)
frameIndex = frameIndex + 1
end
table_insert(timelines, timeline)
duration = math.max(duration, timeline.frames[(timeline:getFrameCount() - 1) * Animation.IkConstraintTimeline.ENTRIES])
end
end
-- Transform constraint timelines.
local transform = map["transform"]
if transform then
for constraintName, values in pairs(transform) do
local constraint = skeletonData:findTransformConstraint(constraintName)
local timeline = Animation.TransformConstraintTimeline.new(#values)
for i,other in pairs(skeletonData.transformConstraints) do
if other == constraint then
timeline.transformConstraintIndex = i
break
end
end
local frameIndex = 0
for i,valueMap in ipairs(values) do
timeline:setFrame(frameIndex, valueMap.time, getValue(valueMap, "rotateMix", 1), getValue(valueMap, "translateMix", 1), getValue(valueMap, "scaleMix", 1), getValue(valueMap, "shearMix", 1))
readCurve(valueMap, timeline, frameIndex)
frameIndex = frameIndex + 1
end
table_insert(timelines, timeline)
duration = math.max(duration, timeline.frames[(timeline:getFrameCount() - 1) * Animation.TransformConstraintTimeline.ENTRIES])
end
end
-- Path constraint timelines.
if map.paths then
for constraintName,constraintMap in pairs(map.paths) do
local index = skeletonData:findPathConstraintIndex(constraintName)
if index == -1 then error("Path constraint not found: " .. constraintName, 2) end
local data = skeletonData.pathConstraints[index]
for timelineName, timelineMap in pairs(constraintMap) do
if timelineName == "position" or timelineName == "spacing" then
local timeline = nil
local timelineScale = 1
if timelineName == "spacing" then
timeline = Animation.PathConstraintSpacingTimeline.new(#timelineMap)
if data.spacingMode == PathConstraintData.SpacingMode.length or data.spacingMode == PathConstraintData.SpacingMode.fixed then timelineScale = scale end
else
timeline = Animation.PathConstraintPositionTimeline.new(#timelineMap)
if data.positionMode == PathConstraintData.PositionMode.fixed then timelineScale = scale end
end
timeline.pathConstraintIndex = index
local frameIndex = 0
for i,valueMap in ipairs(timelineMap) do
timeline:setFrame(frameIndex, valueMap.time, getValue(valueMap, timelineName, 0) * timelineScale)
readCurve(valueMap, timeline, frameIndex)
frameIndex = frameIndex + 1
end
table_insert(timelines, timeline)
duration = math.max(duration, timeline.frames[(timeline:getFrameCount() - 1) * Animation.PathConstraintPositionTimeline.ENTRIES])
elseif timelineName == "mix" then
local timeline = Animation.PathConstraintMixTimeline.new(#timelineMap)
timeline.pathConstraintIndex = index
local frameIndex = 0
for i,valueMap in ipairs(timelineMap) do
timeline:setFrame(frameIndex, valueMap.time, getValue(valueMap, "rotateMix", 1), getValue(valueMap, "translateMix", 1))
readCurve(valueMap, timeline, frameIndex)
frameIndex = frameIndex + 1
end
table_insert(timelines, timeline)
duration = math.max(duration, timeline.frames[(timeline:getFrameCount() - 1) * Animation.PathConstraintMixTimeline.ENTRIES])
end
end
end
end
-- Deform timelines.
if map.deform then
for deformName, deformMap in pairs(map.deform) do
local skin = skeletonData:findSkin(deformName)
if not skin then error("Skin not found: " .. deformName, 2) end
for slotName,slotMap in pairs(deformMap) do
local slotIndex = skeletonData:findSlotIndex(slotName)
if slotIndex == -1 then error("Slot not found: " .. slotMap.name, 2) end
for timelineName,timelineMap in pairs(slotMap) do
local attachment = skin:getAttachment(slotIndex, timelineName)
if not attachment then error("Deform attachment not found: " .. timelineMap.name, 2) end
local weighted = attachment.bones ~= nil
local vertices = attachment.vertices;
local deformLength = #vertices
if weighted then deformLength = math.floor(#vertices / 3) * 2 end
local timeline = Animation.DeformTimeline.new(#timelineMap)
timeline.slotIndex = slotIndex
timeline.attachment = attachment
local frameIndex = 0
for i,valueMap in ipairs(timelineMap) do
local deform = nil
local verticesValue = getValue(valueMap, "vertices", nil)
if verticesValue == nil then
deform = vertices
if weighted then deform = utils.newNumberArray(deformLength) end
else
deform = utils.newNumberArray(deformLength)
local start = getValue(valueMap, "offset", 0) + 1
utils.arrayCopy(verticesValue, 1, deform, start, #verticesValue)
if scale ~= 1 then
local i = start
local n = i + #verticesValue
while i < n do
deform[i] = deform[i] * scale
i = i + 1
end
end
if not weighted then
local i = 1
local n = i + deformLength
while i < n do
deform[i] = deform[i] + vertices[i]
i = i + 1
end
end
end
timeline:setFrame(frameIndex, valueMap.time, deform)
readCurve(valueMap, timeline, frameIndex)
frameIndex = frameIndex + 1
end
table_insert(timelines, timeline)
duration = math.max(duration, timeline.frames[timeline:getFrameCount() - 1])
end
end
end
end
-- Draworder timeline.
local drawOrderValues = map["drawOrder"]
if not drawOrderValues then drawOrderValues = map["draworder"] end
if drawOrderValues then
local timeline = Animation.DrawOrderTimeline.new(#drawOrderValues)
local slotCount = #skeletonData.slots
local frameIndex = 0
for i,drawOrderMap in ipairs(drawOrderValues) do
local drawOrder = nil
local offsets = drawOrderMap["offsets"]
if offsets then
drawOrder = {}
local unchanged = {}
local originalIndex = 1
local unchangedIndex = 1
for ii,offsetMap in ipairs(offsets) do
local slotIndex = skeletonData:findSlotIndex(offsetMap["slot"])
if slotIndex == -1 then error("Slot not found: " .. offsetMap["slot"]) end
-- Collect unchanged items.
while originalIndex ~= slotIndex do
unchanged[unchangedIndex] = originalIndex
unchangedIndex = unchangedIndex + 1
originalIndex = originalIndex + 1
end
-- Set changed items.
drawOrder[originalIndex + offsetMap["offset"]] = originalIndex
originalIndex = originalIndex + 1
end
-- Collect remaining unchanged items.
while originalIndex <= slotCount do
unchanged[unchangedIndex] = originalIndex
unchangedIndex = unchangedIndex + 1
originalIndex = originalIndex + 1
end
-- Fill in unchanged items.
for ii = slotCount, 1, -1 do
if not drawOrder[ii] then
unchangedIndex = unchangedIndex - 1
drawOrder[ii] = unchanged[unchangedIndex]
end
end
end
timeline:setFrame(frameIndex, drawOrderMap["time"], drawOrder)
frameIndex = frameIndex + 1
end
table_insert(timelines, timeline)
duration = math.max(duration, timeline.frames[timeline:getFrameCount() - 1])
end
-- Event timeline.
local events = map["events"]
if events then
local timeline = Animation.EventTimeline.new(#events)
local frameIndex = 0
for i,eventMap in ipairs(events) do
local eventData = skeletonData:findEvent(eventMap["name"])
if not eventData then error("Event not found: " .. eventMap["name"]) end
local event = Event.new(eventMap["time"], eventData)
if eventMap["int"] ~= nil then
event.intValue = eventMap["int"]
else
event.intValue = eventData.intValue
end
if eventMap["float"] ~= nil then
event.floatValue = eventMap["float"]
else
event.floatValue = eventData.floatValue
end
if eventMap["string"] ~= nil then
event.stringValue = eventMap["string"]
else
event.stringValue = eventData.stringValue
end
timeline:setFrame(frameIndex, event)
frameIndex = frameIndex + 1
end
table_insert(timelines, timeline)
duration = math.max(duration, timeline.frames[timeline:getFrameCount() - 1])
end
table_insert(skeletonData.animations, Animation.new(name, timelines, duration))
end
readCurve = function (map, timeline, frameIndex)
local curve = map["curve"]
if not curve then return end
if curve == "stepped" then
timeline:setStepped(frameIndex)
elseif #curve > 0 then
timeline:setCurve(frameIndex, curve[1], curve[2], curve[3], curve[4])
end
end
getArray = function (map, name, scale)
local list = map[name]
local values = {}
if scale == 1 then
for i = 1, #list do
values[i] = list[i]
end
else
for i = 1, #list do
values[i] = list[i] * scale
end
end
return values
end
return self
end
return SkeletonJson