mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
1509 lines
52 KiB
Haxe
1509 lines
52 KiB
Haxe
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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package spine;
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import spine.animation.SliderMixTimeline;
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import spine.animation.SliderTimeline;
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import spine.TransformConstraintData;
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import haxe.io.Bytes;
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import StringTools;
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import spine.animation.AlphaTimeline;
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import spine.animation.Animation;
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import spine.animation.AttachmentTimeline;
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import spine.animation.BoneTimeline2;
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import spine.animation.CurveTimeline1;
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import spine.animation.CurveTimeline;
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import spine.animation.DeformTimeline;
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import spine.animation.DrawOrderTimeline;
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import spine.animation.EventTimeline;
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import spine.animation.IkConstraintTimeline;
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import spine.animation.InheritTimeline;
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import spine.animation.PathConstraintMixTimeline;
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import spine.animation.PathConstraintPositionTimeline;
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import spine.animation.PathConstraintSpacingTimeline;
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import spine.animation.PhysicsConstraintDampingTimeline;
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import spine.animation.PhysicsConstraintGravityTimeline;
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import spine.animation.PhysicsConstraintInertiaTimeline;
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import spine.animation.PhysicsConstraintMassTimeline;
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import spine.animation.PhysicsConstraintMixTimeline;
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import spine.animation.PhysicsConstraintResetTimeline;
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import spine.animation.PhysicsConstraintStrengthTimeline;
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import spine.animation.PhysicsConstraintWindTimeline;
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import spine.animation.RGB2Timeline;
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import spine.animation.RGBA2Timeline;
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import spine.animation.RGBATimeline;
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import spine.animation.RGBTimeline;
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import spine.animation.RotateTimeline;
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import spine.animation.ScaleTimeline;
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import spine.animation.ScaleXTimeline;
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import spine.animation.ScaleYTimeline;
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import spine.animation.SequenceTimeline;
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import spine.animation.ShearTimeline;
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import spine.animation.ShearXTimeline;
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import spine.animation.ShearYTimeline;
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import spine.animation.Timeline;
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import spine.animation.TransformConstraintTimeline;
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import spine.animation.TranslateTimeline;
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import spine.animation.TranslateXTimeline;
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import spine.animation.TranslateYTimeline;
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import spine.attachments.Attachment;
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import spine.attachments.AttachmentLoader;
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import spine.attachments.AttachmentType;
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import spine.attachments.BoundingBoxAttachment;
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import spine.attachments.ClippingAttachment;
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import spine.attachments.MeshAttachment;
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import spine.attachments.PathAttachment;
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import spine.attachments.PointAttachment;
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import spine.attachments.RegionAttachment;
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import spine.attachments.VertexAttachment;
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/**
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* Loads skeleton data in the Spine binary format.
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*
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* @see https://esotericsoftware.com/spine-binary-format Spine binary format
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* @see https://esotericsoftware.com/spine-loading-skeleton-data#JSON-and-binary-data JSON and binary data in the Spine Runtimes Guide
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*/
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class SkeletonBinary {
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public var attachmentLoader:AttachmentLoader;
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public var scale:Float = 1;
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private var linkedMeshes:Array<LinkedMeshBinary> = new Array<LinkedMeshBinary>();
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private static inline var BONE_ROTATE:Int = 0;
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private static inline var BONE_TRANSLATE:Int = 1;
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private static inline var BONE_TRANSLATEX:Int = 2;
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private static inline var BONE_TRANSLATEY:Int = 3;
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private static inline var BONE_SCALE:Int = 4;
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private static inline var BONE_SCALEX:Int = 5;
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private static inline var BONE_SCALEY:Int = 6;
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private static inline var BONE_SHEAR:Int = 7;
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private static inline var BONE_SHEARX:Int = 8;
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private static inline var BONE_SHEARY:Int = 9;
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private static inline var BONE_INHERIT:Int = 10;
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private static inline var SLOT_ATTACHMENT:Int = 0;
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private static inline var SLOT_RGBA:Int = 1;
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private static inline var SLOT_RGB:Int = 2;
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private static inline var SLOT_RGBA2:Int = 3;
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private static inline var SLOT_RGB2:Int = 4;
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private static inline var SLOT_ALPHA:Int = 5;
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private static inline var CONSTRAINT_IK = 0;
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private static inline var CONSTRAINT_PATH = 1;
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private static inline var CONSTRAINT_TRANSFORM = 2;
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private static inline var CONSTRAINT_PHYSICS = 3;
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private static inline var CONSTRAINT_SLIDER = 4;
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private static inline var ATTACHMENT_DEFORM = 0;
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private static inline var ATTACHMENT_SEQUENCE = 1;
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private static inline var PATH_POSITION:Int = 0;
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private static inline var PATH_SPACING:Int = 1;
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private static inline var PATH_MIX:Int = 2;
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private static inline var PHYSICS_INERTIA:Int = 0;
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private static inline var PHYSICS_STRENGTH:Int = 1;
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private static inline var PHYSICS_DAMPING:Int = 2;
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private static inline var PHYSICS_MASS:Int = 4;
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private static inline var PHYSICS_WIND:Int = 5;
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private static inline var PHYSICS_GRAVITY:Int = 6;
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private static inline var PHYSICS_MIX:Int = 7;
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private static inline var PHYSICS_RESET:Int = 8;
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private static inline var SLIDER_TIME = 0;
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private static inline var SLIDER_MIX = 1;
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private static inline var CURVE_LINEAR:Int = 0;
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private static inline var CURVE_STEPPED:Int = 1;
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private static inline var CURVE_BEZIER:Int = 2;
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public function new(attachmentLoader:AttachmentLoader) {
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this.attachmentLoader = attachmentLoader;
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}
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public function readSkeletonData(bytes:Bytes):SkeletonData {
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// bytes.getData(). = Endian.BIG_ENDIAN;
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var skeletonData:SkeletonData = new SkeletonData();
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skeletonData.name = null;
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var input:BinaryInput = new BinaryInput(bytes);
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var lowHash:Int = input.readInt32();
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var highHash:Int = input.readInt32();
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skeletonData.hash = highHash == 0 && lowHash == 0 ? null : StringTools.hex(highHash) + StringTools.hex(lowHash);
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skeletonData.version = input.readString();
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skeletonData.x = input.readFloat();
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skeletonData.y = input.readFloat();
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skeletonData.width = input.readFloat();
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skeletonData.height = input.readFloat();
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skeletonData.referenceScale = input.readFloat() * scale;
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var nonessential:Bool = input.readBoolean();
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if (nonessential) {
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skeletonData.fps = input.readFloat();
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skeletonData.imagesPath = input.readString();
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skeletonData.audioPath = input.readString();
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}
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var n:Int = 0;
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var nn:Int = 0;
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// Strings.
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n = input.readInt(true);
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for (i in 0...n) {
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input.strings.push(input.readString());
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}
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// Bones.
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var bones = skeletonData.bones;
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n = input.readInt(true);
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for (i in 0...n) {
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var boneName = input.readString();
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var boneParent:BoneData = i == 0 ? null : bones[input.readInt(true)];
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var data = new BoneData(i, boneName, boneParent);
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var setup = data.setup;
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setup.rotation = input.readFloat();
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setup.x = input.readFloat() * scale;
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setup.y = input.readFloat() * scale;
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setup.scaleX = input.readFloat();
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setup.scaleY = input.readFloat();
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setup.shearX = input.readFloat();
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setup.shearY = input.readFloat();
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setup.inherit = Inherit.values[input.readInt(true)];
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data.length = input.readFloat() * scale;
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data.skinRequired = input.readBoolean();
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if (nonessential) {
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data.color.setFromRgba8888(input.readInt32());
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data.icon = input.readString();
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data.visible = input.readBoolean();
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}
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bones.push(data);
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}
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// Slots.
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var slots = skeletonData.slots;
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n = input.readInt(true);
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for (i in 0...n) {
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var slotName = input.readString();
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var boneData = bones[input.readInt(true)];
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var data = new SlotData(i, slotName, boneData);
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data.setup.color.setFromRgba8888(input.readInt32());
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var darkColor = input.readInt32();
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if (darkColor != -1)
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data.setup.darkColor = new Color(0, 0, 0).setFromRgb888(darkColor);
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data.attachmentName = input.readStringRef();
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data.blendMode = BlendMode.values[input.readInt(true)];
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if (nonessential)
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data.visible = input.readBoolean();
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slots.push(data);
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}
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// Constraints.
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var constraintCount = input.readInt(true);
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var constraints = skeletonData.constraints;
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for (i in 0...constraintCount) {
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var name = input.readString();
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var nn;
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switch (input.readByte()) {
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case CONSTRAINT_IK:
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var data = new IkConstraintData(name);
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nn = input.readInt(true);
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var constraintBones = data.bones;
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for (ii in 0...nn)
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constraintBones.push(bones[input.readInt(true)]);
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data.target = bones[input.readInt(true)];
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var flags = input.readByte();
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data.skinRequired = (flags & 1) != 0;
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data.uniform = (flags & 2) != 0;
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var setup = data.setup;
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setup.bendDirection = (flags & 4) != 0 ? -1 : 1;
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setup.compress = (flags & 8) != 0;
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setup.stretch = (flags & 16) != 0;
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if ((flags & 32) != 0)
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setup.mix = (flags & 64) != 0 ? input.readFloat() : 1;
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if ((flags & 128) != 0)
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setup.softness = input.readFloat() * scale;
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constraints[i] = data;
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case CONSTRAINT_TRANSFORM:
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var data = new TransformConstraintData(name);
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nn = input.readInt(true);
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var constraintBones = data.bones;
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for (ii in 0...nn)
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constraintBones.push(bones[input.readInt(true)]);
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data.source = bones[input.readInt(true)];
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var flags = input.readUnsignedByte();
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data.skinRequired = (flags & 1) != 0;
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data.localSource = (flags & 2) != 0;
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data.localTarget = (flags & 4) != 0;
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data.additive = (flags & 8) != 0;
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data.clamp = (flags & 16) != 0;
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nn = flags >> 5;
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var froms = data.properties;
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for (ii in 0...nn) {
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var fromScale = 1.;
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var from:FromProperty;
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switch (input.readByte()) {
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case 0: from = new FromRotate();
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case 1:
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fromScale = scale;
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from = new FromX();
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case 2:
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fromScale = scale;
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from = new FromY();
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case 3: from = new FromScaleX();
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case 4: from = new FromScaleY();
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case 5: from = new FromShearY();
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default: from = null;
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}
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from.offset = input.readFloat() * fromScale;
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var tn = input.readByte();
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var tos = from.to;
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for (t in 0...tn) {
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var toScale = 1.;
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var to:ToProperty;
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switch (input.readByte()) {
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case 0: to = new ToRotate();
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case 1:
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toScale = scale;
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to = new ToX();
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case 2:
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toScale = scale;
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to = new ToY();
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case 3: to = new ToScaleX();
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case 4: to = new ToScaleY();
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case 5: to = new ToShearY();
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default: to = null;
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}
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to.offset = input.readFloat() * toScale;
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to.max = input.readFloat() * toScale;
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to.scale = input.readFloat() * toScale / fromScale;
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tos[t] = to;
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}
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froms[ii] = from;
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}
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flags = input.readByte();
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if ((flags & 1) != 0)
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data.offsets[TransformConstraintData.ROTATION] = input.readFloat();
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if ((flags & 2) != 0)
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data.offsets[TransformConstraintData.X] = input.readFloat() * scale;
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if ((flags & 4) != 0)
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data.offsets[TransformConstraintData.Y] = input.readFloat() * scale;
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if ((flags & 8) != 0)
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data.offsets[TransformConstraintData.SCALEX] = input.readFloat();
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if ((flags & 16) != 0)
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data.offsets[TransformConstraintData.SCALEY] = input.readFloat();
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if ((flags & 32) != 0)
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data.offsets[TransformConstraintData.SHEARY] = input.readFloat();
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flags = input.readByte();
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var setup = data.setup;
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if ((flags & 1) != 0)
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setup.mixRotate = input.readFloat();
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if ((flags & 2) != 0)
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setup.mixX = input.readFloat();
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if ((flags & 4) != 0)
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setup.mixY = input.readFloat();
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if ((flags & 8) != 0)
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setup.mixScaleX = input.readFloat();
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if ((flags & 16) != 0)
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setup.mixScaleY = input.readFloat();
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if ((flags & 32) != 0)
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setup.mixShearY = input.readFloat();
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constraints[i] = data;
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case CONSTRAINT_PATH:
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var data = new PathConstraintData(name);
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nn = input.readInt(true);
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var constraintBones = data.bones;
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for (ii in 0...nn)
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constraintBones[ii] = bones[input.readInt(true)];
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data.slot = slots[input.readInt(true)];
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var flags = input.readByte();
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data.skinRequired = (flags & 1) != 0;
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data.positionMode = PositionMode.values[(flags >> 1) & 2];
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data.spacingMode = SpacingMode.values[(flags >> 2) & 3];
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data.rotateMode = RotateMode.values[(flags >> 4) & 3];
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if ((flags & 128) != 0)
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data.offsetRotation = input.readFloat();
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var setup = data.setup;
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setup.position = input.readFloat();
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if (data.positionMode == PositionMode.fixed)
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setup.position *= scale;
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setup.spacing = input.readFloat();
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if (data.spacingMode == SpacingMode.length || data.spacingMode == SpacingMode.fixed)
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setup.spacing *= scale;
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setup.mixRotate = input.readFloat();
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setup.mixX = input.readFloat();
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setup.mixY = input.readFloat();
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constraints[i] = data;
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case CONSTRAINT_PHYSICS:
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var data = new PhysicsConstraintData(name);
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data.bone = bones[input.readInt(true)];
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var flags = input.readByte();
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data.skinRequired = (flags & 1) != 0;
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if ((flags & 2) != 0)
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data.x = input.readFloat();
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if ((flags & 4) != 0)
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data.y = input.readFloat();
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if ((flags & 8) != 0)
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data.rotate = input.readFloat();
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if ((flags & 16) != 0)
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data.scaleX = input.readFloat();
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if ((flags & 32) != 0)
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data.shearX = input.readFloat();
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data.limit = ((flags & 64) != 0 ? input.readFloat() : 5000) * scale;
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data.step = .1 / input.readUnsignedByte();
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var setup = data.setup;
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setup.inertia = input.readFloat();
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setup.strength = input.readFloat();
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setup.damping = input.readFloat();
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setup.massInverse = (flags & 128) != 0 ? input.readFloat() : 1;
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setup.wind = input.readFloat();
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setup.gravity = input.readFloat();
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flags = input.readByte();
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if ((flags & 1) != 0)
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data.inertiaGlobal = true;
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if ((flags & 2) != 0)
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data.strengthGlobal = true;
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if ((flags & 4) != 0)
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data.dampingGlobal = true;
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if ((flags & 8) != 0)
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data.massGlobal = true;
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if ((flags & 16) != 0)
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data.windGlobal = true;
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if ((flags & 32) != 0)
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data.gravityGlobal = true;
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if ((flags & 64) != 0)
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data.mixGlobal = true;
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setup.mix = (flags & 128) != 0 ? input.readFloat() : 1;
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constraints[i] = data;
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case CONSTRAINT_SLIDER:
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var data = new SliderData(name);
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var flags = input.readByte();
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data.skinRequired = (flags & 1) != 0;
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data.loop = (flags & 2) != 0;
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data.additive = (flags & 4) != 0;
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if ((flags & 8) != 0)
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data.setup.time = input.readFloat();
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if ((flags & 16) != 0)
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data.setup.mix = (flags & 32) != 0 ? input.readFloat() : 1;
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if ((flags & 64) != 0) {
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data.local = (flags & 128) != 0;
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data.bone = bones[input.readInt(true)];
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var offset = input.readFloat();
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var propertyScale = 1.;
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switch (input.readByte()) {
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case 0: data.property = new FromRotate();
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case 1:
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propertyScale = scale;
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data.property = new FromX();
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case 2:
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propertyScale = scale;
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data.property = new FromY();
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case 3: data.property = new FromScaleX();
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case 4: data.property = new FromScaleY();
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case 5: data.property = new FromShearY();
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default: data.property = null;
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}
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data.property.offset = offset * propertyScale;
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data.offset = input.readFloat();
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data.scale = input.readFloat() / propertyScale;
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}
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constraints[i] = data;
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}
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}
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// Default skin.
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var defaultSkin:Skin = readSkin(input, skeletonData, true, nonessential);
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if (defaultSkin != null) {
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skeletonData.defaultSkin = defaultSkin;
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skeletonData.skins.push(defaultSkin);
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}
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// Skins.
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{
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var i:Int = skeletonData.skins.length;
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n = i + input.readInt(true);
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while (i < n) {
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skeletonData.skins.push(readSkin(input, skeletonData, false, nonessential));
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|
i++;
|
|
}
|
|
}
|
|
|
|
// Linked meshes.
|
|
for (linkedMesh in linkedMeshes) {
|
|
var skin:Skin = skeletonData.skins[linkedMesh.skinIndex];
|
|
var parent:Attachment = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent);
|
|
if (parent == null)
|
|
throw new SpineException("Parent mesh not found: " + linkedMesh.parent);
|
|
linkedMesh.mesh.timelineAttachment = linkedMesh.inheritTimeline ? cast(parent, VertexAttachment) : linkedMesh.mesh;
|
|
linkedMesh.mesh.parentMesh = cast(parent, MeshAttachment);
|
|
if (linkedMesh.mesh.region != null)
|
|
linkedMesh.mesh.updateRegion();
|
|
}
|
|
linkedMeshes.resize(0);
|
|
|
|
// Events.
|
|
n = input.readInt(true);
|
|
for (i in 0...n) {
|
|
var data:EventData = new EventData(input.readString());
|
|
data.intValue = input.readInt(false);
|
|
data.floatValue = input.readFloat();
|
|
data.stringValue = input.readString();
|
|
data.audioPath = input.readString();
|
|
if (data.audioPath != null) {
|
|
data.volume = input.readFloat();
|
|
data.balance = input.readFloat();
|
|
}
|
|
skeletonData.events.push(data);
|
|
}
|
|
|
|
// Animations.
|
|
var animations = skeletonData.animations;
|
|
n = input.readInt(true);
|
|
for (i in 0...n)
|
|
animations[i] = readAnimation(input, input.readString(), skeletonData);
|
|
|
|
for (i in 0...constraintCount)
|
|
if (Std.isOfType(constraints[i], SliderData)) {
|
|
var data = cast(constraints[i], SliderData);
|
|
data.animation = animations[input.readInt(true)];
|
|
};
|
|
return skeletonData;
|
|
}
|
|
|
|
private function readSkin(input:BinaryInput, skeletonData:SkeletonData, defaultSkin:Bool, nonessential:Bool):Skin {
|
|
var skin:Skin = null;
|
|
var slotCount = 0;
|
|
|
|
if (defaultSkin) {
|
|
slotCount = input.readInt(true);
|
|
if (slotCount == 0)
|
|
return null;
|
|
skin = new Skin("default");
|
|
} else {
|
|
skin = new Skin(input.readString());
|
|
|
|
if (nonessential)
|
|
skin.color.setFromRgba8888(input.readInt32());
|
|
|
|
var n:Int;
|
|
var from1 = skeletonData.bones;
|
|
var to1 = skin.bones;
|
|
to1.resize(n = input.readInt(true));
|
|
for (i in 0...n)
|
|
to1[i] = from1[input.readInt(true)];
|
|
|
|
var from2 = skeletonData.constraints;
|
|
var to2 = skin.constraints;
|
|
to2.resize(n = input.readInt(true));
|
|
for (i in 0...n)
|
|
to2[i] = from2[input.readInt(true)];
|
|
|
|
slotCount = input.readInt(true);
|
|
}
|
|
|
|
for (i in 0...slotCount) {
|
|
var slotIndex:Int = input.readInt(true);
|
|
for (ii in 0...input.readInt(true)) {
|
|
var name:String = input.readStringRef();
|
|
if (name == null)
|
|
throw new SpineException("Attachment name must not be null");
|
|
var attachment:Attachment = readAttachment(input, skeletonData, skin, slotIndex, name, nonessential);
|
|
if (attachment != null)
|
|
skin.setAttachment(slotIndex, name, attachment);
|
|
}
|
|
}
|
|
return skin;
|
|
}
|
|
|
|
private function readSequence(input:BinaryInput):Sequence {
|
|
var sequence = new Sequence(input.readInt(true));
|
|
sequence.start = input.readInt(true);
|
|
sequence.digits = input.readInt(true);
|
|
sequence.setupIndex = input.readInt(true);
|
|
return sequence;
|
|
}
|
|
|
|
private function readAttachment(input:BinaryInput, skeletonData:SkeletonData, skin:Skin, slotIndex:Int, attachmentName:String,
|
|
nonessential:Bool):Attachment {
|
|
var vertices:Vertices;
|
|
var path:String;
|
|
var rotation:Float;
|
|
var x:Float;
|
|
var y:Float;
|
|
var scaleX:Float;
|
|
var scaleY:Float;
|
|
var width:Float = 0;
|
|
var height:Float = 0;
|
|
var color:Int;
|
|
var mesh:MeshAttachment;
|
|
|
|
var flags = input.readByte();
|
|
var name = (flags & 8) != 0 ? input.readStringRef() : attachmentName;
|
|
switch (AttachmentType.values[flags & 7]) {
|
|
case AttachmentType.region:
|
|
path = (flags & 16) != 0 ? input.readStringRef() : null;
|
|
color = (flags & 32) != 0 ? input.readInt32() : 0xffffffff;
|
|
var sequence = (flags & 64) != 0 ? readSequence(input) : null;
|
|
rotation = (flags & 128) != 0 ? input.readFloat() : 0;
|
|
x = input.readFloat();
|
|
y = input.readFloat();
|
|
scaleX = input.readFloat();
|
|
scaleY = input.readFloat();
|
|
width = input.readFloat();
|
|
height = input.readFloat();
|
|
|
|
if (path == null)
|
|
path = name;
|
|
var region:RegionAttachment = attachmentLoader.newRegionAttachment(skin, name, path, sequence);
|
|
if (region == null)
|
|
return null;
|
|
region.path = path;
|
|
region.x = x * scale;
|
|
region.y = y * scale;
|
|
region.scaleX = scaleX;
|
|
region.scaleY = scaleY;
|
|
region.rotation = rotation;
|
|
region.width = width * scale;
|
|
region.height = height * scale;
|
|
region.color.setFromRgba8888(color);
|
|
region.sequence = sequence;
|
|
if (region.region != null)
|
|
region.updateRegion();
|
|
return region;
|
|
case AttachmentType.boundingbox:
|
|
vertices = readVertices(input, (flags & 16) != 0);
|
|
color = nonessential ? input.readInt32() : 0;
|
|
|
|
var box:BoundingBoxAttachment = attachmentLoader.newBoundingBoxAttachment(skin, name);
|
|
if (box == null)
|
|
return null;
|
|
box.worldVerticesLength = vertices.length;
|
|
box.vertices = vertices.vertices;
|
|
if (vertices.bones.length > 0)
|
|
box.bones = vertices.bones;
|
|
if (nonessential)
|
|
box.color.setFromRgba8888(color);
|
|
return box;
|
|
case AttachmentType.mesh:
|
|
path = (flags & 16) != 0 ? input.readStringRef() : name;
|
|
color = (flags & 32) != 0 ? input.readInt32() : 0xffffffff;
|
|
var sequence = (flags & 64) != 0 ? readSequence(input) : null;
|
|
var hullLength = input.readInt(true);
|
|
vertices = readVertices(input, (flags & 128) != 0);
|
|
var uvs:Array<Float> = readFloatArray(input, vertices.length, 1);
|
|
var triangles:Array<Int> = readShortArray(input, (vertices.length - hullLength - 2) * 3);
|
|
var edges:Array<Int> = null;
|
|
if (nonessential) {
|
|
edges = readShortArray(input, input.readInt(true));
|
|
width = input.readFloat();
|
|
height = input.readFloat();
|
|
}
|
|
|
|
if (path == null)
|
|
path = name;
|
|
mesh = attachmentLoader.newMeshAttachment(skin, name, path, sequence);
|
|
if (mesh == null)
|
|
return null;
|
|
mesh.path = path;
|
|
mesh.color.setFromRgba8888(color);
|
|
if (vertices.bones.length > 0)
|
|
mesh.bones = vertices.bones;
|
|
mesh.vertices = vertices.vertices;
|
|
mesh.worldVerticesLength = vertices.length;
|
|
mesh.triangles = triangles;
|
|
mesh.regionUVs = uvs;
|
|
if (mesh.region != null)
|
|
mesh.updateRegion();
|
|
mesh.hullLength = hullLength << 1;
|
|
mesh.sequence = sequence;
|
|
if (nonessential) {
|
|
mesh.edges = edges;
|
|
mesh.width = width * scale;
|
|
mesh.height = height * scale;
|
|
}
|
|
return mesh;
|
|
case AttachmentType.linkedmesh:
|
|
path = (flags & 16) != 0 ? input.readStringRef() : name;
|
|
if (path == null)
|
|
throw new SpineException("Path of linked mesh must not be null");
|
|
color = (flags & 32) != 0 ? input.readInt32() : 0xffffffff;
|
|
var sequence = (flags & 64) != 0 ? this.readSequence(input) : null;
|
|
var inheritTimelines:Bool = (flags & 128) != 0;
|
|
var skinIndex = input.readInt(true);
|
|
var parent:String = input.readStringRef();
|
|
if (nonessential) {
|
|
width = input.readFloat();
|
|
height = input.readFloat();
|
|
}
|
|
|
|
mesh = attachmentLoader.newMeshAttachment(skin, name, path, sequence);
|
|
if (mesh == null)
|
|
return null;
|
|
mesh.path = path;
|
|
mesh.color.setFromRgba8888(color);
|
|
mesh.sequence = sequence;
|
|
if (nonessential) {
|
|
mesh.width = width * scale;
|
|
mesh.height = height * scale;
|
|
}
|
|
this.linkedMeshes.push(new LinkedMeshBinary(mesh, skinIndex, slotIndex, parent, inheritTimelines));
|
|
return mesh;
|
|
case AttachmentType.path:
|
|
var closed:Bool = (flags & 16) != 0;
|
|
var constantSpeed:Bool = (flags & 32) != 0;
|
|
vertices = readVertices(input, (flags & 64) != 0);
|
|
var lengths:Array<Float> = new Array<Float>();
|
|
lengths.resize(Std.int(vertices.length / 6));
|
|
for (i in 0...lengths.length) {
|
|
lengths[i] = input.readFloat() * scale;
|
|
}
|
|
color = nonessential ? input.readInt32() : 0;
|
|
|
|
var pathAttachment:PathAttachment = attachmentLoader.newPathAttachment(skin, name);
|
|
if (pathAttachment == null)
|
|
return null;
|
|
pathAttachment.closed = closed;
|
|
pathAttachment.constantSpeed = constantSpeed;
|
|
pathAttachment.worldVerticesLength = vertices.length;
|
|
pathAttachment.vertices = vertices.vertices;
|
|
if (vertices.bones.length > 0)
|
|
pathAttachment.bones = vertices.bones;
|
|
pathAttachment.lengths = lengths;
|
|
if (nonessential)
|
|
pathAttachment.color.setFromRgba8888(color);
|
|
return pathAttachment;
|
|
case AttachmentType.point:
|
|
rotation = input.readFloat();
|
|
x = input.readFloat();
|
|
y = input.readFloat();
|
|
color = nonessential ? input.readInt32() : 0;
|
|
|
|
var point:PointAttachment = attachmentLoader.newPointAttachment(skin, name);
|
|
if (point == null)
|
|
return null;
|
|
point.x = x * scale;
|
|
point.y = y * scale;
|
|
point.rotation = rotation;
|
|
if (nonessential)
|
|
point.color.setFromRgba8888(color);
|
|
return point;
|
|
case AttachmentType.clipping:
|
|
var endSlotIndex:Int = input.readInt(true);
|
|
vertices = readVertices(input, (flags & 16) != 0);
|
|
color = nonessential ? input.readInt32() : 0;
|
|
|
|
var clip:ClippingAttachment = attachmentLoader.newClippingAttachment(skin, name);
|
|
if (clip == null)
|
|
return null;
|
|
clip.endSlot = skeletonData.slots[endSlotIndex];
|
|
clip.worldVerticesLength = vertices.length;
|
|
clip.vertices = vertices.vertices;
|
|
if (vertices.bones.length > 0)
|
|
clip.bones = vertices.bones;
|
|
if (nonessential)
|
|
clip.color.setFromRgba8888(color);
|
|
return clip;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
private function readVertices(input:BinaryInput, weighted:Bool):Vertices {
|
|
var vertexCount:Int = input.readInt(true);
|
|
var vertices:Vertices = new Vertices();
|
|
vertices.length = vertexCount << 1;
|
|
if (!weighted) {
|
|
vertices.vertices = readFloatArray(input, vertices.length, scale);
|
|
return vertices;
|
|
}
|
|
var weights:Array<Float> = new Array<Float>();
|
|
var bonesArray:Array<Int> = new Array<Int>();
|
|
for (i in 0...vertexCount) {
|
|
var boneCount:Int = input.readInt(true);
|
|
bonesArray.push(boneCount);
|
|
for (ii in 0...boneCount) {
|
|
bonesArray.push(input.readInt(true));
|
|
weights.push(input.readFloat() * scale);
|
|
weights.push(input.readFloat() * scale);
|
|
weights.push(input.readFloat());
|
|
}
|
|
}
|
|
vertices.vertices = weights;
|
|
vertices.bones = bonesArray;
|
|
return vertices;
|
|
}
|
|
|
|
private function readFloatArray(input:BinaryInput, n:Int, scale:Float):Array<Float> {
|
|
var array:Array<Float> = new Array<Float>();
|
|
if (scale == 1) {
|
|
for (i in 0...n) {
|
|
array.push(input.readFloat());
|
|
}
|
|
} else {
|
|
for (i in 0...n) {
|
|
array.push(input.readFloat() * scale);
|
|
}
|
|
}
|
|
return array;
|
|
}
|
|
|
|
private function readShortArray(input:BinaryInput, n:Int):Array<Int> {
|
|
var array:Array<Int> = new Array<Int>();
|
|
for (i in 0...n) {
|
|
array.push(input.readInt(true));
|
|
}
|
|
return array;
|
|
}
|
|
|
|
private function readAnimation(input:BinaryInput, name:String, skeletonData:SkeletonData):Animation {
|
|
input.readInt(true); // Count of timelines.
|
|
var timelines:Array<Timeline> = new Array<Timeline>();
|
|
var i:Int = 0, n:Int = 0, ii:Int = 0, nn:Int = 0;
|
|
|
|
var index:Int, slotIndex:Int, timelineType:Int, timelineScale:Float;
|
|
var frameCount:Int, frameLast:Int, frame:Int, bezierCount:Int, bezier:Int;
|
|
var time:Float, time2:Float;
|
|
|
|
// Slot timelines.
|
|
var r:Float, g:Float, b:Float, a:Float;
|
|
var r2:Float, g2:Float, b2:Float, a2:Float;
|
|
var nr:Float, ng:Float, nb:Float, na:Float;
|
|
var nr2:Float, ng2:Float, nb2:Float, na2:Float;
|
|
for (i in 0...input.readInt(true)) {
|
|
slotIndex = input.readInt(true);
|
|
for (ii in 0...input.readInt(true)) {
|
|
timelineType = input.readByte();
|
|
frameCount = input.readInt(true);
|
|
frameLast = frameCount - 1;
|
|
switch (timelineType) {
|
|
case SkeletonBinary.SLOT_ATTACHMENT:
|
|
var attachmentTimeline:AttachmentTimeline = new AttachmentTimeline(frameCount, slotIndex);
|
|
attachmentTimeline.slotIndex = slotIndex;
|
|
for (frame in 0...frameCount) {
|
|
attachmentTimeline.setFrame(frame, input.readFloat(), input.readStringRef());
|
|
}
|
|
timelines.push(attachmentTimeline);
|
|
case SLOT_RGBA:
|
|
bezierCount = input.readInt(true);
|
|
var rgbaTimeline:RGBATimeline = new RGBATimeline(frameCount, bezierCount, slotIndex);
|
|
|
|
time = input.readFloat();
|
|
r = input.readUnsignedByte() / 255.0;
|
|
g = input.readUnsignedByte() / 255.0;
|
|
b = input.readUnsignedByte() / 255.0;
|
|
a = input.readUnsignedByte() / 255.0;
|
|
|
|
frame = 0;
|
|
bezier = 0;
|
|
while (true) {
|
|
rgbaTimeline.setFrame(frame, time, r, g, b, a);
|
|
if (frame == frameLast)
|
|
break;
|
|
|
|
time2 = input.readFloat();
|
|
r2 = input.readUnsignedByte() / 255.0;
|
|
g2 = input.readUnsignedByte() / 255.0;
|
|
b2 = input.readUnsignedByte() / 255.0;
|
|
a2 = input.readUnsignedByte() / 255.0;
|
|
|
|
switch (input.readByte()) {
|
|
case CURVE_STEPPED:
|
|
rgbaTimeline.setStepped(frame);
|
|
case CURVE_BEZIER:
|
|
setBezier(input, rgbaTimeline, bezier++, frame, 0, time, time2, r, r2, 1);
|
|
setBezier(input, rgbaTimeline, bezier++, frame, 1, time, time2, g, g2, 1);
|
|
setBezier(input, rgbaTimeline, bezier++, frame, 2, time, time2, b, b2, 1);
|
|
setBezier(input, rgbaTimeline, bezier++, frame, 3, time, time2, a, a2, 1);
|
|
}
|
|
time = time2;
|
|
r = r2;
|
|
g = g2;
|
|
b = b2;
|
|
a = a2;
|
|
|
|
frame++;
|
|
}
|
|
timelines.push(rgbaTimeline);
|
|
case SLOT_RGB:
|
|
bezierCount = input.readInt(true);
|
|
var rgbTimeline:RGBTimeline = new RGBTimeline(frameCount, bezierCount, slotIndex);
|
|
|
|
time = input.readFloat();
|
|
r = input.readUnsignedByte() / 255.0;
|
|
g = input.readUnsignedByte() / 255.0;
|
|
b = input.readUnsignedByte() / 255.0;
|
|
|
|
frame = 0;
|
|
bezier = 0;
|
|
while (true) {
|
|
rgbTimeline.setFrame(frame, time, r, g, b);
|
|
if (frame == frameLast)
|
|
break;
|
|
|
|
time2 = input.readFloat();
|
|
r2 = input.readUnsignedByte() / 255.0;
|
|
g2 = input.readUnsignedByte() / 255.0;
|
|
b2 = input.readUnsignedByte() / 255.0;
|
|
|
|
switch (input.readByte()) {
|
|
case CURVE_STEPPED:
|
|
rgbTimeline.setStepped(frame);
|
|
case CURVE_BEZIER:
|
|
setBezier(input, rgbTimeline, bezier++, frame, 0, time, time2, r, r2, 1);
|
|
setBezier(input, rgbTimeline, bezier++, frame, 1, time, time2, g, g2, 1);
|
|
setBezier(input, rgbTimeline, bezier++, frame, 2, time, time2, b, b2, 1);
|
|
}
|
|
time = time2;
|
|
r = r2;
|
|
g = g2;
|
|
b = b2;
|
|
|
|
frame++;
|
|
}
|
|
timelines.push(rgbTimeline);
|
|
case SLOT_RGBA2:
|
|
bezierCount = input.readInt(true);
|
|
var rgba2Timeline:RGBA2Timeline = new RGBA2Timeline(frameCount, bezierCount, slotIndex);
|
|
|
|
time = input.readFloat();
|
|
r = input.readUnsignedByte() / 255.0;
|
|
g = input.readUnsignedByte() / 255.0;
|
|
b = input.readUnsignedByte() / 255.0;
|
|
a = input.readUnsignedByte() / 255.0;
|
|
r2 = input.readUnsignedByte() / 255.0;
|
|
g2 = input.readUnsignedByte() / 255.0;
|
|
b2 = input.readUnsignedByte() / 255.0;
|
|
|
|
frame = 0;
|
|
bezier = 0;
|
|
while (true) {
|
|
rgba2Timeline.setFrame(frame, time, r, g, b, a, r2, g2, b2);
|
|
if (frame == frameLast)
|
|
break;
|
|
|
|
time2 = input.readFloat();
|
|
nr = input.readUnsignedByte() / 255.0;
|
|
ng = input.readUnsignedByte() / 255.0;
|
|
nb = input.readUnsignedByte() / 255.0;
|
|
na = input.readUnsignedByte() / 255.0;
|
|
nr2 = input.readUnsignedByte() / 255.0;
|
|
ng2 = input.readUnsignedByte() / 255.0;
|
|
nb2 = input.readUnsignedByte() / 255.0;
|
|
|
|
switch (input.readByte()) {
|
|
case CURVE_STEPPED:
|
|
rgba2Timeline.setStepped(frame);
|
|
case CURVE_BEZIER:
|
|
setBezier(input, rgba2Timeline, bezier++, frame, 0, time, time2, r, nr, 1);
|
|
setBezier(input, rgba2Timeline, bezier++, frame, 1, time, time2, g, ng, 1);
|
|
setBezier(input, rgba2Timeline, bezier++, frame, 2, time, time2, b, nb, 1);
|
|
setBezier(input, rgba2Timeline, bezier++, frame, 3, time, time2, a, na, 1);
|
|
setBezier(input, rgba2Timeline, bezier++, frame, 4, time, time2, r2, nr2, 1);
|
|
setBezier(input, rgba2Timeline, bezier++, frame, 5, time, time2, g2, ng2, 1);
|
|
setBezier(input, rgba2Timeline, bezier++, frame, 6, time, time2, b2, nb2, 1);
|
|
}
|
|
time = time2;
|
|
r = nr;
|
|
g = ng;
|
|
b = nb;
|
|
a = na;
|
|
r2 = nr2;
|
|
g2 = ng2;
|
|
b2 = nb2;
|
|
|
|
frame++;
|
|
}
|
|
timelines.push(rgba2Timeline);
|
|
case SLOT_RGB2:
|
|
bezierCount = input.readInt(true);
|
|
var rgb2Timeline:RGB2Timeline = new RGB2Timeline(frameCount, bezierCount, slotIndex);
|
|
|
|
time = input.readFloat();
|
|
r = input.readUnsignedByte() / 255.0;
|
|
g = input.readUnsignedByte() / 255.0;
|
|
b = input.readUnsignedByte() / 255.0;
|
|
r2 = input.readUnsignedByte() / 255.0;
|
|
g2 = input.readUnsignedByte() / 255.0;
|
|
b2 = input.readUnsignedByte() / 255.0;
|
|
|
|
frame = 0;
|
|
bezier = 0;
|
|
while (true) {
|
|
rgb2Timeline.setFrame(frame, time, r, g, b, r2, g2, b2);
|
|
if (frame == frameLast)
|
|
break;
|
|
|
|
time2 = input.readFloat();
|
|
nr = input.readUnsignedByte() / 255.0;
|
|
ng = input.readUnsignedByte() / 255.0;
|
|
nb = input.readUnsignedByte() / 255.0;
|
|
nr2 = input.readUnsignedByte() / 255.0;
|
|
ng2 = input.readUnsignedByte() / 255.0;
|
|
nb2 = input.readUnsignedByte() / 255.0;
|
|
|
|
switch (input.readByte()) {
|
|
case CURVE_STEPPED:
|
|
rgb2Timeline.setStepped(frame);
|
|
case CURVE_BEZIER:
|
|
setBezier(input, rgb2Timeline, bezier++, frame, 0, time, time2, r, nr, 1);
|
|
setBezier(input, rgb2Timeline, bezier++, frame, 1, time, time2, g, ng, 1);
|
|
setBezier(input, rgb2Timeline, bezier++, frame, 2, time, time2, b, nb, 1);
|
|
setBezier(input, rgb2Timeline, bezier++, frame, 3, time, time2, r2, nr2, 1);
|
|
setBezier(input, rgb2Timeline, bezier++, frame, 4, time, time2, g2, ng2, 1);
|
|
setBezier(input, rgb2Timeline, bezier++, frame, 5, time, time2, b2, nb2, 1);
|
|
}
|
|
time = time2;
|
|
r = nr;
|
|
g = ng;
|
|
b = nb;
|
|
r2 = nr2;
|
|
g2 = ng2;
|
|
b2 = nb2;
|
|
|
|
frame++;
|
|
}
|
|
timelines.push(rgb2Timeline);
|
|
case SLOT_ALPHA:
|
|
var alphaTimeline:AlphaTimeline = new AlphaTimeline(frameCount, input.readInt(true), slotIndex);
|
|
time = input.readFloat();
|
|
a = input.readUnsignedByte() / 255;
|
|
|
|
frame = 0;
|
|
bezier = 0;
|
|
while (true) {
|
|
alphaTimeline.setFrame(frame, time, a);
|
|
if (frame == frameLast)
|
|
break;
|
|
|
|
time2 = input.readFloat();
|
|
a2 = input.readUnsignedByte() / 255;
|
|
switch (input.readByte()) {
|
|
case CURVE_STEPPED:
|
|
alphaTimeline.setStepped(frame);
|
|
case CURVE_BEZIER:
|
|
setBezier(input, alphaTimeline, bezier++, frame, 0, time, time2, a, a2, 1);
|
|
}
|
|
time = time2;
|
|
a = a2;
|
|
|
|
frame++;
|
|
}
|
|
timelines.push(alphaTimeline);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Bone timelines.
|
|
for (i in 0...input.readInt(true)) {
|
|
var boneIndex:Int = input.readInt(true);
|
|
for (ii in 0...input.readInt(true)) {
|
|
timelineType = input.readByte();
|
|
frameCount = input.readInt(true);
|
|
if (timelineType == BONE_INHERIT) {
|
|
var timeline = new InheritTimeline(frameCount, boneIndex);
|
|
for (frame in 0...frameCount) {
|
|
timeline.setFrame(frame, input.readFloat(), Inherit.values[input.readByte()]);
|
|
}
|
|
timelines.push(timeline);
|
|
continue;
|
|
}
|
|
bezierCount = input.readInt(true);
|
|
switch (timelineType) {
|
|
case BONE_ROTATE:
|
|
readTimeline(input, timelines, new RotateTimeline(frameCount, bezierCount, boneIndex), 1);
|
|
case BONE_TRANSLATE: //
|
|
readTimeline2(input, timelines, new TranslateTimeline(frameCount, bezierCount, boneIndex), scale);
|
|
case BONE_TRANSLATEX: //
|
|
readTimeline(input, timelines, new TranslateXTimeline(frameCount, bezierCount, boneIndex), scale);
|
|
case BONE_TRANSLATEY: //
|
|
readTimeline(input, timelines, new TranslateYTimeline(frameCount, bezierCount, boneIndex), scale);
|
|
case BONE_SCALE:
|
|
readTimeline2(input, timelines, new ScaleTimeline(frameCount, bezierCount, boneIndex), 1);
|
|
case BONE_SCALEX:
|
|
readTimeline(input, timelines, new ScaleXTimeline(frameCount, bezierCount, boneIndex), 1);
|
|
case BONE_SCALEY:
|
|
readTimeline(input, timelines, new ScaleYTimeline(frameCount, bezierCount, boneIndex), 1);
|
|
case BONE_SHEAR:
|
|
readTimeline2(input, timelines, new ShearTimeline(frameCount, bezierCount, boneIndex), 1);
|
|
case BONE_SHEARX:
|
|
readTimeline(input, timelines, new ShearXTimeline(frameCount, bezierCount, boneIndex), 1);
|
|
case BONE_SHEARY:
|
|
readTimeline(input, timelines, new ShearYTimeline(frameCount, bezierCount, boneIndex), 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
// IK constraint timelines.
|
|
for (i in 0...input.readInt(true)) {
|
|
index = input.readInt(true);
|
|
frameCount = input.readInt(true);
|
|
frameLast = frameCount - 1;
|
|
var ikTimeline:IkConstraintTimeline = new IkConstraintTimeline(frameCount, input.readInt(true), index);
|
|
var flags = input.readByte();
|
|
time = input.readFloat();
|
|
var mix:Float = (flags & 1) != 0 ? ((flags & 2) != 0 ? input.readFloat() : 1) : 0;
|
|
var softness:Float = (flags & 4) != 0 ? input.readFloat() * scale : 0;
|
|
|
|
frame = 0;
|
|
bezier = 0;
|
|
while (true) {
|
|
ikTimeline.setFrame(frame, time, mix, softness, (flags & 8) != 0 ? 1 : -1, (flags & 16) != 0, (flags & 32) != 0);
|
|
if (frame == frameLast)
|
|
break;
|
|
flags = input.readByte();
|
|
time2 = input.readFloat();
|
|
var mix2:Float = (flags & 1) != 0 ? ((flags & 2) != 0 ? input.readFloat() : 1) : 0;
|
|
var softness2:Float = (flags & 4) != 0 ? input.readFloat() * scale : 0;
|
|
if ((flags & 64) != 0) {
|
|
ikTimeline.setStepped(frame);
|
|
} else if ((flags & 128) != 0) {
|
|
setBezier(input, ikTimeline, bezier++, frame, 0, time, time2, mix, mix2, 1);
|
|
setBezier(input, ikTimeline, bezier++, frame, 1, time, time2, softness, softness2, scale);
|
|
}
|
|
time = time2;
|
|
mix = mix2;
|
|
softness = softness2;
|
|
|
|
frame++;
|
|
}
|
|
timelines.push(ikTimeline);
|
|
}
|
|
|
|
// Transform constraint timelines.
|
|
var mixRotate:Float, mixRotate2:Float;
|
|
var mixX:Float, mixX2:Float;
|
|
var mixY:Float, mixY2:Float;
|
|
for (i in 0...input.readInt(true)) {
|
|
index = input.readInt(true);
|
|
frameCount = input.readInt(true);
|
|
|
|
frameLast = frameCount - 1;
|
|
var transformTimeline:TransformConstraintTimeline = new TransformConstraintTimeline(frameCount, input.readInt(true), index);
|
|
time = input.readFloat();
|
|
mixRotate = input.readFloat();
|
|
mixX = input.readFloat();
|
|
mixY = input.readFloat();
|
|
var mixScaleX:Float = input.readFloat(),
|
|
mixScaleY:Float = input.readFloat(),
|
|
mixShearY:Float = input.readFloat();
|
|
frame = 0;
|
|
bezier = 0;
|
|
while (true) {
|
|
transformTimeline.setFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY);
|
|
if (frame == frameLast)
|
|
break;
|
|
|
|
time2 = input.readFloat();
|
|
mixRotate2 = input.readFloat();
|
|
mixX2 = input.readFloat();
|
|
mixY2 = input.readFloat();
|
|
var mixScaleX2:Float = input.readFloat(),
|
|
mixScaleY2:Float = input.readFloat(),
|
|
mixShearY2:Float = input.readFloat();
|
|
switch (input.readByte()) {
|
|
case CURVE_STEPPED:
|
|
transformTimeline.setStepped(frame);
|
|
case CURVE_BEZIER:
|
|
setBezier(input, transformTimeline, bezier++, frame, 0, time, time2, mixRotate, mixRotate2, 1);
|
|
setBezier(input, transformTimeline, bezier++, frame, 1, time, time2, mixX, mixX2, 1);
|
|
setBezier(input, transformTimeline, bezier++, frame, 2, time, time2, mixY, mixY2, 1);
|
|
setBezier(input, transformTimeline, bezier++, frame, 3, time, time2, mixScaleX, mixScaleX2, 1);
|
|
setBezier(input, transformTimeline, bezier++, frame, 4, time, time2, mixScaleY, mixScaleY2, 1);
|
|
setBezier(input, transformTimeline, bezier++, frame, 5, time, time2, mixShearY, mixShearY2, 1);
|
|
}
|
|
time = time2;
|
|
mixRotate = mixRotate2;
|
|
mixX = mixX2;
|
|
mixY = mixY2;
|
|
mixScaleX = mixScaleX2;
|
|
mixScaleY = mixScaleY2;
|
|
mixShearY = mixShearY2;
|
|
|
|
frame++;
|
|
}
|
|
|
|
timelines.push(transformTimeline);
|
|
}
|
|
|
|
// Path constraint timelines.
|
|
for (i in 0...input.readInt(true)) {
|
|
index = input.readInt(true);
|
|
var data = cast(skeletonData.constraints[index], PathConstraintData);
|
|
for (ii in 0...input.readInt(true)) {
|
|
var type:Int = input.readByte(),
|
|
frameCount:Int = input.readInt(true),
|
|
bezierCount:Int = input.readInt(true);
|
|
switch (type) {
|
|
case PATH_POSITION:
|
|
readTimeline(input, timelines, new PathConstraintPositionTimeline(frameCount, bezierCount, index),
|
|
data.positionMode == PositionMode.fixed ? scale : 1);
|
|
case PATH_SPACING:
|
|
readTimeline(input, timelines,
|
|
new PathConstraintSpacingTimeline(frameCount, bezierCount, index), data.spacingMode == SpacingMode.length || data.spacingMode == SpacingMode.fixed ? scale : 1);
|
|
case PATH_MIX:
|
|
var mixTimeline:PathConstraintMixTimeline = new PathConstraintMixTimeline(frameCount, bezierCount, index);
|
|
time = input.readFloat();
|
|
mixRotate = input.readFloat();
|
|
mixX = input.readFloat();
|
|
mixY = input.readFloat();
|
|
|
|
frame = 0;
|
|
bezier = 0;
|
|
frameLast = mixTimeline.getFrameCount() - 1;
|
|
while (true) {
|
|
mixTimeline.setFrame(frame, time, mixRotate, mixX, mixY);
|
|
if (frame == frameLast)
|
|
break;
|
|
time2 = input.readFloat();
|
|
mixRotate2 = input.readFloat();
|
|
mixX2 = input.readFloat();
|
|
mixY2 = input.readFloat();
|
|
switch (input.readByte()) {
|
|
case CURVE_STEPPED: mixTimeline.setStepped(frame);
|
|
case CURVE_BEZIER:
|
|
setBezier(input, mixTimeline, bezier++, frame, 0, time, time2, mixRotate, mixRotate2, 1);
|
|
setBezier(input, mixTimeline, bezier++, frame, 1, time, time2, mixX, mixX2, 1);
|
|
setBezier(input, mixTimeline, bezier++, frame, 2, time, time2, mixY, mixY2, 1);
|
|
}
|
|
time = time2;
|
|
mixRotate = mixRotate2;
|
|
mixX = mixX2;
|
|
mixY = mixY2;
|
|
|
|
frame++;
|
|
}
|
|
timelines.push(mixTimeline);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Physics timelines.
|
|
for (i in 0...input.readInt(true)) {
|
|
var constraintIndex:Int = input.readInt(true) - 1;
|
|
for (ii in 0...input.readInt(true)) {
|
|
var type:Int = input.readByte(),
|
|
frameCount:Int = input.readInt(true);
|
|
if (type == PHYSICS_RESET) {
|
|
var timeline:PhysicsConstraintResetTimeline = new PhysicsConstraintResetTimeline(frameCount, constraintIndex);
|
|
for (frame in 0...frameCount)
|
|
timeline.setFrame(frame, input.readFloat());
|
|
timelines.push(timeline);
|
|
continue;
|
|
}
|
|
var bezierCount = input.readInt(true);
|
|
var timeline:CurveTimeline1;
|
|
switch (type) {
|
|
case PHYSICS_INERTIA:
|
|
timeline = new PhysicsConstraintInertiaTimeline(frameCount, bezierCount, constraintIndex);
|
|
case PHYSICS_STRENGTH:
|
|
timeline = new PhysicsConstraintStrengthTimeline(frameCount, bezierCount, constraintIndex);
|
|
case PHYSICS_DAMPING:
|
|
timeline = new PhysicsConstraintDampingTimeline(frameCount, bezierCount, constraintIndex);
|
|
case PHYSICS_MASS:
|
|
timeline = new PhysicsConstraintMassTimeline(frameCount, bezierCount, constraintIndex);
|
|
case PHYSICS_WIND:
|
|
timeline = new PhysicsConstraintWindTimeline(frameCount, bezierCount, constraintIndex);
|
|
case PHYSICS_GRAVITY:
|
|
timeline = new PhysicsConstraintGravityTimeline(frameCount, bezierCount, constraintIndex);
|
|
case PHYSICS_MIX:
|
|
timeline = new PhysicsConstraintMixTimeline(frameCount, bezierCount, constraintIndex);
|
|
default:
|
|
throw new SpineException("Unknown physics timeline type: " + type);
|
|
}
|
|
readTimeline(input, timelines, timeline, 1);
|
|
}
|
|
}
|
|
|
|
// Slider timelines.
|
|
for (i in 0...input.readInt(true)) {
|
|
var index = input.readInt(true);
|
|
for (ii in 0...input.readInt(true)) {
|
|
var type = input.readByte(),
|
|
frameCount = input.readInt(true),
|
|
bezierCount = input.readInt(true);
|
|
var timeline:CurveTimeline1;
|
|
switch (type) {
|
|
case SLIDER_TIME:
|
|
timeline = new SliderTimeline(frameCount, bezierCount, index);
|
|
case SLIDER_MIX:
|
|
timeline = new SliderMixTimeline(frameCount, bezierCount, index);
|
|
default:
|
|
throw new SpineException("Unknown slider timeline type: " + type);
|
|
}
|
|
readTimeline(input, timelines, timeline, 1);
|
|
}
|
|
}
|
|
|
|
// Deform timelines.
|
|
for (i in 0...input.readInt(true)) {
|
|
var skin:Skin = skeletonData.skins[input.readInt(true)];
|
|
for (ii in 0...input.readInt(true)) {
|
|
slotIndex = input.readInt(true);
|
|
for (iii in 0...input.readInt(true)) {
|
|
var attachmentName:String = input.readStringRef();
|
|
var attachment = skin.getAttachment(slotIndex, attachmentName);
|
|
if (attachment == null)
|
|
throw new SpineException("Vertex attachment not found: " + attachmentName);
|
|
var timelineType = input.readByte();
|
|
frameCount = input.readInt(true);
|
|
frameLast = frameCount - 1;
|
|
|
|
switch (timelineType) {
|
|
case ATTACHMENT_DEFORM:
|
|
var vertexAttachment = cast(attachment, VertexAttachment);
|
|
var weighted:Bool = vertexAttachment.bones != null;
|
|
var vertices:Array<Float> = vertexAttachment.vertices;
|
|
var deformLength:Int = weighted ? Std.int(vertices.length / 3 * 2) : vertices.length;
|
|
|
|
bezierCount = input.readInt(true);
|
|
var deformTimeline:DeformTimeline = new DeformTimeline(frameCount, bezierCount, slotIndex, vertexAttachment);
|
|
|
|
time = input.readFloat();
|
|
frame = 0;
|
|
bezier = 0;
|
|
while (true) {
|
|
var deform:Array<Float>;
|
|
var end:Int = input.readInt(true);
|
|
if (end == 0) {
|
|
if (weighted) {
|
|
deform = new Array<Float>();
|
|
ArrayUtils.resize(deform, deformLength, 0);
|
|
} else {
|
|
deform = vertices;
|
|
}
|
|
} else {
|
|
var v:Int, vn:Int;
|
|
deform = new Array<Float>();
|
|
ArrayUtils.resize(deform, deformLength, 0);
|
|
var start:Int = input.readInt(true);
|
|
end += start;
|
|
if (scale == 1) {
|
|
for (v in start...end) {
|
|
deform[v] = input.readFloat();
|
|
}
|
|
} else {
|
|
for (v in start...end) {
|
|
deform[v] = input.readFloat() * scale;
|
|
}
|
|
}
|
|
if (!weighted) {
|
|
for (v in 0...deform.length) {
|
|
deform[v] += vertices[v];
|
|
}
|
|
}
|
|
}
|
|
|
|
deformTimeline.setFrame(frame, time, deform);
|
|
if (frame == frameLast)
|
|
break;
|
|
time2 = input.readFloat();
|
|
switch (input.readByte()) {
|
|
case CURVE_STEPPED: deformTimeline.setStepped(frame);
|
|
case CURVE_BEZIER: SkeletonBinary.setBezier(input, deformTimeline, bezier++, frame, 0, time, time2, 0, 1, 1);
|
|
}
|
|
time = time2;
|
|
|
|
frame++;
|
|
}
|
|
timelines.push(deformTimeline);
|
|
case ATTACHMENT_SEQUENCE:
|
|
var timeline = new SequenceTimeline(frameCount, slotIndex, cast(attachment, HasTextureRegion));
|
|
for (frame in 0...frameCount) {
|
|
var time = input.readFloat();
|
|
var modeAndIndex = input.readInt32();
|
|
timeline.setFrame(frame, time, SequenceMode.values[modeAndIndex & 0xf], modeAndIndex >> 4, input.readFloat());
|
|
}
|
|
timelines.push(timeline);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Draw order timelines.
|
|
var drawOrderCount:Int = input.readInt(true);
|
|
if (drawOrderCount > 0) {
|
|
var drawOrderTimeline:DrawOrderTimeline = new DrawOrderTimeline(drawOrderCount);
|
|
var slotCount:Int = skeletonData.slots.length;
|
|
for (i in 0...drawOrderCount) {
|
|
time = input.readFloat();
|
|
var offsetCount:Int = input.readInt(true);
|
|
var drawOrder:Array<Int> = new Array<Int>();
|
|
drawOrder.resize(slotCount);
|
|
var ii:Int = slotCount - 1;
|
|
while (ii >= 0) {
|
|
drawOrder[ii--] = -1;
|
|
}
|
|
var unchanged:Array<Int> = new Array<Int>();
|
|
unchanged.resize(slotCount - offsetCount);
|
|
var originalIndex:Int = 0, unchangedIndex:Int = 0;
|
|
for (ii in 0...offsetCount) {
|
|
slotIndex = input.readInt(true);
|
|
// Collect unchanged items.
|
|
while (originalIndex != slotIndex) {
|
|
unchanged[unchangedIndex++] = originalIndex++;
|
|
}
|
|
// Set changed items.
|
|
drawOrder[originalIndex + input.readInt(true)] = originalIndex++;
|
|
}
|
|
// Collect remaining unchanged items.
|
|
while (originalIndex < slotCount) {
|
|
unchanged[unchangedIndex++] = originalIndex++;
|
|
}
|
|
// Fill in unchanged items.
|
|
ii = slotCount - 1;
|
|
while (ii >= 0) {
|
|
if (drawOrder[ii] == -1)
|
|
drawOrder[ii] = unchanged[--unchangedIndex];
|
|
ii--;
|
|
}
|
|
drawOrderTimeline.setFrame(i, time, drawOrder);
|
|
}
|
|
timelines.push(drawOrderTimeline);
|
|
}
|
|
|
|
// Event timelines.
|
|
var eventCount:Int = input.readInt(true);
|
|
if (eventCount > 0) {
|
|
var eventTimeline:EventTimeline = new EventTimeline(eventCount);
|
|
for (i in 0...eventCount) {
|
|
time = input.readFloat();
|
|
var eventData:EventData = skeletonData.events[input.readInt(true)];
|
|
var event:Event = new Event(time, eventData);
|
|
event.intValue = input.readInt(false);
|
|
event.floatValue = input.readFloat();
|
|
event.stringValue = input.readString();
|
|
if (event.stringValue == null)
|
|
event.stringValue = eventData.stringValue;
|
|
if (event.data.audioPath != null) {
|
|
event.volume = input.readFloat();
|
|
event.balance = input.readFloat();
|
|
}
|
|
eventTimeline.setFrame(i, event);
|
|
}
|
|
timelines.push(eventTimeline);
|
|
}
|
|
|
|
var duration:Float = 0;
|
|
for (i in 0...timelines.length)
|
|
duration = Math.max(duration, timelines[i].getDuration());
|
|
return new Animation(name, timelines, duration);
|
|
}
|
|
|
|
static private function readTimeline(input:BinaryInput, timelines:Array<Timeline>, timeline:CurveTimeline1, scale:Float) {
|
|
var time:Float = input.readFloat(),
|
|
value:Float = input.readFloat() * scale;
|
|
|
|
var frame:Int = 0, bezier:Int = 0, frameLast:Int = timeline.getFrameCount() - 1;
|
|
while (true) {
|
|
timeline.setFrame(frame, time, value);
|
|
if (frame == frameLast)
|
|
break;
|
|
|
|
var time2:Float = input.readFloat(),
|
|
value2:Float = input.readFloat() * scale;
|
|
switch (input.readByte()) {
|
|
case CURVE_STEPPED:
|
|
timeline.setStepped(frame);
|
|
case CURVE_BEZIER:
|
|
setBezier(input, timeline, bezier++, frame, 0, time, time2, value, value2, scale);
|
|
}
|
|
time = time2;
|
|
value = value2;
|
|
|
|
frame++;
|
|
}
|
|
timelines.push(timeline);
|
|
}
|
|
|
|
static private function readTimeline2(input:BinaryInput, timelines:Array<Timeline>, timeline:BoneTimeline2, scale:Float) {
|
|
var time:Float = input.readFloat(),
|
|
value1:Float = input.readFloat() * scale,
|
|
value2:Float = input.readFloat() * scale;
|
|
|
|
var frame:Int = 0, bezier:Int = 0, frameLast:Int = timeline.getFrameCount() - 1;
|
|
while (true) {
|
|
timeline.setFrame(frame, time, value1, value2);
|
|
if (frame == frameLast)
|
|
break;
|
|
|
|
var time2:Float = input.readFloat(),
|
|
nvalue1:Float = input.readFloat() * scale,
|
|
nvalue2:Float = input.readFloat() * scale;
|
|
switch (input.readByte()) {
|
|
case CURVE_STEPPED:
|
|
timeline.setStepped(frame);
|
|
case CURVE_BEZIER:
|
|
setBezier(input, timeline, bezier++, frame, 0, time, time2, value1, nvalue1, scale);
|
|
setBezier(input, timeline, bezier++, frame, 1, time, time2, value2, nvalue2, scale);
|
|
}
|
|
time = time2;
|
|
value1 = nvalue1;
|
|
value2 = nvalue2;
|
|
|
|
frame++;
|
|
}
|
|
timelines.push(timeline);
|
|
}
|
|
|
|
static private function setBezier(input:BinaryInput, timeline:CurveTimeline, bezier:Int, frame:Int, value:Float, time1:Float, time2:Float, value1:Float,
|
|
value2:Float, scale:Float):Void {
|
|
timeline.setBezier(bezier, frame, value, time1, value1, input.readFloat(), input.readFloat() * scale, input.readFloat(), input.readFloat() * scale,
|
|
time2, value2);
|
|
}
|
|
}
|
|
|
|
class Vertices {
|
|
public var vertices:Array<Float> = new Array<Float>();
|
|
public var bones:Array<Int> = new Array<Int>();
|
|
public var length:Int = 0;
|
|
|
|
public function new() {}
|
|
}
|
|
|
|
class LinkedMeshBinary {
|
|
public var parent(default, null):String;
|
|
public var skinIndex(default, null):Int;
|
|
public var slotIndex(default, null):Int;
|
|
public var mesh(default, null):MeshAttachment;
|
|
public var inheritTimeline(default, null):Bool;
|
|
|
|
public function new(mesh:MeshAttachment, skinIndex:Int, slotIndex:Int, parent:String, inheritTimeline:Bool) {
|
|
this.mesh = mesh;
|
|
this.skinIndex = skinIndex;
|
|
this.slotIndex = slotIndex;
|
|
this.parent = parent;
|
|
this.inheritTimeline = inheritTimeline;
|
|
}
|
|
}
|