spine-runtimes/spine-ts/core/src/SkeletonBinary.ts
2021-07-15 06:50:04 +02:00

1133 lines
40 KiB
TypeScript

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
module spine {
/** Loads skeleton data in the Spine binary format.
*
* See [Spine binary format](http://esotericsoftware.com/spine-binary-format) and
* [JSON and binary data](http://esotericsoftware.com/spine-loading-skeleton-data#JSON-and-binary-data) in the Spine
* Runtimes Guide. */
export class SkeletonBinary {
/** Scales bone positions, image sizes, and translations as they are loaded. This allows different size images to be used at
* runtime than were used in Spine.
*
* See [Scaling](http://esotericsoftware.com/spine-loading-skeleton-data#Scaling) in the Spine Runtimes Guide. */
scale = 1;
attachmentLoader: AttachmentLoader;
private linkedMeshes = new Array<LinkedMesh>();
constructor (attachmentLoader: AttachmentLoader) {
this.attachmentLoader = attachmentLoader;
}
readSkeletonData (binary: Uint8Array): SkeletonData {
let scale = this.scale;
let skeletonData = new SkeletonData();
skeletonData.name = ""; // BOZO
let input = new BinaryInput(binary);
let lowHash = input.readInt32();
let highHash = input.readInt32();
skeletonData.hash = highHash == 0 && lowHash == 0 ? null : highHash.toString(16) + lowHash.toString(16);
skeletonData.version = input.readString();
skeletonData.x = input.readFloat();
skeletonData.y = input.readFloat();
skeletonData.width = input.readFloat();
skeletonData.height = input.readFloat();
let nonessential = input.readBoolean();
if (nonessential) {
skeletonData.fps = input.readFloat();
skeletonData.imagesPath = input.readString();
skeletonData.audioPath = input.readString();
}
let n = 0;
// Strings.
n = input.readInt(true)
for (let i = 0; i < n; i++)
input.strings.push(input.readString());
// Bones.
n = input.readInt(true)
for (let i = 0; i < n; i++) {
let name = input.readString();
let parent = i == 0 ? null : skeletonData.bones[input.readInt(true)];
let data = new BoneData(i, name, parent);
data.rotation = input.readFloat();
data.x = input.readFloat() * scale;
data.y = input.readFloat() * scale;
data.scaleX = input.readFloat();
data.scaleY = input.readFloat();
data.shearX = input.readFloat();
data.shearY = input.readFloat();
data.length = input.readFloat() * scale;
data.transformMode = input.readInt(true);
data.skinRequired = input.readBoolean();
if (nonessential) Color.rgba8888ToColor(data.color, input.readInt32());
skeletonData.bones.push(data);
}
// Slots.
n = input.readInt(true);
for (let i = 0; i < n; i++) {
let slotName = input.readString();
let boneData = skeletonData.bones[input.readInt(true)];
let data = new SlotData(i, slotName, boneData);
Color.rgba8888ToColor(data.color, input.readInt32());
let darkColor = input.readInt32();
if (darkColor != -1) Color.rgb888ToColor(data.darkColor = new Color(), darkColor);
data.attachmentName = input.readStringRef();
data.blendMode = input.readInt(true);
skeletonData.slots.push(data);
}
// IK constraints.
n = input.readInt(true);
for (let i = 0, nn; i < n; i++) {
let data = new IkConstraintData(input.readString());
data.order = input.readInt(true);
data.skinRequired = input.readBoolean();
nn = input.readInt(true);
for (let ii = 0; ii < nn; ii++)
data.bones.push(skeletonData.bones[input.readInt(true)]);
data.target = skeletonData.bones[input.readInt(true)];
data.mix = input.readFloat();
data.softness = input.readFloat() * scale;
data.bendDirection = input.readByte();
data.compress = input.readBoolean();
data.stretch = input.readBoolean();
data.uniform = input.readBoolean();
skeletonData.ikConstraints.push(data);
}
// Transform constraints.
n = input.readInt(true);
for (let i = 0, nn; i < n; i++) {
let data = new TransformConstraintData(input.readString());
data.order = input.readInt(true);
data.skinRequired = input.readBoolean();
nn = input.readInt(true);
for (let ii = 0; ii < nn; ii++)
data.bones.push(skeletonData.bones[input.readInt(true)]);
data.target = skeletonData.bones[input.readInt(true)];
data.local = input.readBoolean();
data.relative = input.readBoolean();
data.offsetRotation = input.readFloat();
data.offsetX = input.readFloat() * scale;
data.offsetY = input.readFloat() * scale;
data.offsetScaleX = input.readFloat();
data.offsetScaleY = input.readFloat();
data.offsetShearY = input.readFloat();
data.mixRotate = input.readFloat();
data.mixX = input.readFloat();
data.mixY = input.readFloat();
data.mixScaleX = input.readFloat();
data.mixScaleY = input.readFloat();
data.mixShearY = input.readFloat();
skeletonData.transformConstraints.push(data);
}
// Path constraints.
n = input.readInt(true);
for (let i = 0, nn; i < n; i++) {
let data = new PathConstraintData(input.readString());
data.order = input.readInt(true);
data.skinRequired = input.readBoolean();
nn = input.readInt(true);
for (let ii = 0; ii < nn; ii++)
data.bones.push(skeletonData.bones[input.readInt(true)]);
data.target = skeletonData.slots[input.readInt(true)];
data.positionMode = input.readInt(true);
data.spacingMode = input.readInt(true);
data.rotateMode = input.readInt(true);
data.offsetRotation = input.readFloat();
data.position = input.readFloat();
if (data.positionMode == PositionMode.Fixed) data.position *= scale;
data.spacing = input.readFloat();
if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) data.spacing *= scale;
data.mixRotate = input.readFloat();
data.mixX = input.readFloat();
data.mixY = input.readFloat();
skeletonData.pathConstraints.push(data);
}
// Default skin.
let defaultSkin = this.readSkin(input, skeletonData, true, nonessential);
if (defaultSkin) {
skeletonData.defaultSkin = defaultSkin;
skeletonData.skins.push(defaultSkin);
}
// Skins.
{
let i = skeletonData.skins.length;
Utils.setArraySize(skeletonData.skins, n = i + input.readInt(true));
for (; i < n; i++)
skeletonData.skins[i] = this.readSkin(input, skeletonData, false, nonessential);
}
// Linked meshes.
n = this.linkedMeshes.length;
for (let i = 0; i < n; i++) {
let linkedMesh = this.linkedMeshes[i];
let skin = !linkedMesh.skin ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin);
let parent = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent);
linkedMesh.mesh.deformAttachment = linkedMesh.inheritDeform ? parent as VertexAttachment : linkedMesh.mesh;
linkedMesh.mesh.setParentMesh(parent as MeshAttachment);
linkedMesh.mesh.updateUVs();
}
this.linkedMeshes.length = 0;
// Events.
n = input.readInt(true);
for (let i = 0; i < n; i++) {
let data = new EventData(input.readStringRef());
data.intValue = input.readInt(false);
data.floatValue = input.readFloat();
data.stringValue = input.readString();
data.audioPath = input.readString();
if (data.audioPath) {
data.volume = input.readFloat();
data.balance = input.readFloat();
}
skeletonData.events.push(data);
}
// Animations.
n = input.readInt(true);
for (let i = 0; i < n; i++)
skeletonData.animations.push(this.readAnimation(input, input.readString(), skeletonData));
return skeletonData;
}
private readSkin (input: BinaryInput, skeletonData: SkeletonData, defaultSkin: boolean, nonessential: boolean): Skin {
let skin = null;
let slotCount = 0;
if (defaultSkin) {
slotCount = input.readInt(true)
if (slotCount == 0) return null;
skin = new Skin("default");
} else {
skin = new Skin(input.readStringRef());
skin.bones.length = input.readInt(true);
for (let i = 0, n = skin.bones.length; i < n; i++)
skin.bones[i] = skeletonData.bones[input.readInt(true)];
for (let i = 0, n = input.readInt(true); i < n; i++)
skin.constraints.push(skeletonData.ikConstraints[input.readInt(true)]);
for (let i = 0, n = input.readInt(true); i < n; i++)
skin.constraints.push(skeletonData.transformConstraints[input.readInt(true)]);
for (let i = 0, n = input.readInt(true); i < n; i++)
skin.constraints.push(skeletonData.pathConstraints[input.readInt(true)]);
slotCount = input.readInt(true);
}
for (let i = 0; i < slotCount; i++) {
let slotIndex = input.readInt(true);
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
let name = input.readStringRef();
let attachment = this.readAttachment(input, skeletonData, skin, slotIndex, name, nonessential);
if (attachment) skin.setAttachment(slotIndex, name, attachment);
}
}
return skin;
}
private readAttachment(input: BinaryInput, skeletonData: SkeletonData, skin: Skin, slotIndex: number, attachmentName: string, nonessential: boolean): Attachment {
let scale = this.scale;
let name = input.readStringRef();
if (!name) name = attachmentName;
switch (input.readByte()) {
case AttachmentType.Region: {
let path = input.readStringRef();
let rotation = input.readFloat();
let x = input.readFloat();
let y = input.readFloat();
let scaleX = input.readFloat();
let scaleY = input.readFloat();
let width = input.readFloat();
let height = input.readFloat();
let color = input.readInt32();
if (!path) path = name;
let region = this.attachmentLoader.newRegionAttachment(skin, name, path);
if (!region) 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;
Color.rgba8888ToColor(region.color, color);
region.updateOffset();
return region;
}
case AttachmentType.BoundingBox: {
let vertexCount = input.readInt(true);
let vertices = this.readVertices(input, vertexCount);
let color = nonessential ? input.readInt32() : 0;
let box = this.attachmentLoader.newBoundingBoxAttachment(skin, name);
if (!box) return null;
box.worldVerticesLength = vertexCount << 1;
box.vertices = vertices.vertices;
box.bones = vertices.bones;
if (nonessential) Color.rgba8888ToColor(box.color, color);
return box;
}
case AttachmentType.Mesh: {
let path = input.readStringRef();
let color = input.readInt32();
let vertexCount = input.readInt(true);
let uvs = this.readFloatArray(input, vertexCount << 1, 1);
let triangles = this.readShortArray(input);
let vertices = this.readVertices(input, vertexCount);
let hullLength = input.readInt(true);
let edges = null;
let width = 0, height = 0;
if (nonessential) {
edges = this.readShortArray(input);
width = input.readFloat();
height = input.readFloat();
}
if (!path) path = name;
let mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
if (!mesh) return null;
mesh.path = path;
Color.rgba8888ToColor(mesh.color, color);
mesh.bones = vertices.bones;
mesh.vertices = vertices.vertices;
mesh.worldVerticesLength = vertexCount << 1;
mesh.triangles = triangles;
mesh.regionUVs = uvs;
mesh.updateUVs();
mesh.hullLength = hullLength << 1;
if (nonessential) {
mesh.edges = edges;
mesh.width = width * scale;
mesh.height = height * scale;
}
return mesh;
}
case AttachmentType.LinkedMesh: {
let path = input.readStringRef();
let color = input.readInt32();
let skinName = input.readStringRef();
let parent = input.readStringRef();
let inheritDeform = input.readBoolean();
let width = 0, height = 0;
if (nonessential) {
width = input.readFloat();
height = input.readFloat();
}
if (!path) path = name;
let mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
if (!mesh) return null;
mesh.path = path;
Color.rgba8888ToColor(mesh.color, color);
if (nonessential) {
mesh.width = width * scale;
mesh.height = height * scale;
}
this.linkedMeshes.push(new LinkedMesh(mesh, skinName, slotIndex, parent, inheritDeform));
return mesh;
}
case AttachmentType.Path: {
let closed = input.readBoolean();
let constantSpeed = input.readBoolean();
let vertexCount = input.readInt(true);
let vertices = this.readVertices(input, vertexCount);
let lengths = Utils.newArray(vertexCount / 3, 0);
for (let i = 0, n = lengths.length; i < n; i++)
lengths[i] = input.readFloat() * scale;
let color = nonessential ? input.readInt32() : 0;
let path = this.attachmentLoader.newPathAttachment(skin, name);
if (!path) return null;
path.closed = closed;
path.constantSpeed = constantSpeed;
path.worldVerticesLength = vertexCount << 1;
path.vertices = vertices.vertices;
path.bones = vertices.bones;
path.lengths = lengths;
if (nonessential) Color.rgba8888ToColor(path.color, color);
return path;
}
case AttachmentType.Point: {
let rotation = input.readFloat();
let x = input.readFloat();
let y = input.readFloat();
let color = nonessential ? input.readInt32() : 0;
let point = this.attachmentLoader.newPointAttachment(skin, name);
if (!point) return null;
point.x = x * scale;
point.y = y * scale;
point.rotation = rotation;
if (nonessential) Color.rgba8888ToColor(point.color, color);
return point;
}
case AttachmentType.Clipping: {
let endSlotIndex = input.readInt(true);
let vertexCount = input.readInt(true);
let vertices = this.readVertices(input, vertexCount);
let color = nonessential ? input.readInt32() : 0;
let clip = this.attachmentLoader.newClippingAttachment(skin, name);
if (!clip) return null;
clip.endSlot = skeletonData.slots[endSlotIndex];
clip.worldVerticesLength = vertexCount << 1;
clip.vertices = vertices.vertices;
clip.bones = vertices.bones;
if (nonessential) Color.rgba8888ToColor(clip.color, color);
return clip;
}
}
return null;
}
private readVertices (input: BinaryInput, vertexCount: number): Vertices {
let scale = this.scale;
let verticesLength = vertexCount << 1;
let vertices = new Vertices();
if (!input.readBoolean()) {
vertices.vertices = this.readFloatArray(input, verticesLength, scale);
return vertices;
}
let weights = new Array<number>();
let bonesArray = new Array<number>();
for (let i = 0; i < vertexCount; i++) {
let boneCount = input.readInt(true);
bonesArray.push(boneCount);
for (let ii = 0; ii < boneCount; ii++) {
bonesArray.push(input.readInt(true));
weights.push(input.readFloat() * scale);
weights.push(input.readFloat() * scale);
weights.push(input.readFloat());
}
}
vertices.vertices = Utils.toFloatArray(weights);
vertices.bones = bonesArray;
return vertices;
}
private readFloatArray (input: BinaryInput, n: number, scale: number): number[] {
let array = new Array<number>(n);
if (scale == 1) {
for (let i = 0; i < n; i++)
array[i] = input.readFloat();
} else {
for (let i = 0; i < n; i++)
array[i] = input.readFloat() * scale;
}
return array;
}
private readShortArray (input: BinaryInput): number[] {
let n = input.readInt(true);
let array = new Array<number>(n);
for (let i = 0; i < n; i++)
array[i] = input.readShort();
return array;
}
private readAnimation (input: BinaryInput, name: string, skeletonData: SkeletonData): Animation {
input.readInt(true); // Number of timelines.
let timelines = new Array<Timeline>();
let scale = this.scale;
let tempColor1 = new Color();
let tempColor2 = new Color();
// Slot timelines.
for (let i = 0, n = input.readInt(true); i < n; i++) {
let slotIndex = input.readInt(true);
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
let timelineType = input.readByte();
let frameCount = input.readInt(true);
let frameLast = frameCount - 1;
switch (timelineType) {
case SLOT_ATTACHMENT: {
let timeline = new AttachmentTimeline(frameCount, slotIndex);
for (let frame = 0; frame < frameCount; frame++)
timeline.setFrame(frame, input.readFloat(), input.readStringRef());
timelines.push(timeline);
break;
}
case SLOT_RGBA: {
let bezierCount = input.readInt(true);
let timeline = new RGBATimeline(frameCount, bezierCount, slotIndex);
let time = input.readFloat();
let r = input.readUnsignedByte() / 255.0;
let g = input.readUnsignedByte() / 255.0;
let b = input.readUnsignedByte() / 255.0;
let a = input.readUnsignedByte() / 255.0;
for (let frame = 0, bezier = 0;; frame++) {
timeline.setFrame(frame, time, r, g, b, a);
if (frame == frameLast) break;
let time2 = input.readFloat();
let r2 = input.readUnsignedByte() / 255.0;
let g2 = input.readUnsignedByte() / 255.0;
let b2 = input.readUnsignedByte() / 255.0;
let a2 = input.readUnsignedByte() / 255.0;
switch (input.readByte()) {
case CURVE_STEPPED:
timeline.setStepped(frame);
break;
case CURVE_BEZIER:
setBezier(input, timeline, bezier++, frame, 0, time, time2, r, r2, 1);
setBezier(input, timeline, bezier++, frame, 1, time, time2, g, g2, 1);
setBezier(input, timeline, bezier++, frame, 2, time, time2, b, b2, 1);
setBezier(input, timeline, bezier++, frame, 3, time, time2, a, a2, 1);
}
time = time2;
r = r2;
g = g2;
b = b2;
a = a2;
}
timelines.push(timeline);
break;
}
case SLOT_RGB: {
let bezierCount = input.readInt(true);
let timeline = new RGBTimeline(frameCount, bezierCount, slotIndex);
let time = input.readFloat();
let r = input.readUnsignedByte() / 255.0;
let g = input.readUnsignedByte() / 255.0;
let b = input.readUnsignedByte() / 255.0;
for (let frame = 0, bezier = 0;; frame++) {
timeline.setFrame(frame, time, r, g, b);
if (frame == frameLast) break;
let time2 = input.readFloat();
let r2 = input.readUnsignedByte() / 255.0;
let g2 = input.readUnsignedByte() / 255.0;
let b2 = input.readUnsignedByte() / 255.0;
switch (input.readByte()) {
case CURVE_STEPPED:
timeline.setStepped(frame);
break;
case CURVE_BEZIER:
setBezier(input, timeline, bezier++, frame, 0, time, time2, r, r2, 1);
setBezier(input, timeline, bezier++, frame, 1, time, time2, g, g2, 1);
setBezier(input, timeline, bezier++, frame, 2, time, time2, b, b2, 1);
}
time = time2;
r = r2;
g = g2;
b = b2;
}
timelines.push(timeline);
break;
}
case SLOT_RGBA2: {
let bezierCount = input.readInt(true);
let timeline = new RGBA2Timeline(frameCount, bezierCount, slotIndex);
let time = input.readFloat();
let r = input.readUnsignedByte() / 255.0;
let g = input.readUnsignedByte() / 255.0;
let b = input.readUnsignedByte() / 255.0;
let a = input.readUnsignedByte() / 255.0;
let r2 = input.readUnsignedByte() / 255.0;
let g2 = input.readUnsignedByte() / 255.0;
let b2 = input.readUnsignedByte() / 255.0;
for (let frame = 0, bezier = 0;; frame++) {
timeline.setFrame(frame, time, r, g, b, a, r2, g2, b2);
if (frame == frameLast) break;
let time2 = input.readFloat();
let nr = input.readUnsignedByte() / 255.0;
let ng = input.readUnsignedByte() / 255.0;
let nb = input.readUnsignedByte() / 255.0;
let na = input.readUnsignedByte() / 255.0;
let nr2 = input.readUnsignedByte() / 255.0;
let ng2 = input.readUnsignedByte() / 255.0;
let nb2 = input.readUnsignedByte() / 255.0;
switch (input.readByte()) {
case CURVE_STEPPED:
timeline.setStepped(frame);
break;
case CURVE_BEZIER:
setBezier(input, timeline, bezier++, frame, 0, time, time2, r, nr, 1);
setBezier(input, timeline, bezier++, frame, 1, time, time2, g, ng, 1);
setBezier(input, timeline, bezier++, frame, 2, time, time2, b, nb, 1);
setBezier(input, timeline, bezier++, frame, 3, time, time2, a, na, 1);
setBezier(input, timeline, bezier++, frame, 4, time, time2, r2, nr2, 1);
setBezier(input, timeline, bezier++, frame, 5, time, time2, g2, ng2, 1);
setBezier(input, timeline, bezier++, frame, 6, time, time2, b2, nb2, 1);
}
time = time2;
r = nr;
g = ng;
b = nb;
a = na;
r2 = nr2;
g2 = ng2;
b2 = nb2;
}
timelines.push(timeline);
break;
}
case SLOT_RGB2: {
let bezierCount = input.readInt(true);
let timeline = new RGB2Timeline(frameCount, bezierCount, slotIndex);
let time = input.readFloat();
let r = input.readUnsignedByte() / 255.0;
let g = input.readUnsignedByte() / 255.0;
let b = input.readUnsignedByte() / 255.0;
let r2 = input.readUnsignedByte() / 255.0;
let g2 = input.readUnsignedByte() / 255.0;
let b2 = input.readUnsignedByte() / 255.0;
for (let frame = 0, bezier = 0;; frame++) {
timeline.setFrame(frame, time, r, g, b, r2, g2, b2);
if (frame == frameLast) break;
let time2 = input.readFloat();
let nr = input.readUnsignedByte() / 255.0;
let ng = input.readUnsignedByte() / 255.0;
let nb = input.readUnsignedByte() / 255.0;
let nr2 = input.readUnsignedByte() / 255.0;
let ng2 = input.readUnsignedByte() / 255.0;
let nb2 = input.readUnsignedByte() / 255.0;
switch (input.readByte()) {
case CURVE_STEPPED:
timeline.setStepped(frame);
break;
case CURVE_BEZIER:
setBezier(input, timeline, bezier++, frame, 0, time, time2, r, nr, 1);
setBezier(input, timeline, bezier++, frame, 1, time, time2, g, ng, 1);
setBezier(input, timeline, bezier++, frame, 2, time, time2, b, nb, 1);
setBezier(input, timeline, bezier++, frame, 3, time, time2, r2, nr2, 1);
setBezier(input, timeline, bezier++, frame, 4, time, time2, g2, ng2, 1);
setBezier(input, timeline, bezier++, frame, 5, time, time2, b2, nb2, 1);
}
time = time2;
r = nr;
g = ng;
b = nb;
r2 = nr2;
g2 = ng2;
b2 = nb2;
}
timelines.push(timeline);
break;
}
case SLOT_ALPHA: {
let timeline = new AlphaTimeline(frameCount, input.readInt(true), slotIndex);
let time = input.readFloat(), a = input.readUnsignedByte() / 255;
for (let frame = 0, bezier = 0;; frame++) {
timeline.setFrame(frame, time, a);
if (frame == frameLast) break;
let time2 = input.readFloat();
let a2 = input.readUnsignedByte() / 255;
switch (input.readByte()) {
case CURVE_STEPPED:
timeline.setStepped(frame);
break;
case CURVE_BEZIER:
setBezier(input, timeline, bezier++, frame, 0, time, time2, a, a2, 1);
}
time = time2;
a = a2;
}
timelines.push(timeline);
break;
}
}
}
}
// Bone timelines.
for (let i = 0, n = input.readInt(true); i < n; i++) {
let boneIndex = input.readInt(true);
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
let type = input.readByte(), frameCount = input.readInt(true), bezierCount = input.readInt(true);
switch (type) {
case BONE_ROTATE:
timelines.push(readTimeline1(input, new RotateTimeline(frameCount, bezierCount, boneIndex), 1));
break;
case BONE_TRANSLATE:
timelines.push(readTimeline2(input, new TranslateTimeline(frameCount, bezierCount, boneIndex), scale));
break;
case BONE_TRANSLATEX:
timelines.push(readTimeline1(input, new TranslateXTimeline(frameCount, bezierCount, boneIndex), scale));
break;
case BONE_TRANSLATEY:
timelines.push(readTimeline1(input, new TranslateYTimeline(frameCount, bezierCount, boneIndex), scale));
break;
case BONE_SCALE:
timelines.push(readTimeline2(input, new ScaleTimeline(frameCount, bezierCount, boneIndex), 1));
break;
case BONE_SCALEX:
timelines.push(readTimeline1(input, new ScaleXTimeline(frameCount, bezierCount, boneIndex), 1));
break;
case BONE_SCALEY:
timelines.push(readTimeline1(input, new ScaleYTimeline(frameCount, bezierCount, boneIndex), 1));
break;
case BONE_SHEAR:
timelines.push(readTimeline2(input, new ShearTimeline(frameCount, bezierCount, boneIndex), 1));
break;
case BONE_SHEARX:
timelines.push(readTimeline1(input, new ShearXTimeline(frameCount, bezierCount, boneIndex), 1));
break;
case BONE_SHEARY:
timelines.push(readTimeline1(input, new ShearYTimeline(frameCount, bezierCount, boneIndex), 1));
}
}
}
// IK constraint timelines.
for (let i = 0, n = input.readInt(true); i < n; i++) {
let index = input.readInt(true), frameCount = input.readInt(true), frameLast = frameCount - 1;
let timeline = new IkConstraintTimeline(frameCount, input.readInt(true), index);
let time = input.readFloat(), mix = input.readFloat(), softness = input.readFloat() * scale;
for (let frame = 0, bezier = 0;; frame++) {
timeline.setFrame(frame, time, mix, softness, input.readByte(), input.readBoolean(), input.readBoolean());
if (frame == frameLast) break;
let time2 = input.readFloat(), mix2 = input.readFloat(), softness2 = input.readFloat() * scale;
switch (input.readByte()) {
case CURVE_STEPPED:
timeline.setStepped(frame);
break;
case CURVE_BEZIER:
setBezier(input, timeline, bezier++, frame, 0, time, time2, mix, mix2, 1);
setBezier(input, timeline, bezier++, frame, 1, time, time2, softness, softness2, scale);
}
time = time2;
mix = mix2;
softness = softness2;
}
timelines.push(timeline);
}
// Transform constraint timelines.
for (let i = 0, n = input.readInt(true); i < n; i++) {
let index = input.readInt(true), frameCount = input.readInt(true), frameLast = frameCount - 1;
let timeline = new TransformConstraintTimeline(frameCount, input.readInt(true), index);
let time = input.readFloat(), mixRotate = input.readFloat(), mixX = input.readFloat(), mixY = input.readFloat(),
mixScaleX = input.readFloat(), mixScaleY = input.readFloat(), mixShearY = input.readFloat();
for (let frame = 0, bezier = 0;; frame++) {
timeline.setFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY);
if (frame == frameLast) break;
let time2 = input.readFloat(), mixRotate2 = input.readFloat(), mixX2 = input.readFloat(), mixY2 = input.readFloat(),
mixScaleX2 = input.readFloat(), mixScaleY2 = input.readFloat(), mixShearY2 = input.readFloat();
switch (input.readByte()) {
case CURVE_STEPPED:
timeline.setStepped(frame);
break;
case CURVE_BEZIER:
setBezier(input, timeline, bezier++, frame, 0, time, time2, mixRotate, mixRotate2, 1);
setBezier(input, timeline, bezier++, frame, 1, time, time2, mixX, mixX2, 1);
setBezier(input, timeline, bezier++, frame, 2, time, time2, mixY, mixY2, 1);
setBezier(input, timeline, bezier++, frame, 3, time, time2, mixScaleX, mixScaleX2, 1);
setBezier(input, timeline, bezier++, frame, 4, time, time2, mixScaleY, mixScaleY2, 1);
setBezier(input, timeline, bezier++, frame, 5, time, time2, mixShearY, mixShearY2, 1);
}
time = time2;
mixRotate = mixRotate2;
mixX = mixX2;
mixY = mixY2;
mixScaleX = mixScaleX2;
mixScaleY = mixScaleY2;
mixShearY = mixShearY2;
}
timelines.push(timeline);
}
// Path constraint timelines.
for (let i = 0, n = input.readInt(true); i < n; i++) {
let index = input.readInt(true);
let data = skeletonData.pathConstraints[index];
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
switch (input.readByte()) {
case PATH_POSITION:
timelines
.push(readTimeline1(input, new PathConstraintPositionTimeline(input.readInt(true), input.readInt(true), index),
data.positionMode == PositionMode.Fixed ? scale : 1));
break;
case PATH_SPACING:
timelines
.push(readTimeline1(input, new PathConstraintSpacingTimeline(input.readInt(true), input.readInt(true), index),
data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed ? scale : 1));
break;
case PATH_MIX:
let timeline = new PathConstraintMixTimeline(input.readInt(true), input.readInt(true), index);
let time = input.readFloat(), mixRotate = input.readFloat(), mixX = input.readFloat(), mixY = input.readFloat();
for (let frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1;; frame++) {
timeline.setFrame(frame, time, mixRotate, mixX, mixY);
if (frame == frameLast) break;
let time2 = input.readFloat(), mixRotate2 = input.readFloat(), mixX2 = input.readFloat(),
mixY2 = input.readFloat();
switch (input.readByte()) {
case CURVE_STEPPED:
timeline.setStepped(frame);
break;
case CURVE_BEZIER:
setBezier(input, timeline, bezier++, frame, 0, time, time2, mixRotate, mixRotate2, 1);
setBezier(input, timeline, bezier++, frame, 1, time, time2, mixX, mixX2, 1);
setBezier(input, timeline, bezier++, frame, 2, time, time2, mixY, mixY2, 1);
}
time = time2;
mixRotate = mixRotate2;
mixX = mixX2;
mixY = mixY2;
}
timelines.push(timeline);
}
}
}
// Deform timelines.
for (let i = 0, n = input.readInt(true); i < n; i++) {
let skin = skeletonData.skins[input.readInt(true)];
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
let slotIndex = input.readInt(true);
for (let iii = 0, nnn = input.readInt(true); iii < nnn; iii++) {
let attachmentName = input.readStringRef();
let attachment = skin.getAttachment(slotIndex, attachmentName) as VertexAttachment;
let weighted = attachment.bones;
let vertices = attachment.vertices;
let deformLength = weighted ? vertices.length / 3 * 2 : vertices.length;
let frameCount = input.readInt(true);
let frameLast = frameCount - 1;
let bezierCount = input.readInt(true);
let timeline = new DeformTimeline(frameCount, bezierCount, slotIndex, attachment);
let time = input.readFloat();
for (let frame = 0, bezier = 0;; frame++) {
let deform;
let end = input.readInt(true);
if (end == 0)
deform = weighted ? Utils.newFloatArray(deformLength) : vertices;
else {
deform = Utils.newFloatArray(deformLength);
let start = input.readInt(true);
end += start;
if (scale == 1) {
for (let v = start; v < end; v++)
deform[v] = input.readFloat();
} else {
for (let v = start; v < end; v++)
deform[v] = input.readFloat() * scale;
}
if (!weighted) {
for (let v = 0, vn = deform.length; v < vn; v++)
deform[v] += vertices[v];
}
}
timeline.setFrame(frame, time, deform);
if (frame == frameLast) break;
let time2 = input.readFloat();
switch(input.readByte()) {
case CURVE_STEPPED:
timeline.setStepped(frame);
break;
case CURVE_BEZIER:
setBezier(input, timeline, bezier++, frame, 0, time, time2, 0, 1, 1);
}
time = time2;
}
timelines.push(timeline);
}
}
}
// Draw order timeline.
let drawOrderCount = input.readInt(true);
if (drawOrderCount > 0) {
let timeline = new DrawOrderTimeline(drawOrderCount);
let slotCount = skeletonData.slots.length;
for (let i = 0; i < drawOrderCount; i++) {
let time = input.readFloat();
let offsetCount = input.readInt(true);
let drawOrder = Utils.newArray(slotCount, 0);
for (let ii = slotCount - 1; ii >= 0; ii--)
drawOrder[ii] = -1;
let unchanged = Utils.newArray(slotCount - offsetCount, 0);
let originalIndex = 0, unchangedIndex = 0;
for (let ii = 0; ii < offsetCount; ii++) {
let 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.
for (let ii = slotCount - 1; ii >= 0; ii--)
if (drawOrder[ii] == -1) drawOrder[ii] = unchanged[--unchangedIndex];
timeline.setFrame(i, time, drawOrder);
}
timelines.push(timeline);
}
// Event timeline.
let eventCount = input.readInt(true);
if (eventCount > 0) {
let timeline = new EventTimeline(eventCount);
for (let i = 0; i < eventCount; i++) {
let time = input.readFloat();
let eventData = skeletonData.events[input.readInt(true)];
let event = new Event(time, eventData);
event.intValue = input.readInt(false);
event.floatValue = input.readFloat();
event.stringValue = input.readBoolean() ? input.readString() : eventData.stringValue;
if (event.data.audioPath) {
event.volume = input.readFloat();
event.balance = input.readFloat();
}
timeline.setFrame(i, event);
}
timelines.push(timeline);
}
let duration = 0;
for (let i = 0, n = timelines.length; i < n; i++)
duration = Math.max(duration, timelines[i].getDuration());
return new Animation(name, timelines, duration);
}
}
class BinaryInput {
constructor(data: Uint8Array, public strings = new Array<string>(), private index: number = 0, private buffer = new DataView(data.buffer)) {
}
readByte(): number {
return this.buffer.getInt8(this.index++);
}
readUnsignedByte(): number {
return this.buffer.getUint8(this.index++);
}
readShort(): number {
let value = this.buffer.getInt16(this.index);
this.index += 2;
return value;
}
readInt32(): number {
let value = this.buffer.getInt32(this.index)
this.index += 4;
return value;
}
readInt(optimizePositive: boolean) {
let b = this.readByte();
let result = b & 0x7F;
if ((b & 0x80) != 0) {
b = this.readByte();
result |= (b & 0x7F) << 7;
if ((b & 0x80) != 0) {
b = this.readByte();
result |= (b & 0x7F) << 14;
if ((b & 0x80) != 0) {
b = this.readByte();
result |= (b & 0x7F) << 21;
if ((b & 0x80) != 0) {
b = this.readByte();
result |= (b & 0x7F) << 28;
}
}
}
}
return optimizePositive ? result : ((result >>> 1) ^ -(result & 1));
}
readStringRef (): string {
let index = this.readInt(true);
return index == 0 ? null : this.strings[index - 1];
}
readString (): string {
let byteCount = this.readInt(true);
switch (byteCount) {
case 0:
return null;
case 1:
return "";
}
byteCount--;
let chars = "";
let charCount = 0;
for (let i = 0; i < byteCount;) {
let b = this.readByte();
switch (b >> 4) {
case 12:
case 13:
chars += String.fromCharCode(((b & 0x1F) << 6 | this.readByte() & 0x3F));
i += 2;
break;
case 14:
chars += String.fromCharCode(((b & 0x0F) << 12 | (this.readByte() & 0x3F) << 6 | this.readByte() & 0x3F));
i += 3;
break;
default:
chars += String.fromCharCode(b);
i++;
}
}
return chars;
}
readFloat (): number {
let value = this.buffer.getFloat32(this.index);
this.index += 4;
return value;
}
readBoolean (): boolean {
return this.readByte() != 0;
}
}
class LinkedMesh {
parent: string; skin: string;
slotIndex: number;
mesh: MeshAttachment;
inheritDeform: boolean;
constructor (mesh: MeshAttachment, skin: string, slotIndex: number, parent: string, inheritDeform: boolean) {
this.mesh = mesh;
this.skin = skin;
this.slotIndex = slotIndex;
this.parent = parent;
this.inheritDeform = inheritDeform;
}
}
class Vertices {
constructor(public bones: Array<number> = null, public vertices: Array<number> | Float32Array = null) { }
}
enum AttachmentType { Region, BoundingBox, Mesh, LinkedMesh, Path, Point, Clipping }
function readTimeline1 (input: BinaryInput, timeline: CurveTimeline1, scale: number): CurveTimeline1 {
let time = input.readFloat(), value = input.readFloat() * scale;
for (let frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1;; frame++) {
timeline.setFrame(frame, time, value);
if (frame == frameLast) break;
let time2 = input.readFloat(), value2 = input.readFloat() * scale;
switch (input.readByte()) {
case CURVE_STEPPED:
timeline.setStepped(frame);
break;
case CURVE_BEZIER:
setBezier(input, timeline, bezier++, frame, 0, time, time2, value, value2, 1);
}
time = time2;
value = value2;
}
return timeline;
}
function readTimeline2 (input: BinaryInput, timeline: CurveTimeline2, scale: number): CurveTimeline2 {
let time = input.readFloat(), value1 = input.readFloat() * scale, value2 = input.readFloat() * scale;
for (let frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1;; frame++) {
timeline.setFrame(frame, time, value1, value2);
if (frame == frameLast) break;
let time2 = input.readFloat(), nvalue1 = input.readFloat() * scale, nvalue2 = input.readFloat() * scale;
switch (input.readByte()) {
case CURVE_STEPPED:
timeline.setStepped(frame);
break;
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;
}
return timeline;
}
function setBezier (input: BinaryInput, timeline: CurveTimeline, bezier: number, frame: number, value: number,
time1: number, time2: number, value1: number, value2: number, scale: number) {
timeline.setBezier(bezier, frame, value, time1, value1, input.readFloat(), input.readFloat() * scale, input.readFloat(), input.readFloat() * scale, time2, value2);
}
const BONE_ROTATE = 0;
const BONE_TRANSLATE = 1;
const BONE_TRANSLATEX = 2;
const BONE_TRANSLATEY = 3;
const BONE_SCALE = 4;
const BONE_SCALEX = 5;
const BONE_SCALEY = 6;
const BONE_SHEAR = 7;
const BONE_SHEARX = 8;
const BONE_SHEARY = 9;
const SLOT_ATTACHMENT = 0;
const SLOT_RGBA = 1;
const SLOT_RGB = 2;
const SLOT_RGBA2 = 3;
const SLOT_RGB2 = 4;
const SLOT_ALPHA = 5;
const PATH_POSITION = 0;
const PATH_SPACING = 1;
const PATH_MIX = 2;
const CURVE_LINEAR = 0;
const CURVE_STEPPED = 1;
const CURVE_BEZIER = 2;
}