1272 lines
43 KiB
Haxe

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, 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.
*****************************************************************************/
package spine;
import haxe.io.Bytes;
import StringTools;
import spine.animation.AlphaTimeline;
import spine.animation.Animation;
import spine.animation.AttachmentTimeline;
import spine.animation.CurveTimeline1;
import spine.animation.CurveTimeline2;
import spine.animation.CurveTimeline;
import spine.animation.DeformTimeline;
import spine.animation.DrawOrderTimeline;
import spine.animation.EventTimeline;
import spine.animation.IkConstraintTimeline;
import spine.animation.PathConstraintMixTimeline;
import spine.animation.PathConstraintPositionTimeline;
import spine.animation.PathConstraintSpacingTimeline;
import spine.animation.RGB2Timeline;
import spine.animation.RGBA2Timeline;
import spine.animation.RGBATimeline;
import spine.animation.RGBTimeline;
import spine.animation.RotateTimeline;
import spine.animation.ScaleTimeline;
import spine.animation.ScaleXTimeline;
import spine.animation.ScaleYTimeline;
import spine.animation.SequenceTimeline;
import spine.animation.ShearTimeline;
import spine.animation.ShearXTimeline;
import spine.animation.ShearYTimeline;
import spine.animation.Timeline;
import spine.animation.TransformConstraintTimeline;
import spine.animation.TranslateTimeline;
import spine.animation.TranslateXTimeline;
import spine.animation.TranslateYTimeline;
import spine.attachments.Attachment;
import spine.attachments.AttachmentLoader;
import spine.attachments.AttachmentType;
import spine.attachments.BoundingBoxAttachment;
import spine.attachments.ClippingAttachment;
import spine.attachments.MeshAttachment;
import spine.attachments.PathAttachment;
import spine.attachments.PointAttachment;
import spine.attachments.RegionAttachment;
import spine.attachments.VertexAttachment;
class SkeletonBinary {
public var attachmentLoader:AttachmentLoader;
public var scale:Float = 1;
private var linkedMeshes:Array<LinkedMeshBinary> = new Array<LinkedMeshBinary>();
private static inline var BONE_ROTATE:Int = 0;
private static inline var BONE_TRANSLATE:Int = 1;
private static inline var BONE_TRANSLATEX:Int = 2;
private static inline var BONE_TRANSLATEY:Int = 3;
private static inline var BONE_SCALE:Int = 4;
private static inline var BONE_SCALEX:Int = 5;
private static inline var BONE_SCALEY:Int = 6;
private static inline var BONE_SHEAR:Int = 7;
private static inline var BONE_SHEARX:Int = 8;
private static inline var BONE_SHEARY:Int = 9;
private static inline var SLOT_ATTACHMENT:Int = 0;
private static inline var SLOT_RGBA:Int = 1;
private static inline var SLOT_RGB:Int = 2;
private static inline var SLOT_RGBA2:Int = 3;
private static inline var SLOT_RGB2:Int = 4;
private static inline var SLOT_ALPHA:Int = 5;
private static inline var ATTACHMENT_DEFORM = 0;
private static inline var ATTACHMENT_SEQUENCE = 1;
private static inline var PATH_POSITION:Int = 0;
private static inline var PATH_SPACING:Int = 1;
private static inline var PATH_MIX:Int = 2;
private static inline var CURVE_LINEAR:Int = 0;
private static inline var CURVE_STEPPED:Int = 1;
private static inline var CURVE_BEZIER:Int = 2;
public function new(attachmentLoader:AttachmentLoader) {
this.attachmentLoader = attachmentLoader;
}
public function readSkeletonData(bytes:Bytes):SkeletonData {
// bytes.getData(). = Endian.BIG_ENDIAN;
var skeletonData:SkeletonData = new SkeletonData();
skeletonData.name = null;
var input:BinaryInput = new BinaryInput(bytes);
var lowHash:Int = input.readInt32();
var highHash:Int = input.readInt32();
skeletonData.hash = highHash == 0 && lowHash == 0 ? null : StringTools.hex(highHash) + StringTools.hex(lowHash);
skeletonData.version = input.readString();
skeletonData.x = input.readFloat();
skeletonData.y = input.readFloat();
skeletonData.width = input.readFloat();
skeletonData.height = input.readFloat();
skeletonData.referenceScale = input.readFloat() * scale;
var nonessential:Bool = input.readBoolean();
if (nonessential) {
skeletonData.fps = input.readFloat();
skeletonData.imagesPath = input.readString();
skeletonData.audioPath = input.readString();
}
var n:Int = 0;
var nn:Int = 0;
// Strings.
n = input.readInt(true);
for (i in 0...n) {
input.strings.push(input.readString());
}
// Bones.
n = input.readInt(true);
for (i in 0...n) {
var boneName:String = input.readString();
var boneParent:BoneData = i == 0 ? null : skeletonData.bones[input.readInt(true)];
var boneData:BoneData = new BoneData(i, boneName, boneParent);
boneData.rotation = input.readFloat();
boneData.x = input.readFloat() * scale;
boneData.y = input.readFloat() * scale;
boneData.scaleX = input.readFloat();
boneData.scaleY = input.readFloat();
boneData.shearX = input.readFloat();
boneData.shearY = input.readFloat();
boneData.length = input.readFloat() * scale;
boneData.inherit = Inherit.values[input.readInt(true)];
boneData.skinRequired = input.readBoolean();
if (nonessential)
boneData.color.setFromRgba8888(input.readInt32());
skeletonData.bones.push(boneData);
}
// Slots.
n = input.readInt(true);
for (i in 0...n) {
var slotName:String = input.readString();
var slotBoneData:BoneData = skeletonData.bones[input.readInt(true)];
var slotData:SlotData = new SlotData(i, slotName, slotBoneData);
slotData.color.setFromRgba8888(input.readInt32());
var darkColor:Int = input.readInt32();
if (darkColor != -1) {
slotData.darkColor = new Color(0, 0, 0);
slotData.darkColor.setFromRgb888(darkColor);
}
slotData.attachmentName = input.readStringRef();
slotData.blendMode = BlendMode.values[input.readInt(true)];
skeletonData.slots.push(slotData);
}
// IK constraints.
n = input.readInt(true);
for (i in 0...n) {
var ikData:IkConstraintData = new IkConstraintData(input.readString());
ikData.order = input.readInt(true);
ikData.skinRequired = input.readBoolean();
nn = input.readInt(true);
for (ii in 0...nn) {
ikData.bones.push(skeletonData.bones[input.readInt(true)]);
}
ikData.target = skeletonData.bones[input.readInt(true)];
ikData.mix = input.readFloat();
ikData.softness = input.readFloat() * scale;
ikData.bendDirection = input.readByte();
ikData.compress = input.readBoolean();
ikData.stretch = input.readBoolean();
ikData.uniform = input.readBoolean();
skeletonData.ikConstraints.push(ikData);
}
// Transform constraints.
n = input.readInt(true);
for (i in 0...n) {
var transformData:TransformConstraintData = new TransformConstraintData(input.readString());
transformData.order = input.readInt(true);
transformData.skinRequired = input.readBoolean();
nn = input.readInt(true);
for (ii in 0...nn) {
transformData.bones.push(skeletonData.bones[input.readInt(true)]);
}
transformData.target = skeletonData.bones[input.readInt(true)];
transformData.local = input.readBoolean();
transformData.relative = input.readBoolean();
transformData.offsetRotation = input.readFloat();
transformData.offsetX = input.readFloat() * scale;
transformData.offsetY = input.readFloat() * scale;
transformData.offsetScaleX = input.readFloat();
transformData.offsetScaleY = input.readFloat();
transformData.offsetShearY = input.readFloat();
transformData.mixRotate = input.readFloat();
transformData.mixX = input.readFloat();
transformData.mixY = input.readFloat();
transformData.mixScaleX = input.readFloat();
transformData.mixScaleY = input.readFloat();
transformData.mixShearY = input.readFloat();
skeletonData.transformConstraints.push(transformData);
}
// Path constraints.
n = input.readInt(true);
for (i in 0...n) {
var pathData:PathConstraintData = new PathConstraintData(input.readString());
pathData.order = input.readInt(true);
pathData.skinRequired = input.readBoolean();
nn = input.readInt(true);
for (ii in 0...nn) {
pathData.bones.push(skeletonData.bones[input.readInt(true)]);
}
pathData.target = skeletonData.slots[input.readInt(true)];
pathData.positionMode = PositionMode.values[input.readInt(true)];
pathData.spacingMode = SpacingMode.values[input.readInt(true)];
pathData.rotateMode = RotateMode.values[input.readInt(true)];
pathData.offsetRotation = input.readFloat();
pathData.position = input.readFloat();
if (pathData.positionMode == PositionMode.fixed)
pathData.position *= scale;
pathData.spacing = input.readFloat();
if (pathData.spacingMode == SpacingMode.length || pathData.spacingMode == SpacingMode.fixed)
pathData.spacing *= scale;
pathData.mixRotate = input.readFloat();
pathData.mixX = input.readFloat();
pathData.mixY = input.readFloat();
skeletonData.pathConstraints.push(pathData);
}
// Default skin.
var defaultSkin:Skin = readSkin(input, skeletonData, true, nonessential);
if (defaultSkin != null) {
skeletonData.defaultSkin = defaultSkin;
skeletonData.skins.push(defaultSkin);
}
// Skins.
{
var i:Int = skeletonData.skins.length;
n = i + input.readInt(true);
while (i < n) {
skeletonData.skins.push(readSkin(input, skeletonData, false, nonessential));
i++;
}
}
// Linked meshes.
for (linkedMesh in linkedMeshes) {
var skin:Skin = linkedMesh.skin == null ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin);
if (skin == null)
throw new SpineException("Skin not found: " + linkedMesh.skin);
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.readStringRef());
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.
n = input.readInt(true);
for (i in 0...n) {
skeletonData.animations.push(readAnimation(input, input.readString(), skeletonData));
}
return skeletonData;
}
private function readSkin(input:BinaryInput, skeletonData:SkeletonData, defaultSkin:Bool, nonessential:Bool):Skin {
var skin:Skin = null;
var slotCount:Int = 0;
if (defaultSkin) {
slotCount = input.readInt(true);
if (slotCount == 0)
return null;
skin = new Skin("default");
} else {
skin = new Skin(input.readStringRef());
skin.bones.resize(input.readInt(true));
for (i in 0...skin.bones.length) {
skin.bones[i] = skeletonData.bones[input.readInt(true)];
}
for (i in 0...input.readInt(true)) {
skin.constraints.push(skeletonData.ikConstraints[input.readInt(true)]);
}
for (i in 0...input.readInt(true)) {
skin.constraints.push(skeletonData.transformConstraints[input.readInt(true)]);
}
for (i in 0...input.readInt(true)) {
skin.constraints.push(skeletonData.pathConstraints[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();
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 {
if (!input.readBoolean())
return null;
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 vertexCount:Int;
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 name:String = input.readStringRef();
if (name == null)
name = attachmentName;
switch (AttachmentType.values[input.readByte()]) {
case AttachmentType.region:
path = input.readStringRef();
rotation = input.readFloat();
x = input.readFloat();
y = input.readFloat();
scaleX = input.readFloat();
scaleY = input.readFloat();
width = input.readFloat();
height = input.readFloat();
color = input.readInt32();
var sequence = readSequence(input);
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 (sequence == null)
region.updateRegion();
return region;
case AttachmentType.boundingbox:
vertexCount = input.readInt(true);
vertices = readVertices(input, vertexCount);
color = nonessential ? input.readInt32() : 0;
var box:BoundingBoxAttachment = attachmentLoader.newBoundingBoxAttachment(skin, name);
if (box == null)
return null;
box.worldVerticesLength = vertexCount << 1;
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 = input.readStringRef();
color = input.readInt32();
vertexCount = input.readInt(true);
var uvs:Array<Float> = readFloatArray(input, vertexCount << 1, 1);
var triangles:Array<Int> = readShortArray(input);
vertices = readVertices(input, vertexCount);
var hullLength:Int = input.readInt(true);
var sequence = readSequence(input);
var edges:Array<Int> = null;
if (nonessential) {
edges = readShortArray(input);
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 = vertexCount << 1;
mesh.triangles = triangles;
mesh.regionUVs = uvs;
if (sequence == 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 = input.readStringRef();
color = input.readInt32();
var skinName:String = input.readStringRef();
var parent:String = input.readStringRef();
var inheritTimelines:Bool = input.readBoolean();
var sequence = readSequence(input);
if (nonessential) {
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);
mesh.sequence = sequence;
if (nonessential) {
mesh.width = width * scale;
mesh.height = height * scale;
}
this.linkedMeshes.push(new LinkedMeshBinary(mesh, skinName, slotIndex, parent, inheritTimelines));
return mesh;
case AttachmentType.path:
var closed:Bool = input.readBoolean();
var constantSpeed:Bool = input.readBoolean();
vertexCount = input.readInt(true);
vertices = readVertices(input, vertexCount);
var lengths:Array<Float> = new Array<Float>();
lengths.resize(Std.int(vertexCount / 3));
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 = vertexCount << 1;
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);
vertexCount = input.readInt(true);
vertices = readVertices(input, vertexCount);
color = nonessential ? input.readInt32() : 0;
var clip:ClippingAttachment = attachmentLoader.newClippingAttachment(skin, name);
if (clip == null)
return null;
clip.endSlot = skeletonData.slots[endSlotIndex];
clip.worldVerticesLength = vertexCount << 1;
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, vertexCount:Int):Vertices {
var verticesLength:Int = vertexCount << 1;
var vertices:Vertices = new Vertices();
var isWeighted:Bool = input.readBoolean();
if (!isWeighted) {
vertices.vertices = readFloatArray(input, verticesLength, 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):Array<Int> {
var n:Int = input.readInt(true);
var array:Array<Int> = new Array<Int>();
for (i in 0...n) {
array.push(input.readShort());
}
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);
bezierCount = input.readInt(true);
switch (timelineType) {
case BONE_ROTATE:
timelines.push(readTimeline(input, new RotateTimeline(frameCount, bezierCount, boneIndex), 1));
case BONE_TRANSLATE:
timelines.push(readTimeline2(input, new TranslateTimeline(frameCount, bezierCount, boneIndex), scale));
case BONE_TRANSLATEX:
timelines.push(readTimeline(input, new TranslateXTimeline(frameCount, bezierCount, boneIndex), scale));
case BONE_TRANSLATEY:
timelines.push(readTimeline(input, new TranslateYTimeline(frameCount, bezierCount, boneIndex), scale));
case BONE_SCALE:
timelines.push(readTimeline2(input, new ScaleTimeline(frameCount, bezierCount, boneIndex), 1));
case BONE_SCALEX:
timelines.push(readTimeline(input, new ScaleXTimeline(frameCount, bezierCount, boneIndex), 1));
case BONE_SCALEY:
timelines.push(readTimeline(input, new ScaleYTimeline(frameCount, bezierCount, boneIndex), 1));
case BONE_SHEAR:
timelines.push(readTimeline2(input, new ShearTimeline(frameCount, bezierCount, boneIndex), 1));
case BONE_SHEARX:
timelines.push(readTimeline(input, new ShearXTimeline(frameCount, bezierCount, boneIndex), 1));
case BONE_SHEARY:
timelines.push(readTimeline(input, 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);
time = input.readFloat();
var mix:Float = input.readFloat(),
softness:Float = input.readFloat() * scale;
frame = 0;
bezier = 0;
while (true) {
ikTimeline.setFrame(frame, time, mix, softness, input.readByte(), input.readBoolean(), input.readBoolean());
if (frame == frameLast)
break;
time2 = input.readFloat();
var mix2:Float = input.readFloat(),
softness2:Float = input.readFloat() * scale;
switch (input.readByte()) {
case CURVE_STEPPED:
ikTimeline.setStepped(frame);
case CURVE_BEZIER:
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:PathConstraintData = skeletonData.pathConstraints[index];
for (ii in 0...input.readInt(true)) {
switch (input.readByte()) {
case PATH_POSITION:
timelines.push(readTimeline(input, new PathConstraintPositionTimeline(input.readInt(true), input.readInt(true), index),
data.positionMode == PositionMode.fixed ? scale : 1));
case PATH_SPACING:
timelines.push(readTimeline(input, new PathConstraintSpacingTimeline(input.readInt(true), input.readInt(true), index),
data.spacingMode == SpacingMode.length
|| data.spacingMode == SpacingMode.fixed ? scale : 1));
case PATH_MIX:
var mixTimeline:PathConstraintMixTimeline = new PathConstraintMixTimeline(input.readInt(true), input.readInt(true), 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);
}
}
}
// 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.readBoolean() ? input.readString() : 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, timeline:CurveTimeline1, scale:Float):CurveTimeline1 {
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++;
}
return timeline;
}
static private function readTimeline2(input:BinaryInput, timeline:CurveTimeline2, scale:Float):CurveTimeline2 {
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++;
}
return 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 function new() {}
}
class LinkedMeshBinary {
public var parent(default, null):String;
public var skin(default, null):String;
public var slotIndex(default, null):Int;
public var mesh(default, null):MeshAttachment;
public var inheritTimeline(default, null):Bool;
public function new(mesh:MeshAttachment, skin:String, slotIndex:Int, parent:String, inheritTimeline:Bool) {
this.mesh = mesh;
this.skin = skin;
this.slotIndex = slotIndex;
this.parent = parent;
this.inheritTimeline = inheritTimeline;
}
}