spine-runtimes/spine-corona/spine/SkeletonJson.lua
NathanSweet dd27ee184c Changed Spine export format.
There are no longer separate animation files, they are now inside the skeleton file. This means there is just one file to manage, which is cleaner. Now that animations are stored in SkeletonData, they can be looked up by name which leads to cleaner runtime APIs.

cocos2d and cocos2d-x runtimes got a cleaner ObjC/C++ API.
2013-04-04 04:00:45 +02:00

275 lines
9.1 KiB
Lua

-------------------------------------------------------------------------------
-- Copyright (c) 2013, Esoteric Software
-- All rights reserved.
--
-- Redistribution and use in source and binary forms, with or without
-- modification, are permitted provided that the following conditions are met:
--
-- 1. Redistributions of source code must retain the above copyright notice, this
-- list of conditions and the following disclaimer.
-- 2. Redistributions in binary form must reproduce the above copyright notice,
-- this list of conditions and the following disclaimer in the documentation
-- and/or other materials provided with the distribution.
--
-- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
-- ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-- (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-- LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
-- ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
------------------------------------------------------------------------------
local utils = require "spine.utils"
local SkeletonData = require "spine.SkeletonData"
local BoneData = require "spine.BoneData"
local SlotData = require "spine.SlotData"
local Skin = require "spine.Skin"
local AttachmentLoader = require "spine.AttachmentLoader"
local Animation = require "spine.Animation"
local json = require "json"
local TIMELINE_SCALE = "scale"
local TIMELINE_ROTATE = "rotate"
local TIMELINE_TRANSLATE = "translate"
local TIMELINE_ATTACHMENT = "attachment"
local TIMELINE_COLOR = "color"
local SkeletonJson = {}
function SkeletonJson.new (attachmentLoader)
if not attachmentLoader then attachmentLoader = AttachmentLoader.new() end
local self = {
attachmentLoader = attachmentLoader,
scale = 1
}
function self:readSkeletonDataFile (fileName, base)
return self:readSkeletonData(utils.readFile(fileName, base))
end
local readAttachment
local readAnimation
local readCurve
function self:readSkeletonData (jsonText)
local skeletonData = SkeletonData.new(self.attachmentLoader)
local root = json.decode(jsonText)
if not root then error("Invalid JSON: " .. jsonText, 2) end
-- Bones.
for i,boneMap in ipairs(root["bones"]) do
local boneName = boneMap["name"]
local parent = nil
local parentName = boneMap["parent"]
if parentName then
parent = skeletonData:findBone(parentName)
if not parent then error("Parent bone not found: " .. parentName) end
end
local boneData = BoneData.new(boneName, parent)
boneData.length = (boneMap["length"] or 0) * self.scale
boneData.x = (boneMap["x"] or 0) * self.scale
boneData.y = (boneMap["y"] or 0) * self.scale
boneData.rotation = (boneMap["rotation"] or 0)
boneData.scaleX = (boneMap["scaleX"] or 1)
boneData.scaleY = (boneMap["scaleY"] or 1)
table.insert(skeletonData.bones, boneData)
end
-- Slots.
if root["slots"] then
for i,slotMap in ipairs(root["slots"]) do
local slotName = slotMap["name"]
local boneName = slotMap["bone"]
local boneData = skeletonData:findBone(boneName)
if not boneData then error("Slot bone not found: " .. boneName) end
local slotData = SlotData.new(slotName, boneData)
local color = slotMap["color"]
if color then
slotData:setColor(
tonumber(color:sub(1, 2), 16),
tonumber(color:sub(3, 4), 16),
tonumber(color:sub(5, 6), 16),
tonumber(color:sub(7, 8), 16)
)
end
slotData.attachmentName = slotMap["attachment"]
table.insert(skeletonData.slots, slotData)
end
end
-- Skins.
map = root["skins"]
if map then
for skinName,skinMap in pairs(map) do
local skin = Skin.new(skinName)
for slotName,slotMap in pairs(skinMap) do
local slotIndex = skeletonData:findSlotIndex(slotName)
for attachmentName,attachmentMap in pairs(slotMap) do
local attachment = readAttachment(attachmentName, attachmentMap, self.scale)
if attachment then
skin:addAttachment(slotIndex, attachmentName, attachment)
end
end
end
if skin.name == "default" then
skeletonData.defaultSkin = skin
else
table.insert(skeletonData.skins, skin)
end
end
end
map = root["animations"]
if map then
for animationName,animationMap in pairs(map) do
readAnimation(animationName, animationMap, skeletonData)
end
end
return skeletonData
end
readAttachment = function (name, map, scale)
name = map["name"] or name
local attachment
local type = map["type"] or AttachmentLoader.ATTACHMENT_REGION
attachment = attachmentLoader:newAttachment(type, name)
if not attachment then return nil end
attachment.x = (map["x"] or 0) * scale
attachment.y = (map["y"] or 0) * scale
attachment.scaleX = (map["scaleX"] or 1)
attachment.scaleY = (map["scaleY"] or 1)
attachment.rotation = (map["rotation"] or 0)
attachment.width = map["width"] * scale
attachment.height = map["height"] * scale
return attachment
end
readAnimation = function (name, map, skeletonData)
local timelines = {}
local duration = 0
local bonesMap = map["bones"]
for boneName,timelineMap in pairs(bonesMap) do
local boneIndex = skeletonData:findBoneIndex(boneName)
if boneIndex == -1 then error("Bone not found: " .. boneName) end
for timelineName,values in pairs(timelineMap) do
if timelineName == TIMELINE_ROTATE then
local timeline = Animation.RotateTimeline.new()
timeline.boneIndex = boneIndex
local keyframeIndex = 0
for i,valueMap in ipairs(values) do
local time = valueMap["time"]
timeline:setKeyframe(keyframeIndex, time, valueMap["angle"])
readCurve(timeline, keyframeIndex, valueMap)
keyframeIndex = keyframeIndex + 1
end
table.insert(timelines, timeline)
duration = math.max(duration, timeline:getDuration())
elseif timelineName == TIMELINE_TRANSLATE or timelineName == TIMELINE_SCALE then
local timeline
local timelineScale = 1
if timelineName == TIMELINE_SCALE then
timeline = Animation.ScaleTimeline.new()
else
timeline = Animation.TranslateTimeline.new()
timelineScale = self.scale
end
timeline.boneIndex = boneIndex
local keyframeIndex = 0
for i,valueMap in ipairs(values) do
local time = valueMap["time"]
local x = (valueMap["x"] or 0) * timelineScale
local y = (valueMap["y"] or 0) * timelineScale
timeline:setKeyframe(keyframeIndex, time, x, y)
readCurve(timeline, keyframeIndex, valueMap)
keyframeIndex = keyframeIndex + 1
end
table.insert(timelines, timeline)
duration = math.max(duration, timeline:getDuration())
else
error("Invalid timeline type for a bone: " .. timelineName .. " (" .. boneName .. ")")
end
end
end
local slotsMap = map["slots"]
if slotsMap then
for slotName,timelineMap in pairs(slotsMap) do
local slotIndex = skeletonData:findSlotIndex(slotName)
for timelineName,values in pairs(timelineMap) do
if timelineName == TIMELINE_COLOR then
local timeline = Animation.ColorTimeline.new()
timeline.slotIndex = slotIndex
local keyframeIndex = 0
for i,valueMap in ipairs(values) do
local time = valueMap["time"]
local color = valueMap["color"]
timeline:setKeyframe(
keyframeIndex, time,
tonumber(color:sub(1, 2), 16),
tonumber(color:sub(3, 4), 16),
tonumber(color:sub(5, 6), 16),
tonumber(color:sub(7, 8), 16)
)
readCurve(timeline, keyframeIndex, valueMap)
keyframeIndex = keyframeIndex + 1
end
table.insert(timelines, timeline)
duration = math.max(duration, timeline:getDuration())
elseif timelineName == TIMELINE_ATTACHMENT then
local timeline = Animation.AttachmentTimeline.new()
timeline.slotName = slotName
local keyframeIndex = 0
for i,valueMap in ipairs(values) do
local time = valueMap["time"]
local attachmentName = valueMap["name"]
if attachmentName == json.null then attachmentName = nil end
timeline:setKeyframe(keyframeIndex, time, attachmentName)
keyframeIndex = keyframeIndex + 1
end
table.insert(timelines, timeline)
duration = math.max(duration, timeline:getDuration())
else
error("Invalid frame type for a slot: " .. timelineName .. " (" .. slotName .. ")")
end
end
end
end
table.insert(skeletonData.animations, Animation.new(name, timelines, duration))
end
readCurve = function (timeline, keyframeIndex, valueMap)
local curve = valueMap["curve"]
if not curve then return end
if curve == "stepped" then
timeline:setStepped(keyframeIndex)
else
timeline:setCurve(keyframeIndex, curve[1], curve[2], curve[3], curve[4])
end
end
return self
end
return SkeletonJson