add spine34 & spine35
This commit is contained in:
893
SpineRuntimes/SpineRuntime35/SkeletonBinary.cs
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893
SpineRuntimes/SpineRuntime35/SkeletonBinary.cs
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@@ -0,0 +1,893 @@
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#if (UNITY_5 || UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_WSA || UNITY_WP8 || UNITY_WP8_1)
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#define IS_UNITY
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#endif
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using System;
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using System.IO;
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using System.Collections.Generic;
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#if WINDOWS_STOREAPP
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using System.Threading.Tasks;
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using Windows.Storage;
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#endif
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namespace SpineRuntime35 {
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public class SkeletonBinary {
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public const int BONE_ROTATE = 0;
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public const int BONE_TRANSLATE = 1;
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public const int BONE_SCALE = 2;
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public const int BONE_SHEAR = 3;
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public const int SLOT_ATTACHMENT = 0;
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public const int SLOT_COLOR = 1;
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public const int SLOT_TWO_COLOR = 2;
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public const int PATH_POSITION = 0;
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public const int PATH_SPACING = 1;
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public const int PATH_MIX = 2;
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public const int CURVE_LINEAR = 0;
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public const int CURVE_STEPPED = 1;
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public const int CURVE_BEZIER = 2;
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public float Scale { get; set; }
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private AttachmentLoader attachmentLoader;
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private byte[] buffer = new byte[32];
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private List<SkeletonJson.LinkedMesh> linkedMeshes = new List<SkeletonJson.LinkedMesh>();
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public SkeletonBinary (params Atlas[] atlasArray)
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: this(new AtlasAttachmentLoader(atlasArray)) {
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}
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public SkeletonBinary (AttachmentLoader attachmentLoader) {
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if (attachmentLoader == null) throw new ArgumentNullException("attachmentLoader");
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this.attachmentLoader = attachmentLoader;
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Scale = 1;
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}
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#if !ISUNITY && WINDOWS_STOREAPP
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private async Task<SkeletonData> ReadFile(string path) {
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var folder = Windows.ApplicationModel.Package.Current.InstalledLocation;
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using (var input = new BufferedStream(await folder.GetFileAsync(path).AsTask().ConfigureAwait(false))) {
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SkeletonData skeletonData = ReadSkeletonData(input);
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skeletonData.Name = Path.GetFileNameWithoutExtension(path);
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return skeletonData;
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}
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}
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public SkeletonData ReadSkeletonData (String path) {
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return this.ReadFile(path).Result;
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}
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#else
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public SkeletonData ReadSkeletonData (String path) {
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#if WINDOWS_PHONE
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using (var input = new BufferedStream(Microsoft.Xna.Framework.TitleContainer.OpenStream(path))) {
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#else
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using (var input = new FileStream(path, FileMode.Open, FileAccess.Read, FileShare.Read)) {
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#endif
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SkeletonData skeletonData = ReadSkeletonData(input);
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skeletonData.name = Path.GetFileNameWithoutExtension(path);
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return skeletonData;
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}
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}
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#endif // WINDOWS_STOREAPP
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public static readonly TransformMode[] TransformModeValues = {
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TransformMode.Normal,
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TransformMode.OnlyTranslation,
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TransformMode.NoRotationOrReflection,
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TransformMode.NoScale,
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TransformMode.NoScaleOrReflection
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};
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/// <summary>Returns the version string of binary skeleton data.</summary>
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public static string GetVersionString (Stream input) {
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if (input == null) throw new ArgumentNullException("input");
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try {
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// Hash.
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int byteCount = ReadVarint(input, true);
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if (byteCount > 1) input.Position += byteCount - 1;
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// Version.
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byteCount = ReadVarint(input, true);
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if (byteCount > 1) {
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byteCount--;
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var buffer = new byte[byteCount];
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ReadFully(input, buffer, 0, byteCount);
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return System.Text.Encoding.UTF8.GetString(buffer, 0, byteCount);
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}
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throw new ArgumentException("Stream does not contain a valid binary Skeleton Data.", "input");
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} catch (Exception e) {
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throw new ArgumentException("Stream does not contain a valid binary Skeleton Data.\n" + e, "input");
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}
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}
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public SkeletonData ReadSkeletonData (Stream input) {
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if (input == null) throw new ArgumentNullException("input");
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float scale = Scale;
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var skeletonData = new SkeletonData();
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skeletonData.hash = ReadString(input);
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if (skeletonData.hash.Length == 0) skeletonData.hash = null;
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skeletonData.version = ReadString(input);
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if (skeletonData.version.Length == 0) skeletonData.version = null;
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skeletonData.width = ReadFloat(input);
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skeletonData.height = ReadFloat(input);
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bool nonessential = ReadBoolean(input);
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if (nonessential) {
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skeletonData.fps = ReadFloat(input);
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skeletonData.imagesPath = ReadString(input);
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if (skeletonData.imagesPath.Length == 0) skeletonData.imagesPath = null;
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}
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// Bones.
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for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
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String name = ReadString(input);
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BoneData parent = i == 0 ? null : skeletonData.bones.Items[ReadVarint(input, true)];
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BoneData data = new BoneData(i, name, parent);
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data.rotation = ReadFloat(input);
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data.x = ReadFloat(input) * scale;
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data.y = ReadFloat(input) * scale;
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data.scaleX = ReadFloat(input);
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data.scaleY = ReadFloat(input);
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data.shearX = ReadFloat(input);
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data.shearY = ReadFloat(input);
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data.length = ReadFloat(input) * scale;
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data.transformMode = TransformModeValues[ReadVarint(input, true)];
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if (nonessential) ReadInt(input); // Skip bone color.
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skeletonData.bones.Add(data);
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}
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// Slots.
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for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
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String slotName = ReadString(input);
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BoneData boneData = skeletonData.bones.Items[ReadVarint(input, true)];
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SlotData slotData = new SlotData(i, slotName, boneData);
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int color = ReadInt(input);
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slotData.r = ((color & 0xff000000) >> 24) / 255f;
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slotData.g = ((color & 0x00ff0000) >> 16) / 255f;
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slotData.b = ((color & 0x0000ff00) >> 8) / 255f;
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slotData.a = ((color & 0x000000ff)) / 255f;
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int darkColor = ReadInt(input); // 0x00rrggbb
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if (darkColor != -1) {
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slotData.hasSecondColor = true;
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slotData.r2 = ((darkColor & 0x00ff0000) >> 16) / 255f;
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slotData.g2 = ((darkColor & 0x0000ff00) >> 8) / 255f;
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slotData.b2 = ((darkColor & 0x000000ff)) / 255f;
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}
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slotData.attachmentName = ReadString(input);
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slotData.blendMode = (BlendMode)ReadVarint(input, true);
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skeletonData.slots.Add(slotData);
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}
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// IK constraints.
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for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
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IkConstraintData data = new IkConstraintData(ReadString(input));
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data.order = ReadVarint(input, true);
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for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++)
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data.bones.Add(skeletonData.bones.Items[ReadVarint(input, true)]);
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data.target = skeletonData.bones.Items[ReadVarint(input, true)];
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data.mix = ReadFloat(input);
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data.bendDirection = ReadSByte(input);
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skeletonData.ikConstraints.Add(data);
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}
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// Transform constraints.
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for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
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TransformConstraintData data = new TransformConstraintData(ReadString(input));
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data.order = ReadVarint(input, true);
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for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++)
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data.bones.Add(skeletonData.bones.Items[ReadVarint(input, true)]);
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data.target = skeletonData.bones.Items[ReadVarint(input, true)];
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data.local = ReadBoolean(input);
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data.relative = ReadBoolean(input);
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data.offsetRotation = ReadFloat(input);
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data.offsetX = ReadFloat(input) * scale;
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data.offsetY = ReadFloat(input) * scale;
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data.offsetScaleX = ReadFloat(input);
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data.offsetScaleY = ReadFloat(input);
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data.offsetShearY = ReadFloat(input);
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data.rotateMix = ReadFloat(input);
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data.translateMix = ReadFloat(input);
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data.scaleMix = ReadFloat(input);
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data.shearMix = ReadFloat(input);
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skeletonData.transformConstraints.Add(data);
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}
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// Path constraints
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for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
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PathConstraintData data = new PathConstraintData(ReadString(input));
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data.order = ReadVarint(input, true);
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for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++)
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data.bones.Add(skeletonData.bones.Items[ReadVarint(input, true)]);
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data.target = skeletonData.slots.Items[ReadVarint(input, true)];
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data.positionMode = (PositionMode)Enum.GetValues(typeof(PositionMode)).GetValue(ReadVarint(input, true));
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data.spacingMode = (SpacingMode)Enum.GetValues(typeof(SpacingMode)).GetValue(ReadVarint(input, true));
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data.rotateMode = (RotateMode)Enum.GetValues(typeof(RotateMode)).GetValue(ReadVarint(input, true));
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data.offsetRotation = ReadFloat(input);
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data.position = ReadFloat(input);
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if (data.positionMode == PositionMode.Fixed) data.position *= scale;
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data.spacing = ReadFloat(input);
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if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) data.spacing *= scale;
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data.rotateMix = ReadFloat(input);
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data.translateMix = ReadFloat(input);
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skeletonData.pathConstraints.Add(data);
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}
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// Default skin.
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Skin defaultSkin = ReadSkin(input, skeletonData, "default", nonessential);
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if (defaultSkin != null) {
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skeletonData.defaultSkin = defaultSkin;
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skeletonData.skins.Add(defaultSkin);
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}
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// Skins.
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for (int i = 0, n = ReadVarint(input, true); i < n; i++)
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skeletonData.skins.Add(ReadSkin(input, skeletonData, ReadString(input), nonessential));
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// Linked meshes.
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for (int i = 0, n = linkedMeshes.Count; i < n; i++) {
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SkeletonJson.LinkedMesh linkedMesh = linkedMeshes[i];
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Skin skin = linkedMesh.skin == null ? skeletonData.DefaultSkin : skeletonData.FindSkin(linkedMesh.skin);
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if (skin == null) throw new Exception("Skin not found: " + linkedMesh.skin);
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Attachment parent = skin.GetAttachment(linkedMesh.slotIndex, linkedMesh.parent);
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if (parent == null) throw new Exception("Parent mesh not found: " + linkedMesh.parent);
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linkedMesh.mesh.ParentMesh = (MeshAttachment)parent;
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linkedMesh.mesh.UpdateUVs();
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}
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linkedMeshes.Clear();
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// Events.
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for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
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EventData data = new EventData(ReadString(input));
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data.Int = ReadVarint(input, false);
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data.Float = ReadFloat(input);
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data.String = ReadString(input);
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skeletonData.events.Add(data);
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}
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// Animations.
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for (int i = 0, n = ReadVarint(input, true); i < n; i++)
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ReadAnimation(ReadString(input), input, skeletonData);
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skeletonData.bones.TrimExcess();
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skeletonData.slots.TrimExcess();
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skeletonData.skins.TrimExcess();
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skeletonData.events.TrimExcess();
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skeletonData.animations.TrimExcess();
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skeletonData.ikConstraints.TrimExcess();
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skeletonData.pathConstraints.TrimExcess();
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return skeletonData;
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}
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/// <returns>May be null.</returns>
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private Skin ReadSkin (Stream input, SkeletonData skeletonData, String skinName, bool nonessential) {
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int slotCount = ReadVarint(input, true);
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if (slotCount == 0) return null;
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Skin skin = new Skin(skinName);
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for (int i = 0; i < slotCount; i++) {
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int slotIndex = ReadVarint(input, true);
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for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) {
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String name = ReadString(input);
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Attachment attachment = ReadAttachment(input, skeletonData, skin, slotIndex, name, nonessential);
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if (attachment != null) skin.AddAttachment(slotIndex, name, attachment);
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}
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}
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return skin;
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}
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private Attachment ReadAttachment (Stream input, SkeletonData skeletonData, Skin skin, int slotIndex, String attachmentName, bool nonessential) {
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float scale = Scale;
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String name = ReadString(input);
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if (name == null) name = attachmentName;
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AttachmentType type = (AttachmentType)input.ReadByte();
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switch (type) {
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case AttachmentType.Region: {
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String path = ReadString(input);
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float rotation = ReadFloat(input);
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float x = ReadFloat(input);
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float y = ReadFloat(input);
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float scaleX = ReadFloat(input);
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float scaleY = ReadFloat(input);
|
||||
float width = ReadFloat(input);
|
||||
float height = ReadFloat(input);
|
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int color = ReadInt(input);
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||||
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if (path == null) path = name;
|
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RegionAttachment region = attachmentLoader.NewRegionAttachment(skin, name, path);
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if (region == null) return null;
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region.Path = path;
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region.x = x * scale;
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region.y = y * scale;
|
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region.scaleX = scaleX;
|
||||
region.scaleY = scaleY;
|
||||
region.rotation = rotation;
|
||||
region.width = width * scale;
|
||||
region.height = height * scale;
|
||||
region.r = ((color & 0xff000000) >> 24) / 255f;
|
||||
region.g = ((color & 0x00ff0000) >> 16) / 255f;
|
||||
region.b = ((color & 0x0000ff00) >> 8) / 255f;
|
||||
region.a = ((color & 0x000000ff)) / 255f;
|
||||
region.UpdateOffset();
|
||||
return region;
|
||||
}
|
||||
case AttachmentType.Boundingbox: {
|
||||
int vertexCount = ReadVarint(input, true);
|
||||
Vertices vertices = ReadVertices(input, vertexCount);
|
||||
if (nonessential) ReadInt(input); //int color = nonessential ? ReadInt(input) : 0; // Avoid unused local warning.
|
||||
|
||||
BoundingBoxAttachment box = attachmentLoader.NewBoundingBoxAttachment(skin, name);
|
||||
if (box == null) return null;
|
||||
box.worldVerticesLength = vertexCount << 1;
|
||||
box.vertices = vertices.vertices;
|
||||
box.bones = vertices.bones;
|
||||
return box;
|
||||
}
|
||||
case AttachmentType.Mesh: {
|
||||
String path = ReadString(input);
|
||||
int color = ReadInt(input);
|
||||
int vertexCount = ReadVarint(input, true);
|
||||
float[] uvs = ReadFloatArray(input, vertexCount << 1, 1);
|
||||
int[] triangles = ReadShortArray(input);
|
||||
Vertices vertices = ReadVertices(input, vertexCount);
|
||||
int hullLength = ReadVarint(input, true);
|
||||
int[] edges = null;
|
||||
float width = 0, height = 0;
|
||||
if (nonessential) {
|
||||
edges = ReadShortArray(input);
|
||||
width = ReadFloat(input);
|
||||
height = ReadFloat(input);
|
||||
}
|
||||
|
||||
if (path == null) path = name;
|
||||
MeshAttachment mesh = attachmentLoader.NewMeshAttachment(skin, name, path);
|
||||
if (mesh == null) return null;
|
||||
mesh.Path = path;
|
||||
mesh.r = ((color & 0xff000000) >> 24) / 255f;
|
||||
mesh.g = ((color & 0x00ff0000) >> 16) / 255f;
|
||||
mesh.b = ((color & 0x0000ff00) >> 8) / 255f;
|
||||
mesh.a = ((color & 0x000000ff)) / 255f;
|
||||
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: {
|
||||
String path = ReadString(input);
|
||||
int color = ReadInt(input);
|
||||
String skinName = ReadString(input);
|
||||
String parent = ReadString(input);
|
||||
bool inheritDeform = ReadBoolean(input);
|
||||
float width = 0, height = 0;
|
||||
if (nonessential) {
|
||||
width = ReadFloat(input);
|
||||
height = ReadFloat(input);
|
||||
}
|
||||
|
||||
if (path == null) path = name;
|
||||
MeshAttachment mesh = attachmentLoader.NewMeshAttachment(skin, name, path);
|
||||
if (mesh == null) return null;
|
||||
mesh.Path = path;
|
||||
mesh.r = ((color & 0xff000000) >> 24) / 255f;
|
||||
mesh.g = ((color & 0x00ff0000) >> 16) / 255f;
|
||||
mesh.b = ((color & 0x0000ff00) >> 8) / 255f;
|
||||
mesh.a = ((color & 0x000000ff)) / 255f;
|
||||
mesh.inheritDeform = inheritDeform;
|
||||
if (nonessential) {
|
||||
mesh.Width = width * scale;
|
||||
mesh.Height = height * scale;
|
||||
}
|
||||
linkedMeshes.Add(new SkeletonJson.LinkedMesh(mesh, skinName, slotIndex, parent));
|
||||
return mesh;
|
||||
}
|
||||
case AttachmentType.Path: {
|
||||
bool closed = ReadBoolean(input);
|
||||
bool constantSpeed = ReadBoolean(input);
|
||||
int vertexCount = ReadVarint(input, true);
|
||||
Vertices vertices = ReadVertices(input, vertexCount);
|
||||
float[] lengths = new float[vertexCount / 3];
|
||||
for (int i = 0, n = lengths.Length; i < n; i++)
|
||||
lengths[i] = ReadFloat(input) * scale;
|
||||
if (nonessential) ReadInt(input); //int color = nonessential ? ReadInt(input) : 0;
|
||||
|
||||
PathAttachment path = attachmentLoader.NewPathAttachment(skin, name);
|
||||
if (path == null) return null;
|
||||
path.closed = closed;
|
||||
path.constantSpeed = constantSpeed;
|
||||
path.worldVerticesLength = vertexCount << 1;
|
||||
path.vertices = vertices.vertices;
|
||||
path.bones = vertices.bones;
|
||||
path.lengths = lengths;
|
||||
return path;
|
||||
}
|
||||
case AttachmentType.Point: {
|
||||
float rotation = ReadFloat(input);
|
||||
float x = ReadFloat(input);
|
||||
float y = ReadFloat(input);
|
||||
if (nonessential) ReadInt(input); //int color = nonessential ? ReadInt(input) : 0;
|
||||
|
||||
PointAttachment point = attachmentLoader.NewPointAttachment(skin, name);
|
||||
if (point == null) return null;
|
||||
point.x = x * scale;
|
||||
point.y = y * scale;
|
||||
point.rotation = rotation;
|
||||
//if (nonessential) point.color = color;
|
||||
return point;
|
||||
}
|
||||
case AttachmentType.Clipping: {
|
||||
int endSlotIndex = ReadVarint(input, true);
|
||||
int vertexCount = ReadVarint(input, true);
|
||||
Vertices vertices = ReadVertices(input, vertexCount);
|
||||
if (nonessential) ReadInt(input);
|
||||
|
||||
ClippingAttachment clip = attachmentLoader.NewClippingAttachment(skin, name);
|
||||
if (clip == null) return null;
|
||||
clip.EndSlot = skeletonData.slots.Items[endSlotIndex];
|
||||
clip.worldVerticesLength = vertexCount << 1;
|
||||
clip.vertices = vertices.vertices;
|
||||
clip.bones = vertices.bones;
|
||||
return clip;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
private Vertices ReadVertices (Stream input, int vertexCount) {
|
||||
float scale = Scale;
|
||||
int verticesLength = vertexCount << 1;
|
||||
Vertices vertices = new Vertices();
|
||||
if(!ReadBoolean(input)) {
|
||||
vertices.vertices = ReadFloatArray(input, verticesLength, scale);
|
||||
return vertices;
|
||||
}
|
||||
var weights = new ExposedList<float>(verticesLength * 3 * 3);
|
||||
var bonesArray = new ExposedList<int>(verticesLength * 3);
|
||||
for (int i = 0; i < vertexCount; i++) {
|
||||
int boneCount = ReadVarint(input, true);
|
||||
bonesArray.Add(boneCount);
|
||||
for (int ii = 0; ii < boneCount; ii++) {
|
||||
bonesArray.Add(ReadVarint(input, true));
|
||||
weights.Add(ReadFloat(input) * scale);
|
||||
weights.Add(ReadFloat(input) * scale);
|
||||
weights.Add(ReadFloat(input));
|
||||
}
|
||||
}
|
||||
|
||||
vertices.vertices = weights.ToArray();
|
||||
vertices.bones = bonesArray.ToArray();
|
||||
return vertices;
|
||||
}
|
||||
|
||||
private float[] ReadFloatArray (Stream input, int n, float scale) {
|
||||
float[] array = new float[n];
|
||||
if (scale == 1) {
|
||||
for (int i = 0; i < n; i++)
|
||||
array[i] = ReadFloat(input);
|
||||
} else {
|
||||
for (int i = 0; i < n; i++)
|
||||
array[i] = ReadFloat(input) * scale;
|
||||
}
|
||||
return array;
|
||||
}
|
||||
|
||||
private int[] ReadShortArray (Stream input) {
|
||||
int n = ReadVarint(input, true);
|
||||
int[] array = new int[n];
|
||||
for (int i = 0; i < n; i++)
|
||||
array[i] = (input.ReadByte() << 8) | input.ReadByte();
|
||||
return array;
|
||||
}
|
||||
|
||||
private void ReadAnimation (String name, Stream input, SkeletonData skeletonData) {
|
||||
var timelines = new ExposedList<Timeline>();
|
||||
float scale = Scale;
|
||||
float duration = 0;
|
||||
|
||||
// Slot timelines.
|
||||
for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
|
||||
int slotIndex = ReadVarint(input, true);
|
||||
for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) {
|
||||
int timelineType = input.ReadByte();
|
||||
int frameCount = ReadVarint(input, true);
|
||||
switch (timelineType) {
|
||||
case SLOT_ATTACHMENT: {
|
||||
AttachmentTimeline timeline = new AttachmentTimeline(frameCount);
|
||||
timeline.slotIndex = slotIndex;
|
||||
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
|
||||
timeline.SetFrame(frameIndex, ReadFloat(input), ReadString(input));
|
||||
timelines.Add(timeline);
|
||||
duration = Math.Max(duration, timeline.frames[frameCount - 1]);
|
||||
break;
|
||||
}
|
||||
case SLOT_COLOR: {
|
||||
ColorTimeline timeline = new ColorTimeline(frameCount);
|
||||
timeline.slotIndex = slotIndex;
|
||||
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
|
||||
float time = ReadFloat(input);
|
||||
int color = ReadInt(input);
|
||||
float r = ((color & 0xff000000) >> 24) / 255f;
|
||||
float g = ((color & 0x00ff0000) >> 16) / 255f;
|
||||
float b = ((color & 0x0000ff00) >> 8) / 255f;
|
||||
float a = ((color & 0x000000ff)) / 255f;
|
||||
timeline.SetFrame(frameIndex, time, r, g, b, a);
|
||||
if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
|
||||
}
|
||||
timelines.Add(timeline);
|
||||
duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * ColorTimeline.ENTRIES]);
|
||||
break;
|
||||
}
|
||||
case SLOT_TWO_COLOR: {
|
||||
TwoColorTimeline timeline = new TwoColorTimeline(frameCount);
|
||||
timeline.slotIndex = slotIndex;
|
||||
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
|
||||
float time = ReadFloat(input);
|
||||
int color = ReadInt(input);
|
||||
float r = ((color & 0xff000000) >> 24) / 255f;
|
||||
float g = ((color & 0x00ff0000) >> 16) / 255f;
|
||||
float b = ((color & 0x0000ff00) >> 8) / 255f;
|
||||
float a = ((color & 0x000000ff)) / 255f;
|
||||
int color2 = ReadInt(input); // 0x00rrggbb
|
||||
float r2 = ((color2 & 0x00ff0000) >> 16) / 255f;
|
||||
float g2 = ((color2 & 0x0000ff00) >> 8) / 255f;
|
||||
float b2 = ((color2 & 0x000000ff)) / 255f;
|
||||
|
||||
timeline.SetFrame(frameIndex, time, r, g, b, a, r2, g2, b2);
|
||||
if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
|
||||
}
|
||||
timelines.Add(timeline);
|
||||
duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * TwoColorTimeline.ENTRIES]);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Bone timelines.
|
||||
for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
|
||||
int boneIndex = ReadVarint(input, true);
|
||||
for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) {
|
||||
int timelineType = input.ReadByte();
|
||||
int frameCount = ReadVarint(input, true);
|
||||
switch (timelineType) {
|
||||
case BONE_ROTATE: {
|
||||
RotateTimeline timeline = new RotateTimeline(frameCount);
|
||||
timeline.boneIndex = boneIndex;
|
||||
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
|
||||
timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input));
|
||||
if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
|
||||
}
|
||||
timelines.Add(timeline);
|
||||
duration = Math.Max(duration, timeline.frames[(frameCount - 1) * RotateTimeline.ENTRIES]);
|
||||
break;
|
||||
}
|
||||
case BONE_TRANSLATE:
|
||||
case BONE_SCALE:
|
||||
case BONE_SHEAR: {
|
||||
TranslateTimeline timeline;
|
||||
float timelineScale = 1;
|
||||
if (timelineType == BONE_SCALE)
|
||||
timeline = new ScaleTimeline(frameCount);
|
||||
else if (timelineType == BONE_SHEAR)
|
||||
timeline = new ShearTimeline(frameCount);
|
||||
else {
|
||||
timeline = new TranslateTimeline(frameCount);
|
||||
timelineScale = scale;
|
||||
}
|
||||
timeline.boneIndex = boneIndex;
|
||||
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
|
||||
timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input) * timelineScale, ReadFloat(input)
|
||||
* timelineScale);
|
||||
if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
|
||||
}
|
||||
timelines.Add(timeline);
|
||||
duration = Math.Max(duration, timeline.frames[(frameCount - 1) * TranslateTimeline.ENTRIES]);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// IK timelines.
|
||||
for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
|
||||
int index = ReadVarint(input, true);
|
||||
int frameCount = ReadVarint(input, true);
|
||||
IkConstraintTimeline timeline = new IkConstraintTimeline(frameCount);
|
||||
timeline.ikConstraintIndex = index;
|
||||
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
|
||||
timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadSByte(input));
|
||||
if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
|
||||
}
|
||||
timelines.Add(timeline);
|
||||
duration = Math.Max(duration, timeline.frames[(frameCount - 1) * IkConstraintTimeline.ENTRIES]);
|
||||
}
|
||||
|
||||
// Transform constraint timelines.
|
||||
for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
|
||||
int index = ReadVarint(input, true);
|
||||
int frameCount = ReadVarint(input, true);
|
||||
TransformConstraintTimeline timeline = new TransformConstraintTimeline(frameCount);
|
||||
timeline.transformConstraintIndex = index;
|
||||
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
|
||||
timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadFloat(input), ReadFloat(input), ReadFloat(input));
|
||||
if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
|
||||
}
|
||||
timelines.Add(timeline);
|
||||
duration = Math.Max(duration, timeline.frames[(frameCount - 1) * TransformConstraintTimeline.ENTRIES]);
|
||||
}
|
||||
|
||||
// Path constraint timelines.
|
||||
for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
|
||||
int index = ReadVarint(input, true);
|
||||
PathConstraintData data = skeletonData.pathConstraints.Items[index];
|
||||
for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) {
|
||||
int timelineType = ReadSByte(input);
|
||||
int frameCount = ReadVarint(input, true);
|
||||
switch(timelineType) {
|
||||
case PATH_POSITION:
|
||||
case PATH_SPACING: {
|
||||
PathConstraintPositionTimeline timeline;
|
||||
float timelineScale = 1;
|
||||
if (timelineType == PATH_SPACING) {
|
||||
timeline = new PathConstraintSpacingTimeline(frameCount);
|
||||
if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) timelineScale = scale;
|
||||
} else {
|
||||
timeline = new PathConstraintPositionTimeline(frameCount);
|
||||
if (data.positionMode == PositionMode.Fixed) timelineScale = scale;
|
||||
}
|
||||
timeline.pathConstraintIndex = index;
|
||||
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
|
||||
timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input) * timelineScale);
|
||||
if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
|
||||
}
|
||||
timelines.Add(timeline);
|
||||
duration = Math.Max(duration, timeline.frames[(frameCount - 1) * PathConstraintPositionTimeline.ENTRIES]);
|
||||
break;
|
||||
}
|
||||
case PATH_MIX: {
|
||||
PathConstraintMixTimeline timeline = new PathConstraintMixTimeline(frameCount);
|
||||
timeline.pathConstraintIndex = index;
|
||||
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
|
||||
timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadFloat(input));
|
||||
if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
|
||||
}
|
||||
timelines.Add(timeline);
|
||||
duration = Math.Max(duration, timeline.frames[(frameCount - 1) * PathConstraintMixTimeline.ENTRIES]);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Deform timelines.
|
||||
for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
|
||||
Skin skin = skeletonData.skins.Items[ReadVarint(input, true)];
|
||||
for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) {
|
||||
int slotIndex = ReadVarint(input, true);
|
||||
for (int iii = 0, nnn = ReadVarint(input, true); iii < nnn; iii++) {
|
||||
VertexAttachment attachment = (VertexAttachment)skin.GetAttachment(slotIndex, ReadString(input));
|
||||
bool weighted = attachment.bones != null;
|
||||
float[] vertices = attachment.vertices;
|
||||
int deformLength = weighted ? vertices.Length / 3 * 2 : vertices.Length;
|
||||
|
||||
int frameCount = ReadVarint(input, true);
|
||||
DeformTimeline timeline = new DeformTimeline(frameCount);
|
||||
timeline.slotIndex = slotIndex;
|
||||
timeline.attachment = attachment;
|
||||
|
||||
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
|
||||
float time = ReadFloat(input);
|
||||
float[] deform;
|
||||
int end = ReadVarint(input, true);
|
||||
if (end == 0)
|
||||
deform = weighted ? new float[deformLength] : vertices;
|
||||
else {
|
||||
deform = new float[deformLength];
|
||||
int start = ReadVarint(input, true);
|
||||
end += start;
|
||||
if (scale == 1) {
|
||||
for (int v = start; v < end; v++)
|
||||
deform[v] = ReadFloat(input);
|
||||
} else {
|
||||
for (int v = start; v < end; v++)
|
||||
deform[v] = ReadFloat(input) * scale;
|
||||
}
|
||||
if (!weighted) {
|
||||
for (int v = 0, vn = deform.Length; v < vn; v++)
|
||||
deform[v] += vertices[v];
|
||||
}
|
||||
}
|
||||
|
||||
timeline.SetFrame(frameIndex, time, deform);
|
||||
if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
|
||||
}
|
||||
timelines.Add(timeline);
|
||||
duration = Math.Max(duration, timeline.frames[frameCount - 1]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Draw order timeline.
|
||||
int drawOrderCount = ReadVarint(input, true);
|
||||
if (drawOrderCount > 0) {
|
||||
DrawOrderTimeline timeline = new DrawOrderTimeline(drawOrderCount);
|
||||
int slotCount = skeletonData.slots.Count;
|
||||
for (int i = 0; i < drawOrderCount; i++) {
|
||||
float time = ReadFloat(input);
|
||||
int offsetCount = ReadVarint(input, true);
|
||||
int[] drawOrder = new int[slotCount];
|
||||
for (int ii = slotCount - 1; ii >= 0; ii--)
|
||||
drawOrder[ii] = -1;
|
||||
int[] unchanged = new int[slotCount - offsetCount];
|
||||
int originalIndex = 0, unchangedIndex = 0;
|
||||
for (int ii = 0; ii < offsetCount; ii++) {
|
||||
int slotIndex = ReadVarint(input, true);
|
||||
// Collect unchanged items.
|
||||
while (originalIndex != slotIndex)
|
||||
unchanged[unchangedIndex++] = originalIndex++;
|
||||
// Set changed items.
|
||||
drawOrder[originalIndex + ReadVarint(input, true)] = originalIndex++;
|
||||
}
|
||||
// Collect remaining unchanged items.
|
||||
while (originalIndex < slotCount)
|
||||
unchanged[unchangedIndex++] = originalIndex++;
|
||||
// Fill in unchanged items.
|
||||
for (int ii = slotCount - 1; ii >= 0; ii--)
|
||||
if (drawOrder[ii] == -1) drawOrder[ii] = unchanged[--unchangedIndex];
|
||||
timeline.SetFrame(i, time, drawOrder);
|
||||
}
|
||||
timelines.Add(timeline);
|
||||
duration = Math.Max(duration, timeline.frames[drawOrderCount - 1]);
|
||||
}
|
||||
|
||||
// Event timeline.
|
||||
int eventCount = ReadVarint(input, true);
|
||||
if (eventCount > 0) {
|
||||
EventTimeline timeline = new EventTimeline(eventCount);
|
||||
for (int i = 0; i < eventCount; i++) {
|
||||
float time = ReadFloat(input);
|
||||
EventData eventData = skeletonData.events.Items[ReadVarint(input, true)];
|
||||
Event e = new Event(time, eventData);
|
||||
e.Int = ReadVarint(input, false);
|
||||
e.Float = ReadFloat(input);
|
||||
e.String = ReadBoolean(input) ? ReadString(input) : eventData.String;
|
||||
timeline.SetFrame(i, e);
|
||||
}
|
||||
timelines.Add(timeline);
|
||||
duration = Math.Max(duration, timeline.frames[eventCount - 1]);
|
||||
}
|
||||
|
||||
timelines.TrimExcess();
|
||||
skeletonData.animations.Add(new Animation(name, timelines, duration));
|
||||
}
|
||||
|
||||
private void ReadCurve (Stream input, int frameIndex, CurveTimeline timeline) {
|
||||
switch (input.ReadByte()) {
|
||||
case CURVE_STEPPED:
|
||||
timeline.SetStepped(frameIndex);
|
||||
break;
|
||||
case CURVE_BEZIER:
|
||||
timeline.SetCurve(frameIndex, ReadFloat(input), ReadFloat(input), ReadFloat(input), ReadFloat(input));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private static sbyte ReadSByte (Stream input) {
|
||||
int value = input.ReadByte();
|
||||
if (value == -1) throw new EndOfStreamException();
|
||||
return (sbyte)value;
|
||||
}
|
||||
|
||||
private static bool ReadBoolean (Stream input) {
|
||||
return input.ReadByte() != 0;
|
||||
}
|
||||
|
||||
private float ReadFloat (Stream input) {
|
||||
buffer[3] = (byte)input.ReadByte();
|
||||
buffer[2] = (byte)input.ReadByte();
|
||||
buffer[1] = (byte)input.ReadByte();
|
||||
buffer[0] = (byte)input.ReadByte();
|
||||
return BitConverter.ToSingle(buffer, 0);
|
||||
}
|
||||
|
||||
private static int ReadInt (Stream input) {
|
||||
return (input.ReadByte() << 24) + (input.ReadByte() << 16) + (input.ReadByte() << 8) + input.ReadByte();
|
||||
}
|
||||
|
||||
private static int ReadVarint (Stream input, bool optimizePositive) {
|
||||
int b = input.ReadByte();
|
||||
int result = b & 0x7F;
|
||||
if ((b & 0x80) != 0) {
|
||||
b = input.ReadByte();
|
||||
result |= (b & 0x7F) << 7;
|
||||
if ((b & 0x80) != 0) {
|
||||
b = input.ReadByte();
|
||||
result |= (b & 0x7F) << 14;
|
||||
if ((b & 0x80) != 0) {
|
||||
b = input.ReadByte();
|
||||
result |= (b & 0x7F) << 21;
|
||||
if ((b & 0x80) != 0) result |= (input.ReadByte() & 0x7F) << 28;
|
||||
}
|
||||
}
|
||||
}
|
||||
return optimizePositive ? result : ((result >> 1) ^ -(result & 1));
|
||||
}
|
||||
|
||||
private string ReadString (Stream input) {
|
||||
int byteCount = ReadVarint(input, true);
|
||||
switch (byteCount) {
|
||||
case 0:
|
||||
return null;
|
||||
case 1:
|
||||
return "";
|
||||
}
|
||||
byteCount--;
|
||||
byte[] buffer = this.buffer;
|
||||
if (buffer.Length < byteCount) buffer = new byte[byteCount];
|
||||
ReadFully(input, buffer, 0, byteCount);
|
||||
return System.Text.Encoding.UTF8.GetString(buffer, 0, byteCount);
|
||||
}
|
||||
|
||||
private static void ReadFully (Stream input, byte[] buffer, int offset, int length) {
|
||||
while (length > 0) {
|
||||
int count = input.Read(buffer, offset, length);
|
||||
if (count <= 0) throw new EndOfStreamException();
|
||||
offset += count;
|
||||
length -= count;
|
||||
}
|
||||
}
|
||||
|
||||
internal class Vertices {
|
||||
public int[] bones;
|
||||
public float[] vertices;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user