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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#if (UNITY_5 || UNITY_5_3_OR_NEWER || UNITY_WSA || UNITY_WP8 || UNITY_WP8_1)
#define IS_UNITY
#endif
using System;
using System.IO;
using System.Collections.Generic;
#if WINDOWS_STOREAPP
using System.Threading.Tasks;
using Windows.Storage;
#endif
namespace Spine {
public class SkeletonBinary {
public const int BONE_ROTATE = 0;
public const int BONE_TRANSLATE = 1;
public const int BONE_SCALE = 2;
public const int BONE_SHEAR = 3;
public const int SLOT_ATTACHMENT = 0;
public const int SLOT_COLOR = 1;
public const int SLOT_TWO_COLOR = 2;
public const int PATH_POSITION = 0;
public const int PATH_SPACING = 1;
public const int PATH_MIX = 2;
public const int CURVE_LINEAR = 0;
public const int CURVE_STEPPED = 1;
public const int CURVE_BEZIER = 2;
public float Scale { get; set; }
private AttachmentLoader attachmentLoader;
private List<SkeletonJson.LinkedMesh> linkedMeshes = new List<SkeletonJson.LinkedMesh>();
public SkeletonBinary (params Atlas[] atlasArray)
: this(new AtlasAttachmentLoader(atlasArray)) {
}
public SkeletonBinary (AttachmentLoader attachmentLoader) {
if (attachmentLoader == null) throw new ArgumentNullException("attachmentLoader");
this.attachmentLoader = attachmentLoader;
Scale = 1;
}
#if !ISUNITY && WINDOWS_STOREAPP
private async Task<SkeletonData> ReadFile(string path) {
var folder = Windows.ApplicationModel.Package.Current.InstalledLocation;
using (var input = new BufferedStream(await folder.GetFileAsync(path).AsTask().ConfigureAwait(false))) {
SkeletonData skeletonData = ReadSkeletonData(input);
skeletonData.Name = Path.GetFileNameWithoutExtension(path);
return skeletonData;
}
}
public SkeletonData ReadSkeletonData (String path) {
return this.ReadFile(path).Result;
}
#else
public SkeletonData ReadSkeletonData (String path) {
#if WINDOWS_PHONE
using (var input = new BufferedStream(Microsoft.Xna.Framework.TitleContainer.OpenStream(path))) {
#else
using (var input = new FileStream(path, FileMode.Open, FileAccess.Read, FileShare.Read)) {
#endif
SkeletonData skeletonData = ReadSkeletonData(input);
skeletonData.name = Path.GetFileNameWithoutExtension(path);
return skeletonData;
}
}
#endif // WINDOWS_STOREAPP
public static readonly TransformMode[] TransformModeValues = {
TransformMode.Normal,
TransformMode.OnlyTranslation,
TransformMode.NoRotationOrReflection,
TransformMode.NoScale,
TransformMode.NoScaleOrReflection
};
/// <summary>Returns the version string of binary skeleton data.</summary>
public static string GetVersionString (Stream file) {
if (file == null) throw new ArgumentNullException("file");
SkeletonInput input = new SkeletonInput(file);
return input.GetVersionString();
}
public SkeletonData ReadSkeletonData (Stream file) {
if (file == null) throw new ArgumentNullException("file");
float scale = Scale;
var skeletonData = new SkeletonData();
SkeletonInput input = new SkeletonInput(file);
skeletonData.hash = input.ReadString();
if (skeletonData.hash.Length == 0) skeletonData.hash = null;
skeletonData.version = input.ReadString();
if (skeletonData.version.Length == 0) skeletonData.version = null;
if ("3.8.75" == skeletonData.version)
throw new Exception("Unsupported skeleton data, please export with a newer version of Spine.");
skeletonData.x = input.ReadFloat();
skeletonData.y = input.ReadFloat();
skeletonData.width = input.ReadFloat();
skeletonData.height = input.ReadFloat();
bool nonessential = input.ReadBoolean();
if (nonessential) {
skeletonData.fps = input.ReadFloat();
skeletonData.imagesPath = input.ReadString();
if (string.IsNullOrEmpty(skeletonData.imagesPath)) skeletonData.imagesPath = null;
skeletonData.audioPath = input.ReadString();
if (string.IsNullOrEmpty(skeletonData.audioPath)) skeletonData.audioPath = null;
}
int n;
Object[] o;
// Strings.
input.strings = new ExposedList<string>(n = input.ReadInt(true));
o = input.strings.Resize(n).Items;
for (int i = 0; i < n; i++)
o[i] = input.ReadString();
// Bones.
o = skeletonData.bones.Resize(n = input.ReadInt(true)).Items;
for (int i = 0; i < n; i++) {
String name = input.ReadString();
BoneData parent = i == 0 ? null : skeletonData.bones.Items[input.ReadInt(true)];
BoneData data = new BoneData(i, name, parent);
data.rotation = input.ReadFloat();
data.x = input.ReadFloat() * scale;
data.y = input.ReadFloat() * scale;
data.scaleX = input.ReadFloat();
data.scaleY = input.ReadFloat();
data.shearX = input.ReadFloat();
data.shearY = input.ReadFloat();
data.length = input.ReadFloat() * scale;
data.transformMode = TransformModeValues[input.ReadInt(true)];
data.skinRequired = input.ReadBoolean();
if (nonessential) input.ReadInt(); // Skip bone color.
o[i] = data;
}
// Slots.
o = skeletonData.slots.Resize(n = input.ReadInt(true)).Items;
for (int i = 0; i < n; i++) {
String slotName = input.ReadString();
BoneData boneData = skeletonData.bones.Items[input.ReadInt(true)];
SlotData slotData = new SlotData(i, slotName, boneData);
int color = input.ReadInt();
slotData.r = ((color & 0xff000000) >> 24) / 255f;
slotData.g = ((color & 0x00ff0000) >> 16) / 255f;
slotData.b = ((color & 0x0000ff00) >> 8) / 255f;
slotData.a = ((color & 0x000000ff)) / 255f;
int darkColor = input.ReadInt(); // 0x00rrggbb
if (darkColor != -1) {
slotData.hasSecondColor = true;
slotData.r2 = ((darkColor & 0x00ff0000) >> 16) / 255f;
slotData.g2 = ((darkColor & 0x0000ff00) >> 8) / 255f;
slotData.b2 = ((darkColor & 0x000000ff)) / 255f;
}
slotData.attachmentName = input.ReadStringRef();
slotData.blendMode = (BlendMode)input.ReadInt(true);
o[i] = slotData;
}
// IK constraints.
o = skeletonData.ikConstraints.Resize(n = input.ReadInt(true)).Items;
for (int i = 0, nn; i < n; i++) {
IkConstraintData data = new IkConstraintData(input.ReadString());
data.order = input.ReadInt(true);
data.skinRequired = input.ReadBoolean();
Object[] bones = data.bones.Resize(nn = input.ReadInt(true)).Items;
for (int ii = 0; ii < nn; ii++)
bones[ii] = skeletonData.bones.Items[input.ReadInt(true)];
data.target = skeletonData.bones.Items[input.ReadInt(true)];
data.mix = input.ReadFloat();
data.softness = input.ReadFloat() * scale;
data.bendDirection = input.ReadSByte();
data.compress = input.ReadBoolean();
data.stretch = input.ReadBoolean();
data.uniform = input.ReadBoolean();
o[i] = data;
}
// Transform constraints.
o = skeletonData.transformConstraints.Resize(n = input.ReadInt(true)).Items;
for (int i = 0, nn; i < n; i++) {
TransformConstraintData data = new TransformConstraintData(input.ReadString());
data.order = input.ReadInt(true);
data.skinRequired = input.ReadBoolean();
Object[] bones = data.bones.Resize(nn = input.ReadInt(true)).Items;
for (int ii = 0; ii < nn; ii++)
bones[ii] = skeletonData.bones.Items[input.ReadInt(true)];
data.target = skeletonData.bones.Items[input.ReadInt(true)];
data.local = input.ReadBoolean();
data.relative = input.ReadBoolean();
data.offsetRotation = input.ReadFloat();
data.offsetX = input.ReadFloat() * scale;
data.offsetY = input.ReadFloat() * scale;
data.offsetScaleX = input.ReadFloat();
data.offsetScaleY = input.ReadFloat();
data.offsetShearY = input.ReadFloat();
data.rotateMix = input.ReadFloat();
data.translateMix = input.ReadFloat();
data.scaleMix = input.ReadFloat();
data.shearMix = input.ReadFloat();
o[i] = data;
}
// Path constraints
o = skeletonData.pathConstraints.Resize(n = input.ReadInt(true)).Items;
for (int i = 0, nn; i < n; i++) {
PathConstraintData data = new PathConstraintData(input.ReadString());
data.order = input.ReadInt(true);
data.skinRequired = input.ReadBoolean();
Object[] bones = data.bones.Resize(nn = input.ReadInt(true)).Items;
for (int ii = 0; ii < nn; ii++)
bones[ii] = skeletonData.bones.Items[input.ReadInt(true)];
data.target = skeletonData.slots.Items[input.ReadInt(true)];
data.positionMode = (PositionMode)Enum.GetValues(typeof(PositionMode)).GetValue(input.ReadInt(true));
data.spacingMode = (SpacingMode)Enum.GetValues(typeof(SpacingMode)).GetValue(input.ReadInt(true));
data.rotateMode = (RotateMode)Enum.GetValues(typeof(RotateMode)).GetValue(input.ReadInt(true));
data.offsetRotation = input.ReadFloat();
data.position = input.ReadFloat();
if (data.positionMode == PositionMode.Fixed) data.position *= scale;
data.spacing = input.ReadFloat();
if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) data.spacing *= scale;
data.rotateMix = input.ReadFloat();
data.translateMix = input.ReadFloat();
o[i] = data;
}
// Default skin.
Skin defaultSkin = ReadSkin(input, skeletonData, true, nonessential);
if (defaultSkin != null) {
skeletonData.defaultSkin = defaultSkin;
skeletonData.skins.Add(defaultSkin);
}
// Skins.
{
int i = skeletonData.skins.Count;
o = skeletonData.skins.Resize(n = i + input.ReadInt(true)).Items;
for (; i < n; i++)
o[i] = ReadSkin(input, skeletonData, false, nonessential);
}
// Linked meshes.
n = linkedMeshes.Count;
for (int i = 0; i < n; i++) {
SkeletonJson.LinkedMesh linkedMesh = linkedMeshes[i];
Skin skin = linkedMesh.skin == null ? skeletonData.DefaultSkin : skeletonData.FindSkin(linkedMesh.skin);
if (skin == null) throw new Exception("Skin not found: " + linkedMesh.skin);
Attachment parent = skin.GetAttachment(linkedMesh.slotIndex, linkedMesh.parent);
if (parent == null) throw new Exception("Parent mesh not found: " + linkedMesh.parent);
linkedMesh.mesh.DeformAttachment = linkedMesh.inheritDeform ? (VertexAttachment)parent : linkedMesh.mesh;
linkedMesh.mesh.ParentMesh = (MeshAttachment)parent;
linkedMesh.mesh.UpdateUVs();
}
linkedMeshes.Clear();
// Events.
o = skeletonData.events.Resize(n = input.ReadInt(true)).Items;
for (int i = 0; i < n; i++) {
EventData data = new EventData(input.ReadStringRef());
data.Int = input.ReadInt(false);
data.Float = input.ReadFloat();
data.String = input.ReadString();
data.AudioPath = input.ReadString();
if (data.AudioPath != null) {
data.Volume = input.ReadFloat();
data.Balance = input.ReadFloat();
}
o[i] = data;
}
// Animations.
o = skeletonData.animations.Resize(n = input.ReadInt(true)).Items;
for (int i = 0; i < n; i++)
o[i] = ReadAnimation(input.ReadString(), input, skeletonData);
return skeletonData;
}
/// <returns>May be null.</returns>
private Skin ReadSkin (SkeletonInput input, SkeletonData skeletonData, bool defaultSkin, bool nonessential) {
Skin skin;
int slotCount;
if (defaultSkin) {
slotCount = input.ReadInt(true);
if (slotCount == 0) return null;
skin = new Skin("default");
} else {
skin = new Skin(input.ReadStringRef());
Object[] bones = skin.bones.Resize(input.ReadInt(true)).Items;
for (int i = 0, n = skin.bones.Count; i < n; i++)
bones[i] = skeletonData.bones.Items[input.ReadInt(true)];
for (int i = 0, n = input.ReadInt(true); i < n; i++)
skin.constraints.Add(skeletonData.ikConstraints.Items[input.ReadInt(true)]);
for (int i = 0, n = input.ReadInt(true); i < n; i++)
skin.constraints.Add(skeletonData.transformConstraints.Items[input.ReadInt(true)]);
for (int i = 0, n = input.ReadInt(true); i < n; i++)
skin.constraints.Add(skeletonData.pathConstraints.Items[input.ReadInt(true)]);
skin.constraints.TrimExcess();
slotCount = input.ReadInt(true);
}
for (int i = 0; i < slotCount; i++) {
int slotIndex = input.ReadInt(true);
for (int ii = 0, nn = input.ReadInt(true); ii < nn; ii++) {
String name = input.ReadStringRef();
Attachment attachment = ReadAttachment(input, skeletonData, skin, slotIndex, name, nonessential);
if (attachment != null) skin.SetAttachment(slotIndex, name, attachment);
}
}
return skin;
}
private Attachment ReadAttachment (SkeletonInput input, SkeletonData skeletonData, Skin skin, int slotIndex,
String attachmentName, bool nonessential) {
float scale = Scale;
String name = input.ReadStringRef();
if (name == null) name = attachmentName;
AttachmentType type = (AttachmentType)input.ReadByte();
switch (type) {
case AttachmentType.Region: {
String path = input.ReadStringRef();
float rotation = input.ReadFloat();
float x = input.ReadFloat();
float y = input.ReadFloat();
float scaleX = input.ReadFloat();
float scaleY = input.ReadFloat();
float width = input.ReadFloat();
float height = input.ReadFloat();
int color = input.ReadInt();
if (path == null) path = name;
RegionAttachment region = attachmentLoader.NewRegionAttachment(skin, name, path);
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.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 = input.ReadInt(true);
Vertices vertices = ReadVertices(input, vertexCount);
if (nonessential) input.ReadInt(); //int color = nonessential ? input.ReadInt() : 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;
// skipped porting: if (nonessential) Color.rgba8888ToColor(box.getColor(), color);
return box;
}
case AttachmentType.Mesh: {
String path = input.ReadStringRef();
int color = input.ReadInt();
int vertexCount = input.ReadInt(true);
float[] uvs = ReadFloatArray(input, vertexCount << 1, 1);
int[] triangles = ReadShortArray(input);
Vertices vertices = ReadVertices(input, vertexCount);
int hullLength = input.ReadInt(true);
int[] edges = null;
float width = 0, height = 0;
if (nonessential) {
edges = ReadShortArray(input);
width = input.ReadFloat();
height = input.ReadFloat();
}
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 = input.ReadStringRef();
int color = input.ReadInt();
String skinName = input.ReadStringRef();
String parent = input.ReadStringRef();
bool inheritDeform = input.ReadBoolean();
float width = 0, height = 0;
if (nonessential) {
width = input.ReadFloat();
height = input.ReadFloat();
}
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;
if (nonessential) {
mesh.Width = width * scale;
mesh.Height = height * scale;
}
linkedMeshes.Add(new SkeletonJson.LinkedMesh(mesh, skinName, slotIndex, parent, inheritDeform));
return mesh;
}
case AttachmentType.Path: {
bool closed = input.ReadBoolean();
bool constantSpeed = input.ReadBoolean();
int vertexCount = input.ReadInt(true);
Vertices vertices = ReadVertices(input, vertexCount);
float[] lengths = new float[vertexCount / 3];
for (int i = 0, n = lengths.Length; i < n; i++)
lengths[i] = input.ReadFloat() * scale;
if (nonessential) input.ReadInt(); //int color = nonessential ? input.ReadInt() : 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;
// skipped porting: if (nonessential) Color.rgba8888ToColor(path.getColor(), color);
return path;
}
case AttachmentType.Point: {
float rotation = input.ReadFloat();
float x = input.ReadFloat();
float y = input.ReadFloat();
if (nonessential) input.ReadInt(); //int color = nonessential ? input.ReadInt() : 0;
PointAttachment point = attachmentLoader.NewPointAttachment(skin, name);
if (point == null) return null;
point.x = x * scale;
point.y = y * scale;
point.rotation = rotation;
// skipped porting: if (nonessential) point.color = color;
return point;
}
case AttachmentType.Clipping: {
int endSlotIndex = input.ReadInt(true);
int vertexCount = input.ReadInt(true);
Vertices vertices = ReadVertices(input, vertexCount);
if (nonessential) input.ReadInt();
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;
// skipped porting: if (nonessential) Color.rgba8888ToColor(clip.getColor(), color);
return clip;
}
}
return null;
}
private Vertices ReadVertices (SkeletonInput input, int vertexCount) {
float scale = Scale;
int verticesLength = vertexCount << 1;
Vertices vertices = new Vertices();
if(!input.ReadBoolean()) {
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 = input.ReadInt(true);
bonesArray.Add(boneCount);
for (int ii = 0; ii < boneCount; ii++) {
bonesArray.Add(input.ReadInt(true));
weights.Add(input.ReadFloat() * scale);
weights.Add(input.ReadFloat() * scale);
weights.Add(input.ReadFloat());
}
}
vertices.vertices = weights.ToArray();
vertices.bones = bonesArray.ToArray();
return vertices;
}
private float[] ReadFloatArray (SkeletonInput input, int n, float scale) {
float[] array = new float[n];
if (scale == 1) {
for (int i = 0; i < n; i++)
array[i] = input.ReadFloat();
} else {
for (int i = 0; i < n; i++)
array[i] = input.ReadFloat() * scale;
}
return array;
}
private int[] ReadShortArray (SkeletonInput input) {
int n = input.ReadInt(true);
int[] array = new int[n];
for (int i = 0; i < n; i++)
array[i] = (input.ReadByte() << 8) | input.ReadByte();
return array;
}
private Animation ReadAnimation (String name, SkeletonInput input, SkeletonData skeletonData) {
var timelines = new ExposedList<Timeline>(32);
float scale = Scale;
float duration = 0;
// Slot timelines.
for (int i = 0, n = input.ReadInt(true); i < n; i++) {
int slotIndex = input.ReadInt(true);
for (int ii = 0, nn = input.ReadInt(true); ii < nn; ii++) {
int timelineType = input.ReadByte();
int frameCount = input.ReadInt(true);
switch (timelineType) {
case SLOT_ATTACHMENT: {
AttachmentTimeline timeline = new AttachmentTimeline(frameCount);
timeline.slotIndex = slotIndex;
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
timeline.SetFrame(frameIndex, input.ReadFloat(), input.ReadStringRef());
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 = input.ReadFloat();
int color = input.ReadInt();
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[(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 = input.ReadFloat();
int color = input.ReadInt();
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 = input.ReadInt(); // 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[(frameCount - 1) * TwoColorTimeline.ENTRIES]);
break;
}
}
}
}
// Bone timelines.
for (int i = 0, n = input.ReadInt(true); i < n; i++) {
int boneIndex = input.ReadInt(true);
for (int ii = 0, nn = input.ReadInt(true); ii < nn; ii++) {
int timelineType = input.ReadByte();
int frameCount = input.ReadInt(true);
switch (timelineType) {
case BONE_ROTATE: {
RotateTimeline timeline = new RotateTimeline(frameCount);
timeline.boneIndex = boneIndex;
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
timeline.SetFrame(frameIndex, input.ReadFloat(), input.ReadFloat());
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, input.ReadFloat(), input.ReadFloat() * timelineScale,
input.ReadFloat() * timelineScale);
if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
}
timelines.Add(timeline);
duration = Math.Max(duration, timeline.frames[(frameCount - 1) * TranslateTimeline.ENTRIES]);
break;
}
}
}
}
// IK constraint timelines.
for (int i = 0, n = input.ReadInt(true); i < n; i++) {
int index = input.ReadInt(true);
int frameCount = input.ReadInt(true);
IkConstraintTimeline timeline = new IkConstraintTimeline(frameCount) {
ikConstraintIndex = index
};
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
timeline.SetFrame(frameIndex, input.ReadFloat(), input.ReadFloat(), input.ReadFloat() * scale, input.ReadSByte(), input.ReadBoolean(),
input.ReadBoolean());
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 = input.ReadInt(true); i < n; i++) {
int index = input.ReadInt(true);
int frameCount = input.ReadInt(true);
TransformConstraintTimeline timeline = new TransformConstraintTimeline(frameCount);
timeline.transformConstraintIndex = index;
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
timeline.SetFrame(frameIndex, input.ReadFloat(), input.ReadFloat(), input.ReadFloat(), input.ReadFloat(),
input.ReadFloat());
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 = input.ReadInt(true); i < n; i++) {
int index = input.ReadInt(true);
PathConstraintData data = skeletonData.pathConstraints.Items[index];
for (int ii = 0, nn = input.ReadInt(true); ii < nn; ii++) {
int timelineType = input.ReadSByte();
int frameCount = input.ReadInt(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, input.ReadFloat(), input.ReadFloat() * 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, input.ReadFloat(), input.ReadFloat(), input.ReadFloat());
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 = input.ReadInt(true); i < n; i++) {
Skin skin = skeletonData.skins.Items[input.ReadInt(true)];
for (int ii = 0, nn = input.ReadInt(true); ii < nn; ii++) {
int slotIndex = input.ReadInt(true);
for (int iii = 0, nnn = input.ReadInt(true); iii < nnn; iii++) {
VertexAttachment attachment = (VertexAttachment)skin.GetAttachment(slotIndex, input.ReadStringRef());
bool weighted = attachment.bones != null;
float[] vertices = attachment.vertices;
int deformLength = weighted ? vertices.Length / 3 * 2 : vertices.Length;
int frameCount = input.ReadInt(true);
DeformTimeline timeline = new DeformTimeline(frameCount);
timeline.slotIndex = slotIndex;
timeline.attachment = attachment;
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
float time = input.ReadFloat();
float[] deform;
int end = input.ReadInt(true);
if (end == 0)
deform = weighted ? new float[deformLength] : vertices;
else {
deform = new float[deformLength];
int start = input.ReadInt(true);
end += start;
if (scale == 1) {
for (int v = start; v < end; v++)
deform[v] = input.ReadFloat();
} else {
for (int v = start; v < end; v++)
deform[v] = input.ReadFloat() * 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 = input.ReadInt(true);
if (drawOrderCount > 0) {
DrawOrderTimeline timeline = new DrawOrderTimeline(drawOrderCount);
int slotCount = skeletonData.slots.Count;
for (int i = 0; i < drawOrderCount; i++) {
float time = input.ReadFloat();
int offsetCount = input.ReadInt(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 = input.ReadInt(true);
// Collect unchanged items.
while (originalIndex != slotIndex)
unchanged[unchangedIndex++] = originalIndex++;
// Set changed items.
drawOrder[originalIndex + input.ReadInt(true)] = originalIndex++;
}
// Collect remaining unchanged items.
while (originalIndex < slotCount)
unchanged[unchangedIndex++] = originalIndex++;
// Fill in unchanged items.
for (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 = input.ReadInt(true);
if (eventCount > 0) {
EventTimeline timeline = new EventTimeline(eventCount);
for (int i = 0; i < eventCount; i++) {
float time = input.ReadFloat();
EventData eventData = skeletonData.events.Items[input.ReadInt(true)];
Event e = new Event(time, eventData) {
Int = input.ReadInt(false),
Float = input.ReadFloat(),
String = input.ReadBoolean() ? input.ReadString() : eventData.String
};
if (e.data.AudioPath != null) {
e.volume = input.ReadFloat();
e.balance = input.ReadFloat();
}
timeline.SetFrame(i, e);
}
timelines.Add(timeline);
duration = Math.Max(duration, timeline.frames[eventCount - 1]);
}
timelines.TrimExcess();
return new Animation(name, timelines, duration);
}
private void ReadCurve (SkeletonInput input, int frameIndex, CurveTimeline timeline) {
switch (input.ReadByte()) {
case CURVE_STEPPED:
timeline.SetStepped(frameIndex);
break;
case CURVE_BEZIER:
timeline.SetCurve(frameIndex, input.ReadFloat(), input.ReadFloat(), input.ReadFloat(), input.ReadFloat());
break;
}
}
internal class Vertices
{
public int[] bones;
public float[] vertices;
}
internal class SkeletonInput {
private byte[] chars = new byte[32];
private byte[] bytesBigEndian = new byte[4];
internal ExposedList<String> strings;
Stream input;
public SkeletonInput (Stream input) {
this.input = input;
}
public byte ReadByte () {
return (byte)input.ReadByte();
}
public sbyte ReadSByte () {
int value = input.ReadByte();
if (value == -1) throw new EndOfStreamException();
return (sbyte)value;
}
public bool ReadBoolean () {
return input.ReadByte() != 0;
}
public float ReadFloat () {
input.Read(bytesBigEndian, 0, 4);
chars[3] = bytesBigEndian[0];
chars[2] = bytesBigEndian[1];
chars[1] = bytesBigEndian[2];
chars[0] = bytesBigEndian[3];
return BitConverter.ToSingle(chars, 0);
}
public int ReadInt () {
input.Read(bytesBigEndian, 0, 4);
return (bytesBigEndian[0] << 24)
+ (bytesBigEndian[1] << 16)
+ (bytesBigEndian[2] << 8)
+ bytesBigEndian[3];
}
public int ReadInt (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));
}
public string ReadString () {
int byteCount = ReadInt(true);
switch (byteCount) {
case 0:
return null;
case 1:
return "";
}
byteCount--;
byte[] buffer = this.chars;
if (buffer.Length < byteCount) buffer = new byte[byteCount];
ReadFully(buffer, 0, byteCount);
return System.Text.Encoding.UTF8.GetString(buffer, 0, byteCount);
}
///<return>May be null.</return>
public String ReadStringRef () {
int index = ReadInt(true);
return index == 0 ? null : strings.Items[index - 1];
}
public void ReadFully (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;
}
}
/// <summary>Returns the version string of binary skeleton data.</summary>
public string GetVersionString () {
try {
// Hash.
int byteCount = ReadInt(true);
if (byteCount > 1) input.Position += byteCount - 1;
// Version.
byteCount = ReadInt(true);
if (byteCount > 1) {
byteCount--;
var buffer = new byte[byteCount];
ReadFully(buffer, 0, byteCount);
return System.Text.Encoding.UTF8.GetString(buffer, 0, byteCount);
}
throw new ArgumentException("Stream does not contain a valid binary Skeleton Data.", "input");
} catch (Exception e) {
throw new ArgumentException("Stream does not contain a valid binary Skeleton Data.\n" + e, "input");
}
}
}
}
}