_TheStrongestSnail/TheStrongestSnail/Assets/Spine/Runtime/spine-csharp/SkeletonBinary.cs

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
* otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#if (UNITY_5 || UNITY_5_3_OR_NEWER || UNITY_WSA || UNITY_WP8 || UNITY_WP8_1)
#define IS_UNITY
#endif
using System;
using System.Collections.Generic;
using System.IO;
using System.Runtime.Serialization;
#if WINDOWS_STOREAPP
using System.Threading.Tasks;
using Windows.Storage;
#endif
namespace Spine {
public class SkeletonBinary : SkeletonLoader {
public const int BONE_ROTATE = 0;
public const int BONE_TRANSLATE = 1;
public const int BONE_TRANSLATEX = 2;
public const int BONE_TRANSLATEY = 3;
public const int BONE_SCALE = 4;
public const int BONE_SCALEX = 5;
public const int BONE_SCALEY = 6;
public const int BONE_SHEAR = 7;
public const int BONE_SHEARX = 8;
public const int BONE_SHEARY = 9;
public const int BONE_INHERIT = 10;
public const int SLOT_ATTACHMENT = 0;
public const int SLOT_RGBA = 1;
public const int SLOT_RGB = 2;
public const int SLOT_RGBA2 = 3;
public const int SLOT_RGB2 = 4;
public const int SLOT_ALPHA = 5;
public const int ATTACHMENT_DEFORM = 0;
public const int ATTACHMENT_SEQUENCE = 1;
public const int PATH_POSITION = 0;
public const int PATH_SPACING = 1;
public const int PATH_MIX = 2;
public const int PHYSICS_INERTIA = 0;
public const int PHYSICS_STRENGTH = 1;
public const int PHYSICS_DAMPING = 2;
public const int PHYSICS_MASS = 4;
public const int PHYSICS_WIND = 5;
public const int PHYSICS_GRAVITY = 6;
public const int PHYSICS_MIX = 7;
public const int PHYSICS_RESET = 8;
public const int CURVE_LINEAR = 0;
public const int CURVE_STEPPED = 1;
public const int CURVE_BEZIER = 2;
private readonly List<LinkedMesh> linkedMeshes = new List<LinkedMesh>();
public SkeletonBinary (AttachmentLoader attachmentLoader)
: base(attachmentLoader) {
}
public SkeletonBinary (params Atlas[] atlasArray)
: base(atlasArray) {
}
#if !ISUNITY && WINDOWS_STOREAPP
private async Task<SkeletonData> ReadFile(string path) {
var folder = Windows.ApplicationModel.Package.Current.InstalledLocation;
using (BufferedStream input = new BufferedStream(await folder.GetFileAsync(path).AsTask().ConfigureAwait(false))) {
SkeletonData skeletonData = ReadSkeletonData(input);
skeletonData.Name = Path.GetFileNameWithoutExtension(path);
return skeletonData;
}
}
public override SkeletonData ReadSkeletonData (string path) {
return this.ReadFile(path).Result;
}
#else
public override SkeletonData ReadSkeletonData (string path) {
#if WINDOWS_PHONE
using (BufferedStream input = new BufferedStream(Microsoft.Xna.Framework.TitleContainer.OpenStream(path))) {
#else
using (FileStream 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
/// <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 = this.scale;
SkeletonData skeletonData = new SkeletonData();
SkeletonInput input = new SkeletonInput(file);
long hash = input.ReadLong();
skeletonData.hash = hash == 0 ? null : hash.ToString();
skeletonData.version = input.ReadString();
if (skeletonData.version.Length == 0) skeletonData.version = null;
// early return for old 3.8 format instead of reading past the end
if (skeletonData.version.Length > 13) return null;
skeletonData.x = input.ReadFloat();
skeletonData.y = input.ReadFloat();
skeletonData.width = input.ReadFloat();
skeletonData.height = input.ReadFloat();
skeletonData.referenceScale = input.ReadFloat() * scale;
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.
o = input.strings = new String[n = input.ReadInt(true)];
for (int i = 0; i < n; i++)
o[i] = input.ReadString();
// Bones.
BoneData[] bones = skeletonData.bones.Resize(n = input.ReadInt(true)).Items;
for (int i = 0; i < n; i++) {
String name = input.ReadString();
BoneData parent = i == 0 ? null : bones[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.inherit = InheritEnum.Values[input.ReadInt(true)];
data.skinRequired = input.ReadBoolean();
if (nonessential) { // discard non-essential data
input.ReadInt(); // Color.rgba8888ToColor(data.color, input.readInt());
input.ReadString(); // data.icon = input.readString();
input.ReadBoolean(); // data.visible = input.readBoolean();
}
bones[i] = data;
}
// Slots.
SlotData[] slots = skeletonData.slots.Resize(n = input.ReadInt(true)).Items;
for (int i = 0; i < n; i++) {
String slotName = input.ReadString();
BoneData boneData = bones[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);
if (nonessential) {
input.ReadBoolean(); // data.visible = input.readBoolean(); data.path = path;
}
slots[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);
BoneData[] constraintBones = data.bones.Resize(nn = input.ReadInt(true)).Items;
for (int ii = 0; ii < nn; ii++)
constraintBones[ii] = bones[input.ReadInt(true)];
data.target = bones[input.ReadInt(true)];
int flags = input.Read();
data.skinRequired = (flags & 1) != 0;
data.bendDirection = (flags & 2) != 0 ? 1 : -1;
data.compress = (flags & 4) != 0;
data.stretch = (flags & 8) != 0;
data.uniform = (flags & 16) != 0;
if ((flags & 32) != 0) data.mix = (flags & 64) != 0 ? input.ReadFloat() : 1;
if ((flags & 128) != 0) data.softness = input.ReadFloat() * scale;
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);
BoneData[] constraintBones = data.bones.Resize(nn = input.ReadInt(true)).Items;
for (int ii = 0; ii < nn; ii++)
constraintBones[ii] = bones[input.ReadInt(true)];
data.target = bones[input.ReadInt(true)];
int flags = input.Read();
data.skinRequired = (flags & 1) != 0;
data.local = (flags & 2) != 0;
data.relative = (flags & 4) != 0;
if ((flags & 8) != 0) data.offsetRotation = input.ReadFloat();
if ((flags & 16) != 0) data.offsetX = input.ReadFloat() * scale;
if ((flags & 32) != 0) data.offsetY = input.ReadFloat() * scale;
if ((flags & 64) != 0) data.offsetScaleX = input.ReadFloat();
if ((flags & 128) != 0) data.offsetScaleY = input.ReadFloat();
flags = input.Read();
if ((flags & 1) != 0) data.offsetShearY = input.ReadFloat();
if ((flags & 2) != 0) data.mixRotate = input.ReadFloat();
if ((flags & 4) != 0) data.mixX = input.ReadFloat();
if ((flags & 8) != 0) data.mixY = input.ReadFloat();
if ((flags & 16) != 0) data.mixScaleX = input.ReadFloat();
if ((flags & 32) != 0) data.mixScaleY = input.ReadFloat();
if ((flags & 64) != 0) data.mixShearY = 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();
BoneData[] constraintBones = data.bones.Resize(nn = input.ReadInt(true)).Items;
for (int ii = 0; ii < nn; ii++)
constraintBones[ii] = bones[input.ReadInt(true)];
data.target = slots[input.ReadInt(true)];
int flags = input.Read();
data.positionMode = (PositionMode)Enum.GetValues(typeof(PositionMode)).GetValue(flags & 1);
data.spacingMode = (SpacingMode)Enum.GetValues(typeof(SpacingMode)).GetValue((flags >> 1) & 3);
data.rotateMode = (RotateMode)Enum.GetValues(typeof(RotateMode)).GetValue((flags >> 3) & 3);
if ((flags & 128) != 0) data.offsetRotation = input.ReadFloat();
data.position = input.ReadFloat();
if (data.positionMode == PositionMode.Fixed) data.position *= scale;
data.spacing = input.ReadFloat();
if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) data.spacing *= scale;
data.mixRotate = input.ReadFloat();
data.mixX = input.ReadFloat();
data.mixY = input.ReadFloat();
o[i] = data;
}
// Physics constraints.
o = skeletonData.physicsConstraints.Resize(n = input.ReadInt(true)).Items;
for (int i = 0; i < n; i++) {
PhysicsConstraintData data = new PhysicsConstraintData(input.ReadString());
data.order = input.ReadInt(true);
data.bone = bones[input.ReadInt(true)];
int flags = input.Read();
data.skinRequired = (flags & 1) != 0;
if ((flags & 2) != 0) data.x = input.ReadFloat();
if ((flags & 4) != 0) data.y = input.ReadFloat();
if ((flags & 8) != 0) data.rotate = input.ReadFloat();
if ((flags & 16) != 0) data.scaleX = input.ReadFloat();
if ((flags & 32) != 0) data.shearX = input.ReadFloat();
data.limit = ((flags & 64) != 0 ? input.ReadFloat() : 5000) * scale;
data.step = 1f / input.ReadUByte();
data.inertia = input.ReadFloat();
data.strength = input.ReadFloat();
data.damping = input.ReadFloat();
data.massInverse = (flags & 128) != 0 ? input.ReadFloat() : 1;
data.wind = input.ReadFloat();
data.gravity = input.ReadFloat();
flags = input.Read();
if ((flags & 1) != 0) data.inertiaGlobal = true;
if ((flags & 2) != 0) data.strengthGlobal = true;
if ((flags & 4) != 0) data.dampingGlobal = true;
if ((flags & 8) != 0) data.massGlobal = true;
if ((flags & 16) != 0) data.windGlobal = true;
if ((flags & 32) != 0) data.gravityGlobal = true;
if ((flags & 64) != 0) data.mixGlobal = true;
data.mix = (flags & 128) != 0 ? input.ReadFloat() : 1;
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++) {
LinkedMesh linkedMesh = linkedMeshes[i];
Skin skin = skeletonData.skins.Items[linkedMesh.skinIndex];
Attachment parent = skin.GetAttachment(linkedMesh.slotIndex, linkedMesh.parent);
if (parent == null) throw new Exception("Parent mesh not found: " + linkedMesh.parent);
linkedMesh.mesh.TimelineAttachment = linkedMesh.inheritTimelines ? (VertexAttachment)parent : linkedMesh.mesh;
linkedMesh.mesh.ParentMesh = (MeshAttachment)parent;
if (linkedMesh.mesh.Sequence == null) linkedMesh.mesh.UpdateRegion();
}
linkedMeshes.Clear();
// Events.
o = skeletonData.events.Resize(n = input.ReadInt(true)).Items;
for (int i = 0; i < n; i++) {
EventData data = new EventData(input.ReadString());
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.ReadString());
if (nonessential) input.ReadInt(); // discard, Color.rgba8888ToColor(skin.color, input.readInt());
Object[] bones = skin.bones.Resize(input.ReadInt(true)).Items;
BoneData[] bonesItems = skeletonData.bones.Items;
for (int i = 0, n = skin.bones.Count; i < n; i++)
bones[i] = bonesItems[input.ReadInt(true)];
IkConstraintData[] ikConstraintsItems = skeletonData.ikConstraints.Items;
for (int i = 0, n = input.ReadInt(true); i < n; i++)
skin.constraints.Add(ikConstraintsItems[input.ReadInt(true)]);
TransformConstraintData[] transformConstraintsItems = skeletonData.transformConstraints.Items;
for (int i = 0, n = input.ReadInt(true); i < n; i++)
skin.constraints.Add(transformConstraintsItems[input.ReadInt(true)]);
PathConstraintData[] pathConstraintsItems = skeletonData.pathConstraints.Items;
for (int i = 0, n = input.ReadInt(true); i < n; i++)
skin.constraints.Add(pathConstraintsItems[input.ReadInt(true)]);
PhysicsConstraintData[] physicsConstraintsItems = skeletonData.physicsConstraints.Items;
for (int i = 0, n = input.ReadInt(true); i < n; i++)
skin.constraints.Add(physicsConstraintsItems[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 = this.scale;
int flags = input.ReadUByte();
string name = (flags & 8) != 0 ? input.ReadStringRef() : attachmentName;
switch ((AttachmentType)(flags & 0x7)) { // 0b111
case AttachmentType.Region: {
string path = (flags & 16) != 0 ? input.ReadStringRef() : null;
uint color = (flags & 32) != 0 ? (uint)input.ReadInt() : 0xffffffff;
Sequence sequence = (flags & 64) != 0 ? ReadSequence(input) : null;
float rotation = (flags & 128) != 0 ? input.ReadFloat() : 0;
float x = input.ReadFloat();
float y = input.ReadFloat();
float scaleX = input.ReadFloat();
float scaleY = input.ReadFloat();
float width = input.ReadFloat();
float height = input.ReadFloat();
if (path == null) path = name;
RegionAttachment region = attachmentLoader.NewRegionAttachment(skin, name, path, sequence);
if (region == null) return null;
region.Path = path;
region.x = x * scale;
region.y = y * scale;
region.scaleX = scaleX;
region.scaleY = scaleY;
region.rotation = rotation;
region.width = width * scale;
region.height = height * scale;
region.r = ((color & 0xff000000) >> 24) / 255f;
region.g = ((color & 0x00ff0000) >> 16) / 255f;
region.b = ((color & 0x0000ff00) >> 8) / 255f;
region.a = ((color & 0x000000ff)) / 255f;
region.sequence = sequence;
if (sequence == null) region.UpdateRegion();
return region;
}
case AttachmentType.Boundingbox: {
Vertices vertices = ReadVertices(input, (flags & 16) != 0);
if (nonessential) input.ReadInt(); // discard, int color = nonessential ? input.readInt() : 0;
BoundingBoxAttachment box = attachmentLoader.NewBoundingBoxAttachment(skin, name);
if (box == null) return null;
box.worldVerticesLength = vertices.length;
box.vertices = vertices.vertices;
box.bones = vertices.bones;
// skipped porting: if (nonessential) Color.rgba8888ToColor(box.getColor(), color);
return box;
}
case AttachmentType.Mesh: {
string path = (flags & 16) != 0 ? input.ReadStringRef() : name;
uint color = (flags & 32) != 0 ? (uint)input.ReadInt() : 0xffffffff;
Sequence sequence = (flags & 64) != 0 ? ReadSequence(input) : null;
int hullLength = input.ReadInt(true);
Vertices vertices = ReadVertices(input, (flags & 128) != 0);
float[] uvs = ReadFloatArray(input, vertices.length, 1);
int[] triangles = ReadShortArray(input, (vertices.length - hullLength - 2) * 3);
int[] edges = null;
float width = 0, height = 0;
if (nonessential) {
edges = ReadShortArray(input, input.ReadInt(true));
width = input.ReadFloat();
height = input.ReadFloat();
}
MeshAttachment mesh = attachmentLoader.NewMeshAttachment(skin, name, path, sequence);
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 = vertices.length;
mesh.triangles = triangles;
mesh.regionUVs = uvs;
if (sequence == null) mesh.UpdateRegion();
mesh.HullLength = hullLength << 1;
mesh.Sequence = sequence;
if (nonessential) {
mesh.Edges = edges;
mesh.Width = width * scale;
mesh.Height = height * scale;
}
return mesh;
}
case AttachmentType.Linkedmesh: {
String path = (flags & 16) != 0 ? input.ReadStringRef() : name;
uint color = (flags & 32) != 0 ? (uint)input.ReadInt() : 0xffffffff;
Sequence sequence = (flags & 64) != 0 ? ReadSequence(input) : null;
bool inheritTimelines = (flags & 128) != 0;
int skinIndex = input.ReadInt(true);
string parent = input.ReadStringRef();
float width = 0, height = 0;
if (nonessential) {
width = input.ReadFloat();
height = input.ReadFloat();
}
MeshAttachment mesh = attachmentLoader.NewMeshAttachment(skin, name, path, sequence);
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.Sequence = sequence;
if (nonessential) {
mesh.Width = width * scale;
mesh.Height = height * scale;
}
linkedMeshes.Add(new LinkedMesh(mesh, skinIndex, slotIndex, parent, inheritTimelines));
return mesh;
}
case AttachmentType.Path: {
bool closed = (flags & 16) != 0;
bool constantSpeed = (flags & 32) != 0;
Vertices vertices = ReadVertices(input, (flags & 64) != 0);
float[] lengths = new float[vertices.length / 6];
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 = vertices.length;
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);
Vertices vertices = ReadVertices(input, (flags & 16) != 0);
if (nonessential) input.ReadInt();
ClippingAttachment clip = attachmentLoader.NewClippingAttachment(skin, name);
if (clip == null) return null;
clip.EndSlot = skeletonData.slots.Items[endSlotIndex];
clip.worldVerticesLength = vertices.length;
clip.vertices = vertices.vertices;
clip.bones = vertices.bones;
// skipped porting: if (nonessential) Color.rgba8888ToColor(clip.getColor(), color);
return clip;
}
}
return null;
}
private Sequence ReadSequence (SkeletonInput input) {
Sequence sequence = new Sequence(input.ReadInt(true));
sequence.Start = input.ReadInt(true);
sequence.Digits = input.ReadInt(true);
sequence.SetupIndex = input.ReadInt(true);
return sequence;
}
private Vertices ReadVertices (SkeletonInput input, bool weighted) {
float scale = this.scale;
int vertexCount = input.ReadInt(true);
Vertices vertices = new Vertices();
vertices.length = vertexCount << 1;
if (!weighted) {
vertices.vertices = ReadFloatArray(input, vertices.length, scale);
return vertices;
}
ExposedList<float> weights = new ExposedList<float>(vertices.length * 3 * 3);
ExposedList<int> bonesArray = new ExposedList<int>(vertices.length * 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) {
int[] array = new int[n];
for (int i = 0; i < n; i++)
array[i] = input.ReadInt(true);
return array;
}
/// <exception cref="SerializationException">SerializationException will be thrown when a Vertex attachment is not found.</exception>
/// <exception cref="IOException">Throws IOException when a read operation fails.</exception>
private Animation ReadAnimation (String name, SkeletonInput input, SkeletonData skeletonData) {
ExposedList<Timeline> timelines = new ExposedList<Timeline>(input.ReadInt(true));
float scale = this.scale;
// 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.ReadUByte(), frameCount = input.ReadInt(true), frameLast = frameCount - 1;
switch (timelineType) {
case SLOT_ATTACHMENT: {
AttachmentTimeline timeline = new AttachmentTimeline(frameCount, slotIndex);
for (int frame = 0; frame < frameCount; frame++)
timeline.SetFrame(frame, input.ReadFloat(), input.ReadStringRef());
timelines.Add(timeline);
break;
}
case SLOT_RGBA: {
RGBATimeline timeline = new RGBATimeline(frameCount, input.ReadInt(true), slotIndex);
float time = input.ReadFloat();
float r = input.Read() / 255f, g = input.Read() / 255f;
float b = input.Read() / 255f, a = input.Read() / 255f;
for (int frame = 0, bezier = 0; ; frame++) {
timeline.SetFrame(frame, time, r, g, b, a);
if (frame == frameLast) break;
float time2 = input.ReadFloat();
float r2 = input.Read() / 255f, g2 = input.Read() / 255f;
float b2 = input.Read() / 255f, a2 = input.Read() / 255f;
switch (input.ReadUByte()) {
case CURVE_STEPPED:
timeline.SetStepped(frame);
break;
case CURVE_BEZIER:
SetBezier(input, timeline, bezier++, frame, 0, time, time2, r, r2, 1);
SetBezier(input, timeline, bezier++, frame, 1, time, time2, g, g2, 1);
SetBezier(input, timeline, bezier++, frame, 2, time, time2, b, b2, 1);
SetBezier(input, timeline, bezier++, frame, 3, time, time2, a, a2, 1);
break;
}
time = time2;
r = r2;
g = g2;
b = b2;
a = a2;
}
timelines.Add(timeline);
break;
}
case SLOT_RGB: {
RGBTimeline timeline = new RGBTimeline(frameCount, input.ReadInt(true), slotIndex);
float time = input.ReadFloat();
float r = input.Read() / 255f, g = input.Read() / 255f, b = input.Read() / 255f;
for (int frame = 0, bezier = 0; ; frame++) {
timeline.SetFrame(frame, time, r, g, b);
if (frame == frameLast) break;
float time2 = input.ReadFloat();
float r2 = input.Read() / 255f, g2 = input.Read() / 255f, b2 = input.Read() / 255f;
switch (input.ReadUByte()) {
case CURVE_STEPPED:
timeline.SetStepped(frame);
break;
case CURVE_BEZIER:
SetBezier(input, timeline, bezier++, frame, 0, time, time2, r, r2, 1);
SetBezier(input, timeline, bezier++, frame, 1, time, time2, g, g2, 1);
SetBezier(input, timeline, bezier++, frame, 2, time, time2, b, b2, 1);
break;
}
time = time2;
r = r2;
g = g2;
b = b2;
}
timelines.Add(timeline);
break;
}
case SLOT_RGBA2: {
RGBA2Timeline timeline = new RGBA2Timeline(frameCount, input.ReadInt(true), slotIndex);
float time = input.ReadFloat();
float r = input.Read() / 255f, g = input.Read() / 255f;
float b = input.Read() / 255f, a = input.Read() / 255f;
float r2 = input.Read() / 255f, g2 = input.Read() / 255f, b2 = input.Read() / 255f;
for (int frame = 0, bezier = 0; ; frame++) {
timeline.SetFrame(frame, time, r, g, b, a, r2, g2, b2);
if (frame == frameLast) break;
float time2 = input.ReadFloat();
float nr = input.Read() / 255f, ng = input.Read() / 255f;
float nb = input.Read() / 255f, na = input.Read() / 255f;
float nr2 = input.Read() / 255f, ng2 = input.Read() / 255f, nb2 = input.Read() / 255f;
switch (input.ReadUByte()) {
case CURVE_STEPPED:
timeline.SetStepped(frame);
break;
case CURVE_BEZIER:
SetBezier(input, timeline, bezier++, frame, 0, time, time2, r, nr, 1);
SetBezier(input, timeline, bezier++, frame, 1, time, time2, g, ng, 1);
SetBezier(input, timeline, bezier++, frame, 2, time, time2, b, nb, 1);
SetBezier(input, timeline, bezier++, frame, 3, time, time2, a, na, 1);
SetBezier(input, timeline, bezier++, frame, 4, time, time2, r2, nr2, 1);
SetBezier(input, timeline, bezier++, frame, 5, time, time2, g2, ng2, 1);
SetBezier(input, timeline, bezier++, frame, 6, time, time2, b2, nb2, 1);
break;
}
time = time2;
r = nr;
g = ng;
b = nb;
a = na;
r2 = nr2;
g2 = ng2;
b2 = nb2;
}
timelines.Add(timeline);
break;
}
case SLOT_RGB2: {
RGB2Timeline timeline = new RGB2Timeline(frameCount, input.ReadInt(true), slotIndex);
float time = input.ReadFloat();
float r = input.Read() / 255f, g = input.Read() / 255f, b = input.Read() / 255f;
float r2 = input.Read() / 255f, g2 = input.Read() / 255f, b2 = input.Read() / 255f;
for (int frame = 0, bezier = 0; ; frame++) {
timeline.SetFrame(frame, time, r, g, b, r2, g2, b2);
if (frame == frameLast) break;
float time2 = input.ReadFloat();
float nr = input.Read() / 255f, ng = input.Read() / 255f, nb = input.Read() / 255f;
float nr2 = input.Read() / 255f, ng2 = input.Read() / 255f, nb2 = input.Read() / 255f;
switch (input.ReadUByte()) {
case CURVE_STEPPED:
timeline.SetStepped(frame);
break;
case CURVE_BEZIER:
SetBezier(input, timeline, bezier++, frame, 0, time, time2, r, nr, 1);
SetBezier(input, timeline, bezier++, frame, 1, time, time2, g, ng, 1);
SetBezier(input, timeline, bezier++, frame, 2, time, time2, b, nb, 1);
SetBezier(input, timeline, bezier++, frame, 3, time, time2, r2, nr2, 1);
SetBezier(input, timeline, bezier++, frame, 4, time, time2, g2, ng2, 1);
SetBezier(input, timeline, bezier++, frame, 5, time, time2, b2, nb2, 1);
break;
}
time = time2;
r = nr;
g = ng;
b = nb;
r2 = nr2;
g2 = ng2;
b2 = nb2;
}
timelines.Add(timeline);
break;
}
case SLOT_ALPHA: {
AlphaTimeline timeline = new AlphaTimeline(frameCount, input.ReadInt(true), slotIndex);
float time = input.ReadFloat(), a = input.Read() / 255f;
for (int frame = 0, bezier = 0; ; frame++) {
timeline.SetFrame(frame, time, a);
if (frame == frameLast) break;
float time2 = input.ReadFloat();
float a2 = input.Read() / 255f;
switch (input.ReadUByte()) {
case CURVE_STEPPED:
timeline.SetStepped(frame);
break;
case CURVE_BEZIER:
SetBezier(input, timeline, bezier++, frame, 0, time, time2, a, a2, 1);
break;
}
time = time2;
a = a2;
}
timelines.Add(timeline);
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 type = input.ReadUByte(), frameCount = input.ReadInt(true);
if (type == BONE_INHERIT) {
InheritTimeline timeline = new InheritTimeline(frameCount, boneIndex);
for (int frame = 0; frame < frameCount; frame++)
timeline.SetFrame(frame, input.ReadFloat(), InheritEnum.Values[input.ReadUByte()]);
timelines.Add(timeline);
continue;
}
int bezierCount = input.ReadInt(true);
switch (type) {
case BONE_ROTATE:
ReadTimeline(input, timelines, new RotateTimeline(frameCount, bezierCount, boneIndex), 1);
break;
case BONE_TRANSLATE:
ReadTimeline(input, timelines, new TranslateTimeline(frameCount, bezierCount, boneIndex), scale);
break;
case BONE_TRANSLATEX:
ReadTimeline(input, timelines, new TranslateXTimeline(frameCount, bezierCount, boneIndex), scale);
break;
case BONE_TRANSLATEY:
ReadTimeline(input, timelines, new TranslateYTimeline(frameCount, bezierCount, boneIndex), scale);
break;
case BONE_SCALE:
ReadTimeline(input, timelines, new ScaleTimeline(frameCount, bezierCount, boneIndex), 1);
break;
case BONE_SCALEX:
ReadTimeline(input, timelines, new ScaleXTimeline(frameCount, bezierCount, boneIndex), 1);
break;
case BONE_SCALEY:
ReadTimeline(input, timelines, new ScaleYTimeline(frameCount, bezierCount, boneIndex), 1);
break;
case BONE_SHEAR:
ReadTimeline(input, timelines, new ShearTimeline(frameCount, bezierCount, boneIndex), 1);
break;
case BONE_SHEARX:
ReadTimeline(input, timelines, new ShearXTimeline(frameCount, bezierCount, boneIndex), 1);
break;
case BONE_SHEARY:
ReadTimeline(input, timelines, new ShearYTimeline(frameCount, bezierCount, boneIndex), 1);
break;
}
}
}
// IK constraint timelines.
for (int i = 0, n = input.ReadInt(true); i < n; i++) {
int index = input.ReadInt(true), frameCount = input.ReadInt(true), frameLast = frameCount - 1;
IkConstraintTimeline timeline = new IkConstraintTimeline(frameCount, input.ReadInt(true), index);
int flags = input.Read();
float time = input.ReadFloat(), mix = (flags & 1) != 0 ? ((flags & 2) != 0 ? input.ReadFloat() : 1) : 0;
float softness = (flags & 4) != 0 ? input.ReadFloat() * scale : 0;
for (int frame = 0, bezier = 0; ; frame++) {
timeline.SetFrame(frame, time, mix, softness, (flags & 8) != 0 ? 1 : -1, (flags & 16) != 0, (flags & 32) != 0);
if (frame == frameLast) break;
flags = input.Read();
float time2 = input.ReadFloat(), mix2 = (flags & 1) != 0 ? ((flags & 2) != 0 ? input.ReadFloat() : 1) : 0;
float softness2 = (flags & 4) != 0 ? input.ReadFloat() * scale : 0;
if ((flags & 64) != 0)
timeline.SetStepped(frame);
else if ((flags & 128) != 0) {
SetBezier(input, timeline, bezier++, frame, 0, time, time2, mix, mix2, 1);
SetBezier(input, timeline, bezier++, frame, 1, time, time2, softness, softness2, scale);
}
time = time2;
mix = mix2;
softness = softness2;
}
timelines.Add(timeline);
}
// Transform constraint timelines.
for (int i = 0, n = input.ReadInt(true); i < n; i++) {
int index = input.ReadInt(true), frameCount = input.ReadInt(true), frameLast = frameCount - 1;
TransformConstraintTimeline timeline = new TransformConstraintTimeline(frameCount, input.ReadInt(true), index);
float time = input.ReadFloat(), mixRotate = input.ReadFloat(), mixX = input.ReadFloat(), mixY = input.ReadFloat(),
mixScaleX = input.ReadFloat(), mixScaleY = input.ReadFloat(), mixShearY = input.ReadFloat();
for (int frame = 0, bezier = 0; ; frame++) {
timeline.SetFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY);
if (frame == frameLast) break;
float time2 = input.ReadFloat(), mixRotate2 = input.ReadFloat(), mixX2 = input.ReadFloat(), mixY2 = input.ReadFloat(),
mixScaleX2 = input.ReadFloat(), mixScaleY2 = input.ReadFloat(), mixShearY2 = input.ReadFloat();
switch (input.ReadUByte()) {
case CURVE_STEPPED:
timeline.SetStepped(frame);
break;
case CURVE_BEZIER:
SetBezier(input, timeline, bezier++, frame, 0, time, time2, mixRotate, mixRotate2, 1);
SetBezier(input, timeline, bezier++, frame, 1, time, time2, mixX, mixX2, 1);
SetBezier(input, timeline, bezier++, frame, 2, time, time2, mixY, mixY2, 1);
SetBezier(input, timeline, bezier++, frame, 3, time, time2, mixScaleX, mixScaleX2, 1);
SetBezier(input, timeline, bezier++, frame, 4, time, time2, mixScaleY, mixScaleY2, 1);
SetBezier(input, timeline, bezier++, frame, 5, time, time2, mixShearY, mixShearY2, 1);
break;
}
time = time2;
mixRotate = mixRotate2;
mixX = mixX2;
mixY = mixY2;
mixScaleX = mixScaleX2;
mixScaleY = mixScaleY2;
mixShearY = mixShearY2;
}
timelines.Add(timeline);
}
// 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 type = input.ReadUByte(), frameCount = input.ReadInt(true), bezierCount = input.ReadInt(true);
switch (type) {
case PATH_POSITION:
ReadTimeline(input, timelines, new PathConstraintPositionTimeline(frameCount, bezierCount, index),
data.positionMode == PositionMode.Fixed ? scale : 1);
break;
case PATH_SPACING:
ReadTimeline(input, timelines, new PathConstraintSpacingTimeline(frameCount, bezierCount, index),
data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed ? scale : 1);
break;
case PATH_MIX:
PathConstraintMixTimeline timeline = new PathConstraintMixTimeline(frameCount, bezierCount, index);
float time = input.ReadFloat(), mixRotate = input.ReadFloat(), mixX = input.ReadFloat(), mixY = input.ReadFloat();
for (int frame = 0, bezier = 0, frameLast = timeline.FrameCount - 1; ; frame++) {
timeline.SetFrame(frame, time, mixRotate, mixX, mixY);
if (frame == frameLast) break;
float time2 = input.ReadFloat(), mixRotate2 = input.ReadFloat(), mixX2 = input.ReadFloat(),
mixY2 = input.ReadFloat();
switch (input.ReadUByte()) {
case CURVE_STEPPED:
timeline.SetStepped(frame);
break;
case CURVE_BEZIER:
SetBezier(input, timeline, bezier++, frame, 0, time, time2, mixRotate, mixRotate2, 1);
SetBezier(input, timeline, bezier++, frame, 1, time, time2, mixX, mixX2, 1);
SetBezier(input, timeline, bezier++, frame, 2, time, time2, mixY, mixY2, 1);
break;
}
time = time2;
mixRotate = mixRotate2;
mixX = mixX2;
mixY = mixY2;
}
timelines.Add(timeline);
break;
}
}
}
// Physics timelines.
for (int i = 0, n = input.ReadInt(true); i < n; i++) {
int index = input.ReadInt(true) - 1;
for (int ii = 0, nn = input.ReadInt(true); ii < nn; ii++) {
int type = input.ReadUByte(), frameCount = input.ReadInt(true);
if (type == PHYSICS_RESET) {
PhysicsConstraintResetTimeline timeline = new PhysicsConstraintResetTimeline(frameCount, index);
for (int frame = 0; frame < frameCount; frame++)
timeline.SetFrame(frame, input.ReadFloat());
timelines.Add(timeline);
continue;
}
int bezierCount = input.ReadInt(true);
switch (type) {
case PHYSICS_INERTIA:
ReadTimeline(input, timelines, new PhysicsConstraintInertiaTimeline(frameCount, bezierCount, index), 1);
break;
case PHYSICS_STRENGTH:
ReadTimeline(input, timelines, new PhysicsConstraintStrengthTimeline(frameCount, bezierCount, index), 1);
break;
case PHYSICS_DAMPING:
ReadTimeline(input, timelines, new PhysicsConstraintDampingTimeline(frameCount, bezierCount, index), 1);
break;
case PHYSICS_MASS:
ReadTimeline(input, timelines, new PhysicsConstraintMassTimeline(frameCount, bezierCount, index), 1);
break;
case PHYSICS_WIND:
ReadTimeline(input, timelines, new PhysicsConstraintWindTimeline(frameCount, bezierCount, index), 1);
break;
case PHYSICS_GRAVITY:
ReadTimeline(input, timelines, new PhysicsConstraintGravityTimeline(frameCount, bezierCount, index), 1);
break;
case PHYSICS_MIX:
ReadTimeline(input, timelines, new PhysicsConstraintMixTimeline(frameCount, bezierCount, index), 1);
break;
}
}
}
// Attachment 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++) {
String attachmentName = input.ReadStringRef();
Attachment attachment = skin.GetAttachment(slotIndex, attachmentName);
if (attachment == null) throw new SerializationException("Timeline attachment not found: " + attachmentName);
int timelineType = input.ReadUByte(), frameCount = input.ReadInt(true), frameLast = frameCount - 1;
switch (timelineType) {
case ATTACHMENT_DEFORM: {
VertexAttachment vertexAttachment = (VertexAttachment)attachment;
bool weighted = vertexAttachment.Bones != null;
float[] vertices = vertexAttachment.Vertices;
int deformLength = weighted ? (vertices.Length / 3) << 1 : vertices.Length;
DeformTimeline timeline = new DeformTimeline(frameCount, input.ReadInt(true), slotIndex, vertexAttachment);
float time = input.ReadFloat();
for (int frame = 0, bezier = 0; ; frame++) {
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(frame, time, deform);
if (frame == frameLast) break;
float time2 = input.ReadFloat();
switch (input.ReadUByte()) {
case CURVE_STEPPED:
timeline.SetStepped(frame);
break;
case CURVE_BEZIER:
SetBezier(input, timeline, bezier++, frame, 0, time, time2, 0, 1, 1);
break;
}
time = time2;
}
timelines.Add(timeline);
break;
}
case ATTACHMENT_SEQUENCE: {
SequenceTimeline timeline = new SequenceTimeline(frameCount, slotIndex, attachment);
for (int frame = 0; frame < frameCount; frame++) {
float time = input.ReadFloat();
int modeAndIndex = input.ReadInt();
timeline.SetFrame(frame, time, (SequenceMode)(modeAndIndex & 0xf), modeAndIndex >> 4,
input.ReadFloat());
}
timelines.Add(timeline);
break;
} // end case
} // end switch
}
}
}
// 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);
}
// 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);
e.intValue = input.ReadInt(false);
e.floatValue = input.ReadFloat();
e.stringValue = input.ReadString();
if (e.stringValue == null) e.stringValue = eventData.String;
if (e.Data.AudioPath != null) {
e.volume = input.ReadFloat();
e.balance = input.ReadFloat();
}
timeline.SetFrame(i, e);
}
timelines.Add(timeline);
}
float duration = 0;
Timeline[] items = timelines.Items;
for (int i = 0, n = timelines.Count; i < n; i++)
duration = Math.Max(duration, items[i].Duration);
return new Animation(name, timelines, duration);
}
/// <exception cref="IOException">Throws IOException when a read operation fails.</exception>
private void ReadTimeline (SkeletonInput input, ExposedList<Timeline> timelines, CurveTimeline1 timeline, float scale) {
float time = input.ReadFloat(), value = input.ReadFloat() * scale;
for (int frame = 0, bezier = 0, frameLast = timeline.FrameCount - 1; ; frame++) {
timeline.SetFrame(frame, time, value);
if (frame == frameLast) break;
float time2 = input.ReadFloat(), value2 = input.ReadFloat() * scale;
switch (input.ReadUByte()) {
case CURVE_STEPPED:
timeline.SetStepped(frame);
break;
case CURVE_BEZIER:
SetBezier(input, timeline, bezier++, frame, 0, time, time2, value, value2, scale);
break;
}
time = time2;
value = value2;
}
timelines.Add(timeline);
}
/// <exception cref="IOException">Throws IOException when a read operation fails.</exception>
private void ReadTimeline (SkeletonInput input, ExposedList<Timeline> timelines, CurveTimeline2 timeline, float scale) {
float time = input.ReadFloat(), value1 = input.ReadFloat() * scale, value2 = input.ReadFloat() * scale;
for (int frame = 0, bezier = 0, frameLast = timeline.FrameCount - 1; ; frame++) {
timeline.SetFrame(frame, time, value1, value2);
if (frame == frameLast) break;
float time2 = input.ReadFloat(), nvalue1 = input.ReadFloat() * scale, nvalue2 = input.ReadFloat() * scale;
switch (input.ReadUByte()) {
case CURVE_STEPPED:
timeline.SetStepped(frame);
break;
case CURVE_BEZIER:
SetBezier(input, timeline, bezier++, frame, 0, time, time2, value1, nvalue1, scale);
SetBezier(input, timeline, bezier++, frame, 1, time, time2, value2, nvalue2, scale);
break;
}
time = time2;
value1 = nvalue1;
value2 = nvalue2;
}
timelines.Add(timeline);
}
/// <exception cref="IOException">Throws IOException when a read operation fails.</exception>
void SetBezier (SkeletonInput input, CurveTimeline timeline, int bezier, int frame, int value, float time1, float time2,
float value1, float value2, float scale) {
timeline.SetBezier(bezier, frame, value, time1, value1, input.ReadFloat(), input.ReadFloat() * scale, input.ReadFloat(),
input.ReadFloat() * scale, time2, value2);
}
internal class Vertices {
public int length;
public int[] bones;
public float[] vertices;
}
internal class SkeletonInput {
private byte[] chars = new byte[32];
private byte[] bytesBigEndian = new byte[8];
internal string[] strings;
Stream input;
public SkeletonInput (Stream input) {
this.input = input;
}
public int Read () {
return input.ReadByte();
}
/// <summary>Explicit unsigned byte variant to prevent pitfalls porting Java reference implementation
/// where byte is signed vs C# where byte is unsigned.</summary>
public byte ReadUByte () {
return (byte)input.ReadByte();
}
/// <summary>Explicit signed byte variant to prevent pitfalls porting Java reference implementation
/// where byte is signed vs C# where byte is unsigned.</summary>
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 long ReadLong () {
input.Read(bytesBigEndian, 0, 8);
return ((long)(bytesBigEndian[0]) << 56)
+ ((long)(bytesBigEndian[1]) << 48)
+ ((long)(bytesBigEndian[2]) << 40)
+ ((long)(bytesBigEndian[3]) << 32)
+ ((long)(bytesBigEndian[4]) << 24)
+ ((long)(bytesBigEndian[5]) << 16)
+ ((long)(bytesBigEndian[6]) << 8)
+ (long)(bytesBigEndian[7]);
}
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[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 {
// try reading 4.0+ format
long initialPosition = input.Position;
ReadLong(); // long hash
long stringPosition = input.Position;
int stringByteCount = ReadInt(true);
input.Position = stringPosition;
if (stringByteCount <= 13) {
string version = ReadString();
if (char.IsDigit(version[0]))
return version;
}
// fallback to old version format
input.Position = initialPosition;
return GetVersionStringOld3X();
} catch (Exception e) {
throw new ArgumentException("Stream does not contain valid binary Skeleton Data.\n" + e, "input");
}
}
/// <summary>Returns old 3.8 and earlier format version string of binary skeleton data.</summary>
public string GetVersionStringOld3X () {
// Hash.
int byteCount = ReadInt(true);
if (byteCount > 1) input.Position += byteCount - 1;
// Version.
byteCount = ReadInt(true);
if (byteCount > 1 && byteCount <= 13) {
byteCount--;
byte[] buffer = new byte[byteCount];
ReadFully(buffer, 0, byteCount);
return System.Text.Encoding.UTF8.GetString(buffer, 0, byteCount);
}
throw new ArgumentException("Stream does not contain valid binary Skeleton Data.");
}
}
private class LinkedMesh {
internal string parent;
internal int skinIndex, slotIndex;
internal MeshAttachment mesh;
internal bool inheritTimelines;
public LinkedMesh (MeshAttachment mesh, int skinIndex, int slotIndex, string parent, bool inheritTimelines) {
this.mesh = mesh;
this.skinIndex = skinIndex;
this.slotIndex = slotIndex;
this.parent = parent;
this.inheritTimelines = inheritTimelines;
}
}
}
}