@esotericsoftware/spine-core
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The official Spine Runtimes for the web.
960 lines • 223 kB
JavaScript
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, 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.
*****************************************************************************/
import { Animation, InheritTimeline, AttachmentTimeline, RGBATimeline, RGBTimeline, RGBA2Timeline, RGB2Timeline, AlphaTimeline, RotateTimeline, TranslateTimeline, TranslateXTimeline, TranslateYTimeline, ScaleTimeline, ScaleXTimeline, ScaleYTimeline, ShearTimeline, ShearXTimeline, ShearYTimeline, IkConstraintTimeline, TransformConstraintTimeline, PathConstraintPositionTimeline, PathConstraintSpacingTimeline, PathConstraintMixTimeline, DeformTimeline, DrawOrderTimeline, EventTimeline, SequenceTimeline, PhysicsConstraintResetTimeline, PhysicsConstraintInertiaTimeline, PhysicsConstraintStrengthTimeline, PhysicsConstraintDampingTimeline, PhysicsConstraintMassTimeline, PhysicsConstraintWindTimeline, PhysicsConstraintGravityTimeline, PhysicsConstraintMixTimeline } from "./Animation.js";
import { Sequence, SequenceModeValues } from "./attachments/Sequence.js";
import { BoneData } from "./BoneData.js";
import { Event } from "./Event.js";
import { EventData } from "./EventData.js";
import { IkConstraintData } from "./IkConstraintData.js";
import { PathConstraintData, PositionMode, SpacingMode } from "./PathConstraintData.js";
import { PhysicsConstraintData } from "./PhysicsConstraintData.js";
import { SkeletonData } from "./SkeletonData.js";
import { Skin } from "./Skin.js";
import { SlotData } from "./SlotData.js";
import { TransformConstraintData } from "./TransformConstraintData.js";
import { Color, Utils } from "./Utils.js";
/** Loads skeleton data in the Spine binary format.
*
* See [Spine binary format](http://esotericsoftware.com/spine-binary-format) and
* [JSON and binary data](http://esotericsoftware.com/spine-loading-skeleton-data#JSON-and-binary-data) in the Spine
* Runtimes Guide. */
export class SkeletonBinary {
/** Scales bone positions, image sizes, and translations as they are loaded. This allows different size images to be used at
* runtime than were used in Spine.
*
* See [Scaling](http://esotericsoftware.com/spine-loading-skeleton-data#Scaling) in the Spine Runtimes Guide. */
scale = 1;
attachmentLoader;
linkedMeshes = new Array();
constructor(attachmentLoader) {
this.attachmentLoader = attachmentLoader;
}
readSkeletonData(binary) {
let scale = this.scale;
let skeletonData = new SkeletonData();
skeletonData.name = ""; // BOZO
let input = new BinaryInput(binary);
let lowHash = input.readInt32();
let highHash = input.readInt32();
skeletonData.hash = highHash == 0 && lowHash == 0 ? null : highHash.toString(16) + lowHash.toString(16);
skeletonData.version = input.readString();
skeletonData.x = input.readFloat();
skeletonData.y = input.readFloat();
skeletonData.width = input.readFloat();
skeletonData.height = input.readFloat();
skeletonData.referenceScale = input.readFloat() * scale;
let nonessential = input.readBoolean();
if (nonessential) {
skeletonData.fps = input.readFloat();
skeletonData.imagesPath = input.readString();
skeletonData.audioPath = input.readString();
}
let n = 0;
// Strings.
n = input.readInt(true);
for (let i = 0; i < n; i++) {
let str = input.readString();
if (!str)
throw new Error("String in string table must not be null.");
input.strings.push(str);
}
// Bones.
n = input.readInt(true);
for (let i = 0; i < n; i++) {
let name = input.readString();
if (!name)
throw new Error("Bone name must not be null.");
let parent = i == 0 ? null : skeletonData.bones[input.readInt(true)];
let 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 = input.readByte();
data.skinRequired = input.readBoolean();
if (nonessential) {
Color.rgba8888ToColor(data.color, input.readInt32());
data.icon = input.readString() ?? undefined;
data.visible = input.readBoolean();
}
skeletonData.bones.push(data);
}
// Slots.
n = input.readInt(true);
for (let i = 0; i < n; i++) {
let slotName = input.readString();
if (!slotName)
throw new Error("Slot name must not be null.");
let boneData = skeletonData.bones[input.readInt(true)];
let data = new SlotData(i, slotName, boneData);
Color.rgba8888ToColor(data.color, input.readInt32());
let darkColor = input.readInt32();
if (darkColor != -1)
Color.rgb888ToColor(data.darkColor = new Color(), darkColor);
data.attachmentName = input.readStringRef();
data.blendMode = input.readInt(true);
if (nonessential)
data.visible = input.readBoolean();
skeletonData.slots.push(data);
}
// IK constraints.
n = input.readInt(true);
for (let i = 0, nn; i < n; i++) {
let name = input.readString();
if (!name)
throw new Error("IK constraint data name must not be null.");
let data = new IkConstraintData(name);
data.order = input.readInt(true);
nn = input.readInt(true);
for (let ii = 0; ii < nn; ii++)
data.bones.push(skeletonData.bones[input.readInt(true)]);
data.target = skeletonData.bones[input.readInt(true)];
let flags = input.readByte();
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;
skeletonData.ikConstraints.push(data);
}
// Transform constraints.
n = input.readInt(true);
for (let i = 0, nn; i < n; i++) {
let name = input.readString();
if (!name)
throw new Error("Transform constraint data name must not be null.");
let data = new TransformConstraintData(name);
data.order = input.readInt(true);
nn = input.readInt(true);
for (let ii = 0; ii < nn; ii++)
data.bones.push(skeletonData.bones[input.readInt(true)]);
data.target = skeletonData.bones[input.readInt(true)];
let flags = input.readByte();
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.readByte();
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();
skeletonData.transformConstraints.push(data);
}
// Path constraints.
n = input.readInt(true);
for (let i = 0, nn; i < n; i++) {
let name = input.readString();
if (!name)
throw new Error("Path constraint data name must not be null.");
let data = new PathConstraintData(name);
data.order = input.readInt(true);
data.skinRequired = input.readBoolean();
nn = input.readInt(true);
for (let ii = 0; ii < nn; ii++)
data.bones.push(skeletonData.bones[input.readInt(true)]);
data.target = skeletonData.slots[input.readInt(true)];
const flags = input.readByte();
data.positionMode = flags & 1;
data.spacingMode = (flags >> 1) & 3;
data.rotateMode = (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();
skeletonData.pathConstraints.push(data);
}
// Physics constraints.
n = input.readInt(true);
for (let i = 0, nn; i < n; i++) {
const name = input.readString();
if (!name)
throw new Error("Physics constraint data name must not be null.");
const data = new PhysicsConstraintData(name);
data.order = input.readInt(true);
data.bone = skeletonData.bones[input.readInt(true)];
let flags = input.readByte();
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 = 1 / input.readUnsignedByte();
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.readByte();
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;
skeletonData.physicsConstraints.push(data);
}
// Default skin.
let defaultSkin = this.readSkin(input, skeletonData, true, nonessential);
if (defaultSkin) {
skeletonData.defaultSkin = defaultSkin;
skeletonData.skins.push(defaultSkin);
}
// Skins.
{
let i = skeletonData.skins.length;
Utils.setArraySize(skeletonData.skins, n = i + input.readInt(true));
for (; i < n; i++) {
let skin = this.readSkin(input, skeletonData, false, nonessential);
if (!skin)
throw new Error("readSkin() should not have returned null.");
skeletonData.skins[i] = skin;
}
}
// Linked meshes.
n = this.linkedMeshes.length;
for (let i = 0; i < n; i++) {
let linkedMesh = this.linkedMeshes[i];
const skin = skeletonData.skins[linkedMesh.skinIndex];
if (!linkedMesh.parent)
throw new Error("Linked mesh parent must not be null");
let parent = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent);
if (!parent)
throw new Error(`Parent mesh not found: ${linkedMesh.parent}`);
linkedMesh.mesh.timelineAttachment = linkedMesh.inheritTimeline ? parent : linkedMesh.mesh;
linkedMesh.mesh.setParentMesh(parent);
if (linkedMesh.mesh.region != null)
linkedMesh.mesh.updateRegion();
}
this.linkedMeshes.length = 0;
// Events.
n = input.readInt(true);
for (let i = 0; i < n; i++) {
let eventName = input.readString();
if (!eventName)
throw new Error("Event data name must not be null");
let data = new EventData(eventName);
data.intValue = input.readInt(false);
data.floatValue = input.readFloat();
data.stringValue = input.readString();
data.audioPath = input.readString();
if (data.audioPath) {
data.volume = input.readFloat();
data.balance = input.readFloat();
}
skeletonData.events.push(data);
}
// Animations.
n = input.readInt(true);
for (let i = 0; i < n; i++) {
let animationName = input.readString();
if (!animationName)
throw new Error("Animatio name must not be null.");
skeletonData.animations.push(this.readAnimation(input, animationName, skeletonData));
}
return skeletonData;
}
readSkin(input, skeletonData, defaultSkin, nonessential) {
let skin = null;
let slotCount = 0;
if (defaultSkin) {
slotCount = input.readInt(true);
if (slotCount == 0)
return null;
skin = new Skin("default");
}
else {
let skinName = input.readString();
if (!skinName)
throw new Error("Skin name must not be null.");
skin = new Skin(skinName);
if (nonessential)
Color.rgba8888ToColor(skin.color, input.readInt32());
skin.bones.length = input.readInt(true);
for (let i = 0, n = skin.bones.length; i < n; i++)
skin.bones[i] = skeletonData.bones[input.readInt(true)];
for (let i = 0, n = input.readInt(true); i < n; i++)
skin.constraints.push(skeletonData.ikConstraints[input.readInt(true)]);
for (let i = 0, n = input.readInt(true); i < n; i++)
skin.constraints.push(skeletonData.transformConstraints[input.readInt(true)]);
for (let i = 0, n = input.readInt(true); i < n; i++)
skin.constraints.push(skeletonData.pathConstraints[input.readInt(true)]);
for (let i = 0, n = input.readInt(true); i < n; i++)
skin.constraints.push(skeletonData.physicsConstraints[input.readInt(true)]);
slotCount = input.readInt(true);
}
for (let i = 0; i < slotCount; i++) {
let slotIndex = input.readInt(true);
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
let name = input.readStringRef();
if (!name)
throw new Error("Attachment name must not be null");
let attachment = this.readAttachment(input, skeletonData, skin, slotIndex, name, nonessential);
if (attachment)
skin.setAttachment(slotIndex, name, attachment);
}
}
return skin;
}
readAttachment(input, skeletonData, skin, slotIndex, attachmentName, nonessential) {
let scale = this.scale;
let flags = input.readByte();
const name = (flags & 8) != 0 ? input.readStringRef() : attachmentName;
if (!name)
throw new Error("Attachment name must not be null");
switch ((flags & 0b111)) { // BUG?
case AttachmentType.Region: {
let path = (flags & 16) != 0 ? input.readStringRef() : null;
const color = (flags & 32) != 0 ? input.readInt32() : 0xffffffff;
const sequence = (flags & 64) != 0 ? this.readSequence(input) : null;
let rotation = (flags & 128) != 0 ? input.readFloat() : 0;
let x = input.readFloat();
let y = input.readFloat();
let scaleX = input.readFloat();
let scaleY = input.readFloat();
let width = input.readFloat();
let height = input.readFloat();
if (!path)
path = name;
let region = this.attachmentLoader.newRegionAttachment(skin, name, path, sequence);
if (!region)
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;
Color.rgba8888ToColor(region.color, color);
region.sequence = sequence;
if (sequence == null)
region.updateRegion();
return region;
}
case AttachmentType.BoundingBox: {
let vertices = this.readVertices(input, (flags & 16) != 0);
let color = nonessential ? input.readInt32() : 0;
let box = this.attachmentLoader.newBoundingBoxAttachment(skin, name);
if (!box)
return null;
box.worldVerticesLength = vertices.length;
box.vertices = vertices.vertices;
box.bones = vertices.bones;
if (nonessential)
Color.rgba8888ToColor(box.color, color);
return box;
}
case AttachmentType.Mesh: {
let path = (flags & 16) != 0 ? input.readStringRef() : name;
const color = (flags & 32) != 0 ? input.readInt32() : 0xffffffff;
const sequence = (flags & 64) != 0 ? this.readSequence(input) : null;
const hullLength = input.readInt(true);
const vertices = this.readVertices(input, (flags & 128) != 0);
const uvs = this.readFloatArray(input, vertices.length, 1);
const triangles = this.readShortArray(input, (vertices.length - hullLength - 2) * 3);
let edges = [];
let width = 0, height = 0;
if (nonessential) {
edges = this.readShortArray(input, input.readInt(true));
width = input.readFloat();
height = input.readFloat();
}
if (!path)
path = name;
let mesh = this.attachmentLoader.newMeshAttachment(skin, name, path, sequence);
if (!mesh)
return null;
mesh.path = path;
Color.rgba8888ToColor(mesh.color, color);
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: {
const path = (flags & 16) != 0 ? input.readStringRef() : name;
if (path == null)
throw new Error("Path of linked mesh must not be null");
const color = (flags & 32) != 0 ? input.readInt32() : 0xffffffff;
const sequence = (flags & 64) != 0 ? this.readSequence(input) : null;
const inheritTimelines = (flags & 128) != 0;
const skinIndex = input.readInt(true);
const parent = input.readStringRef();
let width = 0, height = 0;
if (nonessential) {
width = input.readFloat();
height = input.readFloat();
}
let mesh = this.attachmentLoader.newMeshAttachment(skin, name, path, sequence);
if (!mesh)
return null;
mesh.path = path;
Color.rgba8888ToColor(mesh.color, color);
mesh.sequence = sequence;
if (nonessential) {
mesh.width = width * scale;
mesh.height = height * scale;
}
this.linkedMeshes.push(new LinkedMesh(mesh, skinIndex, slotIndex, parent, inheritTimelines));
return mesh;
}
case AttachmentType.Path: {
const closed = (flags & 16) != 0;
const constantSpeed = (flags & 32) != 0;
const vertices = this.readVertices(input, (flags & 64) != 0);
const lengths = Utils.newArray(vertices.length / 6, 0);
for (let i = 0, n = lengths.length; i < n; i++)
lengths[i] = input.readFloat() * scale;
const color = nonessential ? input.readInt32() : 0;
const path = this.attachmentLoader.newPathAttachment(skin, name);
if (!path)
return null;
path.closed = closed;
path.constantSpeed = constantSpeed;
path.worldVerticesLength = vertices.length;
path.vertices = vertices.vertices;
path.bones = vertices.bones;
path.lengths = lengths;
if (nonessential)
Color.rgba8888ToColor(path.color, color);
return path;
}
case AttachmentType.Point: {
const rotation = input.readFloat();
const x = input.readFloat();
const y = input.readFloat();
const color = nonessential ? input.readInt32() : 0;
const point = this.attachmentLoader.newPointAttachment(skin, name);
if (!point)
return null;
point.x = x * scale;
point.y = y * scale;
point.rotation = rotation;
if (nonessential)
Color.rgba8888ToColor(point.color, color);
return point;
}
case AttachmentType.Clipping: {
const endSlotIndex = input.readInt(true);
const vertices = this.readVertices(input, (flags & 16) != 0);
let color = nonessential ? input.readInt32() : 0;
let clip = this.attachmentLoader.newClippingAttachment(skin, name);
if (!clip)
return null;
clip.endSlot = skeletonData.slots[endSlotIndex];
clip.worldVerticesLength = vertices.length;
clip.vertices = vertices.vertices;
clip.bones = vertices.bones;
if (nonessential)
Color.rgba8888ToColor(clip.color, color);
return clip;
}
}
return null;
}
readSequence(input) {
let sequence = new Sequence(input.readInt(true));
sequence.start = input.readInt(true);
sequence.digits = input.readInt(true);
sequence.setupIndex = input.readInt(true);
return sequence;
}
readVertices(input, weighted) {
const scale = this.scale;
const vertexCount = input.readInt(true);
const vertices = new Vertices();
vertices.length = vertexCount << 1;
if (!weighted) {
vertices.vertices = this.readFloatArray(input, vertices.length, scale);
return vertices;
}
let weights = new Array();
let bonesArray = new Array();
for (let i = 0; i < vertexCount; i++) {
let boneCount = input.readInt(true);
bonesArray.push(boneCount);
for (let ii = 0; ii < boneCount; ii++) {
bonesArray.push(input.readInt(true));
weights.push(input.readFloat() * scale);
weights.push(input.readFloat() * scale);
weights.push(input.readFloat());
}
}
vertices.vertices = Utils.toFloatArray(weights);
vertices.bones = bonesArray;
return vertices;
}
readFloatArray(input, n, scale) {
let array = new Array(n);
if (scale == 1) {
for (let i = 0; i < n; i++)
array[i] = input.readFloat();
}
else {
for (let i = 0; i < n; i++)
array[i] = input.readFloat() * scale;
}
return array;
}
readShortArray(input, n) {
let array = new Array(n);
for (let i = 0; i < n; i++)
array[i] = input.readInt(true);
return array;
}
readAnimation(input, name, skeletonData) {
input.readInt(true); // Number of timelines.
let timelines = new Array();
let scale = this.scale;
// Slot timelines.
for (let i = 0, n = input.readInt(true); i < n; i++) {
let slotIndex = input.readInt(true);
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
let timelineType = input.readByte();
let frameCount = input.readInt(true);
let frameLast = frameCount - 1;
switch (timelineType) {
case SLOT_ATTACHMENT: {
let timeline = new AttachmentTimeline(frameCount, slotIndex);
for (let frame = 0; frame < frameCount; frame++)
timeline.setFrame(frame, input.readFloat(), input.readStringRef());
timelines.push(timeline);
break;
}
case SLOT_RGBA: {
let bezierCount = input.readInt(true);
let timeline = new RGBATimeline(frameCount, bezierCount, slotIndex);
let time = input.readFloat();
let r = input.readUnsignedByte() / 255.0;
let g = input.readUnsignedByte() / 255.0;
let b = input.readUnsignedByte() / 255.0;
let a = input.readUnsignedByte() / 255.0;
for (let frame = 0, bezier = 0;; frame++) {
timeline.setFrame(frame, time, r, g, b, a);
if (frame == frameLast)
break;
let time2 = input.readFloat();
let r2 = input.readUnsignedByte() / 255.0;
let g2 = input.readUnsignedByte() / 255.0;
let b2 = input.readUnsignedByte() / 255.0;
let a2 = input.readUnsignedByte() / 255.0;
switch (input.readByte()) {
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);
}
time = time2;
r = r2;
g = g2;
b = b2;
a = a2;
}
timelines.push(timeline);
break;
}
case SLOT_RGB: {
let bezierCount = input.readInt(true);
let timeline = new RGBTimeline(frameCount, bezierCount, slotIndex);
let time = input.readFloat();
let r = input.readUnsignedByte() / 255.0;
let g = input.readUnsignedByte() / 255.0;
let b = input.readUnsignedByte() / 255.0;
for (let frame = 0, bezier = 0;; frame++) {
timeline.setFrame(frame, time, r, g, b);
if (frame == frameLast)
break;
let time2 = input.readFloat();
let r2 = input.readUnsignedByte() / 255.0;
let g2 = input.readUnsignedByte() / 255.0;
let b2 = input.readUnsignedByte() / 255.0;
switch (input.readByte()) {
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);
}
time = time2;
r = r2;
g = g2;
b = b2;
}
timelines.push(timeline);
break;
}
case SLOT_RGBA2: {
let bezierCount = input.readInt(true);
let timeline = new RGBA2Timeline(frameCount, bezierCount, slotIndex);
let time = input.readFloat();
let r = input.readUnsignedByte() / 255.0;
let g = input.readUnsignedByte() / 255.0;
let b = input.readUnsignedByte() / 255.0;
let a = input.readUnsignedByte() / 255.0;
let r2 = input.readUnsignedByte() / 255.0;
let g2 = input.readUnsignedByte() / 255.0;
let b2 = input.readUnsignedByte() / 255.0;
for (let frame = 0, bezier = 0;; frame++) {
timeline.setFrame(frame, time, r, g, b, a, r2, g2, b2);
if (frame == frameLast)
break;
let time2 = input.readFloat();
let nr = input.readUnsignedByte() / 255.0;
let ng = input.readUnsignedByte() / 255.0;
let nb = input.readUnsignedByte() / 255.0;
let na = input.readUnsignedByte() / 255.0;
let nr2 = input.readUnsignedByte() / 255.0;
let ng2 = input.readUnsignedByte() / 255.0;
let nb2 = input.readUnsignedByte() / 255.0;
switch (input.readByte()) {
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);
}
time = time2;
r = nr;
g = ng;
b = nb;
a = na;
r2 = nr2;
g2 = ng2;
b2 = nb2;
}
timelines.push(timeline);
break;
}
case SLOT_RGB2: {
let bezierCount = input.readInt(true);
let timeline = new RGB2Timeline(frameCount, bezierCount, slotIndex);
let time = input.readFloat();
let r = input.readUnsignedByte() / 255.0;
let g = input.readUnsignedByte() / 255.0;
let b = input.readUnsignedByte() / 255.0;
let r2 = input.readUnsignedByte() / 255.0;
let g2 = input.readUnsignedByte() / 255.0;
let b2 = input.readUnsignedByte() / 255.0;
for (let frame = 0, bezier = 0;; frame++) {
timeline.setFrame(frame, time, r, g, b, r2, g2, b2);
if (frame == frameLast)
break;
let time2 = input.readFloat();
let nr = input.readUnsignedByte() / 255.0;
let ng = input.readUnsignedByte() / 255.0;
let nb = input.readUnsignedByte() / 255.0;
let nr2 = input.readUnsignedByte() / 255.0;
let ng2 = input.readUnsignedByte() / 255.0;
let nb2 = input.readUnsignedByte() / 255.0;
switch (input.readByte()) {
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);
}
time = time2;
r = nr;
g = ng;
b = nb;
r2 = nr2;
g2 = ng2;
b2 = nb2;
}
timelines.push(timeline);
break;
}
case SLOT_ALPHA: {
let timeline = new AlphaTimeline(frameCount, input.readInt(true), slotIndex);
let time = input.readFloat(), a = input.readUnsignedByte() / 255;
for (let frame = 0, bezier = 0;; frame++) {
timeline.setFrame(frame, time, a);
if (frame == frameLast)
break;
let time2 = input.readFloat();
let a2 = input.readUnsignedByte() / 255;
switch (input.readByte()) {
case CURVE_STEPPED:
timeline.setStepped(frame);
break;
case CURVE_BEZIER:
setBezier(input, timeline, bezier++, frame, 0, time, time2, a, a2, 1);
}
time = time2;
a = a2;
}
timelines.push(timeline);
}
}
}
}
// Bone timelines.
for (let i = 0, n = input.readInt(true); i < n; i++) {
let boneIndex = input.readInt(true);
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
let type = input.readByte(), frameCount = input.readInt(true);
if (type == BONE_INHERIT) {
let timeline = new InheritTimeline(frameCount, boneIndex);
for (let frame = 0; frame < frameCount; frame++) {
timeline.setFrame(frame, input.readFloat(), input.readByte());
}
timelines.push(timeline);
continue;
}
let bezierCount = input.readInt(true);
switch (type) {
case BONE_ROTATE:
timelines.push(readTimeline1(input, new RotateTimeline(frameCount, bezierCount, boneIndex), 1));
break;
case BONE_TRANSLATE:
timelines.push(readTimeline2(input, new TranslateTimeline(frameCount, bezierCount, boneIndex), scale));
break;
case BONE_TRANSLATEX:
timelines.push(readTimeline1(input, new TranslateXTimeline(frameCount, bezierCount, boneIndex), scale));
break;
case BONE_TRANSLATEY:
timelines.push(readTimeline1(input, new TranslateYTimeline(frameCount, bezierCount, boneIndex), scale));
break;
case BONE_SCALE:
timelines.push(readTimeline2(input, new ScaleTimeline(frameCount, bezierCount, boneIndex), 1));
break;
case BONE_SCALEX:
timelines.push(readTimeline1(input, new ScaleXTimeline(frameCount, bezierCount, boneIndex), 1));
break;
case BONE_SCALEY:
timelines.push(readTimeline1(input, new ScaleYTimeline(frameCount, bezierCount, boneIndex), 1));
break;
case BONE_SHEAR:
timelines.push(readTimeline2(input, new ShearTimeline(frameCount, bezierCount, boneIndex), 1));
break;
case BONE_SHEARX:
timelines.push(readTimeline1(input, new ShearXTimeline(frameCount, bezierCount, boneIndex), 1));
break;
case BONE_SHEARY:
timelines.push(readTimeline1(input, new ShearYTimeline(frameCount, bezierCount, boneIndex), 1));
}
}
}
// IK constraint timelines.
for (let i = 0, n = input.readInt(true); i < n; i++) {
let index = input.readInt(true), frameCount = input.readInt(true), frameLast = frameCount - 1;
let timeline = new IkConstraintTimeline(frameCount, input.readInt(true), index);
let flags = input.readByte();
let time = input.readFloat(), mix = (flags & 1) != 0 ? ((flags & 2) != 0 ? input.readFloat() : 1) : 0;
let softness = (flags & 4) != 0 ? input.readFloat() * scale : 0;
for (let 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.readByte();
const time2 = input.readFloat(), mix2 = (flags & 1) != 0 ? ((flags & 2) != 0 ? input.readFloat() : 1) : 0;
const 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.push(timeline);
}
// Transform constraint timelines.
for (let i = 0, n = input.readInt(true); i < n; i++) {
let index = input.readInt(true), frameCount = input.readInt(true), frameLast = frameCount - 1;
let timeline = new TransformConstraintTimeline(frameCount, input.readInt(true), index);
let time = input.readFloat(), mixRotate = input.readFloat(), mixX = input.readFloat(), mixY = input.readFloat(), mixScaleX = input.readFloat(), mixScaleY = input.readFloat(), mixShearY = input.readFloat();
for (let frame = 0, bezier = 0;; frame++) {
timeline.setFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY);
if (frame == frameLast)
break;
let time2 = input.readFloat(), mixRotate2 = input.readFloat(), mixX2 = input.readFloat(), mixY2 = input.readFloat(), mixScaleX2 = input.readFloat(), mixScaleY2 = input.readFloat(), mixShearY2 = input.readFloat();
switch (input.readByte()) {
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);
}
time = time2;
mixRotate = mixRotate2;
mixX = mixX2;
mixY = mixY2;
mixScaleX = mixScaleX2;
mixScaleY = mixScaleY2;
mixShearY = mixShearY2;
}
timelines.push(timeline);
}
// Path constraint timelines.
for (let i = 0, n = input.readInt(true); i < n; i++) {
let index = input.readInt(true);
let data = skeletonData.pathConstraints[index];
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
const type = input.readByte(), frameCount = input.readInt(true), bezierCount = input.readInt(true);
switch (type) {
case PATH_POSITION:
timelines
.push(readTimeline1(input, new PathConstraintPositionTimeline(frameCount, bezierCount, index), data.positionMode == PositionMode.Fixed ? scale : 1));
break;
case PATH_SPACING:
timelines
.push(readTimeline1(input, new PathConstraintSpacingTimeline(frameCount, bezierCount, index), data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed ? scale : 1));
break;
case PATH_MIX:
let timeline = new PathConstraintMixTimeline(frameCount, bezierCount, index);
let time = input.readFloat(), mixRotate = input.readFloat(), mixX = input.readFloat(), mixY = input.readFloat();
for (let frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1;; frame++) {
timeline.setFrame(frame, time, mixRotate, mixX, mixY);
if (frame == frameLast)
break;
let time2 = input.readFloat(), mixRotate2 = input.readFloat(), mixX2 = input.readFloat(), mixY2 = input.readFloat();
switch (input.readByte()) {
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);
}
time = time2;
mixRotate = mixRotate2;
mixX = mixX2;
mixY = mixY2;
}
timelines.push(timeline);
}
}
}
// Physics timelines.
for (let i = 0, n = input.readInt(true); i < n; i++) {
const index = input.readInt(true) - 1;
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
const type = input.readByte(), frameCount = input.readInt(true);
if (type == PHYSICS_RESET) {
const timeline = new PhysicsConstraintResetTimeline(frameCount, index);
for (let frame = 0; frame < frameCount; frame++)
timeline.setFrame(frame, input.readFloat());
timelines.push(timeline);
continue;
}
const bezierCount = input.readInt(true);
switch (type) {
case PHYSICS_INERTIA:
timelines.push(readTimeline1(input, new PhysicsConstraintInertiaTimeline(frame