@esotericsoftware/spine-core
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The official Spine Runtimes for the web.
979 lines (978 loc) • 251 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 { AlphaTimeline, Animation, AttachmentTimeline, CurveTimeline1, DeformTimeline, DrawOrderFolderTimeline, DrawOrderTimeline, EventTimeline, IkConstraintTimeline, InheritTimeline, PathConstraintMixTimeline, PathConstraintPositionTimeline, PathConstraintSpacingTimeline, PhysicsConstraintDampingTimeline, PhysicsConstraintGravityTimeline, PhysicsConstraintInertiaTimeline, PhysicsConstraintMassTimeline, PhysicsConstraintMixTimeline, PhysicsConstraintResetTimeline, PhysicsConstraintStrengthTimeline, PhysicsConstraintWindTimeline, RGB2Timeline, RGBA2Timeline, RGBATimeline, RGBTimeline, RotateTimeline, ScaleTimeline, ScaleXTimeline, ScaleYTimeline, SequenceTimeline, ShearTimeline, ShearXTimeline, ShearYTimeline, SliderMixTimeline, SliderTimeline, TransformConstraintTimeline, TranslateTimeline, TranslateXTimeline, TranslateYTimeline } from "./Animation.js";
import { Sequence, SequenceModeValues } from "./attachments/Sequence.js";
import { BoneData } from "./BoneData.js";
import { ScaleYMode } from "./ConstraintData.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 { SliderData } from "./SliderData.js";
import { SlotData } from "./SlotData.js";
import { FromRotate, FromScaleX, FromScaleY, FromShearY, FromX, FromY, ToRotate, ToScaleX, ToScaleY, ToShearY, ToX, ToY, 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 = [];
constructor(attachmentLoader) {
this.attachmentLoader = attachmentLoader;
}
readSkeletonData(binary) {
const scale = this.scale;
const skeletonData = new SkeletonData();
skeletonData.name = ""; // BOZO
const input = new BinaryInput(binary);
const lowHash = input.readInt32();
const 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;
const 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++) {
const str = input.readString();
if (!str)
throw new Error("String in string table must not be null.");
input.strings.push(str);
}
// Bones.
const bones = skeletonData.bones;
n = input.readInt(true);
for (let i = 0; i < n; i++) {
const name = input.readString();
if (!name)
throw new Error("Bone name must not be null.");
const parent = i === 0 ? null : bones[input.readInt(true)];
const data = new BoneData(i, name, parent);
const setup = data.setupPose;
setup.rotation = input.readFloat();
setup.x = input.readFloat() * scale;
setup.y = input.readFloat() * scale;
setup.scaleX = input.readFloat();
setup.scaleY = input.readFloat();
setup.shearX = input.readFloat();
setup.shearY = input.readFloat();
setup.inherit = input.readByte();
data.length = input.readFloat() * scale;
data.skinRequired = input.readBoolean();
if (nonessential) {
Color.rgba8888ToColor(data.color, input.readInt32());
data.icon = input.readString() ?? undefined;
data.iconSize = input.readFloat();
data.iconRotation = input.readFloat();
data.visible = input.readBoolean();
}
bones.push(data);
}
// Slots.
n = input.readInt(true);
for (let i = 0; i < n; i++) {
const slotName = input.readString();
if (!slotName)
throw new Error("Slot name must not be null.");
const boneData = bones[input.readInt(true)];
const data = new SlotData(i, slotName, boneData);
Color.rgba8888ToColor(data.setupPose.color, input.readInt32());
const darkColor = input.readInt32();
if (darkColor !== -1)
Color.rgb888ToColor(data.setupPose.darkColor = new Color(), darkColor);
data.attachmentName = input.readStringRef();
data.blendMode = input.readInt(true);
if (nonessential)
data.visible = input.readBoolean();
skeletonData.slots.push(data);
}
// Constraints.
const constraints = skeletonData.constraints;
const constraintCount = input.readInt(true);
for (let i = 0; i < constraintCount; i++) {
const name = input.readString();
if (!name)
throw new Error("Constraint data name must not be null.");
let nn;
switch (input.readByte()) {
case CONSTRAINT_IK: {
const data = new IkConstraintData(name);
nn = input.readInt(true);
for (let ii = 0; ii < nn; ii++)
data.bones.push(bones[input.readInt(true)]);
data.target = bones[input.readInt(true)];
const flags = input.readByte();
data.skinRequired = (flags & 1) !== 0;
if ((flags & 2) !== 0)
data.scaleYMode = input.readUnsignedByte();
const setup = data.setupPose;
setup.bendDirection = (flags & 4) !== 0 ? -1 : 1;
setup.compress = (flags & 8) !== 0;
setup.stretch = (flags & 16) !== 0;
if ((flags & 32) !== 0)
setup.mix = (flags & 64) !== 0 ? input.readFloat() : 1;
if ((flags & 128) !== 0)
setup.softness = input.readFloat() * scale;
constraints.push(data);
break;
}
case CONSTRAINT_TRANSFORM: {
const data = new TransformConstraintData(name);
nn = input.readInt(true);
for (let ii = 0; ii < nn; ii++)
data.bones.push(bones[input.readInt(true)]);
data.source = bones[input.readInt(true)];
let flags = input.readUnsignedByte();
data.skinRequired = (flags & 1) !== 0;
data.localSource = (flags & 2) !== 0;
data.localTarget = (flags & 4) !== 0;
data.additive = (flags & 8) !== 0;
data.clamp = (flags & 16) !== 0;
nn = flags >> 5;
for (let ii = 0, tn; ii < nn; ii++) {
let fromScale = 1;
let from;
switch (input.readByte()) {
case 0:
from = new FromRotate();
break;
case 1: {
fromScale = scale;
from = new FromX();
break;
}
case 2: {
fromScale = scale;
from = new FromY();
break;
}
case 3:
from = new FromScaleX();
break;
case 4:
from = new FromScaleY();
break;
case 5:
from = new FromShearY();
break;
default: from = null;
}
if (!from)
continue;
from.offset = input.readFloat() * fromScale;
tn = input.readByte();
for (let t = 0; t < tn; t++) {
let toScale = 1;
let to;
switch (input.readByte()) {
case 0:
to = new ToRotate();
break;
case 1: {
toScale = scale;
to = new ToX();
break;
}
case 2: {
toScale = scale;
to = new ToY();
break;
}
case 3:
to = new ToScaleX();
break;
case 4:
to = new ToScaleY();
break;
case 5:
to = new ToShearY();
break;
default: to = null;
}
if (!to)
continue;
to.offset = input.readFloat() * toScale;
to.max = input.readFloat() * toScale;
to.scale = input.readFloat() * toScale / fromScale;
from.to[t] = to;
}
data.properties[ii] = from;
}
flags = input.readByte();
if ((flags & 1) !== 0)
data.offsets[TransformConstraintData.ROTATION] = input.readFloat();
if ((flags & 2) !== 0)
data.offsets[TransformConstraintData.X] = input.readFloat() * scale;
if ((flags & 4) !== 0)
data.offsets[TransformConstraintData.Y] = input.readFloat() * scale;
if ((flags & 8) !== 0)
data.offsets[TransformConstraintData.SCALEX] = input.readFloat();
if ((flags & 16) !== 0)
data.offsets[TransformConstraintData.SCALEY] = input.readFloat();
if ((flags & 32) !== 0)
data.offsets[TransformConstraintData.SHEARY] = input.readFloat();
flags = input.readByte();
const setup = data.setupPose;
if ((flags & 1) !== 0)
setup.mixRotate = input.readFloat();
if ((flags & 2) !== 0)
setup.mixX = input.readFloat();
if ((flags & 4) !== 0)
setup.mixY = input.readFloat();
if ((flags & 8) !== 0)
setup.mixScaleX = input.readFloat();
if ((flags & 16) !== 0)
setup.mixScaleY = input.readFloat();
if ((flags & 32) !== 0)
setup.mixShearY = input.readFloat();
constraints.push(data);
break;
}
case CONSTRAINT_PATH: {
const data = new PathConstraintData(name);
nn = input.readInt(true);
for (let ii = 0; ii < nn; ii++)
data.bones.push(bones[input.readInt(true)]);
data.slot = skeletonData.slots[input.readInt(true)];
const flags = input.readByte();
data.skinRequired = (flags & 1) !== 0;
data.positionMode = (flags >> 1) & 0b1;
data.spacingMode = (flags >> 2) & 0b11;
data.rotateMode = (flags >> 4) & 0b11;
if ((flags & 128) !== 0)
data.offsetRotation = input.readFloat();
const setup = data.setupPose;
setup.position = input.readFloat();
if (data.positionMode === PositionMode.Fixed)
setup.position *= scale;
setup.spacing = input.readFloat();
if (data.spacingMode === SpacingMode.Length || data.spacingMode === SpacingMode.Fixed)
setup.spacing *= scale;
setup.mixRotate = input.readFloat();
setup.mixX = input.readFloat();
setup.mixY = input.readFloat();
constraints.push(data);
break;
}
case CONSTRAINT_PHYSICS: {
const data = new PhysicsConstraintData(name);
data.bone = 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) {
let scaleX = input.readFloat();
if (scaleX < -2) {
data.scaleYMode = ScaleYMode.Volume;
scaleX = -2 - scaleX;
}
else if (scaleX < 0) {
data.scaleYMode = ScaleYMode.Uniform;
scaleX = -1 - scaleX;
}
data.scaleX = scaleX;
}
if ((flags & 32) !== 0)
data.shearX = input.readFloat();
data.limit = ((flags & 64) !== 0 ? input.readFloat() : 5000) * scale;
data.step = 1 / input.readUnsignedByte();
const setup = data.setupPose;
setup.inertia = input.readFloat();
setup.strength = input.readFloat();
setup.damping = input.readFloat();
setup.massInverse = (flags & 128) !== 0 ? input.readFloat() : 1;
setup.wind = input.readFloat();
setup.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;
setup.mix = (flags & 128) !== 0 ? input.readFloat() : 1;
constraints.push(data);
break;
}
case CONSTRAINT_SLIDER: {
const data = new SliderData(name);
const flags = input.readByte();
data.skinRequired = (flags & 1) !== 0;
data.loop = (flags & 2) !== 0;
data.additive = (flags & 4) !== 0;
if ((flags & 8) !== 0) {
const value = input.readFloat();
if (nonessential && (flags & 64) !== 0)
data.max = value;
else
data.setupPose.time = value;
}
if ((flags & 16) !== 0)
data.setupPose.mix = (flags & 32) !== 0 ? input.readFloat() : 1;
if ((flags & 64) !== 0) {
data.local = (flags & 128) !== 0;
data.bone = bones[input.readInt(true)];
const offset = input.readFloat();
let propertyScale = 1;
switch (input.readByte()) {
case 0:
data.property = new FromRotate();
break;
case 1: {
propertyScale = scale;
data.property = new FromX();
break;
}
case 2: {
propertyScale = scale;
data.property = new FromY();
break;
}
case 3:
data.property = new FromScaleX();
break;
case 4:
data.property = new FromScaleY();
break;
case 5:
data.property = new FromShearY();
break;
default: continue;
}
;
data.property.offset = offset * propertyScale;
data.offset = input.readFloat();
data.scale = input.readFloat() / propertyScale;
}
constraints.push(data);
break;
}
}
}
// Default skin.
const 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++) {
const 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++) {
const linkedMesh = this.linkedMeshes[i];
const skin = skeletonData.skins[linkedMesh.skinIndex];
if (!linkedMesh.source)
throw new Error("Linked mesh parent must not be null");
const source = skin.getAttachment(linkedMesh.sourceIndex, linkedMesh.source);
if (!source)
throw new Error(`Source mesh not found: ${linkedMesh.source}`);
linkedMesh.mesh.timelineAttachment = linkedMesh.inheritTimelines ? source : linkedMesh.mesh;
linkedMesh.mesh.setSourceMesh(source);
linkedMesh.mesh.updateSequence();
}
this.linkedMeshes.length = 0;
// Events.
n = input.readInt(true);
for (let i = 0; i < n; i++) {
const eventName = input.readString();
if (!eventName)
throw new Error("Event data name must not be null");
const data = new EventData(eventName);
const setup = data.setupPose;
setup.intValue = input.readInt(false);
setup.floatValue = input.readFloat();
setup.stringValue = input.readString();
data._audioPath = input.readString();
if (data.audioPath) {
setup.volume = input.readFloat();
setup.balance = input.readFloat();
}
skeletonData.events.push(data);
}
// Animations.
const animations = skeletonData.animations;
n = input.readInt(true);
for (let i = 0; i < n; i++) {
const animationName = input.readString();
if (!animationName)
throw new Error("Animation name must not be null.");
animations.push(this.readAnimation(input, animationName, skeletonData, nonessential));
}
for (let i = 0; i < constraintCount; i++) {
const constraint = constraints[i];
if (constraint instanceof SliderData)
constraint.animation = animations[input.readInt(true)];
}
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 {
const 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());
let n = input.readInt(true);
let from = skeletonData.bones, to = skin.bones;
for (let i = 0; i < n; i++)
to[i] = from[input.readInt(true)];
n = input.readInt(true);
from = skeletonData.constraints;
to = skin.constraints;
for (let i = 0; i < n; i++)
to[i] = from[input.readInt(true)];
slotCount = input.readInt(true);
}
for (let i = 0; i < slotCount; i++) {
const slotIndex = input.readInt(true);
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
const placeholder = input.readStringRef();
if (!placeholder)
throw new Error("Attachment name must not be null");
const attachment = this.readAttachment(input, skeletonData, skin, slotIndex, placeholder, nonessential);
if (attachment)
skin.setAttachment(slotIndex, placeholder, attachment);
}
}
return skin;
}
readAttachment(input, skeletonData, skin, slotIndex, placeholder, nonessential) {
const scale = this.scale;
const flags = input.readByte();
const name = (flags & 8) !== 0 ? input.readStringRef() : placeholder;
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 = this.readSequence(input, (flags & 64) !== 0);
const rotation = (flags & 128) !== 0 ? input.readFloat() : 0;
const x = input.readFloat();
const y = input.readFloat();
const scaleX = input.readFloat();
const scaleY = input.readFloat();
const width = input.readFloat();
const height = input.readFloat();
if (!path)
path = name;
const region = this.attachmentLoader.newRegionAttachment(skin, placeholder, 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.updateSequence();
return region;
}
case AttachmentType.BoundingBox: {
const vertices = this.readVertices(input, (flags & 16) !== 0);
const color = nonessential ? input.readInt32() : 0;
const box = this.attachmentLoader.newBoundingBoxAttachment(skin, placeholder, 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 = this.readSequence(input, (flags & 64) !== 0);
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);
const slotCount = input.readInt(true);
let timelineSlots = null;
if (slotCount > 0) {
timelineSlots = [];
for (let i = 0; i < slotCount; i++)
timelineSlots[i] = input.readInt(true);
}
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;
const mesh = this.attachmentLoader.newMeshAttachment(skin, placeholder, name, path, sequence);
if (!mesh)
return null;
mesh.path = path;
Color.rgba8888ToColor(mesh.color, color);
mesh.hullLength = hullLength << 1;
mesh.bones = vertices.bones;
mesh.vertices = vertices.vertices;
mesh.worldVerticesLength = vertices.length;
mesh.regionUVs = uvs;
mesh.triangles = triangles;
if (timelineSlots)
mesh.timelineSlots = timelineSlots;
if (nonessential) {
mesh.edges = edges;
mesh.width = width * scale;
mesh.height = height * scale;
}
mesh.updateSequence();
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 = this.readSequence(input, (flags & 64) !== 0);
const inheritTimelines = (flags & 128) !== 0;
const sourceIndex = input.readInt(true);
const skinIndex = input.readInt(true);
const source = input.readStringRef();
let width = 0, height = 0;
if (nonessential) {
width = input.readFloat();
height = input.readFloat();
}
const mesh = this.attachmentLoader.newMeshAttachment(skin, placeholder, name, path, sequence);
if (!mesh)
return null;
mesh.path = path;
Color.rgba8888ToColor(mesh.color, color);
if (nonessential) {
mesh.width = width * scale;
mesh.height = height * scale;
}
this.linkedMeshes.push(new LinkedMesh(mesh, skinIndex, slotIndex, sourceIndex, source, 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 = this.readFloatArray(input, vertices.length / 6, scale);
const color = nonessential ? input.readInt32() : 0;
const path = this.attachmentLoader.newPathAttachment(skin, placeholder, 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, placeholder, 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);
const color = nonessential ? input.readInt32() : 0;
const clip = this.attachmentLoader.newClippingAttachment(skin, placeholder, name);
if (!clip)
return null;
clip.endSlot = skeletonData.slots[endSlotIndex];
clip.convex = (flags & 32) !== 0;
clip.inverse = (flags & 64) !== 0;
clip.worldVerticesLength = vertices.length;
clip.vertices = vertices.vertices;
clip.bones = vertices.bones;
if (nonessential)
Color.rgba8888ToColor(clip.color, color);
return clip;
}
}
}
readSequence(input, hasPathSuffix) {
if (!hasPathSuffix)
return new Sequence(1, false);
const sequence = new Sequence(input.readInt(true), 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 length = vertexCount << 1;
if (!weighted)
return new Vertices(null, this.readFloatArray(input, length, scale), length);
const n = input.readInt(true);
const bones = [];
const weights = [];
for (let b = 0, w = 0; b < n;) {
const boneCount = input.readInt(true);
bones[b++] = boneCount;
for (let ii = 0; ii < boneCount; ii++, w += 3) {
bones[b++] = input.readInt(true);
weights[w] = input.readFloat() * scale;
weights[w + 1] = input.readFloat() * scale;
weights[w + 2] = input.readFloat();
}
}
return new Vertices(bones, Utils.toFloatArray(weights), length);
}
readFloatArray(input, n, scale) {
const array = [];
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) {
const array = [];
for (let i = 0; i < n; i++)
array[i] = input.readInt(true);
return array;
}
readAnimation(input, name, skeletonData, nonessential) {
input.readInt(true); // Number of timelines.
const timelines = [];
const scale = this.scale;
// Slot timelines.
for (let i = 0, n = input.readInt(true); i < n; i++) {
const slotIndex = input.readInt(true);
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
const timelineType = input.readByte();
const frameCount = input.readInt(true);
const frameLast = frameCount - 1;
switch (timelineType) {
case SLOT_ATTACHMENT: {
const 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: {
const bezierCount = input.readInt(true);
const 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;
const time2 = input.readFloat();
const r2 = input.readUnsignedByte() / 255.0;
const g2 = input.readUnsignedByte() / 255.0;
const b2 = input.readUnsignedByte() / 255.0;
const 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: {
const bezierCount = input.readInt(true);
const 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;
const time2 = input.readFloat();
const r2 = input.readUnsignedByte() / 255.0;
const g2 = input.readUnsignedByte() / 255.0;
const 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: {
const bezierCount = input.readInt(true);
const 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;
const time2 = input.readFloat();
const nr = input.readUnsignedByte() / 255.0;
const ng = input.readUnsignedByte() / 255.0;
const nb = input.readUnsignedByte() / 255.0;
const na = input.readUnsignedByte() / 255.0;
const nr2 = input.readUnsignedByte() / 255.0;
const ng2 = input.readUnsignedByte() / 255.0;
const 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: {
const bezierCount = input.readInt(true);
const 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;
const time2 = input.readFloat();
const nr = input.readUnsignedByte() / 255.0;
const ng = input.readUnsignedByte() / 255.0;
const nb = input.readUnsignedByte() / 255.0;
const nr2 = input.readUnsignedByte() / 255.0;
const ng2 = input.readUnsignedByte() / 255.0;
const 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: {
const 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;
const time2 = input.readFloat();
const 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++) {
const boneIndex = input.readInt(true);
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
const type = input.readByte(), frameCount = input.readInt(true);
if (type === BONE_INHERIT) {
const timeline = new InheritTimeline(frameCount, boneIndex);
for (let frame = 0; frame < frameCount; frame++) {
timeline.setFrame(frame, input.readFloat(), input.readByte());
}
timelines.push(timeline);
continue;
}
const 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: