@pixi-spine/runtime-3.8
Version:
Pixi runtime for spine 3.8 models
750 lines (747 loc) • 31.6 kB
JavaScript
import { Event } from './Event.mjs';
import { SkeletonData } from './SkeletonData.mjs';
import { SlotData } from './SlotData.mjs';
import { BoneData } from './BoneData.mjs';
import { IkConstraintData } from './IkConstraintData.mjs';
import { TransformConstraintData } from './TransformConstraintData.mjs';
import { SpacingMode, PathConstraintData } from './PathConstraintData.mjs';
import { Skin } from './Skin.mjs';
import { EventData } from './EventData.mjs';
import { TwoColorTimeline, ColorTimeline, AttachmentTimeline, ScaleTimeline, ShearTimeline, TranslateTimeline, RotateTimeline, IkConstraintTimeline, TransformConstraintTimeline, PathConstraintMixTimeline, PathConstraintSpacingTimeline, PathConstraintPositionTimeline, DeformTimeline, DrawOrderTimeline, EventTimeline, Animation } from './Animation.mjs';
import { TransformMode, PositionMode, RotateMode, BinaryInput, Color, Utils, AttachmentType } from '@pixi-spine/base';
import { BLEND_MODES } from '@pixi/core';
const _SkeletonBinary = class {
constructor(attachmentLoader) {
this.scale = 1;
this.linkedMeshes = new Array();
this.attachmentLoader = attachmentLoader;
}
readSkeletonData(binary) {
const scale = this.scale;
const skeletonData = new SkeletonData();
skeletonData.name = "";
const input = new BinaryInput(binary);
skeletonData.hash = input.readString();
skeletonData.version = input.readString();
if (skeletonData.version === "3.8.75") {
const error = `Unsupported skeleton data, 3.8.75 is deprecated, please export with a newer version of Spine.`;
console.error(error);
}
skeletonData.x = input.readFloat();
skeletonData.y = input.readFloat();
skeletonData.width = input.readFloat();
skeletonData.height = input.readFloat();
const nonessential = input.readBoolean();
if (nonessential) {
skeletonData.fps = input.readFloat();
skeletonData.imagesPath = input.readString();
skeletonData.audioPath = input.readString();
}
let n = 0;
n = input.readInt(true);
for (let i = 0; i < n; i++)
input.strings.push(input.readString());
n = input.readInt(true);
for (let i = 0; i < n; i++) {
const name = input.readString();
const parent = i == 0 ? null : skeletonData.bones[input.readInt(true)];
const data = new BoneData(i, name, parent);
data.rotation = input.readFloat();
data.x = input.readFloat() * scale;
data.y = input.readFloat() * scale;
data.scaleX = input.readFloat();
data.scaleY = input.readFloat();
data.shearX = input.readFloat();
data.shearY = input.readFloat();
data.length = input.readFloat() * scale;
data.transformMode = _SkeletonBinary.TransformModeValues[input.readInt(true)];
data.skinRequired = input.readBoolean();
if (nonessential)
Color.rgba8888ToColor(data.color, input.readInt32());
skeletonData.bones.push(data);
}
n = input.readInt(true);
for (let i = 0; i < n; i++) {
const slotName = input.readString();
const boneData = skeletonData.bones[input.readInt(true)];
const data = new SlotData(i, slotName, boneData);
Color.rgba8888ToColor(data.color, input.readInt32());
const darkColor = input.readInt32();
if (darkColor != -1)
Color.rgb888ToColor(data.darkColor = new Color(), darkColor);
data.attachmentName = input.readStringRef();
data.blendMode = _SkeletonBinary.BlendModeValues[input.readInt(true)];
skeletonData.slots.push(data);
}
n = input.readInt(true);
for (let i = 0, nn; i < n; i++) {
const data = new IkConstraintData(input.readString());
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.bones[input.readInt(true)];
data.mix = input.readFloat();
data.softness = input.readFloat() * scale;
data.bendDirection = input.readByte();
data.compress = input.readBoolean();
data.stretch = input.readBoolean();
data.uniform = input.readBoolean();
skeletonData.ikConstraints.push(data);
}
n = input.readInt(true);
for (let i = 0, nn; i < n; i++) {
const data = new TransformConstraintData(input.readString());
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.bones[input.readInt(true)];
data.local = input.readBoolean();
data.relative = input.readBoolean();
data.offsetRotation = input.readFloat();
data.offsetX = input.readFloat() * scale;
data.offsetY = input.readFloat() * scale;
data.offsetScaleX = input.readFloat();
data.offsetScaleY = input.readFloat();
data.offsetShearY = input.readFloat();
data.rotateMix = input.readFloat();
data.translateMix = input.readFloat();
data.scaleMix = input.readFloat();
data.shearMix = input.readFloat();
skeletonData.transformConstraints.push(data);
}
n = input.readInt(true);
for (let i = 0, nn; i < n; i++) {
const data = new PathConstraintData(input.readString());
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)];
data.positionMode = _SkeletonBinary.PositionModeValues[input.readInt(true)];
data.spacingMode = _SkeletonBinary.SpacingModeValues[input.readInt(true)];
data.rotateMode = _SkeletonBinary.RotateModeValues[input.readInt(true)];
data.offsetRotation = input.readFloat();
data.position = input.readFloat();
if (data.positionMode == PositionMode.Fixed)
data.position *= scale;
data.spacing = input.readFloat();
if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed)
data.spacing *= scale;
data.rotateMix = input.readFloat();
data.translateMix = input.readFloat();
skeletonData.pathConstraints.push(data);
}
const defaultSkin = this.readSkin(input, skeletonData, true, nonessential);
if (defaultSkin != null) {
skeletonData.defaultSkin = defaultSkin;
skeletonData.skins.push(defaultSkin);
}
{
let i = skeletonData.skins.length;
Utils.setArraySize(skeletonData.skins, n = i + input.readInt(true));
for (; i < n; i++)
skeletonData.skins[i] = this.readSkin(input, skeletonData, false, nonessential);
}
n = this.linkedMeshes.length;
for (let i = 0; i < n; i++) {
const linkedMesh = this.linkedMeshes[i];
const skin = linkedMesh.skin == null ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin);
if (skin == null)
throw new Error(`Skin not found: ${linkedMesh.skin}`);
const parent = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent);
if (parent == null)
throw new Error(`Parent mesh not found: ${linkedMesh.parent}`);
linkedMesh.mesh.deformAttachment = linkedMesh.inheritDeform ? parent : linkedMesh.mesh;
linkedMesh.mesh.setParentMesh(parent);
}
this.linkedMeshes.length = 0;
n = input.readInt(true);
for (let i = 0; i < n; i++) {
const data = new EventData(input.readStringRef());
data.intValue = input.readInt(false);
data.floatValue = input.readFloat();
data.stringValue = input.readString();
data.audioPath = input.readString();
if (data.audioPath != null) {
data.volume = input.readFloat();
data.balance = input.readFloat();
}
skeletonData.events.push(data);
}
n = input.readInt(true);
for (let i = 0; i < n; i++)
skeletonData.animations.push(this.readAnimation(input, input.readString(), 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 {
skin = new Skin(input.readStringRef());
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)]);
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 name = input.readStringRef();
const attachment = this.readAttachment(input, skeletonData, skin, slotIndex, name, nonessential);
if (attachment != null)
skin.setAttachment(slotIndex, name, attachment);
}
}
return skin;
}
readAttachment(input, skeletonData, skin, slotIndex, attachmentName, nonessential) {
const scale = this.scale;
let name = input.readStringRef();
if (name == null)
name = attachmentName;
const typeIndex = input.readByte();
const type = _SkeletonBinary.AttachmentTypeValues[typeIndex];
switch (type) {
case AttachmentType.Region: {
let path = input.readStringRef();
const rotation = input.readFloat();
const x = input.readFloat();
const y = input.readFloat();
const scaleX = input.readFloat();
const scaleY = input.readFloat();
const width = input.readFloat();
const height = input.readFloat();
const color = input.readInt32();
if (path == null)
path = name;
const region = this.attachmentLoader.newRegionAttachment(skin, name, path);
if (region == null)
return null;
region.path = path;
region.x = x * scale;
region.y = y * scale;
region.scaleX = scaleX;
region.scaleY = scaleY;
region.rotation = rotation;
region.width = width * scale;
region.height = height * scale;
Color.rgba8888ToColor(region.color, color);
return region;
}
case AttachmentType.BoundingBox: {
const vertexCount = input.readInt(true);
const vertices = this.readVertices(input, vertexCount);
const color = nonessential ? input.readInt32() : 0;
const box = this.attachmentLoader.newBoundingBoxAttachment(skin, name);
if (box == null)
return null;
box.worldVerticesLength = vertexCount << 1;
box.vertices = vertices.vertices;
box.bones = vertices.bones;
if (nonessential)
Color.rgba8888ToColor(box.color, color);
return box;
}
case AttachmentType.Mesh: {
let path = input.readStringRef();
const color = input.readInt32();
const vertexCount = input.readInt(true);
const uvs = this.readFloatArray(input, vertexCount << 1, 1);
const triangles = this.readShortArray(input);
const vertices = this.readVertices(input, vertexCount);
const hullLength = input.readInt(true);
let edges = null;
let width = 0;
let height = 0;
if (nonessential) {
edges = this.readShortArray(input);
width = input.readFloat();
height = input.readFloat();
}
if (path == null)
path = name;
const mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
if (mesh == null)
return null;
mesh.path = path;
Color.rgba8888ToColor(mesh.color, color);
mesh.bones = vertices.bones;
mesh.vertices = vertices.vertices;
mesh.worldVerticesLength = vertexCount << 1;
mesh.triangles = triangles;
mesh.regionUVs = new Float32Array(uvs);
mesh.hullLength = hullLength << 1;
if (nonessential) {
mesh.edges = edges;
mesh.width = width * scale;
mesh.height = height * scale;
}
return mesh;
}
case AttachmentType.LinkedMesh: {
let path = input.readStringRef();
const color = input.readInt32();
const skinName = input.readStringRef();
const parent = input.readStringRef();
const inheritDeform = input.readBoolean();
let width = 0;
let height = 0;
if (nonessential) {
width = input.readFloat();
height = input.readFloat();
}
if (path == null)
path = name;
const mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
if (mesh == null)
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, skinName, slotIndex, parent, inheritDeform));
return mesh;
}
case AttachmentType.Path: {
const closed = input.readBoolean();
const constantSpeed = input.readBoolean();
const vertexCount = input.readInt(true);
const vertices = this.readVertices(input, vertexCount);
const lengths = Utils.newArray(vertexCount / 3, 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 == null)
return null;
path.closed = closed;
path.constantSpeed = constantSpeed;
path.worldVerticesLength = vertexCount << 1;
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 == null)
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 vertexCount = input.readInt(true);
const vertices = this.readVertices(input, vertexCount);
const color = nonessential ? input.readInt32() : 0;
const clip = this.attachmentLoader.newClippingAttachment(skin, name);
if (clip == null)
return null;
clip.endSlot = skeletonData.slots[endSlotIndex];
clip.worldVerticesLength = vertexCount << 1;
clip.vertices = vertices.vertices;
clip.bones = vertices.bones;
if (nonessential)
Color.rgba8888ToColor(clip.color, color);
return clip;
}
}
return null;
}
readVertices(input, vertexCount) {
const verticesLength = vertexCount << 1;
const vertices = new Vertices();
const scale = this.scale;
if (!input.readBoolean()) {
vertices.vertices = this.readFloatArray(input, verticesLength, scale);
return vertices;
}
const weights = new Array();
const bonesArray = new Array();
for (let i = 0; i < vertexCount; i++) {
const 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) {
const 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) {
const n = input.readInt(true);
const array = new Array(n);
for (let i = 0; i < n; i++)
array[i] = input.readShort();
return array;
}
readAnimation(input, name, skeletonData) {
const timelines = new Array();
const scale = this.scale;
let duration = 0;
const tempColor1 = new Color();
const tempColor2 = new Color();
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);
switch (timelineType) {
case _SkeletonBinary.SLOT_ATTACHMENT: {
const timeline = new AttachmentTimeline(frameCount);
timeline.slotIndex = slotIndex;
for (let frameIndex = 0; frameIndex < frameCount; frameIndex++)
timeline.setFrame(frameIndex, input.readFloat(), input.readStringRef());
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[frameCount - 1]);
break;
}
case _SkeletonBinary.SLOT_COLOR: {
const timeline = new ColorTimeline(frameCount);
timeline.slotIndex = slotIndex;
for (let frameIndex = 0; frameIndex < frameCount; frameIndex++) {
const time = input.readFloat();
Color.rgba8888ToColor(tempColor1, input.readInt32());
timeline.setFrame(frameIndex, time, tempColor1.r, tempColor1.g, tempColor1.b, tempColor1.a);
if (frameIndex < frameCount - 1)
this.readCurve(input, frameIndex, timeline);
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[(frameCount - 1) * ColorTimeline.ENTRIES]);
break;
}
case _SkeletonBinary.SLOT_TWO_COLOR: {
const timeline = new TwoColorTimeline(frameCount);
timeline.slotIndex = slotIndex;
for (let frameIndex = 0; frameIndex < frameCount; frameIndex++) {
const time = input.readFloat();
Color.rgba8888ToColor(tempColor1, input.readInt32());
Color.rgb888ToColor(tempColor2, input.readInt32());
timeline.setFrame(frameIndex, time, tempColor1.r, tempColor1.g, tempColor1.b, tempColor1.a, tempColor2.r, tempColor2.g, tempColor2.b);
if (frameIndex < frameCount - 1)
this.readCurve(input, frameIndex, timeline);
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[(frameCount - 1) * TwoColorTimeline.ENTRIES]);
break;
}
}
}
}
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 timelineType = input.readByte();
const frameCount = input.readInt(true);
switch (timelineType) {
case _SkeletonBinary.BONE_ROTATE: {
const timeline = new RotateTimeline(frameCount);
timeline.boneIndex = boneIndex;
for (let frameIndex = 0; frameIndex < frameCount; frameIndex++) {
timeline.setFrame(frameIndex, input.readFloat(), input.readFloat());
if (frameIndex < frameCount - 1)
this.readCurve(input, frameIndex, timeline);
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[(frameCount - 1) * RotateTimeline.ENTRIES]);
break;
}
case _SkeletonBinary.BONE_TRANSLATE:
case _SkeletonBinary.BONE_SCALE:
case _SkeletonBinary.BONE_SHEAR: {
let timeline;
let timelineScale = 1;
if (timelineType == _SkeletonBinary.BONE_SCALE)
timeline = new ScaleTimeline(frameCount);
else if (timelineType == _SkeletonBinary.BONE_SHEAR)
timeline = new ShearTimeline(frameCount);
else {
timeline = new TranslateTimeline(frameCount);
timelineScale = scale;
}
timeline.boneIndex = boneIndex;
for (let frameIndex = 0; frameIndex < frameCount; frameIndex++) {
timeline.setFrame(frameIndex, input.readFloat(), input.readFloat() * timelineScale, input.readFloat() * timelineScale);
if (frameIndex < frameCount - 1)
this.readCurve(input, frameIndex, timeline);
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[(frameCount - 1) * TranslateTimeline.ENTRIES]);
break;
}
}
}
}
for (let i = 0, n = input.readInt(true); i < n; i++) {
const index = input.readInt(true);
const frameCount = input.readInt(true);
const timeline = new IkConstraintTimeline(frameCount);
timeline.ikConstraintIndex = index;
for (let frameIndex = 0; frameIndex < frameCount; frameIndex++) {
timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readFloat() * scale, input.readByte(), input.readBoolean(), input.readBoolean());
if (frameIndex < frameCount - 1)
this.readCurve(input, frameIndex, timeline);
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[(frameCount - 1) * IkConstraintTimeline.ENTRIES]);
}
for (let i = 0, n = input.readInt(true); i < n; i++) {
const index = input.readInt(true);
const frameCount = input.readInt(true);
const timeline = new TransformConstraintTimeline(frameCount);
timeline.transformConstraintIndex = index;
for (let frameIndex = 0; frameIndex < frameCount; frameIndex++) {
timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readFloat(), input.readFloat(), input.readFloat());
if (frameIndex < frameCount - 1)
this.readCurve(input, frameIndex, timeline);
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[(frameCount - 1) * TransformConstraintTimeline.ENTRIES]);
}
for (let i = 0, n = input.readInt(true); i < n; i++) {
const index = input.readInt(true);
const data = skeletonData.pathConstraints[index];
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
const timelineType = input.readByte();
const frameCount = input.readInt(true);
switch (timelineType) {
case _SkeletonBinary.PATH_POSITION:
case _SkeletonBinary.PATH_SPACING: {
let timeline;
let timelineScale = 1;
if (timelineType == _SkeletonBinary.PATH_SPACING) {
timeline = new PathConstraintSpacingTimeline(frameCount);
if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed)
timelineScale = scale;
} else {
timeline = new PathConstraintPositionTimeline(frameCount);
if (data.positionMode == PositionMode.Fixed)
timelineScale = scale;
}
timeline.pathConstraintIndex = index;
for (let frameIndex = 0; frameIndex < frameCount; frameIndex++) {
timeline.setFrame(frameIndex, input.readFloat(), input.readFloat() * timelineScale);
if (frameIndex < frameCount - 1)
this.readCurve(input, frameIndex, timeline);
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[(frameCount - 1) * PathConstraintPositionTimeline.ENTRIES]);
break;
}
case _SkeletonBinary.PATH_MIX: {
const timeline = new PathConstraintMixTimeline(frameCount);
timeline.pathConstraintIndex = index;
for (let frameIndex = 0; frameIndex < frameCount; frameIndex++) {
timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readFloat());
if (frameIndex < frameCount - 1)
this.readCurve(input, frameIndex, timeline);
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[(frameCount - 1) * PathConstraintMixTimeline.ENTRIES]);
break;
}
}
}
}
for (let i = 0, n = input.readInt(true); i < n; i++) {
const skin = skeletonData.skins[input.readInt(true)];
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
const slotIndex = input.readInt(true);
for (let iii = 0, nnn = input.readInt(true); iii < nnn; iii++) {
const attachment = skin.getAttachment(slotIndex, input.readStringRef());
const weighted = attachment.bones != null;
const vertices = attachment.vertices;
const deformLength = weighted ? vertices.length / 3 * 2 : vertices.length;
const frameCount = input.readInt(true);
const timeline = new DeformTimeline(frameCount);
timeline.slotIndex = slotIndex;
timeline.attachment = attachment;
for (let frameIndex = 0; frameIndex < frameCount; frameIndex++) {
const time = input.readFloat();
let deform;
let end = input.readInt(true);
if (end == 0)
deform = weighted ? Utils.newFloatArray(deformLength) : vertices;
else {
deform = Utils.newFloatArray(deformLength);
const start = input.readInt(true);
end += start;
if (scale == 1) {
for (let v = start; v < end; v++)
deform[v] = input.readFloat();
} else {
for (let v = start; v < end; v++)
deform[v] = input.readFloat() * scale;
}
if (!weighted) {
for (let v = 0, vn = deform.length; v < vn; v++)
deform[v] += vertices[v];
}
}
timeline.setFrame(frameIndex, time, deform);
if (frameIndex < frameCount - 1)
this.readCurve(input, frameIndex, timeline);
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[frameCount - 1]);
}
}
}
const drawOrderCount = input.readInt(true);
if (drawOrderCount > 0) {
const timeline = new DrawOrderTimeline(drawOrderCount);
const slotCount = skeletonData.slots.length;
for (let i = 0; i < drawOrderCount; i++) {
const time = input.readFloat();
const offsetCount = input.readInt(true);
const drawOrder = Utils.newArray(slotCount, 0);
for (let ii = slotCount - 1; ii >= 0; ii--)
drawOrder[ii] = -1;
const unchanged = Utils.newArray(slotCount - offsetCount, 0);
let originalIndex = 0;
let unchangedIndex = 0;
for (let ii = 0; ii < offsetCount; ii++) {
const slotIndex = input.readInt(true);
while (originalIndex != slotIndex)
unchanged[unchangedIndex++] = originalIndex++;
drawOrder[originalIndex + input.readInt(true)] = originalIndex++;
}
while (originalIndex < slotCount)
unchanged[unchangedIndex++] = originalIndex++;
for (let ii = slotCount - 1; ii >= 0; ii--)
if (drawOrder[ii] == -1)
drawOrder[ii] = unchanged[--unchangedIndex];
timeline.setFrame(i, time, drawOrder);
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[drawOrderCount - 1]);
}
const eventCount = input.readInt(true);
if (eventCount > 0) {
const timeline = new EventTimeline(eventCount);
for (let i = 0; i < eventCount; i++) {
const time = input.readFloat();
const eventData = skeletonData.events[input.readInt(true)];
const event = new Event(time, eventData);
event.intValue = input.readInt(false);
event.floatValue = input.readFloat();
event.stringValue = input.readBoolean() ? input.readString() : eventData.stringValue;
if (event.data.audioPath != null) {
event.volume = input.readFloat();
event.balance = input.readFloat();
}
timeline.setFrame(i, event);
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[eventCount - 1]);
}
return new Animation(name, timelines, duration);
}
readCurve(input, frameIndex, timeline) {
switch (input.readByte()) {
case _SkeletonBinary.CURVE_STEPPED:
timeline.setStepped(frameIndex);
break;
case _SkeletonBinary.CURVE_BEZIER:
this.setCurve(timeline, frameIndex, input.readFloat(), input.readFloat(), input.readFloat(), input.readFloat());
break;
}
}
setCurve(timeline, frameIndex, cx1, cy1, cx2, cy2) {
timeline.setCurve(frameIndex, cx1, cy1, cx2, cy2);
}
};
let SkeletonBinary = _SkeletonBinary;
SkeletonBinary.AttachmentTypeValues = [
0,
1,
2,
3,
4,
5,
6
];
SkeletonBinary.TransformModeValues = [
TransformMode.Normal,
TransformMode.OnlyTranslation,
TransformMode.NoRotationOrReflection,
TransformMode.NoScale,
TransformMode.NoScaleOrReflection
];
SkeletonBinary.PositionModeValues = [PositionMode.Fixed, PositionMode.Percent];
SkeletonBinary.SpacingModeValues = [SpacingMode.Length, SpacingMode.Fixed, SpacingMode.Percent];
SkeletonBinary.RotateModeValues = [RotateMode.Tangent, RotateMode.Chain, RotateMode.ChainScale];
SkeletonBinary.BlendModeValues = [BLEND_MODES.NORMAL, BLEND_MODES.ADD, BLEND_MODES.MULTIPLY, BLEND_MODES.SCREEN];
SkeletonBinary.BONE_ROTATE = 0;
SkeletonBinary.BONE_TRANSLATE = 1;
SkeletonBinary.BONE_SCALE = 2;
SkeletonBinary.BONE_SHEAR = 3;
SkeletonBinary.SLOT_ATTACHMENT = 0;
SkeletonBinary.SLOT_COLOR = 1;
SkeletonBinary.SLOT_TWO_COLOR = 2;
SkeletonBinary.PATH_POSITION = 0;
SkeletonBinary.PATH_SPACING = 1;
SkeletonBinary.PATH_MIX = 2;
SkeletonBinary.CURVE_LINEAR = 0;
SkeletonBinary.CURVE_STEPPED = 1;
SkeletonBinary.CURVE_BEZIER = 2;
class LinkedMesh {
constructor(mesh, skin, slotIndex, parent, inheritDeform) {
this.mesh = mesh;
this.skin = skin;
this.slotIndex = slotIndex;
this.parent = parent;
this.inheritDeform = inheritDeform;
}
}
class Vertices {
constructor(bones = null, vertices = null) {
this.bones = bones;
this.vertices = vertices;
}
}
export { SkeletonBinary };
//# sourceMappingURL=SkeletonBinary.mjs.map