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@pixi-spine/runtime-3.8

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Pixi runtime for spine 3.8 models

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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