ngx-spine
Version:
[](https://travis-ci.org/PoiScript/ngx-spine)
1,167 lines • 351 kB
JavaScript
/**
* @fileoverview added by tsickle
* @suppress {checkTypes,constantProperty,extraRequire,missingOverride,missingReturn,unusedPrivateMembers,uselessCode} checked by tsc
*/
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, 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.
*
* THIS SOFTWARE IS 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 THIS SOFTWARE,
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Animation, AttachmentTimeline, ColorTimeline, TwoColorTimeline, RotateTimeline, ScaleTimeline, ShearTimeline, TranslateTimeline, IkConstraintTimeline, TransformConstraintTimeline, PathConstraintSpacingTimeline, PathConstraintPositionTimeline, PathConstraintMixTimeline, DeformTimeline, DrawOrderTimeline, EventTimeline } from "./Animation";
import { TransformMode, BoneData } from "./BoneData";
import { PositionMode, SpacingMode, RotateMode, PathConstraintData } from "./PathConstraintData";
import { SkeletonData } from "./SkeletonData";
import { Color, Utils } from "./Utils";
import { SlotData } from "./SlotData";
import { IkConstraintData } from "./IkConstraintData";
import { EventData } from "./EventData";
import { Skin } from "./Skin";
import { Event } from "./Event";
import { BlendMode } from "./BlendMode";
import { TransformConstraintData } from "./TransformConstraintData";
import { AttachmentType } from "./attachments/AttachmentType";
export class SkeletonBinary {
/**
* @param {?} attachmentLoader
*/
constructor(attachmentLoader) {
this.scale = 1;
this.linkedMeshes = new Array();
this.attachmentLoader = attachmentLoader;
}
/**
* @param {?} binary
* @return {?}
*/
readSkeletonData(binary) {
/** @type {?} */
let scale = this.scale;
/** @type {?} */
let input = new BinaryInput(binary);
/** @type {?} */
let hash = input.readString();
/** @type {?} */
let version = input.readString();
if (version.startsWith("3.6")) {
return new SkeletonBinary36(this.attachmentLoader).readSkeletonData(binary);
}
else if (version.startsWith("3.7")) {
return new SkeletonBinary37(this.attachmentLoader).readSkeletonData(binary);
}
/** @type {?} */
let skeletonData = new SkeletonData();
skeletonData.name = ""; // BOZO
skeletonData.hash = hash;
skeletonData.version = version;
skeletonData.x = input.readFloat();
skeletonData.y = input.readFloat();
skeletonData.width = input.readFloat();
skeletonData.height = input.readFloat();
/** @type {?} */
let nonessential = input.readBoolean();
if (nonessential) {
skeletonData.fps = input.readFloat();
skeletonData.imagesPath = input.readString();
skeletonData.audioPath = input.readString();
}
/** @type {?} */
let n = 0;
// Strings.
n = input.readInt(true);
for (let i = 0; i < n; i++)
input.strings.push(input.readString());
// Bones.
n = input.readInt(true);
for (let i = 0; i < n; i++) {
/** @type {?} */
let name = input.readString();
/** @type {?} */
let parent = i == 0 ? null : skeletonData.bones[input.readInt(true)];
/** @type {?} */
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.transformMode =
SkeletonBinary.TransformModeValues[input.readInt(true)];
data.skinRequired = input.readBoolean();
if (nonessential)
Color.rgba8888ToColor(data.color, input.readInt32());
skeletonData.bones.push(data);
}
// Slots.
n = input.readInt(true);
for (let i = 0; i < n; i++) {
/** @type {?} */
let slotName = input.readString();
/** @type {?} */
let boneData = skeletonData.bones[input.readInt(true)];
/** @type {?} */
let data = new SlotData(i, slotName, boneData);
Color.rgba8888ToColor(data.color, input.readInt32());
/** @type {?} */
let 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);
}
// IK constraints.
n = input.readInt(true);
for (let i = 0, nn; i < n; i++) {
/** @type {?} */
let 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);
}
// Transform constraints.
n = input.readInt(true);
for (let i = 0, nn; i < n; i++) {
/** @type {?} */
let 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);
}
// Path constraints.
n = input.readInt(true);
for (let i = 0, nn; i < n; i++) {
/** @type {?} */
let 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);
}
// Default skin.
/** @type {?} */
let defaultSkin = this.readSkin(input, skeletonData, true, nonessential);
if (defaultSkin != null) {
skeletonData.defaultSkin = defaultSkin;
skeletonData.skins.push(defaultSkin);
}
// Skins.
{
/** @type {?} */
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);
}
// Linked meshes.
n = this.linkedMeshes.length;
for (let i = 0; i < n; i++) {
/** @type {?} */
let linkedMesh = this.linkedMeshes[i];
/** @type {?} */
let skin = linkedMesh.skin == null
? skeletonData.defaultSkin
: skeletonData.findSkin(linkedMesh.skin);
if (skin == null)
throw new Error("Skin not found: " + linkedMesh.skin);
/** @type {?} */
let parent = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent);
if (parent == null)
throw new Error("Parent mesh not found: " + linkedMesh.parent);
linkedMesh.mesh.deformAttachment = linkedMesh.inheritDeform
? ((/** @type {?} */ (parent)))
: linkedMesh.mesh;
linkedMesh.mesh.setParentMesh((/** @type {?} */ (parent)));
linkedMesh.mesh.updateUVs();
}
this.linkedMeshes.length = 0;
// Events.
n = input.readInt(true);
for (let i = 0; i < n; i++) {
/** @type {?} */
let 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);
}
// Animations.
n = input.readInt(true);
for (let i = 0; i < n; i++)
skeletonData.animations.push(this.readAnimation(input, input.readString(), skeletonData));
return skeletonData;
}
/**
* @protected
* @param {?} input
* @param {?} skeletonData
* @param {?} defaultSkin
* @param {?} nonessential
* @return {?}
*/
readSkin(input, skeletonData, defaultSkin, nonessential) {
/** @type {?} */
let skin = null;
/** @type {?} */
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++) {
/** @type {?} */
let slotIndex = input.readInt(true);
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
/** @type {?} */
let name = input.readStringRef();
/** @type {?} */
let attachment = this.readAttachment(input, skeletonData, skin, slotIndex, name, nonessential);
if (attachment != null)
skin.setAttachment(slotIndex, name, attachment);
}
}
return skin;
}
/**
* @protected
* @param {?} input
* @param {?} skeletonData
* @param {?} skin
* @param {?} slotIndex
* @param {?} attachmentName
* @param {?} nonessential
* @return {?}
*/
readAttachment(input, skeletonData, skin, slotIndex, attachmentName, nonessential) {
/** @type {?} */
let scale = this.scale;
/** @type {?} */
let name = input.readStringRef();
if (name == null)
name = attachmentName;
/** @type {?} */
let typeIndex = input.readByte();
/** @type {?} */
let type = SkeletonBinary.AttachmentTypeValues[typeIndex];
switch (type) {
case AttachmentType.Region: {
/** @type {?} */
let path = input.readStringRef();
/** @type {?} */
let rotation = input.readFloat();
/** @type {?} */
let x = input.readFloat();
/** @type {?} */
let y = input.readFloat();
/** @type {?} */
let scaleX = input.readFloat();
/** @type {?} */
let scaleY = input.readFloat();
/** @type {?} */
let width = input.readFloat();
/** @type {?} */
let height = input.readFloat();
/** @type {?} */
let color = input.readInt32();
if (path == null)
path = name;
/** @type {?} */
let 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);
region.updateOffset();
return region;
}
case AttachmentType.BoundingBox: {
/** @type {?} */
let vertexCount = input.readInt(true);
/** @type {?} */
let vertices = this.readVertices(input, vertexCount);
/** @type {?} */
let color = nonessential ? input.readInt32() : 0;
/** @type {?} */
let 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: {
/** @type {?} */
let path = input.readStringRef();
/** @type {?} */
let color = input.readInt32();
/** @type {?} */
let vertexCount = input.readInt(true);
/** @type {?} */
let uvs = this.readFloatArray(input, vertexCount << 1, 1);
/** @type {?} */
let triangles = this.readShortArray(input);
/** @type {?} */
let vertices = this.readVertices(input, vertexCount);
/** @type {?} */
let hullLength = input.readInt(true);
/** @type {?} */
let edges = null;
/** @type {?} */
let width = 0;
/** @type {?} */
let height = 0;
if (nonessential) {
edges = this.readShortArray(input);
width = input.readFloat();
height = input.readFloat();
}
if (path == null)
path = name;
/** @type {?} */
let 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 = uvs;
mesh.updateUVs();
mesh.hullLength = hullLength << 1;
if (nonessential) {
mesh.edges = edges;
mesh.width = width * scale;
mesh.height = height * scale;
}
return mesh;
}
case AttachmentType.LinkedMesh: {
/** @type {?} */
let path = input.readStringRef();
/** @type {?} */
let color = input.readInt32();
/** @type {?} */
let skinName = input.readStringRef();
/** @type {?} */
let parent = input.readStringRef();
/** @type {?} */
let inheritDeform = input.readBoolean();
/** @type {?} */
let width = 0;
/** @type {?} */
let height = 0;
if (nonessential) {
width = input.readFloat();
height = input.readFloat();
}
if (path == null)
path = name;
/** @type {?} */
let 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: {
/** @type {?} */
let closed = input.readBoolean();
/** @type {?} */
let constantSpeed = input.readBoolean();
/** @type {?} */
let vertexCount = input.readInt(true);
/** @type {?} */
let vertices = this.readVertices(input, vertexCount);
/** @type {?} */
let lengths = Utils.newArray(vertexCount / 3, 0);
for (let i = 0, n = lengths.length; i < n; i++)
lengths[i] = input.readFloat() * scale;
/** @type {?} */
let color = nonessential ? input.readInt32() : 0;
/** @type {?} */
let 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: {
/** @type {?} */
let rotation = input.readFloat();
/** @type {?} */
let x = input.readFloat();
/** @type {?} */
let y = input.readFloat();
/** @type {?} */
let color = nonessential ? input.readInt32() : 0;
/** @type {?} */
let 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: {
/** @type {?} */
let endSlotIndex = input.readInt(true);
/** @type {?} */
let vertexCount = input.readInt(true);
/** @type {?} */
let vertices = this.readVertices(input, vertexCount);
/** @type {?} */
let color = nonessential ? input.readInt32() : 0;
/** @type {?} */
let 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;
}
/**
* @protected
* @param {?} input
* @param {?} vertexCount
* @return {?}
*/
readVertices(input, vertexCount) {
/** @type {?} */
let verticesLength = vertexCount << 1;
/** @type {?} */
let vertices = new Vertices();
/** @type {?} */
let scale = this.scale;
if (!input.readBoolean()) {
vertices.vertices = this.readFloatArray(input, verticesLength, scale);
return vertices;
}
/** @type {?} */
let weights = new Array();
/** @type {?} */
let bonesArray = new Array();
for (let i = 0; i < vertexCount; i++) {
/** @type {?} */
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;
}
/**
* @protected
* @param {?} input
* @param {?} n
* @param {?} scale
* @return {?}
*/
readFloatArray(input, n, scale) {
/** @type {?} */
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;
}
/**
* @protected
* @param {?} input
* @return {?}
*/
readShortArray(input) {
/** @type {?} */
let n = input.readInt(true);
/** @type {?} */
let array = new Array(n);
for (let i = 0; i < n; i++)
array[i] = input.readShort();
return array;
}
/**
* @protected
* @param {?} input
* @param {?} name
* @param {?} skeletonData
* @return {?}
*/
readAnimation(input, name, skeletonData) {
/** @type {?} */
let timelines = new Array();
/** @type {?} */
let scale = this.scale;
/** @type {?} */
let duration = 0;
/** @type {?} */
let tempColor1 = new Color();
/** @type {?} */
let tempColor2 = new Color();
// Slot timelines.
for (let i = 0, n = input.readInt(true); i < n; i++) {
/** @type {?} */
let slotIndex = input.readInt(true);
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
/** @type {?} */
let timelineType = input.readByte();
/** @type {?} */
let frameCount = input.readInt(true);
switch (timelineType) {
case SkeletonBinary.SLOT_ATTACHMENT: {
/** @type {?} */
let 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: {
/** @type {?} */
let timeline = new ColorTimeline(frameCount);
timeline.slotIndex = slotIndex;
for (let frameIndex = 0; frameIndex < frameCount; frameIndex++) {
/** @type {?} */
let 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: {
/** @type {?} */
let timeline = new TwoColorTimeline(frameCount);
timeline.slotIndex = slotIndex;
for (let frameIndex = 0; frameIndex < frameCount; frameIndex++) {
/** @type {?} */
let 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;
}
}
}
}
// Bone timelines.
for (let i = 0, n = input.readInt(true); i < n; i++) {
/** @type {?} */
let boneIndex = input.readInt(true);
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
/** @type {?} */
let timelineType = input.readByte();
/** @type {?} */
let frameCount = input.readInt(true);
switch (timelineType) {
case SkeletonBinary.BONE_ROTATE: {
/** @type {?} */
let 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: {
/** @type {?} */
let timeline;
/** @type {?} */
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;
}
}
}
}
// IK constraint timelines.
for (let i = 0, n = input.readInt(true); i < n; i++) {
/** @type {?} */
let index = input.readInt(true);
/** @type {?} */
let frameCount = input.readInt(true);
/** @type {?} */
let 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]);
}
// Transform constraint timelines.
for (let i = 0, n = input.readInt(true); i < n; i++) {
/** @type {?} */
let index = input.readInt(true);
/** @type {?} */
let frameCount = input.readInt(true);
/** @type {?} */
let 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]);
}
// Path constraint timelines.
for (let i = 0, n = input.readInt(true); i < n; i++) {
/** @type {?} */
let index = input.readInt(true);
/** @type {?} */
let data = skeletonData.pathConstraints[index];
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
/** @type {?} */
let timelineType = input.readByte();
/** @type {?} */
let frameCount = input.readInt(true);
switch (timelineType) {
case SkeletonBinary.PATH_POSITION:
case SkeletonBinary.PATH_SPACING: {
/** @type {?} */
let timeline;
/** @type {?} */
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: {
/** @type {?} */
let 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;
}
}
}
}
// Deform timelines.
for (let i = 0, n = input.readInt(true); i < n; i++) {
/** @type {?} */
let skin = skeletonData.skins[input.readInt(true)];
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
/** @type {?} */
let slotIndex = input.readInt(true);
for (let iii = 0, nnn = input.readInt(true); iii < nnn; iii++) {
/** @type {?} */
let attachment = (/** @type {?} */ (skin.getAttachment(slotIndex, input.readStringRef())));
/** @type {?} */
let weighted = attachment.bones != null;
/** @type {?} */
let vertices = attachment.vertices;
/** @type {?} */
let deformLength = weighted
? (vertices.length / 3) * 2
: vertices.length;
/** @type {?} */
let frameCount = input.readInt(true);
/** @type {?} */
let timeline = new DeformTimeline(frameCount);
timeline.slotIndex = slotIndex;
timeline.attachment = attachment;
for (let frameIndex = 0; frameIndex < frameCount; frameIndex++) {
/** @type {?} */
let time = input.readFloat();
/** @type {?} */
let deform;
/** @type {?} */
let end = input.readInt(true);
if (end == 0)
deform = weighted ? Utils.newFloatArray(deformLength) : vertices;
else {
deform = Utils.newFloatArray(deformLength);
/** @type {?} */
let 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]);
}
}
}
// Draw order timeline.
/** @type {?} */
let drawOrderCount = input.readInt(true);
if (drawOrderCount > 0) {
/** @type {?} */
let timeline = new DrawOrderTimeline(drawOrderCount);
/** @type {?} */
let slotCount = skeletonData.slots.length;
for (let i = 0; i < drawOrderCount; i++) {
/** @type {?} */
let time = input.readFloat();
/** @type {?} */
let offsetCount = input.readInt(true);
/** @type {?} */
let drawOrder = Utils.newArray(slotCount, 0);
for (let ii = slotCount - 1; ii >= 0; ii--)
drawOrder[ii] = -1;
/** @type {?} */
let unchanged = Utils.newArray(slotCount - offsetCount, 0);
/** @type {?} */
let originalIndex = 0;
/** @type {?} */
let unchangedIndex = 0;
for (let ii = 0; ii < offsetCount; ii++) {
/** @type {?} */
let slotIndex = input.readInt(true);
// Collect unchanged items.
while (originalIndex != slotIndex)
unchanged[unchangedIndex++] = originalIndex++;
// Set changed items.
drawOrder[originalIndex + input.readInt(true)] = originalIndex++;
}
// Collect remaining unchanged items.
while (originalIndex < slotCount)
unchanged[unchangedIndex++] = originalIndex++;
// Fill in unchanged items.
for (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]);
}
// Event timeline.
/** @type {?} */
let eventCount = input.readInt(true);
if (eventCount > 0) {
/** @type {?} */
let timeline = new EventTimeline(eventCount);
for (let i = 0; i < eventCount; i++) {
/** @type {?} */
let time = input.readFloat();
/** @type {?} */
let eventData = skeletonData.events[input.readInt(true)];
/** @type {?} */
let 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);
}
/**
* @protected
* @param {?} input
* @param {?} frameIndex
* @param {?} timeline
* @return {?}
*/
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;
}
}
/**
* @param {?} timeline
* @param {?} frameIndex
* @param {?} cx1
* @param {?} cy1
* @param {?} cx2
* @param {?} cy2
* @return {?}
*/
setCurve(timeline, frameIndex, cx1, cy1, cx2, cy2) {
timeline.setCurve(frameIndex, cx1, cy1, cx2, cy2);
}
}
SkeletonBinary.AttachmentTypeValues = [
0 /*AttachmentType.Region*/,
1 /*AttachmentType.BoundingBox*/,
2 /*AttachmentType.Mesh*/,
3 /*AttachmentType.LinkedMesh*/,
4 /*AttachmentType.Path*/,
5 /*AttachmentType.Point*/,
6 /*AttachmentType.Clipping*/
];
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 = [
BlendMode.Normal,
BlendMode.Additive,
BlendMode.Multiply,
BlendMode.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;
if (false) {
/** @type {?} */
SkeletonBinary.AttachmentTypeValues;
/** @type {?} */
SkeletonBinary.TransformModeValues;
/** @type {?} */
SkeletonBinary.PositionModeValues;
/** @type {?} */
SkeletonBinary.SpacingModeValues;
/** @type {?} */
SkeletonBinary.RotateModeValues;
/** @type {?} */
SkeletonBinary.BlendModeValues;
/** @type {?} */
SkeletonBinary.BONE_ROTATE;
/** @type {?} */
SkeletonBinary.BONE_TRANSLATE;
/** @type {?} */
SkeletonBinary.BONE_SCALE;
/** @type {?} */
SkeletonBinary.BONE_SHEAR;
/** @type {?} */
SkeletonBinary.SLOT_ATTACHMENT;
/** @type {?} */
SkeletonBinary.SLOT_COLOR;
/** @type {?} */
SkeletonBinary.SLOT_TWO_COLOR;
/** @type {?} */
SkeletonBinary.PATH_POSITION;
/** @type {?} */
SkeletonBinary.PATH_SPACING;
/** @type {?} */
SkeletonBinary.PATH_MIX;
/** @type {?} */
SkeletonBinary.CURVE_LINEAR;
/** @type {?} */
SkeletonBinary.CURVE_STEPPED;
/** @type {?} */
SkeletonBinary.CURVE_BEZIER;
/** @type {?} */
SkeletonBinary.prototype.attachmentLoader;
/** @type {?} */
SkeletonBinary.prototype.scale;
/**
* @type {?}
* @protected
*/
SkeletonBinary.prototype.linkedMeshes;
}
class SkeletonBinary37 extends SkeletonBinary {
/**
* @param {?} binary
* @return {?}
*/
readSkeletonData(binary) {
/** @type {?} */
let scale = this.scale;
/** @type {?} */
let input = new BinaryInput(binary);
/** @type {?} */
let hash = input.readString();
/** @type {?} */
let version = input.readString();
/** @type {?} */
let skeletonData = new SkeletonData();
skeletonData.name = ""; // BOZO
skeletonData.hash = hash;
skeletonData.version = version;
skeletonData.width = input.readFloat();
skeletonData.height = input.readFloat();
/** @type {?} */
let nonessential = input.readBoolean();
if (nonessential) {
skeletonData.fps = input.readFloat();
skeletonData.imagesPath = input.readString();
skeletonData.audioPath = input.readString();
}
/** @type {?} */
let n = 0;
// Bones.
n = input.readInt(true);
for (let i = 0; i < n; i++) {
/** @type {?} */
let name = input.readString();
/** @type {?} */
let parent = i == 0 ? null : skeletonData.bones[input.readInt(true)];
/** @type {?} */
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.transformMode =
SkeletonBinary.TransformModeValues[input.readInt(true)];
if (nonessential)
Color.rgba8888ToColor(data.color, input.readInt32());
skeletonData.bones.push(data);
}
// Slots.
n = input.readInt(true);
for (let i = 0; i < n; i++) {
/** @type {?} */
let slotName = input.readString();
/** @type {?} */
let boneData = skeletonData.bones[input.readInt(true)];
/** @type {?} */
let data = new SlotData(i, slotName, boneData);
Color.rgba8888ToColor(data.color, input.readInt32());
/** @type {?} */
let darkColor = input.readInt32();
if (darkColor != -1)
Color.rgb888ToColor((data.darkColor = new Color()), darkColor);
data.attachmentName = input.readString();
data.blendMode = SkeletonBinary.BlendModeValues[input.readInt(true)];
skeletonData.slots.push(data);
}
// IK constraints.
n = input.readInt(true);
for (let i = 0, nn; i < n; i++) {
/** @type {?} */
let data = new IkConstraintData(input.readString());
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.t