Esempio n. 1
0
        public IkConstraint(IkConstraintData data, Skeleton skeleton)
        {
            if (data == null)
            {
                throw new ArgumentNullException("data", "data cannot be null.");
            }
            if (skeleton == null)
            {
                throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
            }
            this.data     = data;
            mix           = data.mix;
            bendDirection = data.bendDirection;

            bones = new ExposedList <Bone>(data.bones.Count);
            foreach (BoneData boneData in data.bones)
            {
                bones.Add(skeleton.FindBone(boneData.name));
            }
            target = skeleton.FindBone(data.target.name);
        }
 public PathConstraint(PathConstraintData data, Skeleton skeleton)
 {
     if (data == null)
     {
         throw new ArgumentNullException("data", "data cannot be null.");
     }
     if (skeleton == null)
     {
         throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
     }
     this.data = data;
     bones     = new ExposedList <Bone>(data.Bones.Count);
     foreach (BoneData boneData in data.bones)
     {
         bones.Add(skeleton.FindBone(boneData.name));
     }
     target       = skeleton.FindSlot(data.target.name);
     position     = data.position;
     spacing      = data.spacing;
     rotateMix    = data.rotateMix;
     translateMix = data.translateMix;
 }
Esempio n. 3
0
        public TransformConstraint(TransformConstraintData data, Skeleton skeleton)
        {
            if (data == null)
            {
                throw new ArgumentNullException("data", "data cannot be null.");
            }
            if (skeleton == null)
            {
                throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
            }
            this.data    = data;
            rotateMix    = data.rotateMix;
            translateMix = data.translateMix;
            scaleMix     = data.scaleMix;
            shearMix     = data.shearMix;

            bones = new ExposedList <Bone>();
            foreach (BoneData boneData in data.bones)
            {
                bones.Add(skeleton.FindBone(boneData.name));
            }

            target = skeleton.FindBone(data.target.name);
        }
Esempio n. 4
0
        private void ReadAnimation(String name, Stream input, SkeletonData skeletonData)
        {
            var   timelines = new ExposedList <Timeline>();
            float scale     = Scale;
            float duration  = 0;

            // Slot timelines.
            for (int i = 0, n = ReadVarint(input, true); i < n; i++)
            {
                int slotIndex = ReadVarint(input, true);
                for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++)
                {
                    int timelineType = input.ReadByte();
                    int frameCount   = ReadVarint(input, true);
                    switch (timelineType)
                    {
                    case SLOT_ATTACHMENT: {
                        AttachmentTimeline timeline = new AttachmentTimeline(frameCount);
                        timeline.slotIndex = slotIndex;
                        for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                        {
                            timeline.SetFrame(frameIndex, ReadFloat(input), ReadString(input));
                        }
                        timelines.Add(timeline);
                        duration = Math.Max(duration, timeline.frames[frameCount - 1]);
                        break;
                    }

                    case SLOT_COLOR: {
                        ColorTimeline timeline = new ColorTimeline(frameCount);
                        timeline.slotIndex = slotIndex;
                        for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                        {
                            float time  = ReadFloat(input);
                            int   color = ReadInt(input);
                            float r     = ((color & 0xff000000) >> 24) / 255f;
                            float g     = ((color & 0x00ff0000) >> 16) / 255f;
                            float b     = ((color & 0x0000ff00) >> 8) / 255f;
                            float a     = ((color & 0x000000ff)) / 255f;
                            timeline.SetFrame(frameIndex, time, r, g, b, a);
                            if (frameIndex < frameCount - 1)
                            {
                                ReadCurve(input, frameIndex, timeline);
                            }
                        }
                        timelines.Add(timeline);
                        duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * ColorTimeline.ENTRIES]);
                        break;
                    }

                    case SLOT_TWO_COLOR: {
                        TwoColorTimeline timeline = new TwoColorTimeline(frameCount);
                        timeline.slotIndex = slotIndex;
                        for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                        {
                            float time   = ReadFloat(input);
                            int   color  = ReadInt(input);
                            float r      = ((color & 0xff000000) >> 24) / 255f;
                            float g      = ((color & 0x00ff0000) >> 16) / 255f;
                            float b      = ((color & 0x0000ff00) >> 8) / 255f;
                            float a      = ((color & 0x000000ff)) / 255f;
                            int   color2 = ReadInt(input);                                   // 0x00rrggbb
                            float r2     = ((color2 & 0x00ff0000) >> 16) / 255f;
                            float g2     = ((color2 & 0x0000ff00) >> 8) / 255f;
                            float b2     = ((color2 & 0x000000ff)) / 255f;

                            timeline.SetFrame(frameIndex, time, r, g, b, a, r2, g2, b2);
                            if (frameIndex < frameCount - 1)
                            {
                                ReadCurve(input, frameIndex, timeline);
                            }
                        }
                        timelines.Add(timeline);
                        duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * TwoColorTimeline.ENTRIES]);
                        break;
                    }
                    }
                }
            }

            // Bone timelines.
            for (int i = 0, n = ReadVarint(input, true); i < n; i++)
            {
                int boneIndex = ReadVarint(input, true);
                for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++)
                {
                    int timelineType = input.ReadByte();
                    int frameCount   = ReadVarint(input, true);
                    switch (timelineType)
                    {
                    case BONE_ROTATE: {
                        RotateTimeline timeline = new RotateTimeline(frameCount);
                        timeline.boneIndex = boneIndex;
                        for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                        {
                            timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input));
                            if (frameIndex < frameCount - 1)
                            {
                                ReadCurve(input, frameIndex, timeline);
                            }
                        }
                        timelines.Add(timeline);
                        duration = Math.Max(duration, timeline.frames[(frameCount - 1) * RotateTimeline.ENTRIES]);
                        break;
                    }

                    case BONE_TRANSLATE:
                    case BONE_SCALE:
                    case BONE_SHEAR: {
                        TranslateTimeline timeline;
                        float             timelineScale = 1;
                        if (timelineType == BONE_SCALE)
                        {
                            timeline = new ScaleTimeline(frameCount);
                        }
                        else if (timelineType == BONE_SHEAR)
                        {
                            timeline = new ShearTimeline(frameCount);
                        }
                        else
                        {
                            timeline      = new TranslateTimeline(frameCount);
                            timelineScale = scale;
                        }
                        timeline.boneIndex = boneIndex;
                        for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                        {
                            timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input) * timelineScale, ReadFloat(input)
                                              * timelineScale);
                            if (frameIndex < frameCount - 1)
                            {
                                ReadCurve(input, frameIndex, timeline);
                            }
                        }
                        timelines.Add(timeline);
                        duration = Math.Max(duration, timeline.frames[(frameCount - 1) * TranslateTimeline.ENTRIES]);
                        break;
                    }
                    }
                }
            }

            // IK timelines.
            for (int i = 0, n = ReadVarint(input, true); i < n; i++)
            {
                int index      = ReadVarint(input, true);
                int frameCount = ReadVarint(input, true);
                IkConstraintTimeline timeline = new IkConstraintTimeline(frameCount);
                timeline.ikConstraintIndex = index;
                for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                {
                    timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadSByte(input));
                    if (frameIndex < frameCount - 1)
                    {
                        ReadCurve(input, frameIndex, timeline);
                    }
                }
                timelines.Add(timeline);
                duration = Math.Max(duration, timeline.frames[(frameCount - 1) * IkConstraintTimeline.ENTRIES]);
            }

            // Transform constraint timelines.
            for (int i = 0, n = ReadVarint(input, true); i < n; i++)
            {
                int index      = ReadVarint(input, true);
                int frameCount = ReadVarint(input, true);
                TransformConstraintTimeline timeline = new TransformConstraintTimeline(frameCount);
                timeline.transformConstraintIndex = index;
                for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                {
                    timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadFloat(input), ReadFloat(input), ReadFloat(input));
                    if (frameIndex < frameCount - 1)
                    {
                        ReadCurve(input, frameIndex, timeline);
                    }
                }
                timelines.Add(timeline);
                duration = Math.Max(duration, timeline.frames[(frameCount - 1) * TransformConstraintTimeline.ENTRIES]);
            }

            // Path constraint timelines.
            for (int i = 0, n = ReadVarint(input, true); i < n; i++)
            {
                int index = ReadVarint(input, true);
                PathConstraintData data = skeletonData.pathConstraints.Items[index];
                for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++)
                {
                    int timelineType = ReadSByte(input);
                    int frameCount   = ReadVarint(input, true);
                    switch (timelineType)
                    {
                    case PATH_POSITION:
                    case PATH_SPACING: {
                        PathConstraintPositionTimeline timeline;
                        float timelineScale = 1;
                        if (timelineType == 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 (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                        {
                            timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input) * timelineScale);
                            if (frameIndex < frameCount - 1)
                            {
                                ReadCurve(input, frameIndex, timeline);
                            }
                        }
                        timelines.Add(timeline);
                        duration = Math.Max(duration, timeline.frames[(frameCount - 1) * PathConstraintPositionTimeline.ENTRIES]);
                        break;
                    }

                    case PATH_MIX: {
                        PathConstraintMixTimeline timeline = new PathConstraintMixTimeline(frameCount);
                        timeline.pathConstraintIndex = index;
                        for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                        {
                            timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadFloat(input));
                            if (frameIndex < frameCount - 1)
                            {
                                ReadCurve(input, frameIndex, timeline);
                            }
                        }
                        timelines.Add(timeline);
                        duration = Math.Max(duration, timeline.frames[(frameCount - 1) * PathConstraintMixTimeline.ENTRIES]);
                        break;
                    }
                    }
                }
            }

            // Deform timelines.
            for (int i = 0, n = ReadVarint(input, true); i < n; i++)
            {
                Skin skin = skeletonData.skins.Items[ReadVarint(input, true)];
                for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++)
                {
                    int slotIndex = ReadVarint(input, true);
                    for (int iii = 0, nnn = ReadVarint(input, true); iii < nnn; iii++)
                    {
                        VertexAttachment attachment = (VertexAttachment)skin.GetAttachment(slotIndex, ReadString(input));
                        bool             weighted   = attachment.bones != null;
                        float[]          vertices   = attachment.vertices;
                        int deformLength            = weighted ? vertices.Length / 3 * 2 : vertices.Length;

                        int            frameCount = ReadVarint(input, true);
                        DeformTimeline timeline   = new DeformTimeline(frameCount);
                        timeline.slotIndex  = slotIndex;
                        timeline.attachment = attachment;

                        for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                        {
                            float   time = ReadFloat(input);
                            float[] deform;
                            int     end = ReadVarint(input, true);
                            if (end == 0)
                            {
                                deform = weighted ? new float[deformLength] : vertices;
                            }
                            else
                            {
                                deform = new float[deformLength];
                                int start = ReadVarint(input, true);
                                end += start;
                                if (scale == 1)
                                {
                                    for (int v = start; v < end; v++)
                                    {
                                        deform[v] = ReadFloat(input);
                                    }
                                }
                                else
                                {
                                    for (int v = start; v < end; v++)
                                    {
                                        deform[v] = ReadFloat(input) * scale;
                                    }
                                }
                                if (!weighted)
                                {
                                    for (int v = 0, vn = deform.Length; v < vn; v++)
                                    {
                                        deform[v] += vertices[v];
                                    }
                                }
                            }

                            timeline.SetFrame(frameIndex, time, deform);
                            if (frameIndex < frameCount - 1)
                            {
                                ReadCurve(input, frameIndex, timeline);
                            }
                        }
                        timelines.Add(timeline);
                        duration = Math.Max(duration, timeline.frames[frameCount - 1]);
                    }
                }
            }

            // Draw order timeline.
            int drawOrderCount = ReadVarint(input, true);

            if (drawOrderCount > 0)
            {
                DrawOrderTimeline timeline = new DrawOrderTimeline(drawOrderCount);
                int slotCount = skeletonData.slots.Count;
                for (int i = 0; i < drawOrderCount; i++)
                {
                    float time        = ReadFloat(input);
                    int   offsetCount = ReadVarint(input, true);
                    int[] drawOrder   = new int[slotCount];
                    for (int ii = slotCount - 1; ii >= 0; ii--)
                    {
                        drawOrder[ii] = -1;
                    }
                    int[] unchanged = new int[slotCount - offsetCount];
                    int   originalIndex = 0, unchangedIndex = 0;
                    for (int ii = 0; ii < offsetCount; ii++)
                    {
                        int slotIndex = ReadVarint(input, true);
                        // Collect unchanged items.
                        while (originalIndex != slotIndex)
                        {
                            unchanged[unchangedIndex++] = originalIndex++;
                        }
                        // Set changed items.
                        drawOrder[originalIndex + ReadVarint(input, true)] = originalIndex++;
                    }
                    // Collect remaining unchanged items.
                    while (originalIndex < slotCount)
                    {
                        unchanged[unchangedIndex++] = originalIndex++;
                    }
                    // Fill in unchanged items.
                    for (int ii = slotCount - 1; ii >= 0; ii--)
                    {
                        if (drawOrder[ii] == -1)
                        {
                            drawOrder[ii] = unchanged[--unchangedIndex];
                        }
                    }
                    timeline.SetFrame(i, time, drawOrder);
                }
                timelines.Add(timeline);
                duration = Math.Max(duration, timeline.frames[drawOrderCount - 1]);
            }

            // Event timeline.
            int eventCount = ReadVarint(input, true);

            if (eventCount > 0)
            {
                EventTimeline timeline = new EventTimeline(eventCount);
                for (int i = 0; i < eventCount; i++)
                {
                    float     time      = ReadFloat(input);
                    EventData eventData = skeletonData.events.Items[ReadVarint(input, true)];
                    Event     e         = new Event(time, eventData);
                    e.Int    = ReadVarint(input, false);
                    e.Float  = ReadFloat(input);
                    e.String = ReadBoolean(input) ? ReadString(input) : eventData.String;
                    timeline.SetFrame(i, e);
                }
                timelines.Add(timeline);
                duration = Math.Max(duration, timeline.frames[eventCount - 1]);
            }

            timelines.TrimExcess();
            skeletonData.animations.Add(new Animation(name, timelines, duration));
        }
Esempio n. 5
0
        /** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping
         * area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list. */
        internal bool Clip(float x1, float y1, float x2, float y2, float x3, float y3, ExposedList <float> clippingArea, ExposedList <float> output)
        {
            var originalOutput = output;
            var clipped        = false;

            // Avoid copy at the end.
            ExposedList <float> input = null;

            if (clippingArea.Count % 4 >= 2)
            {
                input  = output;
                output = scratch;
            }
            else
            {
                input = scratch;
            }

            input.Clear();
            input.Add(x1);
            input.Add(y1);
            input.Add(x2);
            input.Add(y2);
            input.Add(x3);
            input.Add(y3);
            input.Add(x1);
            input.Add(y1);
            output.Clear();

            float[] clippingVertices     = clippingArea.Items;
            int     clippingVerticesLast = clippingArea.Count - 4;

            for (int i = 0; ; i += 2)
            {
                float edgeX = clippingVertices[i], edgeY = clippingVertices[i + 1];
                float edgeX2 = clippingVertices[i + 2], edgeY2 = clippingVertices[i + 3];
                float deltaX = edgeX - edgeX2, deltaY = edgeY - edgeY2;

                float[] inputVertices = input.Items;
                int     inputVerticesLength = input.Count - 2, outputStart = output.Count;
                for (int ii = 0; ii < inputVerticesLength; ii += 2)
                {
                    float inputX = inputVertices[ii], inputY = inputVertices[ii + 1];
                    float inputX2 = inputVertices[ii + 2], inputY2 = inputVertices[ii + 3];
                    bool  side2 = deltaX * (inputY2 - edgeY2) - deltaY * (inputX2 - edgeX2) > 0;
                    if (deltaX * (inputY - edgeY2) - deltaY * (inputX - edgeX2) > 0)
                    {
                        if (side2)                           // v1 inside, v2 inside
                        {
                            output.Add(inputX2);
                            output.Add(inputY2);
                            continue;
                        }
                        // v1 inside, v2 outside
                        float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
                        float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
                        output.Add(edgeX + (edgeX2 - edgeX) * ua);
                        output.Add(edgeY + (edgeY2 - edgeY) * ua);
                    }
                    else if (side2)                       // v1 outside, v2 inside
                    {
                        float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
                        float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
                        output.Add(edgeX + (edgeX2 - edgeX) * ua);
                        output.Add(edgeY + (edgeY2 - edgeY) * ua);
                        output.Add(inputX2);
                        output.Add(inputY2);
                    }
                    clipped = true;
                }

                if (outputStart == output.Count)                   // All edges outside.
                {
                    originalOutput.Clear();
                    return(true);
                }

                output.Add(output.Items[0]);
                output.Add(output.Items[1]);

                if (i == clippingVerticesLast)
                {
                    break;
                }
                var temp = output;
                output = input;
                output.Clear();
                input = temp;
            }

            if (originalOutput != output)
            {
                originalOutput.Clear();
                for (int i = 0, n = output.Count - 2; i < n; i++)
                {
                    originalOutput.Add(output.Items[i]);
                }
            }
            else
            {
                originalOutput.Resize(originalOutput.Count - 2);
            }

            return(clipped);
        }