/// <summary> /// <para>Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. /// If there was no old skin, each slot's setup mode attachment is attached from the new skin.</para> /// <para>After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling /// <see cref="Skeleton.SetSlotsToSetupPose()"/>. /// Also, often <see cref="AnimationState.Apply(Skeleton)"/> is called before the next time the /// skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin.</para> /// </summary> /// <param name="newSkin">May be null.</param> public void SetSkin(Skin newSkin) { if (newSkin != null) { if (skin != null) { newSkin.AttachAll(this, skin); } else { ExposedList <Slot> slots = this.slots; for (int i = 0, n = slots.Count; i < n; i++) { Slot slot = slots.Items[i]; string name = slot.data.attachmentName; if (name != null) { Attachment attachment = newSkin.GetAttachment(i, name); if (attachment != null) { slot.Attachment = attachment; } } } } } skin = newSkin; }
/// <summary>Finds an attachment by looking in the skin and skeletonData.defaultSkin using the slot index and attachment name.First the skin is checked and if the attachment was not found, the default skin is checked.</summary> /// <returns>May be null.</returns> public Attachment GetAttachment(int slotIndex, string attachmentName) { if (attachmentName == null) { throw new ArgumentNullException("attachmentName", "attachmentName cannot be null."); } if (skin != null) { Attachment attachment = skin.GetAttachment(slotIndex, attachmentName); if (attachment != null) { return(attachment); } } return(data.defaultSkin != null?data.defaultSkin.GetAttachment(slotIndex, attachmentName) : null); }
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) { ikConstraintIndex = index }; for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) { timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadSByte(input), ReadBoolean(input), ReadBoolean(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) { Int = ReadVarint(input, false), Float = ReadFloat(input), String = ReadBoolean(input) ? ReadString(input) : eventData.String }; if (e.data.AudioPath != null) { e.volume = ReadFloat(input); e.balance = ReadFloat(input); } 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)); }
public SkeletonData ReadSkeletonData(Stream input) { if (input == null) { throw new ArgumentNullException("input"); } float scale = Scale; var skeletonData = new SkeletonData(); skeletonData.hash = ReadString(input); if (skeletonData.hash.Length == 0) { skeletonData.hash = null; } skeletonData.version = ReadString(input); if (skeletonData.version.Length == 0) { skeletonData.version = null; } skeletonData.width = ReadFloat(input); skeletonData.height = ReadFloat(input); bool nonessential = ReadBoolean(input); if (nonessential) { skeletonData.fps = ReadFloat(input); skeletonData.imagesPath = ReadString(input); if (string.IsNullOrEmpty(skeletonData.imagesPath)) { skeletonData.imagesPath = null; } skeletonData.audioPath = ReadString(input); if (string.IsNullOrEmpty(skeletonData.audioPath)) { skeletonData.audioPath = null; } } // Bones. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { String name = ReadString(input); BoneData parent = i == 0 ? null : skeletonData.bones.Items[ReadVarint(input, true)]; BoneData data = new BoneData(i, name, parent); data.rotation = ReadFloat(input); data.x = ReadFloat(input) * scale; data.y = ReadFloat(input) * scale; data.scaleX = ReadFloat(input); data.scaleY = ReadFloat(input); data.shearX = ReadFloat(input); data.shearY = ReadFloat(input); data.length = ReadFloat(input) * scale; data.transformMode = TransformModeValues[ReadVarint(input, true)]; if (nonessential) { ReadInt(input); // Skip bone color. } skeletonData.bones.Add(data); } // Slots. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { String slotName = ReadString(input); BoneData boneData = skeletonData.bones.Items[ReadVarint(input, true)]; SlotData slotData = new SlotData(i, slotName, boneData); int color = ReadInt(input); slotData.r = ((color & 0xff000000) >> 24) / 255f; slotData.g = ((color & 0x00ff0000) >> 16) / 255f; slotData.b = ((color & 0x0000ff00) >> 8) / 255f; slotData.a = ((color & 0x000000ff)) / 255f; int darkColor = ReadInt(input); // 0x00rrggbb if (darkColor != -1) { slotData.hasSecondColor = true; slotData.r2 = ((darkColor & 0x00ff0000) >> 16) / 255f; slotData.g2 = ((darkColor & 0x0000ff00) >> 8) / 255f; slotData.b2 = ((darkColor & 0x000000ff)) / 255f; } slotData.attachmentName = ReadString(input); slotData.blendMode = (BlendMode)ReadVarint(input, true); skeletonData.slots.Add(slotData); } // IK constraints. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { IkConstraintData data = new IkConstraintData(ReadString(input)); data.order = ReadVarint(input, true); for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) { data.bones.Add(skeletonData.bones.Items[ReadVarint(input, true)]); } data.target = skeletonData.bones.Items[ReadVarint(input, true)]; data.mix = ReadFloat(input); data.bendDirection = ReadSByte(input); data.compress = ReadBoolean(input); data.stretch = ReadBoolean(input); data.uniform = ReadBoolean(input); skeletonData.ikConstraints.Add(data); } // Transform constraints. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { TransformConstraintData data = new TransformConstraintData(ReadString(input)); data.order = ReadVarint(input, true); for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) { data.bones.Add(skeletonData.bones.Items[ReadVarint(input, true)]); } data.target = skeletonData.bones.Items[ReadVarint(input, true)]; data.local = ReadBoolean(input); data.relative = ReadBoolean(input); data.offsetRotation = ReadFloat(input); data.offsetX = ReadFloat(input) * scale; data.offsetY = ReadFloat(input) * scale; data.offsetScaleX = ReadFloat(input); data.offsetScaleY = ReadFloat(input); data.offsetShearY = ReadFloat(input); data.rotateMix = ReadFloat(input); data.translateMix = ReadFloat(input); data.scaleMix = ReadFloat(input); data.shearMix = ReadFloat(input); skeletonData.transformConstraints.Add(data); } // Path constraints for (int i = 0, n = ReadVarint(input, true); i < n; i++) { PathConstraintData data = new PathConstraintData(ReadString(input)); data.order = ReadVarint(input, true); for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) { data.bones.Add(skeletonData.bones.Items[ReadVarint(input, true)]); } data.target = skeletonData.slots.Items[ReadVarint(input, true)]; data.positionMode = (PositionMode)Enum.GetValues(typeof(PositionMode)).GetValue(ReadVarint(input, true)); data.spacingMode = (SpacingMode)Enum.GetValues(typeof(SpacingMode)).GetValue(ReadVarint(input, true)); data.rotateMode = (RotateMode)Enum.GetValues(typeof(RotateMode)).GetValue(ReadVarint(input, true)); data.offsetRotation = ReadFloat(input); data.position = ReadFloat(input); if (data.positionMode == PositionMode.Fixed) { data.position *= scale; } data.spacing = ReadFloat(input); if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) { data.spacing *= scale; } data.rotateMix = ReadFloat(input); data.translateMix = ReadFloat(input); skeletonData.pathConstraints.Add(data); } // Default skin. Skin defaultSkin = ReadSkin(input, skeletonData, "default", nonessential); if (defaultSkin != null) { skeletonData.defaultSkin = defaultSkin; skeletonData.skins.Add(defaultSkin); } // Skins. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { skeletonData.skins.Add(ReadSkin(input, skeletonData, ReadString(input), nonessential)); } // Linked meshes. for (int i = 0, n = linkedMeshes.Count; i < n; i++) { SkeletonJson.LinkedMesh linkedMesh = linkedMeshes[i]; Skin skin = linkedMesh.skin == null ? skeletonData.DefaultSkin : skeletonData.FindSkin(linkedMesh.skin); if (skin == null) { throw new Exception("Skin not found: " + linkedMesh.skin); } Attachment parent = skin.GetAttachment(linkedMesh.slotIndex, linkedMesh.parent); if (parent == null) { throw new Exception("Parent mesh not found: " + linkedMesh.parent); } linkedMesh.mesh.ParentMesh = (MeshAttachment)parent; linkedMesh.mesh.UpdateUVs(); } linkedMeshes.Clear(); // Events. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { EventData data = new EventData(ReadString(input)); data.Int = ReadVarint(input, false); data.Float = ReadFloat(input); data.String = ReadString(input); data.AudioPath = ReadString(input); if (data.AudioPath != null) { data.Volume = ReadFloat(input); data.Balance = ReadFloat(input); } skeletonData.events.Add(data); } // Animations. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { ReadAnimation(ReadString(input), input, skeletonData); } skeletonData.bones.TrimExcess(); skeletonData.slots.TrimExcess(); skeletonData.skins.TrimExcess(); skeletonData.events.TrimExcess(); skeletonData.animations.TrimExcess(); skeletonData.ikConstraints.TrimExcess(); skeletonData.pathConstraints.TrimExcess(); return(skeletonData); }