示例#1
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 TIMELINE_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[frameCount * 5 - 5]);
                        break;
                    }

                    case TIMELINE_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;
                    }
                    }
                }
            }

            // 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 TIMELINE_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 * 2 - 2]);
                        break;
                    }

                    case TIMELINE_TRANSLATE:
                    case TIMELINE_SCALE:
                    case TIMELINE_SHEAR: {
                        TranslateTimeline timeline;
                        float             timelineScale = 1;
                        if (timelineType == TIMELINE_SCALE)
                        {
                            timeline = new ScaleTimeline(frameCount);
                        }
                        else if (timelineType == TIMELINE_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 * 3 - 3]);
                        break;
                    }
                    }
                }
            }

            // IK timelines.
            for (int i = 0, n = ReadVarint(input, true); i < n; i++)
            {
                IkConstraintData constraint = skeletonData.ikConstraints.Items[ReadVarint(input, true)];
                int frameCount = ReadVarint(input, true);
                IkConstraintTimeline timeline = new IkConstraintTimeline(frameCount);
                timeline.ikConstraintIndex = skeletonData.ikConstraints.IndexOf(constraint);
                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 * 3 - 3]);
            }

            // Transform constraint timelines.
            for (int i = 0, n = ReadVarint(input, true); i < n; i++)
            {
                TransformConstraintData constraint = skeletonData.transformConstraints.Items[ReadVarint(input, true)];
                int frameCount = ReadVarint(input, true);
                TransformConstraintTimeline timeline = new TransformConstraintTimeline(frameCount);
                timeline.transformConstraintIndex = skeletonData.transformConstraints.IndexOf(constraint);
                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 * 5 - 5]);
            }

            // FFD 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++)
                    {
                        Attachment  attachment = skin.GetAttachment(slotIndex, ReadString(input));
                        int         frameCount = ReadVarint(input, true);
                        FfdTimeline timeline   = new FfdTimeline(frameCount);
                        timeline.slotIndex  = slotIndex;
                        timeline.attachment = attachment;
                        for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                        {
                            float time = ReadFloat(input);

                            float[] vertices;
                            int     vertexCount;
                            if (attachment is MeshAttachment)
                            {
                                vertexCount = ((MeshAttachment)attachment).vertices.Length;
                            }
                            else
                            {
                                vertexCount = ((WeightedMeshAttachment)attachment).weights.Length / 3 * 2;
                            }

                            int end = ReadVarint(input, true);
                            if (end == 0)
                            {
                                if (attachment is MeshAttachment)
                                {
                                    vertices = ((MeshAttachment)attachment).vertices;
                                }
                                else
                                {
                                    vertices = new float[vertexCount];
                                }
                            }
                            else
                            {
                                vertices = new float[vertexCount];
                                int start = ReadVarint(input, true);
                                end += start;
                                if (scale == 1)
                                {
                                    for (int v = start; v < end; v++)
                                    {
                                        vertices[v] = ReadFloat(input);
                                    }
                                }
                                else
                                {
                                    for (int v = start; v < end; v++)
                                    {
                                        vertices[v] = ReadFloat(input) * scale;
                                    }
                                }
                                if (attachment is MeshAttachment)
                                {
                                    float[] meshVertices = ((MeshAttachment)attachment).vertices;
                                    for (int v = 0, vn = vertices.Length; v < vn; v++)
                                    {
                                        vertices[v] += meshVertices[v];
                                    }
                                }
                            }

                            timeline.SetFrame(frameIndex, time, vertices);
                            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));
        }