init (v0.7)

master
wlt233 2 years ago
commit c49477a927

41
.gitignore vendored

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[Ll]ibrary/
[Tt]emp/
[Oo]bj/
[Bb]uild/
[Bb]uilds/
Assets/AssetStoreTools*
# Visual Studio cache directory
.vs/
# Visual Studio Code cache directory
.vscode/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
Logs/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.opendb
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
# Unity3D Generated File On Crash Reports
sysinfo.txt
# Builds
*.apk
*.unitypackage

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folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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/*******************************
Version: 1.0
Project Boon
*******************************/
using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Text;
using UnityEngine;
public class INIParser
{
#region "Declarations"
// *** Error: In case there're errors, this will changed to some value other than 1 ***
// Error codes:
// 1: Null TextAsset
public int error = 0;
// *** Lock for thread-safe access to file and local cache ***
private object m_Lock = new object();
// *** File name ***
private string m_FileName = null;
public string FileName
{
get
{
return m_FileName;
}
}
// ** String represent Ini
private string m_iniString = null;
public string iniString
{
get
{
return m_iniString;
}
}
// *** Automatic flushing flag ***
private bool m_AutoFlush = false;
// *** Local cache ***
private Dictionary<string, Dictionary<string, string>> m_Sections = new Dictionary<string, Dictionary<string, string>>();
private Dictionary<string, Dictionary<string, string>> m_Modified = new Dictionary<string, Dictionary<string, string>>();
// *** Local cache modified flag ***
private bool m_CacheModified = false;
#endregion
#region "Methods"
// *** Open ini file by path ***
public void Open(string path)
{
m_FileName = path;
if (File.Exists(m_FileName))
{
m_iniString = File.ReadAllText(m_FileName);
}
else
{
//If file does not exist, create one
var temp = File.Create(m_FileName);
temp.Close();
m_iniString = "";
}
Initialize(m_iniString, false);
}
// *** Open ini file by TextAsset: All changes is saved to local storage ***
public void Open(TextAsset name)
{
if (name == null)
{
// In case null asset, treat as opened an empty file
error = 1;
m_iniString = "";
m_FileName = null;
Initialize(m_iniString, false);
}
else
{
m_FileName = Application.persistentDataPath + name.name;
//*** Find the TextAsset in the local storage first ***
if (File.Exists(m_FileName))
{
m_iniString = File.ReadAllText(m_FileName);
}
else m_iniString = name.text;
Initialize(m_iniString, false);
}
}
// *** Open ini file from string ***
public void OpenFromString(string str)
{
m_FileName = null;
Initialize(str, false);
}
// *** Get the string content of ini file ***
public override string ToString()
{
return m_iniString;
}
private void Initialize(string iniString, bool AutoFlush)
{
m_iniString = iniString;
m_AutoFlush = AutoFlush;
Refresh();
}
// *** Close, save all changes to ini file ***
public void Close()
{
lock (m_Lock)
{
PerformFlush();
//Clean up memory
m_FileName = null;
m_iniString = null;
}
}
// *** Parse section name ***
private string ParseSectionName(string Line)
{
if (!Line.StartsWith("[")) return null;
if (!Line.EndsWith("]")) return null;
if (Line.Length < 3) return null;
return Line.Substring(1, Line.Length - 2);
}
// *** Parse key+value pair ***
private bool ParseKeyValuePair(string Line, ref string Key, ref string Value)
{
// *** Check for key+value pair ***
int i;
if ((i = Line.IndexOf('=')) <= 0) return false;
int j = Line.Length - i - 1;
Key = Line.Substring(0, i).Trim();
if (Key.Length <= 0) return false;
Value = (j > 0) ? (Line.Substring(i + 1, j).Trim()) : ("");
return true;
}
// *** If a line is neither SectionName nor key+value pair, it's a comment ***
private bool isComment(string Line)
{
string tmpKey = null, tmpValue = null;
if (ParseSectionName(Line) != null) return false;
if (ParseKeyValuePair(Line, ref tmpKey, ref tmpValue)) return false;
return true;
}
// *** Read file contents into local cache ***
private void Refresh()
{
lock (m_Lock)
{
StringReader sr = null;
try
{
// *** Clear local cache ***
m_Sections.Clear();
m_Modified.Clear();
// *** String Reader ***
sr = new StringReader(m_iniString);
// *** Read up the file content ***
Dictionary<string, string> CurrentSection = null;
string s;
string SectionName;
string Key = null;
string Value = null;
while ((s = sr.ReadLine()) != null)
{
s = s.Trim();
// *** Check for section names ***
SectionName = ParseSectionName(s);
if (SectionName != null)
{
// *** Only first occurrence of a section is loaded ***
if (m_Sections.ContainsKey(SectionName))
{
CurrentSection = null;
}
else
{
CurrentSection = new Dictionary<string, string>();
m_Sections.Add(SectionName, CurrentSection);
}
}
else if (CurrentSection != null)
{
// *** Check for key+value pair ***
if (ParseKeyValuePair(s, ref Key, ref Value))
{
// *** Only first occurrence of a key is loaded ***
if (!CurrentSection.ContainsKey(Key))
{
CurrentSection.Add(Key, Value);
}
}
}
}
}
finally
{
// *** Cleanup: close file ***
if (sr != null) sr.Close();
sr = null;
}
}
}
private void PerformFlush()
{
// *** If local cache was not modified, exit ***
if (!m_CacheModified) return;
m_CacheModified = false;
// *** Copy content of original iniString to temporary string, replace modified values ***
StringWriter sw = new StringWriter();
try
{
Dictionary<string, string> CurrentSection = null;
Dictionary<string, string> CurrentSection2 = null;
StringReader sr = null;
try
{
// *** Open the original file ***
sr = new StringReader(m_iniString);
// *** Read the file original content, replace changes with local cache values ***
string s;
string SectionName;
string Key = null;
string Value = null;
bool Unmodified;
bool Reading = true;
bool Deleted = false;
string Key2 = null;
string Value2 = null;
StringBuilder sb_temp;
while (Reading)
{
s = sr.ReadLine();
Reading = (s != null);
// *** Check for end of iniString ***
if (Reading)
{
Unmodified = true;
s = s.Trim();
SectionName = ParseSectionName(s);
}
else
{
Unmodified = false;
SectionName = null;
}
// *** Check for section names ***
if ((SectionName != null) || (!Reading))
{
if (CurrentSection != null)
{
// *** Write all remaining modified values before leaving a section ****
if (CurrentSection.Count > 0)
{
// *** Optional: All blank lines before new values and sections are removed ****
sb_temp = sw.GetStringBuilder();
while ((sb_temp[sb_temp.Length - 1] == '\n') || (sb_temp[sb_temp.Length - 1] == '\r'))
{
sb_temp.Length = sb_temp.Length - 1;
}
sw.WriteLine();
foreach (string fkey in CurrentSection.Keys)
{
if (CurrentSection.TryGetValue(fkey, out Value))
{
sw.Write(fkey);
sw.Write('=');
sw.WriteLine(Value);
}
}
sw.WriteLine();
CurrentSection.Clear();
}
}
if (Reading)
{
// *** Check if current section is in local modified cache ***
if (!m_Modified.TryGetValue(SectionName, out CurrentSection))
{
CurrentSection = null;
}
}
}
else if (CurrentSection != null)
{
// *** Check for key+value pair ***
if (ParseKeyValuePair(s, ref Key, ref Value))
{
if (CurrentSection.TryGetValue(Key, out Value))
{
// *** Write modified value to temporary file ***
Unmodified = false;
CurrentSection.Remove(Key);
sw.Write(Key);
sw.Write('=');
sw.WriteLine(Value);
}
}
}
// ** Check if the section/key in current line has been deleted ***
if (Unmodified)
{
if (SectionName != null)
{
if (!m_Sections.ContainsKey(SectionName))
{
Deleted = true;
CurrentSection2 = null;
}
else
{
Deleted = false;
m_Sections.TryGetValue(SectionName, out CurrentSection2);
}
}
else if (CurrentSection2 != null)
{
if (ParseKeyValuePair(s, ref Key2, ref Value2))
{
if (!CurrentSection2.ContainsKey(Key2)) Deleted = true;
else Deleted = false;
}
}
}
// *** Write unmodified lines from the original iniString ***
if (Unmodified)
{
if (isComment(s)) sw.WriteLine(s);
else if (!Deleted) sw.WriteLine(s);
}
}
// *** Close string reader ***
sr.Close();
sr = null;
}
finally
{
// *** Cleanup: close string reader ***
if (sr != null) sr.Close();
sr = null;
}
// *** Cycle on all remaining modified values ***
foreach (KeyValuePair<string, Dictionary<string, string>> SectionPair in m_Modified)
{
CurrentSection = SectionPair.Value;
if (CurrentSection.Count > 0)
{
sw.WriteLine();
// *** Write the section name ***
sw.Write('[');
sw.Write(SectionPair.Key);
sw.WriteLine(']');
// *** Cycle on all key+value pairs in the section ***
foreach (KeyValuePair<string, string> ValuePair in CurrentSection)
{
// *** Write the key+value pair ***
sw.Write(ValuePair.Key);
sw.Write('=');
sw.WriteLine(ValuePair.Value);
}
CurrentSection.Clear();
}
}
m_Modified.Clear();
// *** Get result to iniString ***
m_iniString = sw.ToString();
sw.Close();
sw = null;
// ** Write iniString to file ***
if (m_FileName != null)
{
File.WriteAllText(m_FileName, m_iniString);
}
}
finally
{
// *** Cleanup: close string writer ***
if (sw != null) sw.Close();
sw = null;
}
}
// *** Check if the section exists ***
public bool IsSectionExists(string SectionName)
{
return m_Sections.ContainsKey(SectionName);
}
// *** Check if the key exists ***
public bool IsKeyExists(string SectionName, string Key)
{
Dictionary<string, string> Section;
// *** Check if the section exists ***
if (m_Sections.ContainsKey(SectionName))
{
m_Sections.TryGetValue(SectionName, out Section);
// If the key exists
return Section.ContainsKey(Key);
}
else return false;
}
// *** Delete a section in local cache ***
public void SectionDelete(string SectionName)
{
// *** Delete section if exists ***
if (IsSectionExists(SectionName))
{
lock (m_Lock)
{
m_CacheModified = true;
m_Sections.Remove(SectionName);
//Also delete in modified cache if exist
m_Modified.Remove(SectionName);
// *** Automatic flushing : immediately write any modification to the file ***
if (m_AutoFlush) PerformFlush();
}
}
}
// *** Delete a key in local cache ***
public void KeyDelete(string SectionName, string Key)
{
Dictionary<string, string> Section;
//Delete key if exists
if (IsKeyExists(SectionName, Key))
{
lock (m_Lock)
{
m_CacheModified = true;
m_Sections.TryGetValue(SectionName, out Section);
Section.Remove(Key);
//Also delete in modified cache if exist
if (m_Modified.TryGetValue(SectionName, out Section)) Section.Remove(SectionName);
// *** Automatic flushing : immediately write any modification to the file ***
if (m_AutoFlush) PerformFlush();
}
}
}
// *** Read a value from local cache ***
public string ReadValue(string SectionName, string Key, string DefaultValue)
{
lock (m_Lock)
{
// *** Check if the section exists ***
Dictionary<string, string> Section;
if (!m_Sections.TryGetValue(SectionName, out Section)) return DefaultValue;
// *** Check if the key exists ***
string Value;
if (!Section.TryGetValue(Key, out Value)) return DefaultValue;
// *** Return the found value ***
return Value;
}
}
// *** Insert or modify a value in local cache ***
public void WriteValue(string SectionName, string Key, string Value)
{
lock (m_Lock)
{
// *** Flag local cache modification ***
m_CacheModified = true;
// *** Check if the section exists ***
Dictionary<string, string> Section;
if (!m_Sections.TryGetValue(SectionName, out Section))
{
// *** If it doesn't, add it ***
Section = new Dictionary<string, string>();
m_Sections.Add(SectionName, Section);
}
// *** Modify the value ***
if (Section.ContainsKey(Key)) Section.Remove(Key);
Section.Add(Key, Value);
// *** Add the modified value to local modified values cache ***
if (!m_Modified.TryGetValue(SectionName, out Section))
{
Section = new Dictionary<string, string>();
m_Modified.Add(SectionName, Section);
}
if (Section.ContainsKey(Key)) Section.Remove(Key);
Section.Add(Key, Value);
// *** Automatic flushing : immediately write any modification to the file ***
if (m_AutoFlush) PerformFlush();
}
}
// *** Encode byte array ***
private string EncodeByteArray(byte[] Value)
{
if (Value == null) return null;
StringBuilder sb = new StringBuilder();
foreach (byte b in Value)
{
string hex = Convert.ToString(b, 16);
int l = hex.Length;
if (l > 2)
{
sb.Append(hex.Substring(l - 2, 2));
}
else
{
if (l < 2) sb.Append("0");
sb.Append(hex);
}
}
return sb.ToString();
}
// *** Decode byte array ***
private byte[] DecodeByteArray(string Value)
{
if (Value == null) return null;
int l = Value.Length;
if (l < 2) return new byte[] { };
l /= 2;
byte[] Result = new byte[l];
for (int i = 0; i < l; i++) Result[i] = Convert.ToByte(Value.Substring(i * 2, 2), 16);
return Result;
}
// *** Getters for various types ***
public bool ReadValue(string SectionName, string Key, bool DefaultValue)
{
string StringValue = ReadValue(SectionName, Key, DefaultValue.ToString(System.Globalization.CultureInfo.InvariantCulture));
int Value;
if (int.TryParse(StringValue, out Value)) return (Value != 0);
return DefaultValue;
}
public int ReadValue(string SectionName, string Key, int DefaultValue)
{
string StringValue = ReadValue(SectionName, Key, DefaultValue.ToString(CultureInfo.InvariantCulture));
int Value;
if (int.TryParse(StringValue, NumberStyles.Any, CultureInfo.InvariantCulture, out Value)) return Value;
return DefaultValue;
}
public long ReadValue(string SectionName, string Key, long DefaultValue)
{
string StringValue = ReadValue(SectionName, Key, DefaultValue.ToString(CultureInfo.InvariantCulture));
long Value;
if (long.TryParse(StringValue, NumberStyles.Any, CultureInfo.InvariantCulture, out Value)) return Value;
return DefaultValue;
}
public double ReadValue(string SectionName, string Key, double DefaultValue)
{
string StringValue = ReadValue(SectionName, Key, DefaultValue.ToString(CultureInfo.InvariantCulture));
double Value;
if (double.TryParse(StringValue, NumberStyles.Any, CultureInfo.InvariantCulture, out Value)) return Value;
return DefaultValue;
}
public byte[] ReadValue(string SectionName, string Key, byte[] DefaultValue)
{
string StringValue = ReadValue(SectionName, Key, EncodeByteArray(DefaultValue));
try
{
return DecodeByteArray(StringValue);
}
catch (FormatException)
{
return DefaultValue;
}
}
public DateTime ReadValue(string SectionName, string Key, DateTime DefaultValue)
{
string StringValue = ReadValue(SectionName, Key, DefaultValue.ToString(CultureInfo.InvariantCulture));
DateTime Value;
if (DateTime.TryParse(StringValue, CultureInfo.InvariantCulture, DateTimeStyles.AllowWhiteSpaces | DateTimeStyles.NoCurrentDateDefault | DateTimeStyles.AssumeLocal, out Value)) return Value;
return DefaultValue;
}
// *** Setters for various types ***
public void WriteValue(string SectionName, string Key, bool Value)
{
WriteValue(SectionName, Key, (Value) ? ("1") : ("0"));
}
public void WriteValue(string SectionName, string Key, int Value)
{
WriteValue(SectionName, Key, Value.ToString(CultureInfo.InvariantCulture));
}
public void WriteValue(string SectionName, string Key, long Value)
{
WriteValue(SectionName, Key, Value.ToString(CultureInfo.InvariantCulture));
}
public void WriteValue(string SectionName, string Key, double Value)
{
WriteValue(SectionName, Key, Value.ToString(CultureInfo.InvariantCulture));
}
public void WriteValue(string SectionName, string Key, byte[] Value)
{
WriteValue(SectionName, Key, EncodeByteArray(Value));
}
public void WriteValue(string SectionName, string Key, DateTime Value)
{
WriteValue(SectionName, Key, Value.ToString(CultureInfo.InvariantCulture));
}
#endregion
}

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using System.Collections;
using UnityEngine;
using Spine.Unity;
using System.Collections.Generic;
namespace Illusion
{
public class SpineOverrideMaterial : MonoBehaviour
{
public Material[] originalMaterial;
public Material[] replacementMaterial;
public SkeletonMemoria skeletonMemoria;
public SkeletonRenderer skeletonRenderer;
void Awake()
{
for (int i = 0; i < originalMaterial.Length && i < replacementMaterial.Length; ++i)
{
skeletonMemoria.CustomMaterialOverride.Add(originalMaterial[i], replacementMaterial[i]);
}
}
}
}

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using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;
public class loadCard : MonoBehaviour
{
GameObject cntCard;
AssetBundle bundle;
string cardDir;
List<string> cards = new List<string>();
int idx = 0;
int cardCount;
int randomCard;
int autoChange;
int changeTime;
int nextChangeTime = 0;
void Start()
{
INIParser ini = new INIParser();
ini.Open(Application.streamingAssetsPath + "/config.ini");
//Screen.fullScreen = Convert.ToBoolean(ini.ReadValue("camera", "fullscreen", 1));
if (ini.ReadValue("camera", "fullscreen", 1) == 1)
{
Screen.SetResolution(7680, 4320, true);
}
else
{
Screen.SetResolution(1280, 720, false);
}
randomCard = ini.ReadValue("card", "random", 0);
autoChange = ini.ReadValue("card", "autochange", 0);
changeTime = ini.ReadValue("card", "time", 0);
nextChangeTime = changeTime;
string cardPath = ini.ReadValue("card", "path", "null");
if (cardPath == "" || cardPath == "null")
{
cardPath = OpenFile();
ini.WriteValue("card", "path", cardPath);
}
FileInfo cardFileInfo = new FileInfo(cardPath);
cardDir = cardFileInfo.DirectoryName;
DirectoryInfo cardDirInfo = cardFileInfo.Directory;
int i = 0;
foreach (FileInfo file in cardDirInfo.GetFiles())
{
cards.Add(file.Name);
if (file.Name == cardFileInfo.Name)
idx = i;
i++;
}
cardCount = cards.Count;
Camera camera = GetComponent<Camera>();
camera.orthographicSize = (float)ini.ReadValue("camera", "size", 7f);
float x = (float)ini.ReadValue("camera", "x", 0f);
float y = (float)ini.ReadValue("camera", "y", 0f);
camera.transform.position = new Vector3(x, y, -10);
ini.Close();
bundle = AssetBundle.LoadFromFile(cardPath);
foreach (var name in bundle.GetAllAssetNames())
{
Debug.Log(name);
cntCard = (GameObject)Instantiate(bundle.LoadAsset(name));
}
}
void Update()
{
if (autoChange == 1 && Time.time >= nextChangeTime && cntCard)
{
LoadNextCard();
nextChangeTime += changeTime;
}
//SetResolution();
//if (Input.GetMouseButtonDown(0)) LoadNextCard();
}
public void AdjustYAdd()
{
Camera camera = GetComponent<Camera>();
Vector3 vec = camera.transform.position;
vec.y += 0.1f;
camera.transform.position = vec;
INIParser ini = new INIParser();
ini.Open(Application.streamingAssetsPath + "/config.ini");
ini.WriteValue("camera", "y", vec.y);
ini.Close();
}
public void AdjustYMinus()
{
Camera camera = GetComponent<Camera>();
Vector3 vec = camera.transform.position;
vec.y -= 0.1f;
camera.transform.position = vec;
INIParser ini = new INIParser();
ini.Open(Application.streamingAssetsPath + "/config.ini");
ini.WriteValue("camera", "y", vec.y);
ini.Close();
}
public void LoadNextCard()
{
if (cntCard)
Destroy(cntCard);
if (bundle)
bundle.Unload(true);
if (randomCard == 1)
{
System.Random ran = new System.Random();
idx = ran.Next(0, cardCount);
}
string cardPath = cardDir + "\\" + cards[(++idx) % cardCount];
INIParser ini = new INIParser();
ini.Open(Application.streamingAssetsPath + "/config.ini");
ini.WriteValue("card", "path", cardPath);
ini.Close();
bundle = AssetBundle.LoadFromFile(cardPath);
foreach (var name in bundle.GetAllAssetNames())
{
Debug.Log(name);
cntCard = (GameObject)Instantiate(bundle.LoadAsset(name));
}
}
public void LoadNewCard()
{
if (cntCard)
Destroy(cntCard);
if (bundle)
bundle.Unload(true);
string cardPath = OpenFile();
INIParser ini = new INIParser();
ini.Open(Application.streamingAssetsPath + "/config.ini");
ini.WriteValue("card", "path", cardPath);
ini.Close();
bundle = AssetBundle.LoadFromFile(cardPath);
foreach (var name in bundle.GetAllAssetNames())
{
Debug.Log(name);
cntCard = (GameObject)Instantiate(bundle.LoadAsset(name));
}
FileInfo cardFileInfo = new FileInfo(cardPath);
cardDir = cardFileInfo.DirectoryName;
DirectoryInfo cardDirInfo = cardFileInfo.Directory;
int i = 0;
foreach (FileInfo file in cardDirInfo.GetFiles())
{
cards.Add(file.Name);
if (file.Name == cardFileInfo.Name)
idx = i;
i++;
}
cardCount = cards.Count;
}
public void Quit()
{
Application.Quit();
}
void SetResolution()
{
if (Screen.fullScreen)
{
return;
}
int curScreenWidth = Screen.width;
int curScreenHeight = Screen.height;
float curScale = (float)curScreenWidth / curScreenHeight;
if (curScale > 16 / 9)
{
int h = (int)((9 * curScreenWidth) / 16);
Screen.SetResolution(curScreenWidth, h, false);
}
else if (curScale < 16 / 9)
{
int w = (int)((16 * curScreenHeight) / 9);
Screen.SetResolution(w, curScreenHeight, false);
}
}
public string OpenFile()
{
FileOpenDialog dialog = new FileOpenDialog();
dialog.structSize = Marshal.SizeOf(dialog);
dialog.filter = "All Files\0*\0\0";
dialog.file = new string(new char[256]);
dialog.maxFile = dialog.file.Length;
dialog.fileTitle = new string(new char[64]);
dialog.maxFileTitle = dialog.fileTitle.Length;
dialog.initialDir = UnityEngine.Application.dataPath;
dialog.title = "打开卡面";
dialog.defExt = "";
dialog.flags = 0x00080000 | 0x00001000 | 0x00000800 | 0x00000008;
//OFN_EXPLORER|OFN_FILEMUSTEXIST|OFN_PATHMUSTEXIST|OFN_NOCHANGEDIR
if (DialogShow.GetOpenFileName(dialog))
{
Debug.Log(dialog.file);
return dialog.file;
}
return "";
}
}
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Auto)]
public class FileOpenDialog
{
public int structSize = 0;
public IntPtr dlgOwner = IntPtr.Zero;
public IntPtr instance = IntPtr.Zero;
public String filter = null;
public String customFilter = null;
public int maxCustFilter = 0;
public int filterIndex = 0;
public String file = null;
public int maxFile = 0;
public String fileTitle = null;
public int maxFileTitle = 0;
public String initialDir = null;
public String title = null;
public int flags = 0;
public short fileOffset = 0;
public short fileExtension = 0;
public String defExt = null;
public IntPtr custData = IntPtr.Zero;
public IntPtr hook = IntPtr.Zero;
public String templateName = null;
public IntPtr reservedPtr = IntPtr.Zero;
public int reservedInt = 0;
public int flagsEx = 0;
}
public class DialogShow
{
[DllImport("Comdlg32.dll", SetLastError = true, ThrowOnUnmappableChar = true, CharSet = CharSet.Auto)]
public static extern bool GetOpenFileName([In, Out] FileOpenDialog dialog);
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class toolbar : MonoBehaviour
{
private CanvasGroup bar;
void Start()
{
bar = this.GetComponent<CanvasGroup>();
}
public void EnterUIShow()
{
bar.alpha = 1;
}
public void ExitUIHide()
{
bar.alpha = 0;
}
void Update()
{
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
using System.Collections.Generic;
namespace Spine {
/// <summary>Stores mix (crossfade) durations to be applied when AnimationState animations are changed.</summary>
public class AnimationStateData {
internal SkeletonData skeletonData;
readonly Dictionary<AnimationPair, float> animationToMixTime = new Dictionary<AnimationPair, float>(AnimationPairComparer.Instance);
internal float defaultMix;
/// <summary>The SkeletonData to look up animations when they are specified by name.</summary>
public SkeletonData SkeletonData { get { return skeletonData; } }
/// <summary>
/// The mix duration to use when no mix duration has been specifically defined between two animations.</summary>
public float DefaultMix { get { return defaultMix; } set { defaultMix = value; } }
public AnimationStateData (SkeletonData skeletonData) {
if (skeletonData == null) throw new ArgumentException("skeletonData cannot be null.", "skeletonData");
this.skeletonData = skeletonData;
}
/// <summary>Sets a mix duration by animation names.</summary>
public void SetMix (string fromName, string toName, float duration) {
Animation from = skeletonData.FindAnimation(fromName);
if (from == null) throw new ArgumentException("Animation not found: " + fromName, "fromName");
Animation to = skeletonData.FindAnimation(toName);
if (to == null) throw new ArgumentException("Animation not found: " + toName, "toName");
SetMix(from, to, duration);
}
/// <summary>Sets a mix duration when changing from the specified animation to the other.
/// See TrackEntry.MixDuration.</summary>
public void SetMix (Animation from, Animation to, float duration) {
if (from == null) throw new ArgumentNullException("from", "from cannot be null.");
if (to == null) throw new ArgumentNullException("to", "to cannot be null.");
AnimationPair key = new AnimationPair(from, to);
animationToMixTime.Remove(key);
animationToMixTime.Add(key, duration);
}
/// <summary>
/// The mix duration to use when changing from the specified animation to the other,
/// or the DefaultMix if no mix duration has been set.
/// </summary>
public float GetMix (Animation from, Animation to) {
if (from == null) throw new ArgumentNullException("from", "from cannot be null.");
if (to == null) throw new ArgumentNullException("to", "to cannot be null.");
AnimationPair key = new AnimationPair(from, to);
float duration;
if (animationToMixTime.TryGetValue(key, out duration)) return duration;
return defaultMix;
}
public struct AnimationPair {
public readonly Animation a1;
public readonly Animation a2;
public AnimationPair (Animation a1, Animation a2) {
this.a1 = a1;
this.a2 = a2;
}
public override string ToString () {
return a1.name + "->" + a2.name;
}
}
// Avoids boxing in the dictionary.
public class AnimationPairComparer : IEqualityComparer<AnimationPair> {
public static readonly AnimationPairComparer Instance = new AnimationPairComparer();
bool IEqualityComparer<AnimationPair>.Equals (AnimationPair x, AnimationPair y) {
return ReferenceEquals(x.a1, y.a1) && ReferenceEquals(x.a2, y.a2);
}
int IEqualityComparer<AnimationPair>.GetHashCode (AnimationPair obj) {
// from Tuple.CombineHashCodes // return (((h1 << 5) + h1) ^ h2);
int h1 = obj.a1.GetHashCode();
return (((h1 << 5) + h1) ^ obj.a2.GetHashCode());
}
}
}
}

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/******************************************************************************
* 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.
*****************************************************************************/
#if (UNITY_5 || UNITY_5_3_OR_NEWER || UNITY_WSA || UNITY_WP8 || UNITY_WP8_1)
#define IS_UNITY
#endif
using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Reflection;
#if WINDOWS_STOREAPP
using System.Threading.Tasks;
using Windows.Storage;
#endif
namespace Spine {
public class Atlas : IEnumerable<AtlasRegion> {
readonly List<AtlasPage> pages = new List<AtlasPage>();
List<AtlasRegion> regions = new List<AtlasRegion>();
TextureLoader textureLoader;
#region IEnumerable implementation
public IEnumerator<AtlasRegion> GetEnumerator () {
return regions.GetEnumerator();
}
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator () {
return regions.GetEnumerator();
}
#endregion
#if !(IS_UNITY)
#if WINDOWS_STOREAPP
private async Task ReadFile(string path, TextureLoader textureLoader) {
var folder = Windows.ApplicationModel.Package.Current.InstalledLocation;
var file = await folder.GetFileAsync(path).AsTask().ConfigureAwait(false);
using (var reader = new StreamReader(await file.OpenStreamForReadAsync().ConfigureAwait(false))) {
try {
Load(reader, Path.GetDirectoryName(path), textureLoader);
} catch (Exception ex) {
throw new Exception("Error reading atlas file: " + path, ex);
}
}
}
public Atlas(string path, TextureLoader textureLoader) {
this.ReadFile(path, textureLoader).Wait();
}
#else
public Atlas (string path, TextureLoader textureLoader) {
#if WINDOWS_PHONE
Stream stream = Microsoft.Xna.Framework.TitleContainer.OpenStream(path);
using (StreamReader reader = new StreamReader(stream)) {
#else
using (StreamReader reader = new StreamReader(path)) {
#endif // WINDOWS_PHONE
try {
Load(reader, Path.GetDirectoryName(path), textureLoader);
} catch (Exception ex) {
throw new Exception("Error reading atlas file: " + path, ex);
}
}
}
#endif // WINDOWS_STOREAPP
#endif
public Atlas (TextReader reader, string dir, TextureLoader textureLoader) {
Load(reader, dir, textureLoader);
}
public Atlas (List<AtlasPage> pages, List<AtlasRegion> regions) {
this.pages = pages;
this.regions = regions;
this.textureLoader = null;
}
private void Load (TextReader reader, string imagesDir, TextureLoader textureLoader) {
if (textureLoader == null) throw new ArgumentNullException("textureLoader", "textureLoader cannot be null.");
this.textureLoader = textureLoader;
string[] tuple = new string[4];
AtlasPage page = null;
while (true) {
string line = reader.ReadLine();
if (line == null) break;
if (line.Trim().Length == 0)
page = null;
else if (page == null) {
page = new AtlasPage();
page.name = line;
if (ReadTuple(reader, tuple) == 2) { // size is only optional for an atlas packed with an old TexturePacker.
page.width = int.Parse(tuple[0], CultureInfo.InvariantCulture);
page.height = int.Parse(tuple[1], CultureInfo.InvariantCulture);
ReadTuple(reader, tuple);
}
page.format = (Format)Enum.Parse(typeof(Format), tuple[0], false);
ReadTuple(reader, tuple);
page.minFilter = (TextureFilter)Enum.Parse(typeof(TextureFilter), tuple[0], false);
page.magFilter = (TextureFilter)Enum.Parse(typeof(TextureFilter), tuple[1], false);
string direction = ReadValue(reader);
page.uWrap = TextureWrap.ClampToEdge;
page.vWrap = TextureWrap.ClampToEdge;
if (direction == "x")
page.uWrap = TextureWrap.Repeat;
else if (direction == "y")
page.vWrap = TextureWrap.Repeat;
else if (direction == "xy")
page.uWrap = page.vWrap = TextureWrap.Repeat;
textureLoader.Load(page, Path.Combine(imagesDir, line));
pages.Add(page);
} else {
AtlasRegion region = new AtlasRegion();
region.name = line;
region.page = page;
region.rotate = Boolean.Parse(ReadValue(reader));
ReadTuple(reader, tuple);
int x = int.Parse(tuple[0], CultureInfo.InvariantCulture);
int y = int.Parse(tuple[1], CultureInfo.InvariantCulture);
ReadTuple(reader, tuple);
int width = int.Parse(tuple[0], CultureInfo.InvariantCulture);
int height = int.Parse(tuple[1], CultureInfo.InvariantCulture);
region.u = x / (float)page.width;
region.v = y / (float)page.height;
if (region.rotate) {
region.u2 = (x + height) / (float)page.width;
region.v2 = (y + width) / (float)page.height;
} else {
region.u2 = (x + width) / (float)page.width;
region.v2 = (y + height) / (float)page.height;
}
region.x = x;
region.y = y;
region.width = Math.Abs(width);
region.height = Math.Abs(height);
if (ReadTuple(reader, tuple) == 4) { // split is optional
region.splits = new [] {int.Parse(tuple[0], CultureInfo.InvariantCulture),
int.Parse(tuple[1], CultureInfo.InvariantCulture),
int.Parse(tuple[2], CultureInfo.InvariantCulture),
int.Parse(tuple[3], CultureInfo.InvariantCulture)};
if (ReadTuple(reader, tuple) == 4) { // pad is optional, but only present with splits
region.pads = new [] {int.Parse(tuple[0], CultureInfo.InvariantCulture),
int.Parse(tuple[1], CultureInfo.InvariantCulture),
int.Parse(tuple[2], CultureInfo.InvariantCulture),
int.Parse(tuple[3], CultureInfo.InvariantCulture)};
ReadTuple(reader, tuple);
}
}
region.originalWidth = int.Parse(tuple[0], CultureInfo.InvariantCulture);
region.originalHeight = int.Parse(tuple[1], CultureInfo.InvariantCulture);
ReadTuple(reader, tuple);
region.offsetX = int.Parse(tuple[0], CultureInfo.InvariantCulture);
region.offsetY = int.Parse(tuple[1], CultureInfo.InvariantCulture);
region.index = int.Parse(ReadValue(reader), CultureInfo.InvariantCulture);
regions.Add(region);
}
}
}
static string ReadValue (TextReader reader) {
string line = reader.ReadLine();
int colon = line.IndexOf(':');
if (colon == -1) throw new Exception("Invalid line: " + line);
return line.Substring(colon + 1).Trim();
}
/// <summary>Returns the number of tuple values read (1, 2 or 4).</summary>
static int ReadTuple (TextReader reader, string[] tuple) {
string line = reader.ReadLine();
int colon = line.IndexOf(':');
if (colon == -1) throw new Exception("Invalid line: " + line);
int i = 0, lastMatch = colon + 1;
for (; i < 3; i++) {
int comma = line.IndexOf(',', lastMatch);
if (comma == -1) break;
tuple[i] = line.Substring(lastMatch, comma - lastMatch).Trim();
lastMatch = comma + 1;
}
tuple[i] = line.Substring(lastMatch).Trim();
return i + 1;
}
public void FlipV () {
for (int i = 0, n = regions.Count; i < n; i++) {
AtlasRegion region = regions[i];
region.v = 1 - region.v;
region.v2 = 1 - region.v2;
}
}
/// <summary>Returns the first region found with the specified name. This method uses string comparison to find the region, so the result
/// should be cached rather than calling this method multiple times.</summary>
/// <returns>The region, or null.</returns>
public AtlasRegion FindRegion (string name) {
for (int i = 0, n = regions.Count; i < n; i++)
if (regions[i].name == name) return regions[i];
return null;
}
public void Dispose () {
if (textureLoader == null) return;
for (int i = 0, n = pages.Count; i < n; i++)
textureLoader.Unload(pages[i].rendererObject);
}
}
public enum Format {
Alpha,
Intensity,
LuminanceAlpha,
RGB565,
RGBA4444,
RGB888,
RGBA8888
}
public enum TextureFilter {
Nearest,
Linear,
MipMap,
MipMapNearestNearest,
MipMapLinearNearest,
MipMapNearestLinear,
MipMapLinearLinear
}
public enum TextureWrap {
MirroredRepeat,
ClampToEdge,
Repeat
}
public class AtlasPage {
public string name;
public Format format;
public TextureFilter minFilter;
public TextureFilter magFilter;
public TextureWrap uWrap;
public TextureWrap vWrap;
public Object rendererObject;
public int width, height;
}
public class AtlasRegion {
public AtlasPage page;
public string name;
public int x, y, width, height;
public float u, v, u2, v2;
public float offsetX, offsetY;
public int originalWidth, originalHeight;
public int index;
public bool rotate;
public int[] splits;
public int[] pads;
}
public interface TextureLoader {
void Load (AtlasPage page, string path);
void Unload (Object texture);
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
namespace Spine {
/// <summary>
/// An AttachmentLoader that configures attachments using texture regions from an Atlas.
/// See <a href='http://esotericsoftware.com/spine-loading-skeleton-data#JSON-and-binary-data'>Loading Skeleton Data</a> in the Spine Runtimes Guide.
/// </summary>
public class AtlasAttachmentLoader : AttachmentLoader {
private Atlas[] atlasArray;
public AtlasAttachmentLoader (params Atlas[] atlasArray) {
if (atlasArray == null) throw new ArgumentNullException("atlas array cannot be null.");
this.atlasArray = atlasArray;
}
public RegionAttachment NewRegionAttachment (Skin skin, string name, string path) {
AtlasRegion region = FindRegion(path);
if (region == null) throw new ArgumentException(string.Format("Region not found in atlas: {0} (region attachment: {1})", path, name));
RegionAttachment attachment = new RegionAttachment(name);
attachment.RendererObject = region;
attachment.SetUVs(region.u, region.v, region.u2, region.v2, region.rotate);
attachment.regionOffsetX = region.offsetX;
attachment.regionOffsetY = region.offsetY;
attachment.regionWidth = region.width;
attachment.regionHeight = region.height;
attachment.regionOriginalWidth = region.originalWidth;
attachment.regionOriginalHeight = region.originalHeight;
return attachment;
}
public MeshAttachment NewMeshAttachment (Skin skin, string name, string path) {
AtlasRegion region = FindRegion(path);
if (region == null) throw new ArgumentException(string.Format("Region not found in atlas: {0} (region attachment: {1})", path, name));
MeshAttachment attachment = new MeshAttachment(name);
attachment.RendererObject = region;
attachment.RegionU = region.u;
attachment.RegionV = region.v;
attachment.RegionU2 = region.u2;
attachment.RegionV2 = region.v2;
attachment.RegionRotate = region.rotate;
attachment.regionOffsetX = region.offsetX;
attachment.regionOffsetY = region.offsetY;
attachment.regionWidth = region.width;
attachment.regionHeight = region.height;
attachment.regionOriginalWidth = region.originalWidth;
attachment.regionOriginalHeight = region.originalHeight;
return attachment;
}
public BoundingBoxAttachment NewBoundingBoxAttachment (Skin skin, string name) {
return new BoundingBoxAttachment(name);
}
public PathAttachment NewPathAttachment (Skin skin, string name) {
return new PathAttachment(name);
}
public PointAttachment NewPointAttachment (Skin skin, string name) {
return new PointAttachment(name);
}
public ClippingAttachment NewClippingAttachment(Skin skin, string name) {
return new ClippingAttachment(name);
}
public AtlasRegion FindRegion (string name) {
AtlasRegion region;
for (int i = 0; i < atlasArray.Length; i++) {
region = atlasArray[i].FindRegion(name);
if (region != null)
return region;
}
return null;
}
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
namespace Spine {
abstract public class Attachment {
public string Name { get; private set; }
protected Attachment (string name) {
if (name == null) throw new ArgumentNullException("name", "name cannot be null");
Name = name;
}
override public string ToString () {
return Name;
}
}
public interface IHasRendererObject {
object RendererObject { get; }
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
namespace Spine {
public interface AttachmentLoader {
/// <return>May be null to not load any attachment.</return>
RegionAttachment NewRegionAttachment (Skin skin, string name, string path);
/// <return>May be null to not load any attachment.</return>
MeshAttachment NewMeshAttachment (Skin skin, string name, string path);
/// <return>May be null to not load any attachment.</return>
BoundingBoxAttachment NewBoundingBoxAttachment (Skin skin, string name);
/// <returns>May be null to not load any attachment</returns>
PathAttachment NewPathAttachment (Skin skin, string name);
PointAttachment NewPointAttachment (Skin skin, string name);
ClippingAttachment NewClippingAttachment (Skin skin, string name);
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
namespace Spine {
public enum AttachmentType {
Region, Boundingbox, Mesh, Linkedmesh, Path, Point, Clipping
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
namespace Spine {
/// <summary>Attachment that has a polygon for bounds checking.</summary>
public class BoundingBoxAttachment : VertexAttachment {
public BoundingBoxAttachment (string name)
: base(name) {
}
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
namespace Spine {
public class ClippingAttachment : VertexAttachment {
internal SlotData endSlot;
public SlotData EndSlot { get { return endSlot; } set { endSlot = value; } }
public ClippingAttachment(string name) : base(name) {
}
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
namespace Spine {
/// <summary>Attachment that displays a texture region using a mesh.</summary>
public class MeshAttachment : VertexAttachment, IHasRendererObject {
internal float regionOffsetX, regionOffsetY, regionWidth, regionHeight, regionOriginalWidth, regionOriginalHeight;
private MeshAttachment parentMesh;
internal float[] uvs, regionUVs;
internal int[] triangles;
internal float r = 1, g = 1, b = 1, a = 1;
internal int hulllength;
internal bool inheritDeform;
public int HullLength { get { return hulllength; } set { hulllength = value; } }
public float[] RegionUVs { get { return regionUVs; } set { regionUVs = value; } }
/// <summary>The UV pair for each vertex, normalized within the entire texture. <seealso cref="MeshAttachment.UpdateUVs"/></summary>
public float[] UVs { get { return uvs; } set { uvs = value; } }
public int[] Triangles { get { return triangles; } set { triangles = value; } }
public float R { get { return r; } set { r = value; } }
public float G { get { return g; } set { g = value; } }
public float B { get { return b; } set { b = value; } }
public float A { get { return a; } set { a = value; } }
public string Path { get; set; }
public object RendererObject { get; set; }
public float RegionU { get; set; }
public float RegionV { get; set; }
public float RegionU2 { get; set; }
public float RegionV2 { get; set; }
public bool RegionRotate { get; set; }
public float RegionOffsetX { get { return regionOffsetX; } set { regionOffsetX = value; } }
public float RegionOffsetY { get { return regionOffsetY; } set { regionOffsetY = value; } } // Pixels stripped from the bottom left, unrotated.
public float RegionWidth { get { return regionWidth; } set { regionWidth = value; } }
public float RegionHeight { get { return regionHeight; } set { regionHeight = value; } } // Unrotated, stripped size.
public float RegionOriginalWidth { get { return regionOriginalWidth; } set { regionOriginalWidth = value; } }
public float RegionOriginalHeight { get { return regionOriginalHeight; } set { regionOriginalHeight = value; } } // Unrotated, unstripped size.
public bool InheritDeform { get { return inheritDeform; } set { inheritDeform = value; } }
public MeshAttachment ParentMesh {
get { return parentMesh; }
set {
parentMesh = value;
if (value != null) {
bones = value.bones;
vertices = value.vertices;
worldVerticesLength = value.worldVerticesLength;
regionUVs = value.regionUVs;
triangles = value.triangles;
HullLength = value.HullLength;
Edges = value.Edges;
Width = value.Width;
Height = value.Height;
}
}
}
// Nonessential.
public int[] Edges { get; set; }
public float Width { get; set; }
public float Height { get; set; }
public MeshAttachment (string name)
: base(name) {
}
public void UpdateUVs () {
float u = RegionU, v = RegionV, width = RegionU2 - RegionU, height = RegionV2 - RegionV;
float[] regionUVs = this.regionUVs;
if (this.uvs == null || this.uvs.Length != regionUVs.Length) this.uvs = new float[regionUVs.Length];
float[] uvs = this.uvs;
if (RegionRotate) {
for (int i = 0, n = uvs.Length; i < n; i += 2) {
uvs[i] = u + regionUVs[i + 1] * width;
uvs[i + 1] = v + height - regionUVs[i] * height;
}
} else {
for (int i = 0, n = uvs.Length; i < n; i += 2) {
uvs[i] = u + regionUVs[i] * width;
uvs[i + 1] = v + regionUVs[i + 1] * height;
}
}
}
override public bool ApplyDeform (VertexAttachment sourceAttachment) {
return this == sourceAttachment || (inheritDeform && parentMesh == sourceAttachment);
}
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
using System.Collections.Generic;
namespace Spine {
public class PathAttachment : VertexAttachment {
internal float[] lengths;
internal bool closed, constantSpeed;
/// <summary>The length in the setup pose from the start of the path to the end of each curve.</summary>
public float[] Lengths { get { return lengths; } set { lengths = value; } }
public bool Closed { get { return closed; } set { closed = value; } }
public bool ConstantSpeed { get { return constantSpeed; } set { constantSpeed = value; } }
public PathAttachment (String name)
: base(name) {
}
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
namespace Spine {
/// <summary>
/// An attachment which is a single point and a rotation. This can be used to spawn projectiles, particles, etc. A bone can be
/// used in similar ways, but a PointAttachment is slightly less expensive to compute and can be hidden, shown, and placed in a
/// skin.
/// <p>
/// See <a href="http://esotericsoftware.com/spine-point-attachments">Point Attachments</a> in the Spine User Guide.
/// </summary>
public class PointAttachment : Attachment {
internal float x, y, rotation;
public float X { get { return x; } set { x = value; } }
public float Y { get { return y; } set { y = value; } }
public float Rotation { get { return rotation; } set { rotation = value; } }
public PointAttachment (string name)
: base(name) {
}
public void ComputeWorldPosition (Bone bone, out float ox, out float oy) {
bone.LocalToWorld(this.x, this.y, out ox, out oy);
}
public float ComputeWorldRotation (Bone bone) {
float cos = MathUtils.CosDeg(rotation), sin = MathUtils.SinDeg(rotation);
float ix = cos * bone.a + sin * bone.b;
float iy = cos * bone.c + sin * bone.d;
return MathUtils.Atan2(iy, ix) * MathUtils.RadDeg;
}
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
namespace Spine {
/// <summary>Attachment that displays a texture region.</summary>
public class RegionAttachment : Attachment, IHasRendererObject {
public const int BLX = 0;
public const int BLY = 1;
public const int ULX = 2;
public const int ULY = 3;
public const int URX = 4;
public const int URY = 5;
public const int BRX = 6;
public const int BRY = 7;
internal float x, y, rotation, scaleX = 1, scaleY = 1, width, height;
internal float regionOffsetX, regionOffsetY, regionWidth, regionHeight, regionOriginalWidth, regionOriginalHeight;
internal float[] offset = new float[8], uvs = new float[8];
internal float r = 1, g = 1, b = 1, a = 1;
public float X { get { return x; } set { x = value; } }
public float Y { get { return y; } set { y = value; } }
public float Rotation { get { return rotation; } set { rotation = value; } }
public float ScaleX { get { return scaleX; } set { scaleX = value; } }
public float ScaleY { get { return scaleY; } set { scaleY = value; } }
public float Width { get { return width; } set { width = value; } }
public float Height { get { return height; } set { height = value; } }
public float R { get { return r; } set { r = value; } }
public float G { get { return g; } set { g = value; } }
public float B { get { return b; } set { b = value; } }
public float A { get { return a; } set { a = value; } }
public string Path { get; set; }
public object RendererObject { get; set; }
public float RegionOffsetX { get { return regionOffsetX; } set { regionOffsetX = value; } }
public float RegionOffsetY { get { return regionOffsetY; } set { regionOffsetY = value; } } // Pixels stripped from the bottom left, unrotated.
public float RegionWidth { get { return regionWidth; } set { regionWidth = value; } }
public float RegionHeight { get { return regionHeight; } set { regionHeight = value; } } // Unrotated, stripped size.
public float RegionOriginalWidth { get { return regionOriginalWidth; } set { regionOriginalWidth = value; } }
public float RegionOriginalHeight { get { return regionOriginalHeight; } set { regionOriginalHeight = value; } } // Unrotated, unstripped size.
public float[] Offset { get { return offset; } }
public float[] UVs { get { return uvs; } }
public RegionAttachment (string name)
: base(name) {
}
public void UpdateOffset () {
float width = this.width;
float height = this.height;
float localX2 = width * 0.5f;
float localY2 = height * 0.5f;
float localX = -localX2;
float localY = -localY2;
if (regionOriginalWidth != 0) { // if (region != null)
localX += regionOffsetX / regionOriginalWidth * width;
localY += regionOffsetY / regionOriginalHeight * height;
localX2 -= (regionOriginalWidth - regionOffsetX - regionWidth) / regionOriginalWidth * width;
localY2 -= (regionOriginalHeight - regionOffsetY - regionHeight) / regionOriginalHeight * height;
}
float scaleX = this.scaleX;
float scaleY = this.scaleY;
localX *= scaleX;
localY *= scaleY;
localX2 *= scaleX;
localY2 *= scaleY;
float rotation = this.rotation;
float cos = MathUtils.CosDeg(rotation);
float sin = MathUtils.SinDeg(rotation);
float x = this.x;
float y = this.y;
float localXCos = localX * cos + x;
float localXSin = localX * sin;
float localYCos = localY * cos + y;
float localYSin = localY * sin;
float localX2Cos = localX2 * cos + x;
float localX2Sin = localX2 * sin;
float localY2Cos = localY2 * cos + y;
float localY2Sin = localY2 * sin;
float[] offset = this.offset;
offset[BLX] = localXCos - localYSin;
offset[BLY] = localYCos + localXSin;
offset[ULX] = localXCos - localY2Sin;
offset[ULY] = localY2Cos + localXSin;
offset[URX] = localX2Cos - localY2Sin;
offset[URY] = localY2Cos + localX2Sin;
offset[BRX] = localX2Cos - localYSin;
offset[BRY] = localYCos + localX2Sin;
}
public void SetUVs (float u, float v, float u2, float v2, bool rotate) {
float[] uvs = this.uvs;
// UV values differ from RegionAttachment.java
if (rotate) {
uvs[URX] = u;
uvs[URY] = v2;
uvs[BRX] = u;
uvs[BRY] = v;
uvs[BLX] = u2;
uvs[BLY] = v;
uvs[ULX] = u2;
uvs[ULY] = v2;
} else {
uvs[ULX] = u;
uvs[ULY] = v2;
uvs[URX] = u;
uvs[URY] = v;
uvs[BRX] = u2;
uvs[BRY] = v;
uvs[BLX] = u2;
uvs[BLY] = v2;
}
}
/// <summary>Transforms the attachment's four vertices to world coordinates.</summary>
/// <param name="bone">The parent bone.</param>
/// <param name="worldVertices">The output world vertices. Must have a length greater than or equal to offset + 8.</param>
/// <param name="offset">The worldVertices index to begin writing values.</param>
/// <param name="stride">The number of worldVertices entries between the value pairs written.</param>
public void ComputeWorldVertices (Bone bone, float[] worldVertices, int offset, int stride = 2) {
float[] vertexOffset = this.offset;
float bwx = bone.worldX, bwy = bone.worldY;
float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
float offsetX, offsetY;
// Vertex order is different from RegionAttachment.java
offsetX = vertexOffset[BRX]; // 0
offsetY = vertexOffset[BRY]; // 1
worldVertices[offset] = offsetX * a + offsetY * b + bwx; // bl
worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
offset += stride;
offsetX = vertexOffset[BLX]; // 2
offsetY = vertexOffset[BLY]; // 3
worldVertices[offset] = offsetX * a + offsetY * b + bwx; // ul
worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
offset += stride;
offsetX = vertexOffset[ULX]; // 4
offsetY = vertexOffset[ULY]; // 5
worldVertices[offset] = offsetX * a + offsetY * b + bwx; // ur
worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
offset += stride;
offsetX = vertexOffset[URX]; // 6
offsetY = vertexOffset[URY]; // 7
worldVertices[offset] = offsetX * a + offsetY * b + bwx; // br
worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
//offset += stride;
}
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
namespace Spine {
/// <summary>>An attachment with vertices that are transformed by one or more bones and can be deformed by a slot's vertices.</summary>
public class VertexAttachment : Attachment {
static int nextID = 0;
static readonly Object nextIdLock = new Object();
internal readonly int id;
internal int[] bones;
internal float[] vertices;
internal int worldVerticesLength;
/// <summary>Gets a unique ID for this attachment.</summary>
public int Id { get { return id; } }
public int[] Bones { get { return bones; } set { bones = value; } }
public float[] Vertices { get { return vertices; } set { vertices = value; } }
public int WorldVerticesLength { get { return worldVerticesLength; } set { worldVerticesLength = value; } }
public VertexAttachment (string name)
: base(name) {
lock (VertexAttachment.nextIdLock) {
id = (VertexAttachment.nextID++ & 65535) << 11;
}
}
public void ComputeWorldVertices (Slot slot, float[] worldVertices) {
ComputeWorldVertices(slot, 0, worldVerticesLength, worldVertices, 0);
}
/// <summary>Transforms local vertices to world coordinates.</summary>
/// <param name="start">The index of the first <see cref="Vertices"/> value to transform. Each vertex has 2 values, x and y.</param>
/// <param name="count">The number of world vertex values to output. Must be less than or equal to <see cref="WorldVerticesLength"/> - start.</param>
/// <param name="worldVertices">The output world vertices. Must have a length greater than or equal to <paramref name="offset"/> + <paramref name="count"/>.</param>
/// <param name="offset">The <paramref name="worldVertices"/> index to begin writing values.</param>
/// <param name="stride">The number of <paramref name="worldVertices"/> entries between the value pairs written.</param>
public void ComputeWorldVertices (Slot slot, int start, int count, float[] worldVertices, int offset, int stride = 2) {
count = offset + (count >> 1) * stride;
Skeleton skeleton = slot.bone.skeleton;
var deformArray = slot.attachmentVertices;
float[] vertices = this.vertices;
int[] bones = this.bones;
if (bones == null) {
if (deformArray.Count > 0) vertices = deformArray.Items;
Bone bone = slot.bone;
float x = bone.worldX, y = bone.worldY;
float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
for (int vv = start, w = offset; w < count; vv += 2, w += stride) {
float vx = vertices[vv], vy = vertices[vv + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
}
return;
}
int v = 0, skip = 0;
for (int i = 0; i < start; i += 2) {
int n = bones[v];
v += n + 1;
skip += n;
}
var skeletonBones = skeleton.bones.Items;
if (deformArray.Count == 0) {
for (int w = offset, b = skip * 3; w < count; w += stride) {
float wx = 0, wy = 0;
int n = bones[v++];
n += v;
for (; v < n; v++, b += 3) {
Bone bone = skeletonBones[bones[v]];
float vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
} else {
float[] deform = deformArray.Items;
for (int w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) {
float wx = 0, wy = 0;
int n = bones[v++];
n += v;
for (; v < n; v++, b += 3, f += 2) {
Bone bone = skeletonBones[bones[v]];
float vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
}
/// <summary>Returns true if a deform originally applied to the specified attachment should be applied to this attachment.</summary>
virtual public bool ApplyDeform (VertexAttachment sourceAttachment) {
return this == sourceAttachment;
}
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
namespace Spine {
public enum BlendMode {
Normal, Additive, Multiply, Screen
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
namespace Spine {
/// <summary>
/// Stores a bone's current pose.
/// <para>
/// A bone has a local transform which is used to compute its world transform. A bone also has an applied transform, which is a
/// local transform that can be applied to compute the world transform. The local transform and applied transform may differ if a
/// constraint or application code modifies the world transform after it was computed from the local transform.
/// </para>
/// </summary>
public class Bone : IUpdatable {
static public bool yDown;
internal BoneData data;
internal Skeleton skeleton;
internal Bone parent;
internal ExposedList<Bone> children = new ExposedList<Bone>();
internal float x, y, rotation, scaleX, scaleY, shearX, shearY;
internal float ax, ay, arotation, ascaleX, ascaleY, ashearX, ashearY;
internal bool appliedValid;
internal float a, b, worldX;
internal float c, d, worldY;
// internal float worldSignX, worldSignY;
// public float WorldSignX { get { return worldSignX; } }
// public float WorldSignY { get { return worldSignY; } }
internal bool sorted;
public BoneData Data { get { return data; } }
public Skeleton Skeleton { get { return skeleton; } }
public Bone Parent { get { return parent; } }
public ExposedList<Bone> Children { get { return children; } }
/// <summary>The local X translation.</summary>
public float X { get { return x; } set { x = value; } }
/// <summary>The local Y translation.</summary>
public float Y { get { return y; } set { y = value; } }
/// <summary>The local rotation.</summary>
public float Rotation { get { return rotation; } set { rotation = value; } }
/// <summary>The local scaleX.</summary>
public float ScaleX { get { return scaleX; } set { scaleX = value; } }
/// <summary>The local scaleY.</summary>
public float ScaleY { get { return scaleY; } set { scaleY = value; } }
/// <summary>The local shearX.</summary>
public float ShearX { get { return shearX; } set { shearX = value; } }
/// <summary>The local shearY.</summary>
public float ShearY { get { return shearY; } set { shearY = value; } }
/// <summary>The rotation, as calculated by any constraints.</summary>
public float AppliedRotation { get { return arotation; } set { arotation = value; } }
/// <summary>The applied local x translation.</summary>
public float AX { get { return ax; } set { ax = value; } }
/// <summary>The applied local y translation.</summary>
public float AY { get { return ay; } set { ay = value; } }
/// <summary>The applied local scaleX.</summary>
public float AScaleX { get { return ascaleX; } set { ascaleX = value; } }
/// <summary>The applied local scaleY.</summary>
public float AScaleY { get { return ascaleY; } set { ascaleY = value; } }
/// <summary>The applied local shearX.</summary>
public float AShearX { get { return ashearX; } set { ashearX = value; } }
/// <summary>The applied local shearY.</summary>
public float AShearY { get { return ashearY; } set { ashearY = value; } }
public float A { get { return a; } }
public float B { get { return b; } }
public float C { get { return c; } }
public float D { get { return d; } }
public float WorldX { get { return worldX; } }
public float WorldY { get { return worldY; } }
public float WorldRotationX { get { return MathUtils.Atan2(c, a) * MathUtils.RadDeg; } }
public float WorldRotationY { get { return MathUtils.Atan2(d, b) * MathUtils.RadDeg; } }
/// <summary>Returns the magnitide (always positive) of the world scale X.</summary>
public float WorldScaleX { get { return (float)Math.Sqrt(a * a + c * c); } }
/// <summary>Returns the magnitide (always positive) of the world scale Y.</summary>
public float WorldScaleY { get { return (float)Math.Sqrt(b * b + d * d); } }
/// <param name="parent">May be null.</param>
public Bone (BoneData data, Skeleton skeleton, Bone parent) {
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;
this.skeleton = skeleton;
this.parent = parent;
SetToSetupPose();
}
/// <summary>Same as <see cref="UpdateWorldTransform"/>. This method exists for Bone to implement <see cref="Spine.IUpdatable"/>.</summary>
public void Update () {
UpdateWorldTransform(x, y, rotation, scaleX, scaleY, shearX, shearY);
}
/// <summary>Computes the world transform using the parent bone and this bone's local transform.</summary>
public void UpdateWorldTransform () {
UpdateWorldTransform(x, y, rotation, scaleX, scaleY, shearX, shearY);
}
/// <summary>Computes the world transform using the parent bone and the specified local transform.</summary>
public void UpdateWorldTransform (float x, float y, float rotation, float scaleX, float scaleY, float shearX, float shearY) {
ax = x;
ay = y;
arotation = rotation;
ascaleX = scaleX;
ascaleY = scaleY;
ashearX = shearX;
ashearY = shearY;
appliedValid = true;
Skeleton skeleton = this.skeleton;
Bone parent = this.parent;
if (parent == null) { // Root bone.
float rotationY = rotation + 90 + shearY;
float la = MathUtils.CosDeg(rotation + shearX) * scaleX;
float lb = MathUtils.CosDeg(rotationY) * scaleY;
float lc = MathUtils.SinDeg(rotation + shearX) * scaleX;
float ld = MathUtils.SinDeg(rotationY) * scaleY;
if (skeleton.flipX) {
x = -x;
la = -la;
lb = -lb;
}
if (skeleton.flipY != yDown) {
y = -y;
lc = -lc;
ld = -ld;
}
a = la;
b = lb;
c = lc;
d = ld;
worldX = x + skeleton.x;
worldY = y + skeleton.y;
return;
}
float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
worldX = pa * x + pb * y + parent.worldX;
worldY = pc * x + pd * y + parent.worldY;
switch (data.transformMode) {
case TransformMode.Normal: {
float rotationY = rotation + 90 + shearY;
float la = MathUtils.CosDeg(rotation + shearX) * scaleX;
float lb = MathUtils.CosDeg(rotationY) * scaleY;
float lc = MathUtils.SinDeg(rotation + shearX) * scaleX;
float ld = MathUtils.SinDeg(rotationY) * scaleY;
a = pa * la + pb * lc;
b = pa * lb + pb * ld;
c = pc * la + pd * lc;
d = pc * lb + pd * ld;
return;
}
case TransformMode.OnlyTranslation: {
float rotationY = rotation + 90 + shearY;
a = MathUtils.CosDeg(rotation + shearX) * scaleX;
b = MathUtils.CosDeg(rotationY) * scaleY;
c = MathUtils.SinDeg(rotation + shearX) * scaleX;
d = MathUtils.SinDeg(rotationY) * scaleY;
break;
}
case TransformMode.NoRotationOrReflection: {
float s = pa * pa + pc * pc, prx;
if (s > 0.0001f) {
s = Math.Abs(pa * pd - pb * pc) / s;
pb = pc * s;
pd = pa * s;
prx = MathUtils.Atan2(pc, pa) * MathUtils.RadDeg;
} else {
pa = 0;
pc = 0;
prx = 90 - MathUtils.Atan2(pd, pb) * MathUtils.RadDeg;
}
float rx = rotation + shearX - prx;
float ry = rotation + shearY - prx + 90;
float la = MathUtils.CosDeg(rx) * scaleX;
float lb = MathUtils.CosDeg(ry) * scaleY;
float lc = MathUtils.SinDeg(rx) * scaleX;
float ld = MathUtils.SinDeg(ry) * scaleY;
a = pa * la - pb * lc;
b = pa * lb - pb * ld;
c = pc * la + pd * lc;
d = pc * lb + pd * ld;
break;
}
case TransformMode.NoScale:
case TransformMode.NoScaleOrReflection: {
float cos = MathUtils.CosDeg(rotation), sin = MathUtils.SinDeg(rotation);
float za = pa * cos + pb * sin;
float zc = pc * cos + pd * sin;
float s = (float)Math.Sqrt(za * za + zc * zc);
if (s > 0.00001f) s = 1 / s;
za *= s;
zc *= s;
s = (float)Math.Sqrt(za * za + zc * zc);
float r = MathUtils.PI / 2 + MathUtils.Atan2(zc, za);
float zb = MathUtils.Cos(r) * s;
float zd = MathUtils.Sin(r) * s;
float la = MathUtils.CosDeg(shearX) * scaleX;
float lb = MathUtils.CosDeg(90 + shearY) * scaleY;
float lc = MathUtils.SinDeg(shearX) * scaleX;
float ld = MathUtils.SinDeg(90 + shearY) * scaleY;
if (data.transformMode != TransformMode.NoScaleOrReflection? pa * pd - pb* pc< 0 : skeleton.flipX != skeleton.flipY) {
zb = -zb;
zd = -zd;
}
a = za * la + zb * lc;
b = za * lb + zb * ld;
c = zc * la + zd * lc;
d = zc * lb + zd * ld;
return;
}
}
if (skeleton.flipX) {
a = -a;
b = -b;
}
if (skeleton.flipY != Bone.yDown) {
c = -c;
d = -d;
}
}
public void SetToSetupPose () {
BoneData data = this.data;
x = data.x;
y = data.y;
rotation = data.rotation;
scaleX = data.scaleX;
scaleY = data.scaleY;
shearX = data.shearX;
shearY = data.shearY;
}
/// <summary>
/// Computes the individual applied transform values from the world transform. This can be useful to perform processing using
/// the applied transform after the world transform has been modified directly (eg, by a constraint)..
///
/// Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation.
/// </summary>
internal void UpdateAppliedTransform () {
appliedValid = true;
Bone parent = this.parent;
if (parent == null) {
ax = worldX;
ay = worldY;
arotation = MathUtils.Atan2(c, a) * MathUtils.RadDeg;
ascaleX = (float)Math.Sqrt(a * a + c * c);
ascaleY = (float)Math.Sqrt(b * b + d * d);
ashearX = 0;
ashearY = MathUtils.Atan2(a * b + c * d, a * d - b * c) * MathUtils.RadDeg;
return;
}
float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
float pid = 1 / (pa * pd - pb * pc);
float dx = worldX - parent.worldX, dy = worldY - parent.worldY;
ax = (dx * pd * pid - dy * pb * pid);
ay = (dy * pa * pid - dx * pc * pid);
float ia = pid * pd;
float id = pid * pa;
float ib = pid * pb;
float ic = pid * pc;
float ra = ia * a - ib * c;
float rb = ia * b - ib * d;
float rc = id * c - ic * a;
float rd = id * d - ic * b;
ashearX = 0;
ascaleX = (float)Math.Sqrt(ra * ra + rc * rc);
if (ascaleX > 0.0001f) {
float det = ra * rd - rb * rc;
ascaleY = det / ascaleX;
ashearY = MathUtils.Atan2(ra * rb + rc * rd, det) * MathUtils.RadDeg;
arotation = MathUtils.Atan2(rc, ra) * MathUtils.RadDeg;
} else {
ascaleX = 0;
ascaleY = (float)Math.Sqrt(rb * rb + rd * rd);
ashearY = 0;
arotation = 90 - MathUtils.Atan2(rd, rb) * MathUtils.RadDeg;
}
}
public void WorldToLocal (float worldX, float worldY, out float localX, out float localY) {
float a = this.a, b = this.b, c = this.c, d = this.d;
float invDet = 1 / (a * d - b * c);
float x = worldX - this.worldX, y = worldY - this.worldY;
localX = (x * d * invDet - y * b * invDet);
localY = (y * a * invDet - x * c * invDet);
}
public void LocalToWorld (float localX, float localY, out float worldX, out float worldY) {
worldX = localX * a + localY * b + this.worldX;
worldY = localX * c + localY * d + this.worldY;
}
public float WorldToLocalRotationX {
get {
Bone parent = this.parent;
if (parent == null) return arotation;
float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d, a = this.a, c = this.c;
return MathUtils.Atan2(pa * c - pc * a, pd * a - pb * c) * MathUtils.RadDeg;
}
}
public float WorldToLocalRotationY {
get {
Bone parent = this.parent;
if (parent == null) return arotation;
float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d, b = this.b, d = this.d;
return MathUtils.Atan2(pa * d - pc * b, pd * b - pb * d) * MathUtils.RadDeg;
}
}
public float WorldToLocalRotation (float worldRotation) {
float sin = MathUtils.SinDeg(worldRotation), cos = MathUtils.CosDeg(worldRotation);
return MathUtils.Atan2(a * sin - c * cos, d * cos - b * sin) * MathUtils.RadDeg;
}
public float LocalToWorldRotation (float localRotation) {
float sin = MathUtils.SinDeg(localRotation), cos = MathUtils.CosDeg(localRotation);
return MathUtils.Atan2(cos * c + sin * d, cos * a + sin * b) * MathUtils.RadDeg;
}
/// <summary>
/// Rotates the world transform the specified amount and sets isAppliedValid to false.
/// </summary>
/// <param name="degrees">Degrees.</param>
public void RotateWorld (float degrees) {
float a = this.a, b = this.b, c = this.c, d = this.d;
float cos = MathUtils.CosDeg(degrees), sin = MathUtils.SinDeg(degrees);
this.a = cos * a - sin * c;
this.b = cos * b - sin * d;
this.c = sin * a + cos * c;
this.d = sin * b + cos * d;
appliedValid = false;
}
override public string ToString () {
return data.name;
}
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
namespace Spine {
public class BoneData {
internal int index;
internal string name;
internal BoneData parent;
internal float length;
internal float x, y, rotation, scaleX = 1, scaleY = 1, shearX, shearY;
internal TransformMode transformMode = TransformMode.Normal;
/// <summary>The index of the bone in Skeleton.Bones</summary>
public int Index { get { return index; } }
/// <summary>The name of the bone, which is unique within the skeleton.</summary>
public string Name { get { return name; } }
/// <summary>May be null.</summary>
public BoneData Parent { get { return parent; } }
public float Length { get { return length; } set { length = value; } }
/// <summary>Local X translation.</summary>
public float X { get { return x; } set { x = value; } }
/// <summary>Local Y translation.</summary>
public float Y { get { return y; } set { y = value; } }
/// <summary>Local rotation.</summary>
public float Rotation { get { return rotation; } set { rotation = value; } }
/// <summary>Local scaleX.</summary>
public float ScaleX { get { return scaleX; } set { scaleX = value; } }
/// <summary>Local scaleY.</summary>
public float ScaleY { get { return scaleY; } set { scaleY = value; } }
/// <summary>Local shearX.</summary>
public float ShearX { get { return shearX; } set { shearX = value; } }
/// <summary>Local shearY.</summary>
public float ShearY { get { return shearY; } set { shearY = value; } }
/// <summary>The transform mode for how parent world transforms affect this bone.</summary>
public TransformMode TransformMode { get { return transformMode; } set { transformMode = value; } }
/// <param name="parent">May be null.</param>
public BoneData (int index, string name, BoneData parent) {
if (index < 0) throw new ArgumentException("index must be >= 0", "index");
if (name == null) throw new ArgumentNullException("name", "name cannot be null.");
this.index = index;
this.name = name;
this.parent = parent;
}
override public string ToString () {
return name;
}
}
[Flags]
public enum TransformMode {
//0000 0 Flip Scale Rotation
Normal = 0, // 0000
OnlyTranslation = 7, // 0111
NoRotationOrReflection = 1, // 0001
NoScale = 2, // 0010
NoScaleOrReflection = 6, // 0110
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
namespace Spine {
/// <summary>Stores the current pose values for an Event.</summary>
public class Event {
internal readonly EventData data;
internal readonly float time;
internal int intValue;
internal float floatValue;
internal string stringValue;
public EventData Data { get { return data; } }
/// <summary>The animation time this event was keyed.</summary>
public float Time { get { return time; } }
public int Int { get { return intValue; } set { intValue = value; } }
public float Float { get { return floatValue; } set { floatValue = value; } }
public string String { get { return stringValue; } set { stringValue = value; } }
public Event (float time, EventData data) {
if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
this.time = time;
this.data = data;
}
override public string ToString () {
return this.data.Name;
}
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
namespace Spine {
/// <summary>Stores the setup pose values for an Event.</summary>
public class EventData {
internal string name;
/// <summary>The name of the event, which is unique within the skeleton.</summary>
public string Name { get { return name; } }
public int Int { get; set; }
public float Float { get; set; }
public string String { get; set; }
public EventData (string name) {
if (name == null) throw new ArgumentNullException("name", "name cannot be null.");
this.name = name;
}
override public string ToString () {
return Name;
}
}
}

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//
// System.Collections.Generic.List
//
// Authors:
// Ben Maurer (bmaurer@ximian.com)
// Martin Baulig (martin@ximian.com)
// Carlos Alberto Cortez (calberto.cortez@gmail.com)
// David Waite (mass@akuma.org)
//
// Copyright (C) 2004-2005 Novell, Inc (http://www.novell.com)
// Copyright (C) 2005 David Waite
//
// Permission is hereby granted, free of charge, to any person obtaining
// a copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to
// permit persons to whom the Software is furnished to do so, subject to
// the following conditions:
//
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
// OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
namespace Spine {
[DebuggerDisplay("Count={Count}")]
public class ExposedList<T> : IEnumerable<T> {
public T[] Items;
public int Count;
private const int DefaultCapacity = 4;
private static readonly T[] EmptyArray = new T[0];
private int version;
public ExposedList () {
Items = EmptyArray;
}
public ExposedList (IEnumerable<T> collection) {
CheckCollection(collection);
// initialize to needed size (if determinable)
ICollection<T> c = collection as ICollection<T>;
if (c == null) {
Items = EmptyArray;
AddEnumerable(collection);
} else {
Items = new T[c.Count];
AddCollection(c);
}
}
public ExposedList (int capacity) {
if (capacity < 0)
throw new ArgumentOutOfRangeException("capacity");
Items = new T[capacity];
}
internal ExposedList (T[] data, int size) {
Items = data;
Count = size;
}
public void Add (T item) {
// If we check to see if we need to grow before trying to grow
// we can speed things up by 25%
if (Count == Items.Length)
GrowIfNeeded(1);
Items[Count++] = item;
version++;
}
public void GrowIfNeeded (int newCount) {
int minimumSize = Count + newCount;
if (minimumSize > Items.Length)
Capacity = Math.Max(Math.Max(Capacity * 2, DefaultCapacity), minimumSize);
}
public ExposedList<T> Resize (int newSize) {
int itemsLength = Items.Length;
var oldItems = Items;
if (newSize > itemsLength) {
Array.Resize(ref Items, newSize);
// var newItems = new T[newSize];
// Array.Copy(oldItems, newItems, Count);
// Items = newItems;
} else if (newSize < itemsLength) {
// Allow nulling of T reference type to allow GC.
for (int i = newSize; i < itemsLength; i++)
oldItems[i] = default(T);
}
Count = newSize;
return this;
}
public void EnsureCapacity (int min) {
if (Items.Length < min) {
int newCapacity = Items.Length == 0 ? DefaultCapacity : Items.Length * 2;
//if ((uint)newCapacity > Array.MaxArrayLength) newCapacity = Array.MaxArrayLength;
if (newCapacity < min) newCapacity = min;
Capacity = newCapacity;
}
}
private void CheckRange (int index, int count) {
if (index < 0)
throw new ArgumentOutOfRangeException("index");
if (count < 0)
throw new ArgumentOutOfRangeException("count");
if ((uint)index + (uint)count > (uint)Count)
throw new ArgumentException("index and count exceed length of list");
}
private void AddCollection (ICollection<T> collection) {
int collectionCount = collection.Count;
if (collectionCount == 0)
return;
GrowIfNeeded(collectionCount);
collection.CopyTo(Items, Count);
Count += collectionCount;
}
private void AddEnumerable (IEnumerable<T> enumerable) {
foreach (T t in enumerable) {
Add(t);
}
}
public void AddRange (IEnumerable<T> collection) {
CheckCollection(collection);
ICollection<T> c = collection as ICollection<T>;
if (c != null)
AddCollection(c);
else
AddEnumerable(collection);
version++;
}
public int BinarySearch (T item) {
return Array.BinarySearch<T>(Items, 0, Count, item);
}
public int BinarySearch (T item, IComparer<T> comparer) {
return Array.BinarySearch<T>(Items, 0, Count, item, comparer);
}
public int BinarySearch (int index, int count, T item, IComparer<T> comparer) {
CheckRange(index, count);
return Array.BinarySearch<T>(Items, index, count, item, comparer);
}
public void Clear (bool clearArray = true) {
if (clearArray)
Array.Clear(Items, 0, Items.Length);
Count = 0;
version++;
}
public bool Contains (T item) {
return Array.IndexOf<T>(Items, item, 0, Count) != -1;
}
public ExposedList<TOutput> ConvertAll<TOutput> (Converter<T, TOutput> converter) {
if (converter == null)
throw new ArgumentNullException("converter");
ExposedList<TOutput> u = new ExposedList<TOutput>(Count);
for (int i = 0; i < Count; i++)
u.Items[i] = converter(Items[i]);
u.Count = Count;
return u;
}
public void CopyTo (T[] array) {
Array.Copy(Items, 0, array, 0, Count);
}
public void CopyTo (T[] array, int arrayIndex) {
Array.Copy(Items, 0, array, arrayIndex, Count);
}
public void CopyTo (int index, T[] array, int arrayIndex, int count) {
CheckRange(index, count);
Array.Copy(Items, index, array, arrayIndex, count);
}
public bool Exists (Predicate<T> match) {
CheckMatch(match);
return GetIndex(0, Count, match) != -1;
}
public T Find (Predicate<T> match) {
CheckMatch(match);
int i = GetIndex(0, Count, match);
return (i != -1) ? Items[i] : default(T);
}
private static void CheckMatch (Predicate<T> match) {
if (match == null)
throw new ArgumentNullException("match");
}
public ExposedList<T> FindAll (Predicate<T> match) {
CheckMatch(match);
return FindAllList(match);
}
private ExposedList<T> FindAllList (Predicate<T> match) {
ExposedList<T> results = new ExposedList<T>();
for (int i = 0; i < Count; i++)
if (match(Items[i]))
results.Add(Items[i]);
return results;
}
public int FindIndex (Predicate<T> match) {
CheckMatch(match);
return GetIndex(0, Count, match);
}
public int FindIndex (int startIndex, Predicate<T> match) {
CheckMatch(match);
CheckIndex(startIndex);
return GetIndex(startIndex, Count - startIndex, match);
}
public int FindIndex (int startIndex, int count, Predicate<T> match) {
CheckMatch(match);
CheckRange(startIndex, count);
return GetIndex(startIndex, count, match);
}
private int GetIndex (int startIndex, int count, Predicate<T> match) {
int end = startIndex + count;
for (int i = startIndex; i < end; i++)
if (match(Items[i]))
return i;
return -1;
}
public T FindLast (Predicate<T> match) {
CheckMatch(match);
int i = GetLastIndex(0, Count, match);
return i == -1 ? default(T) : Items[i];
}
public int FindLastIndex (Predicate<T> match) {
CheckMatch(match);
return GetLastIndex(0, Count, match);
}
public int FindLastIndex (int startIndex, Predicate<T> match) {
CheckMatch(match);
CheckIndex(startIndex);
return GetLastIndex(0, startIndex + 1, match);
}
public int FindLastIndex (int startIndex, int count, Predicate<T> match) {
CheckMatch(match);
int start = startIndex - count + 1;
CheckRange(start, count);
return GetLastIndex(start, count, match);
}
private int GetLastIndex (int startIndex, int count, Predicate<T> match) {
// unlike FindLastIndex, takes regular params for search range
for (int i = startIndex + count; i != startIndex; )
if (match(Items[--i]))
return i;
return -1;
}
public void ForEach (Action<T> action) {
if (action == null)
throw new ArgumentNullException("action");
for (int i = 0; i < Count; i++)
action(Items[i]);
}
public Enumerator GetEnumerator () {
return new Enumerator(this);
}
public ExposedList<T> GetRange (int index, int count) {
CheckRange(index, count);
T[] tmpArray = new T[count];
Array.Copy(Items, index, tmpArray, 0, count);
return new ExposedList<T>(tmpArray, count);
}
public int IndexOf (T item) {
return Array.IndexOf<T>(Items, item, 0, Count);
}
public int IndexOf (T item, int index) {
CheckIndex(index);
return Array.IndexOf<T>(Items, item, index, Count - index);
}
public int IndexOf (T item, int index, int count) {
if (index < 0)
throw new ArgumentOutOfRangeException("index");
if (count < 0)
throw new ArgumentOutOfRangeException("count");
if ((uint)index + (uint)count > (uint)Count)
throw new ArgumentOutOfRangeException("index and count exceed length of list");
return Array.IndexOf<T>(Items, item, index, count);
}
private void Shift (int start, int delta) {
if (delta < 0)
start -= delta;
if (start < Count)
Array.Copy(Items, start, Items, start + delta, Count - start);
Count += delta;
if (delta < 0)
Array.Clear(Items, Count, -delta);
}
private void CheckIndex (int index) {
if (index < 0 || (uint)index > (uint)Count)
throw new ArgumentOutOfRangeException("index");
}
public void Insert (int index, T item) {
CheckIndex(index);
if (Count == Items.Length)
GrowIfNeeded(1);
Shift(index, 1);
Items[index] = item;
version++;
}
private void CheckCollection (IEnumerable<T> collection) {
if (collection == null)
throw new ArgumentNullException("collection");
}
public void InsertRange (int index, IEnumerable<T> collection) {
CheckCollection(collection);
CheckIndex(index);
if (collection == this) {
T[] buffer = new T[Count];
CopyTo(buffer, 0);
GrowIfNeeded(Count);
Shift(index, buffer.Length);
Array.Copy(buffer, 0, Items, index, buffer.Length);
} else {
ICollection<T> c = collection as ICollection<T>;
if (c != null)
InsertCollection(index, c);
else
InsertEnumeration(index, collection);
}
version++;
}
private void InsertCollection (int index, ICollection<T> collection) {
int collectionCount = collection.Count;
GrowIfNeeded(collectionCount);
Shift(index, collectionCount);
collection.CopyTo(Items, index);
}
private void InsertEnumeration (int index, IEnumerable<T> enumerable) {
foreach (T t in enumerable)
Insert(index++, t);
}
public int LastIndexOf (T item) {
return Array.LastIndexOf<T>(Items, item, Count - 1, Count);
}
public int LastIndexOf (T item, int index) {
CheckIndex(index);
return Array.LastIndexOf<T>(Items, item, index, index + 1);
}
public int LastIndexOf (T item, int index, int count) {
if (index < 0)
throw new ArgumentOutOfRangeException("index", index, "index is negative");
if (count < 0)
throw new ArgumentOutOfRangeException("count", count, "count is negative");
if (index - count + 1 < 0)
throw new ArgumentOutOfRangeException("count", count, "count is too large");
return Array.LastIndexOf<T>(Items, item, index, count);
}
public bool Remove (T item) {
int loc = IndexOf(item);
if (loc != -1)
RemoveAt(loc);
return loc != -1;
}
public int RemoveAll (Predicate<T> match) {
CheckMatch(match);
int i = 0;
int j = 0;
// Find the first item to remove
for (i = 0; i < Count; i++)
if (match(Items[i]))
break;
if (i == Count)
return 0;
version++;
// Remove any additional items
for (j = i + 1; j < Count; j++) {
if (!match(Items[j]))
Items[i++] = Items[j];
}
if (j - i > 0)
Array.Clear(Items, i, j - i);
Count = i;
return (j - i);
}
public void RemoveAt (int index) {
if (index < 0 || (uint)index >= (uint)Count)
throw new ArgumentOutOfRangeException("index");
Shift(index, -1);
Array.Clear(Items, Count, 1);
version++;
}
// Spine Added Method
// Based on Stack<T>.Pop(); https://referencesource.microsoft.com/#mscorlib/system/collections/stack.cs
/// <summary>Pops the last item of the list. If the list is empty, Pop throws an InvalidOperationException.</summary>
public T Pop () {
if (Count == 0)
throw new InvalidOperationException("List is empty. Nothing to pop.");
int i = Count - 1;
T item = Items[i];
Items[i] = default(T);
Count--;
version++;
return item;
}
public void RemoveRange (int index, int count) {
CheckRange(index, count);
if (count > 0) {
Shift(index, -count);
Array.Clear(Items, Count, count);
version++;
}
}
public void Reverse () {
Array.Reverse(Items, 0, Count);
version++;
}
public void Reverse (int index, int count) {
CheckRange(index, count);
Array.Reverse(Items, index, count);
version++;
}
public void Sort () {
Array.Sort<T>(Items, 0, Count, Comparer<T>.Default);
version++;
}
public void Sort (IComparer<T> comparer) {
Array.Sort<T>(Items, 0, Count, comparer);
version++;
}
public void Sort (Comparison<T> comparison) {
Array.Sort<T>(Items, comparison);
version++;
}
public void Sort (int index, int count, IComparer<T> comparer) {
CheckRange(index, count);
Array.Sort<T>(Items, index, count, comparer);
version++;
}
public T[] ToArray () {
T[] t = new T[Count];
Array.Copy(Items, t, Count);
return t;
}
public void TrimExcess () {
Capacity = Count;
}
public bool TrueForAll (Predicate<T> match) {
CheckMatch(match);
for (int i = 0; i < Count; i++)
if (!match(Items[i]))
return false;
return true;
}
public int Capacity {
get {
return Items.Length;
}
set {
if ((uint)value < (uint)Count)
throw new ArgumentOutOfRangeException();
Array.Resize(ref Items, value);
}
}
#region Interface implementations.
IEnumerator<T> IEnumerable<T>.GetEnumerator () {
return GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator () {
return GetEnumerator();
}
#endregion
public struct Enumerator : IEnumerator<T>, IDisposable {
private ExposedList<T> l;
private int next;
private int ver;
private T current;
internal Enumerator (ExposedList<T> l)
: this() {
this.l = l;
ver = l.version;
}
public void Dispose () {
l = null;
}
private void VerifyState () {
if (l == null)
throw new ObjectDisposedException(GetType().FullName);
if (ver != l.version)
throw new InvalidOperationException(
"Collection was modified; enumeration operation may not execute.");
}
public bool MoveNext () {
VerifyState();
if (next < 0)
return false;
if (next < l.Count) {
current = l.Items[next++];
return true;
}
next = -1;
return false;
}
public T Current {
get {
return current;
}
}
void IEnumerator.Reset () {
VerifyState();
next = 0;
}
object IEnumerator.Current {
get {
VerifyState();
if (next <= 0)
throw new InvalidOperationException();
return current;
}
}
}
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
namespace Spine {
/// <summary>The interface for all constraints.</summary>
public interface IConstraint : IUpdatable {
/// <summary>The ordinal for the order a skeleton's constraints will be applied.</summary>
int Order { get; }
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
namespace Spine {
public interface IUpdatable {
void Update ();
}
}

@ -0,0 +1,12 @@
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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
namespace Spine {
public class IkConstraint : IConstraint {
internal IkConstraintData data;
internal ExposedList<Bone> bones = new ExposedList<Bone>();
internal Bone target;
internal float mix;
internal int bendDirection;
public IkConstraintData Data { get { return data; } }
public int Order { get { return data.order; } }
public ExposedList<Bone> Bones { get { return bones; } }
public Bone Target { get { return target; } set { target = value; } }
public int BendDirection { get { return bendDirection; } set { bendDirection = value; } }
public float Mix { get { return mix; } set { mix = value; } }
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);
}
/// <summary>Applies the constraint to the constrained bones.</summary>
public void Apply () {
Update();
}
public void Update () {
Bone target = this.target;
ExposedList<Bone> bones = this.bones;
switch (bones.Count) {
case 1:
Apply(bones.Items[0], target.worldX, target.worldY, mix);
break;
case 2:
Apply(bones.Items[0], bones.Items[1], target.worldX, target.worldY, bendDirection, mix);
break;
}
}
override public string ToString () {
return data.name;
}
/// <summary>Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified
/// in the world coordinate system.</summary>
static public void Apply (Bone bone, float targetX, float targetY, float alpha) {
if (!bone.appliedValid) bone.UpdateAppliedTransform();
Bone p = bone.parent;
float id = 1 / (p.a * p.d - p.b * p.c);
float x = targetX - p.worldX, y = targetY - p.worldY;
float tx = (x * p.d - y * p.b) * id - bone.ax, ty = (y * p.a - x * p.c) * id - bone.ay;
float rotationIK = (float)Math.Atan2(ty, tx) * MathUtils.RadDeg - bone.ashearX - bone.arotation;
if (bone.ascaleX < 0) rotationIK += 180;
if (rotationIK > 180)
rotationIK -= 360;
else if (rotationIK < -180) rotationIK += 360;
bone.UpdateWorldTransform(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, bone.ascaleX, bone.ascaleY, bone.ashearX,
bone.ashearY);
}
/// <summary>Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as
/// possible. The target is specified in the world coordinate system.</summary>
/// <param name="child">A direct descendant of the parent bone.</param>
static public void Apply (Bone parent, Bone child, float targetX, float targetY, int bendDir, float alpha) {
if (alpha == 0) {
child.UpdateWorldTransform ();
return;
}
//float px = parent.x, py = parent.y, psx = parent.scaleX, psy = parent.scaleY, csx = child.scaleX;
if (!parent.appliedValid) parent.UpdateAppliedTransform();
if (!child.appliedValid) child.UpdateAppliedTransform();
float px = parent.ax, py = parent.ay, psx = parent.ascaleX, psy = parent.ascaleY, csx = child.ascaleX;
int os1, os2, s2;
if (psx < 0) {
psx = -psx;
os1 = 180;
s2 = -1;
} else {
os1 = 0;
s2 = 1;
}
if (psy < 0) {
psy = -psy;
s2 = -s2;
}
if (csx < 0) {
csx = -csx;
os2 = 180;
} else
os2 = 0;
float cx = child.ax, cy, cwx, cwy, a = parent.a, b = parent.b, c = parent.c, d = parent.d;
bool u = Math.Abs(psx - psy) <= 0.0001f;
if (!u) {
cy = 0;
cwx = a * cx + parent.worldX;
cwy = c * cx + parent.worldY;
} else {
cy = child.ay;
cwx = a * cx + b * cy + parent.worldX;
cwy = c * cx + d * cy + parent.worldY;
}
Bone pp = parent.parent;
a = pp.a;
b = pp.b;
c = pp.c;
d = pp.d;
float id = 1 / (a * d - b * c), x = targetX - pp.worldX, y = targetY - pp.worldY;
float tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py;
x = cwx - pp.worldX;
y = cwy - pp.worldY;
float dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py;
float l1 = (float)Math.Sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1, a2;
if (u) {
l2 *= psx;
float cos = (tx * tx + ty * ty - l1 * l1 - l2 * l2) / (2 * l1 * l2);
if (cos < -1)
cos = -1;
else if (cos > 1) cos = 1;
a2 = (float)Math.Acos(cos) * bendDir;
a = l1 + l2 * cos;
b = l2 * (float)Math.Sin(a2);
a1 = (float)Math.Atan2(ty * a - tx * b, tx * a + ty * b);
} else {
a = psx * l2;
b = psy * l2;
float aa = a * a, bb = b * b, dd = tx * tx + ty * ty, ta = (float)Math.Atan2(ty, tx);
c = bb * l1 * l1 + aa * dd - aa * bb;
float c1 = -2 * bb * l1, c2 = bb - aa;
d = c1 * c1 - 4 * c2 * c;
if (d >= 0) {
float q = (float)Math.Sqrt(d);
if (c1 < 0) q = -q;
q = -(c1 + q) / 2;
float r0 = q / c2, r1 = c / q;
float r = Math.Abs(r0) < Math.Abs(r1) ? r0 : r1;
if (r * r <= dd) {
y = (float)Math.Sqrt(dd - r * r) * bendDir;
a1 = ta - (float)Math.Atan2(y, r);
a2 = (float)Math.Atan2(y / psy, (r - l1) / psx);
goto break_outer; // break outer;
}
}
float minAngle = MathUtils.PI, minX = l1 - a, minDist = minX * minX, minY = 0;
float maxAngle = 0, maxX = l1 + a, maxDist = maxX * maxX, maxY = 0;
c = -a * l1 / (aa - bb);
if (c >= -1 && c <= 1) {
c = (float)Math.Acos(c);
x = a * (float)Math.Cos(c) + l1;
y = b * (float)Math.Sin(c);
d = x * x + y * y;
if (d < minDist) {
minAngle = c;
minDist = d;
minX = x;
minY = y;
}
if (d > maxDist) {
maxAngle = c;
maxDist = d;
maxX = x;
maxY = y;
}
}
if (dd <= (minDist + maxDist) / 2) {
a1 = ta - (float)Math.Atan2(minY * bendDir, minX);
a2 = minAngle * bendDir;
} else {
a1 = ta - (float)Math.Atan2(maxY * bendDir, maxX);
a2 = maxAngle * bendDir;
}
}
break_outer:
float os = (float)Math.Atan2(cy, cx) * s2;
float rotation = parent.arotation;
a1 = (a1 - os) * MathUtils.RadDeg + os1 - rotation;
if (a1 > 180)
a1 -= 360;
else if (a1 < -180) a1 += 360;
parent.UpdateWorldTransform(px, py, rotation + a1 * alpha, parent.scaleX, parent.ascaleY, 0, 0);
rotation = child.arotation;
a2 = ((a2 + os) * MathUtils.RadDeg - child.ashearX) * s2 + os2 - rotation;
if (a2 > 180)
a2 -= 360;
else if (a2 < -180) a2 += 360;
child.UpdateWorldTransform(cx, cy, rotation + a2 * alpha, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY);
}
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
using System.Collections.Generic;
namespace Spine {
/// <summary>Stores the setup pose for an IkConstraint.</summary>
public class IkConstraintData {
internal string name;
internal int order;
internal List<BoneData> bones = new List<BoneData>();
internal BoneData target;
internal int bendDirection = 1;
internal float mix = 1;
/// <summary>The IK constraint's name, which is unique within the skeleton.</summary>
public string Name {
get { return name; }
}
public int Order {
get { return order; }
set { order = value; }
}
/// <summary>The bones that are constrained by this IK Constraint.</summary>
public List<BoneData> Bones {
get { return bones; }
}
/// <summary>The bone that is the IK target.</summary>
public BoneData Target {
get { return target; }
set { target = value; }
}
/// <summary>Controls the bend direction of the IK bones, either 1 or -1.</summary>
public int BendDirection {
get { return bendDirection; }
set { bendDirection = value; }
}
public float Mix { get { return mix; } set { mix = value; } }
public IkConstraintData (string name) {
if (name == null) throw new ArgumentNullException("name", "name cannot be null.");
this.name = name;
}
override public string ToString () {
return name;
}
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
using System.IO;
using System.Text;
using System.Collections;
using System.Globalization;
using System.Collections.Generic;
namespace Spine {
public static class Json {
public static object Deserialize (TextReader text) {
var parser = new SharpJson.JsonDecoder();
parser.parseNumbersAsFloat = true;
return parser.Decode(text.ReadToEnd());
}
}
}
/**
*
* Copyright (c) 2016 Adriano Tinoco d'Oliveira Rezende
*
* Based on the JSON parser by Patrick van Bergen
* http://techblog.procurios.nl/k/news/view/14605/14863/how-do-i-write-my-own-parser-(for-json).html
*
* Changes made:
*
* - Optimized parser speed (deserialize roughly near 3x faster than original)
* - Added support to handle lexer/parser error messages with line numbers
* - Added more fine grained control over type conversions during the parsing
* - Refactory API (Separate Lexer code from Parser code and the Encoder from Decoder)
*
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software
* and associated documentation files (the "Software"), to deal in the Software without restriction,
* including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
* The above copyright notice and this permission notice shall be included in all copies or substantial
* portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT
* LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
*/
namespace SharpJson
{
class Lexer
{
public enum Token {
None,
Null,
True,
False,
Colon,
Comma,
String,
Number,
CurlyOpen,
CurlyClose,
SquaredOpen,
SquaredClose,
};
public bool hasError {
get {
return !success;
}
}
public int lineNumber {
get;
private set;
}
public bool parseNumbersAsFloat {
get;
set;
}
char[] json;
int index = 0;
bool success = true;
char[] stringBuffer = new char[4096];
public Lexer(string text)
{
Reset();
json = text.ToCharArray();
parseNumbersAsFloat = false;
}
public void Reset()
{
index = 0;
lineNumber = 1;
success = true;
}
public string ParseString()
{
int idx = 0;
StringBuilder builder = null;
SkipWhiteSpaces();
// "
char c = json[index++];
bool failed = false;
bool complete = false;
while (!complete && !failed) {
if (index == json.Length)
break;
c = json[index++];
if (c == '"') {
complete = true;
break;
} else if (c == '\\') {
if (index == json.Length)
break;
c = json[index++];
switch (c) {
case '"':
stringBuffer[idx++] = '"';
break;
case '\\':
stringBuffer[idx++] = '\\';
break;
case '/':
stringBuffer[idx++] = '/';
break;
case 'b':
stringBuffer[idx++] = '\b';
break;
case'f':
stringBuffer[idx++] = '\f';
break;
case 'n':
stringBuffer[idx++] = '\n';
break;
case 'r':
stringBuffer[idx++] = '\r';
break;
case 't':
stringBuffer[idx++] = '\t';
break;
case 'u':
int remainingLength = json.Length - index;
if (remainingLength >= 4) {
var hex = new string(json, index, 4);
// XXX: handle UTF
stringBuffer[idx++] = (char) Convert.ToInt32(hex, 16);
// skip 4 chars
index += 4;
} else {
failed = true;
}
break;
}
} else {
stringBuffer[idx++] = c;
}
if (idx >= stringBuffer.Length) {
if (builder == null)
builder = new StringBuilder();
builder.Append(stringBuffer, 0, idx);
idx = 0;
}
}
if (!complete) {
success = false;
return null;
}
if (builder != null)
return builder.ToString ();
else
return new string (stringBuffer, 0, idx);
}
string GetNumberString()
{
SkipWhiteSpaces();
int lastIndex = GetLastIndexOfNumber(index);
int charLength = (lastIndex - index) + 1;
var result = new string (json, index, charLength);
index = lastIndex + 1;
return result;
}
public float ParseFloatNumber()
{
float number;
var str = GetNumberString ();
if (!float.TryParse (str, NumberStyles.Float, CultureInfo.InvariantCulture, out number))
return 0;
return number;
}
public double ParseDoubleNumber()
{
double number;
var str = GetNumberString ();
if (!double.TryParse(str, NumberStyles.Any, CultureInfo.InvariantCulture, out number))
return 0;
return number;
}
int GetLastIndexOfNumber(int index)
{
int lastIndex;
for (lastIndex = index; lastIndex < json.Length; lastIndex++) {
char ch = json[lastIndex];
if ((ch < '0' || ch > '9') && ch != '+' && ch != '-'
&& ch != '.' && ch != 'e' && ch != 'E')
break;
}
return lastIndex - 1;
}
void SkipWhiteSpaces()
{
for (; index < json.Length; index++) {
char ch = json[index];
if (ch == '\n')
lineNumber++;
if (!char.IsWhiteSpace(json[index]))
break;
}
}
public Token LookAhead()
{
SkipWhiteSpaces();
int savedIndex = index;
return NextToken(json, ref savedIndex);
}
public Token NextToken()
{
SkipWhiteSpaces();
return NextToken(json, ref index);
}
static Token NextToken(char[] json, ref int index)
{
if (index == json.Length)
return Token.None;
char c = json[index++];
switch (c) {
case '{':
return Token.CurlyOpen;
case '}':
return Token.CurlyClose;
case '[':
return Token.SquaredOpen;
case ']':
return Token.SquaredClose;
case ',':
return Token.Comma;
case '"':
return Token.String;
case '0': case '1': case '2': case '3': case '4':
case '5': case '6': case '7': case '8': case '9':
case '-':
return Token.Number;
case ':':
return Token.Colon;
}
index--;
int remainingLength = json.Length - index;
// false
if (remainingLength >= 5) {
if (json[index] == 'f' &&
json[index + 1] == 'a' &&
json[index + 2] == 'l' &&
json[index + 3] == 's' &&
json[index + 4] == 'e') {
index += 5;
return Token.False;
}
}
// true
if (remainingLength >= 4) {
if (json[index] == 't' &&
json[index + 1] == 'r' &&
json[index + 2] == 'u' &&
json[index + 3] == 'e') {
index += 4;
return Token.True;
}
}
// null
if (remainingLength >= 4) {
if (json[index] == 'n' &&
json[index + 1] == 'u' &&
json[index + 2] == 'l' &&
json[index + 3] == 'l') {
index += 4;
return Token.Null;
}
}
return Token.None;
}
}
public class JsonDecoder
{
public string errorMessage {
get;
private set;
}
public bool parseNumbersAsFloat {
get;
set;
}
Lexer lexer;
public JsonDecoder()
{
errorMessage = null;
parseNumbersAsFloat = false;
}
public object Decode(string text)
{
errorMessage = null;
lexer = new Lexer(text);
lexer.parseNumbersAsFloat = parseNumbersAsFloat;
return ParseValue();
}
public static object DecodeText(string text)
{
var builder = new JsonDecoder();
return builder.Decode(text);
}
IDictionary<string, object> ParseObject()
{
var table = new Dictionary<string, object>();
// {
lexer.NextToken();
while (true) {
var token = lexer.LookAhead();
switch (token) {
case Lexer.Token.None:
TriggerError("Invalid token");
return null;
case Lexer.Token.Comma:
lexer.NextToken();
break;
case Lexer.Token.CurlyClose:
lexer.NextToken();
return table;
default:
// name
string name = EvalLexer(lexer.ParseString());
if (errorMessage != null)
return null;
// :
token = lexer.NextToken();
if (token != Lexer.Token.Colon) {
TriggerError("Invalid token; expected ':'");
return null;
}
// value
object value = ParseValue();
if (errorMessage != null)
return null;
table[name] = value;
break;
}
}
//return null; // Unreachable code
}
IList<object> ParseArray()
{
var array = new List<object>();
// [
lexer.NextToken();
while (true) {
var token = lexer.LookAhead();
switch (token) {
case Lexer.Token.None:
TriggerError("Invalid token");
return null;
case Lexer.Token.Comma:
lexer.NextToken();
break;
case Lexer.Token.SquaredClose:
lexer.NextToken();
return array;
default:
object value = ParseValue();
if (errorMessage != null)
return null;
array.Add(value);
break;
}
}
//return null; // Unreachable code
}
object ParseValue()
{
switch (lexer.LookAhead()) {
case Lexer.Token.String:
return EvalLexer(lexer.ParseString());
case Lexer.Token.Number:
if (parseNumbersAsFloat)
return EvalLexer(lexer.ParseFloatNumber());
else
return EvalLexer(lexer.ParseDoubleNumber());
case Lexer.Token.CurlyOpen:
return ParseObject();
case Lexer.Token.SquaredOpen:
return ParseArray();
case Lexer.Token.True:
lexer.NextToken();
return true;
case Lexer.Token.False:
lexer.NextToken();
return false;
case Lexer.Token.Null:
lexer.NextToken();
return null;
case Lexer.Token.None:
break;
}
TriggerError("Unable to parse value");
return null;
}
void TriggerError(string message)
{
errorMessage = string.Format("Error: '{0}' at line {1}",
message, lexer.lineNumber);
}
T EvalLexer<T>(T value)
{
if (lexer.hasError)
TriggerError("Lexical error ocurred");
return value;
}
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
namespace Spine {
public static class MathUtils {
public const float PI = 3.1415927f;
public const float PI2 = PI * 2;
public const float RadDeg = 180f / PI;
public const float DegRad = PI / 180;
const int SIN_BITS = 14; // 16KB. Adjust for accuracy.
const int SIN_MASK = ~(-1 << SIN_BITS);
const int SIN_COUNT = SIN_MASK + 1;
const float RadFull = PI * 2;
const float DegFull = 360;
const float RadToIndex = SIN_COUNT / RadFull;
const float DegToIndex = SIN_COUNT / DegFull;
static float[] sin = new float[SIN_COUNT];
static MathUtils () {
for (int i = 0; i < SIN_COUNT; i++)
sin[i] = (float)Math.Sin((i + 0.5f) / SIN_COUNT * RadFull);
for (int i = 0; i < 360; i += 90)
sin[(int)(i * DegToIndex) & SIN_MASK] = (float)Math.Sin(i * DegRad);
}
/// <summary>Returns the sine in radians from a lookup table.</summary>
static public float Sin (float radians) {
return sin[(int)(radians * RadToIndex) & SIN_MASK];
}
/// <summary>Returns the cosine in radians from a lookup table.</summary>
static public float Cos (float radians) {
return sin[(int)((radians + PI / 2) * RadToIndex) & SIN_MASK];
}
/// <summary>Returns the sine in radians from a lookup table.</summary>
static public float SinDeg (float degrees) {
return sin[(int)(degrees * DegToIndex) & SIN_MASK];
}
/// <summary>Returns the cosine in radians from a lookup table.</summary>
static public float CosDeg (float degrees) {
return sin[(int)((degrees + 90) * DegToIndex) & SIN_MASK];
}
/// <summary>Returns atan2 in radians, faster but less accurate than Math.Atan2. Average error of 0.00231 radians (0.1323
/// degrees), largest error of 0.00488 radians (0.2796 degrees).</summary>
static public float Atan2 (float y, float x) {
if (x == 0f) {
if (y > 0f) return PI / 2;
if (y == 0f) return 0f;
return -PI / 2;
}
float atan, z = y / x;
if (Math.Abs(z) < 1f) {
atan = z / (1f + 0.28f * z * z);
if (x < 0f) return atan + (y < 0f ? -PI : PI);
return atan;
}
atan = PI / 2 - z / (z * z + 0.28f);
return y < 0f ? atan - PI : atan;
}
static public float Clamp (float value, float min, float max) {
if (value < min) return min;
if (value > max) return max;
return value;
}
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
namespace Spine {
public class PathConstraint : IConstraint {
const int NONE = -1, BEFORE = -2, AFTER = -3;
const float Epsilon = 0.00001f;
internal PathConstraintData data;
internal ExposedList<Bone> bones;
internal Slot target;
internal float position, spacing, rotateMix, translateMix;
internal ExposedList<float> spaces = new ExposedList<float>(), positions = new ExposedList<float>();
internal ExposedList<float> world = new ExposedList<float>(), curves = new ExposedList<float>(), lengths = new ExposedList<float>();
internal float[] segments = new float[10];
public int Order { get { return data.order; } }
public float Position { get { return position; } set { position = value; } }
public float Spacing { get { return spacing; } set { spacing = value; } }
public float RotateMix { get { return rotateMix; } set { rotateMix = value; } }
public float TranslateMix { get { return translateMix; } set { translateMix = value; } }
public ExposedList<Bone> Bones { get { return bones; } }
public Slot Target { get { return target; } set { target = value; } }
public PathConstraintData Data { get { return data; } }
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;
}
/// <summary>Applies the constraint to the constrained bones.</summary>
public void Apply () {
Update();
}
public void Update () {
PathAttachment attachment = target.Attachment as PathAttachment;
if (attachment == null) return;
float rotateMix = this.rotateMix, translateMix = this.translateMix;
bool translate = translateMix > 0, rotate = rotateMix > 0;
if (!translate && !rotate) return;
PathConstraintData data = this.data;
SpacingMode spacingMode = data.spacingMode;
bool lengthSpacing = spacingMode == SpacingMode.Length;
RotateMode rotateMode = data.rotateMode;
bool tangents = rotateMode == RotateMode.Tangent, scale = rotateMode == RotateMode.ChainScale;
int boneCount = this.bones.Count, spacesCount = tangents ? boneCount : boneCount + 1;
Bone[] bonesItems = this.bones.Items;
ExposedList<float> spaces = this.spaces.Resize(spacesCount), lengths = null;
float spacing = this.spacing;
if (scale || lengthSpacing) {
if (scale) lengths = this.lengths.Resize(boneCount);
for (int i = 0, n = spacesCount - 1; i < n;) {
Bone bone = bonesItems[i];
float setupLength = bone.data.length;
if (setupLength < PathConstraint.Epsilon) {
if (scale) lengths.Items[i] = 0;
spaces.Items[++i] = 0;
} else {
float x = setupLength * bone.a, y = setupLength * bone.c;
float length = (float)Math.Sqrt(x * x + y * y);
if (scale) lengths.Items[i] = length;
spaces.Items[++i] = (lengthSpacing ? setupLength + spacing : spacing) * length / setupLength;
}
}
} else {
for (int i = 1; i < spacesCount; i++)
spaces.Items[i] = spacing;
}
float[] positions = ComputeWorldPositions(attachment, spacesCount, tangents,
data.positionMode == PositionMode.Percent, spacingMode == SpacingMode.Percent);
float boneX = positions[0], boneY = positions[1], offsetRotation = data.offsetRotation;
bool tip;
if (offsetRotation == 0) {
tip = rotateMode == RotateMode.Chain;
} else {
tip = false;
Bone p = target.bone;
offsetRotation *= p.a * p.d - p.b * p.c > 0 ? MathUtils.DegRad : -MathUtils.DegRad;
}
for (int i = 0, p = 3; i < boneCount; i++, p += 3) {
Bone bone = bonesItems[i];
bone.worldX += (boneX - bone.worldX) * translateMix;
bone.worldY += (boneY - bone.worldY) * translateMix;
float x = positions[p], y = positions[p + 1], dx = x - boneX, dy = y - boneY;
if (scale) {
float length = lengths.Items[i];
if (length >= PathConstraint.Epsilon) {
float s = ((float)Math.Sqrt(dx * dx + dy * dy) / length - 1) * rotateMix + 1;
bone.a *= s;
bone.c *= s;
}
}
boneX = x;
boneY = y;
if (rotate) {
float a = bone.a, b = bone.b, c = bone.c, d = bone.d, r, cos, sin;
if (tangents)
r = positions[p - 1];
else if (spaces.Items[i + 1] < PathConstraint.Epsilon)
r = positions[p + 2];
else
r = MathUtils.Atan2(dy, dx);
r -= MathUtils.Atan2(c, a);
if (tip) {
cos = MathUtils.Cos(r);
sin = MathUtils.Sin(r);
float length = bone.data.length;
boneX += (length * (cos * a - sin * c) - dx) * rotateMix;
boneY += (length * (sin * a + cos * c) - dy) * rotateMix;
} else {
r += offsetRotation;
}
if (r > MathUtils.PI)
r -= MathUtils.PI2;
else if (r < -MathUtils.PI) //
r += MathUtils.PI2;
r *= rotateMix;
cos = MathUtils.Cos(r);
sin = MathUtils.Sin(r);
bone.a = cos * a - sin * c;
bone.b = cos * b - sin * d;
bone.c = sin * a + cos * c;
bone.d = sin * b + cos * d;
}
bone.appliedValid = false;
}
}
float[] ComputeWorldPositions (PathAttachment path, int spacesCount, bool tangents, bool percentPosition,
bool percentSpacing) {
Slot target = this.target;
float position = this.position;
float[] spacesItems = this.spaces.Items, output = this.positions.Resize(spacesCount * 3 + 2).Items, world;
bool closed = path.Closed;
int verticesLength = path.WorldVerticesLength, curveCount = verticesLength / 6, prevCurve = NONE;
float pathLength;
if (!path.ConstantSpeed) {
float[] lengths = path.Lengths;
curveCount -= closed ? 1 : 2;
pathLength = lengths[curveCount];
if (percentPosition) position *= pathLength;
if (percentSpacing) {
for (int i = 0; i < spacesCount; i++)
spacesItems[i] *= pathLength;
}
world = this.world.Resize(8).Items;
for (int i = 0, o = 0, curve = 0; i < spacesCount; i++, o += 3) {
float space = spacesItems[i];
position += space;
float p = position;
if (closed) {
p %= pathLength;
if (p < 0) p += pathLength;
curve = 0;
} else if (p < 0) {
if (prevCurve != BEFORE) {
prevCurve = BEFORE;
path.ComputeWorldVertices(target, 2, 4, world, 0);
}
AddBeforePosition(p, world, 0, output, o);
continue;
} else if (p > pathLength) {
if (prevCurve != AFTER) {
prevCurve = AFTER;
path.ComputeWorldVertices(target, verticesLength - 6, 4, world, 0);
}
AddAfterPosition(p - pathLength, world, 0, output, o);
continue;
}
// Determine curve containing position.
for (;; curve++) {
float length = lengths[curve];
if (p > length) continue;
if (curve == 0)
p /= length;
else {
float prev = lengths[curve - 1];
p = (p - prev) / (length - prev);
}
break;
}
if (curve != prevCurve) {
prevCurve = curve;
if (closed && curve == curveCount) {
path.ComputeWorldVertices(target, verticesLength - 4, 4, world, 0);
path.ComputeWorldVertices(target, 0, 4, world, 4);
} else
path.ComputeWorldVertices(target, curve * 6 + 2, 8, world, 0);
}
AddCurvePosition(p, world[0], world[1], world[2], world[3], world[4], world[5], world[6], world[7], output, o,
tangents || (i > 0 && space < PathConstraint.Epsilon));
}
return output;
}
// World vertices.
if (closed) {
verticesLength += 2;
world = this.world.Resize(verticesLength).Items;
path.ComputeWorldVertices(target, 2, verticesLength - 4, world, 0);
path.ComputeWorldVertices(target, 0, 2, world, verticesLength - 4);
world[verticesLength - 2] = world[0];
world[verticesLength - 1] = world[1];
} else {
curveCount--;
verticesLength -= 4;
world = this.world.Resize(verticesLength).Items;
path.ComputeWorldVertices(target, 2, verticesLength, world, 0);
}
// Curve lengths.
float[] curves = this.curves.Resize(curveCount).Items;
pathLength = 0;
float x1 = world[0], y1 = world[1], cx1 = 0, cy1 = 0, cx2 = 0, cy2 = 0, x2 = 0, y2 = 0;
float tmpx, tmpy, dddfx, dddfy, ddfx, ddfy, dfx, dfy;
for (int i = 0, w = 2; i < curveCount; i++, w += 6) {
cx1 = world[w];
cy1 = world[w + 1];
cx2 = world[w + 2];
cy2 = world[w + 3];
x2 = world[w + 4];
y2 = world[w + 5];
tmpx = (x1 - cx1 * 2 + cx2) * 0.1875f;
tmpy = (y1 - cy1 * 2 + cy2) * 0.1875f;
dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.09375f;
dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.09375f;
ddfx = tmpx * 2 + dddfx;
ddfy = tmpy * 2 + dddfy;
dfx = (cx1 - x1) * 0.75f + tmpx + dddfx * 0.16666667f;
dfy = (cy1 - y1) * 0.75f + tmpy + dddfy * 0.16666667f;
pathLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
dfx += ddfx;
dfy += ddfy;
ddfx += dddfx;
ddfy += dddfy;
pathLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
dfx += ddfx;
dfy += ddfy;
pathLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
dfx += ddfx + dddfx;
dfy += ddfy + dddfy;
pathLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
curves[i] = pathLength;
x1 = x2;
y1 = y2;
}
if (percentPosition) position *= pathLength;
if (percentSpacing) {
for (int i = 0; i < spacesCount; i++)
spacesItems[i] *= pathLength;
}
float[] segments = this.segments;
float curveLength = 0;
for (int i = 0, o = 0, curve = 0, segment = 0; i < spacesCount; i++, o += 3) {
float space = spacesItems[i];
position += space;
float p = position;
if (closed) {
p %= pathLength;
if (p < 0) p += pathLength;
curve = 0;
} else if (p < 0) {
AddBeforePosition(p, world, 0, output, o);
continue;
} else if (p > pathLength) {
AddAfterPosition(p - pathLength, world, verticesLength - 4, output, o);
continue;
}
// Determine curve containing position.
for (;; curve++) {
float length = curves[curve];
if (p > length) continue;
if (curve == 0)
p /= length;
else {
float prev = curves[curve - 1];
p = (p - prev) / (length - prev);
}
break;
}
// Curve segment lengths.
if (curve != prevCurve) {
prevCurve = curve;
int ii = curve * 6;
x1 = world[ii];
y1 = world[ii + 1];
cx1 = world[ii + 2];
cy1 = world[ii + 3];
cx2 = world[ii + 4];
cy2 = world[ii + 5];
x2 = world[ii + 6];
y2 = world[ii + 7];
tmpx = (x1 - cx1 * 2 + cx2) * 0.03f;
tmpy = (y1 - cy1 * 2 + cy2) * 0.03f;
dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.006f;
dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.006f;
ddfx = tmpx * 2 + dddfx;
ddfy = tmpy * 2 + dddfy;
dfx = (cx1 - x1) * 0.3f + tmpx + dddfx * 0.16666667f;
dfy = (cy1 - y1) * 0.3f + tmpy + dddfy * 0.16666667f;
curveLength = (float)Math.Sqrt(dfx * dfx + dfy * dfy);
segments[0] = curveLength;
for (ii = 1; ii < 8; ii++) {
dfx += ddfx;
dfy += ddfy;
ddfx += dddfx;
ddfy += dddfy;
curveLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
segments[ii] = curveLength;
}
dfx += ddfx;
dfy += ddfy;
curveLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
segments[8] = curveLength;
dfx += ddfx + dddfx;
dfy += ddfy + dddfy;
curveLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
segments[9] = curveLength;
segment = 0;
}
// Weight by segment length.
p *= curveLength;
for (;; segment++) {
float length = segments[segment];
if (p > length) continue;
if (segment == 0)
p /= length;
else {
float prev = segments[segment - 1];
p = segment + (p - prev) / (length - prev);
}
break;
}
AddCurvePosition(p * 0.1f, x1, y1, cx1, cy1, cx2, cy2, x2, y2, output, o, tangents || (i > 0 && space < PathConstraint.Epsilon));
}
return output;
}
static void AddBeforePosition (float p, float[] temp, int i, float[] output, int o) {
float x1 = temp[i], y1 = temp[i + 1], dx = temp[i + 2] - x1, dy = temp[i + 3] - y1, r = MathUtils.Atan2(dy, dx);
output[o] = x1 + p * MathUtils.Cos(r);
output[o + 1] = y1 + p * MathUtils.Sin(r);
output[o + 2] = r;
}
static void AddAfterPosition (float p, float[] temp, int i, float[] output, int o) {
float x1 = temp[i + 2], y1 = temp[i + 3], dx = x1 - temp[i], dy = y1 - temp[i + 1], r = MathUtils.Atan2(dy, dx);
output[o] = x1 + p * MathUtils.Cos(r);
output[o + 1] = y1 + p * MathUtils.Sin(r);
output[o + 2] = r;
}
static void AddCurvePosition (float p, float x1, float y1, float cx1, float cy1, float cx2, float cy2, float x2, float y2,
float[] output, int o, bool tangents) {
if (p < PathConstraint.Epsilon || float.IsNaN(p)) p = PathConstraint.Epsilon;
float tt = p * p, ttt = tt * p, u = 1 - p, uu = u * u, uuu = uu * u;
float ut = u * p, ut3 = ut * 3, uut3 = u * ut3, utt3 = ut3 * p;
float x = x1 * uuu + cx1 * uut3 + cx2 * utt3 + x2 * ttt, y = y1 * uuu + cy1 * uut3 + cy2 * utt3 + y2 * ttt;
output[o] = x;
output[o + 1] = y;
if (tangents)
output[o + 2] = (float)Math.Atan2(y - (y1 * uu + cy1 * ut * 2 + cy2 * tt), x - (x1 * uu + cx1 * ut * 2 + cx2 * tt));
}
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
namespace Spine {
public class PathConstraintData {
internal string name;
internal int order;
internal ExposedList<BoneData> bones = new ExposedList<BoneData>();
internal SlotData target;
internal PositionMode positionMode;
internal SpacingMode spacingMode;
internal RotateMode rotateMode;
internal float offsetRotation;
internal float position, spacing, rotateMix, translateMix;
public string Name { get { return name; } }
public int Order { get { return order; } set { order = value; } }
public ExposedList<BoneData> Bones { get { return bones; } }
public SlotData Target { get { return target; } set { target = value; } }
public PositionMode PositionMode { get { return positionMode; } set { positionMode = value; } }
public SpacingMode SpacingMode { get { return spacingMode; } set { spacingMode = value; } }
public RotateMode RotateMode { get { return rotateMode; } set { rotateMode = value; } }
public float OffsetRotation { get { return offsetRotation; } set { offsetRotation = value; } }
public float Position { get { return position; } set { position = value; } }
public float Spacing { get { return spacing; } set { spacing = value; } }
public float RotateMix { get { return rotateMix; } set { rotateMix = value; } }
public float TranslateMix { get { return translateMix; } set { translateMix = value; } }
public PathConstraintData (String name) {
if (name == null) throw new ArgumentNullException("name", "name cannot be null.");
this.name = name;
}
public override string ToString () {
return name;
}
}
public enum PositionMode {
Fixed, Percent
}
public enum SpacingMode {
Length, Fixed, Percent
}
public enum RotateMode {
Tangent, Chain, ChainScale
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
using System.Collections.Generic;
namespace Spine {
public class Skeleton {
internal SkeletonData data;
internal ExposedList<Bone> bones;
internal ExposedList<Slot> slots;
internal ExposedList<Slot> drawOrder;
internal ExposedList<IkConstraint> ikConstraints;
internal ExposedList<TransformConstraint> transformConstraints;
internal ExposedList<PathConstraint> pathConstraints;
internal ExposedList<IUpdatable> updateCache = new ExposedList<IUpdatable>();
internal ExposedList<Bone> updateCacheReset = new ExposedList<Bone>();
internal Skin skin;
internal float r = 1, g = 1, b = 1, a = 1;
internal float time;
internal bool flipX, flipY;
internal float x, y;
public SkeletonData Data { get { return data; } }
public ExposedList<Bone> Bones { get { return bones; } }
public ExposedList<IUpdatable> UpdateCacheList { get { return updateCache; } }
public ExposedList<Slot> Slots { get { return slots; } }
public ExposedList<Slot> DrawOrder { get { return drawOrder; } }
public ExposedList<IkConstraint> IkConstraints { get { return ikConstraints; } }
public ExposedList<PathConstraint> PathConstraints { get { return pathConstraints; } }
public ExposedList<TransformConstraint> TransformConstraints { get { return transformConstraints; } }
public Skin Skin { get { return skin; } set { skin = value; } }
public float R { get { return r; } set { r = value; } }
public float G { get { return g; } set { g = value; } }
public float B { get { return b; } set { b = value; } }
public float A { get { return a; } set { a = value; } }
public float Time { get { return time; } set { time = value; } }
public float X { get { return x; } set { x = value; } }
public float Y { get { return y; } set { y = value; } }
public bool FlipX { get { return flipX; } set { flipX = value; } }
public bool FlipY { get { return flipY; } set { flipY = value; } }
public Bone RootBone {
get { return bones.Count == 0 ? null : bones.Items[0]; }
}
public Skeleton (SkeletonData data) {
if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
this.data = data;
bones = new ExposedList<Bone>(data.bones.Count);
foreach (BoneData boneData in data.bones) {
Bone bone;
if (boneData.parent == null) {
bone = new Bone(boneData, this, null);
} else {
Bone parent = bones.Items[boneData.parent.index];
bone = new Bone(boneData, this, parent);
parent.children.Add(bone);
}
bones.Add(bone);
}
slots = new ExposedList<Slot>(data.slots.Count);
drawOrder = new ExposedList<Slot>(data.slots.Count);
foreach (SlotData slotData in data.slots) {
Bone bone = bones.Items[slotData.boneData.index];
Slot slot = new Slot(slotData, bone);
slots.Add(slot);
drawOrder.Add(slot);
}
ikConstraints = new ExposedList<IkConstraint>(data.ikConstraints.Count);
foreach (IkConstraintData ikConstraintData in data.ikConstraints)
ikConstraints.Add(new IkConstraint(ikConstraintData, this));
transformConstraints = new ExposedList<TransformConstraint>(data.transformConstraints.Count);
foreach (TransformConstraintData transformConstraintData in data.transformConstraints)
transformConstraints.Add(new TransformConstraint(transformConstraintData, this));
pathConstraints = new ExposedList<PathConstraint> (data.pathConstraints.Count);
foreach (PathConstraintData pathConstraintData in data.pathConstraints)
pathConstraints.Add(new PathConstraint(pathConstraintData, this));
UpdateCache();
UpdateWorldTransform();
}
/// <summary>Caches information about bones and constraints. Must be called if bones, constraints or weighted path attachments are added
/// or removed.</summary>
public void UpdateCache () {
ExposedList<IUpdatable> updateCache = this.updateCache;
updateCache.Clear();
this.updateCacheReset.Clear();
ExposedList<Bone> bones = this.bones;
for (int i = 0, n = bones.Count; i < n; i++)
bones.Items[i].sorted = false;
ExposedList<IkConstraint> ikConstraints = this.ikConstraints;
var transformConstraints = this.transformConstraints;
var pathConstraints = this.pathConstraints;
int ikCount = IkConstraints.Count, transformCount = transformConstraints.Count, pathCount = pathConstraints.Count;
int constraintCount = ikCount + transformCount + pathCount;
//outer:
for (int i = 0; i < constraintCount; i++) {
for (int ii = 0; ii < ikCount; ii++) {
IkConstraint constraint = ikConstraints.Items[ii];
if (constraint.data.order == i) {
SortIkConstraint(constraint);
goto continue_outer; //continue outer;
}
}
for (int ii = 0; ii < transformCount; ii++) {
TransformConstraint constraint = transformConstraints.Items[ii];
if (constraint.data.order == i) {
SortTransformConstraint(constraint);
goto continue_outer; //continue outer;
}
}
for (int ii = 0; ii < pathCount; ii++) {
PathConstraint constraint = pathConstraints.Items[ii];
if (constraint.data.order == i) {
SortPathConstraint(constraint);
goto continue_outer; //continue outer;
}
}
continue_outer: {}
}
for (int i = 0, n = bones.Count; i < n; i++)
SortBone(bones.Items[i]);
}
private void SortIkConstraint (IkConstraint constraint) {
Bone target = constraint.target;
SortBone(target);
var constrained = constraint.bones;
Bone parent = constrained.Items[0];
SortBone(parent);
if (constrained.Count > 1) {
Bone child = constrained.Items[constrained.Count - 1];
if (!updateCache.Contains(child))
updateCacheReset.Add(child);
}
updateCache.Add(constraint);
SortReset(parent.children);
constrained.Items[constrained.Count - 1].sorted = true;
}
private void SortPathConstraint (PathConstraint constraint) {
Slot slot = constraint.target;
int slotIndex = slot.data.index;
Bone slotBone = slot.bone;
if (skin != null) SortPathConstraintAttachment(skin, slotIndex, slotBone);
if (data.defaultSkin != null && data.defaultSkin != skin)
SortPathConstraintAttachment(data.defaultSkin, slotIndex, slotBone);
for (int ii = 0, nn = data.skins.Count; ii < nn; ii++)
SortPathConstraintAttachment(data.skins.Items[ii], slotIndex, slotBone);
Attachment attachment = slot.attachment;
if (attachment is PathAttachment) SortPathConstraintAttachment(attachment, slotBone);
var constrained = constraint.bones;
int boneCount = constrained.Count;
for (int i = 0; i < boneCount; i++)
SortBone(constrained.Items[i]);
updateCache.Add(constraint);
for (int i = 0; i < boneCount; i++)
SortReset(constrained.Items[i].children);
for (int i = 0; i < boneCount; i++)
constrained.Items[i].sorted = true;
}
private void SortTransformConstraint (TransformConstraint constraint) {
SortBone(constraint.target);
var constrained = constraint.bones;
int boneCount = constrained.Count;
if (constraint.data.local) {
for (int i = 0; i < boneCount; i++) {
Bone child = constrained.Items[i];
SortBone(child.parent);
if (!updateCache.Contains(child)) updateCacheReset.Add(child);
}
} else {
for (int i = 0; i < boneCount; i++)
SortBone(constrained.Items[i]);
}
updateCache.Add(constraint);
for (int i = 0; i < boneCount; i++)
SortReset(constrained.Items[i].children);
for (int i = 0; i < boneCount; i++)
constrained.Items[i].sorted = true;
}
private void SortPathConstraintAttachment (Skin skin, int slotIndex, Bone slotBone) {
foreach (var entry in skin.Attachments)
if (entry.Key.slotIndex == slotIndex) SortPathConstraintAttachment(entry.Value, slotBone);
}
private void SortPathConstraintAttachment (Attachment attachment, Bone slotBone) {
if (!(attachment is PathAttachment)) return;
int[] pathBones = ((PathAttachment)attachment).bones;
if (pathBones == null)
SortBone(slotBone);
else {
var bones = this.bones;
for (int i = 0, n = pathBones.Length; i < n;) {
int nn = pathBones[i++];
nn += i;
while (i < nn)
SortBone(bones.Items[pathBones[i++]]);
}
}
}
private void SortBone (Bone bone) {
if (bone.sorted) return;
Bone parent = bone.parent;
if (parent != null) SortBone(parent);
bone.sorted = true;
updateCache.Add(bone);
}
private static void SortReset (ExposedList<Bone> bones) {
var bonesItems = bones.Items;
for (int i = 0, n = bones.Count; i < n; i++) {
Bone bone = bonesItems[i];
if (bone.sorted) SortReset(bone.children);
bone.sorted = false;
}
}
/// <summary>Updates the world transform for each bone and applies constraints.</summary>
public void UpdateWorldTransform () {
var updateCacheReset = this.updateCacheReset;
var updateCacheResetItems = updateCacheReset.Items;
for (int i = 0, n = updateCacheReset.Count; i < n; i++) {
Bone bone = updateCacheResetItems[i];
bone.ax = bone.x;
bone.ay = bone.y;
bone.arotation = bone.rotation;
bone.ascaleX = bone.scaleX;
bone.ascaleY = bone.scaleY;
bone.ashearX = bone.shearX;
bone.ashearY = bone.shearY;
bone.appliedValid = true;
}
var updateItems = this.updateCache.Items;
for (int i = 0, n = updateCache.Count; i < n; i++)
updateItems[i].Update();
}
/// <summary>Sets the bones, constraints, and slots to their setup pose values.</summary>
public void SetToSetupPose () {
SetBonesToSetupPose();
SetSlotsToSetupPose();
}
/// <summary>Sets the bones and constraints to their setup pose values.</summary>
public void SetBonesToSetupPose () {
var bonesItems = this.bones.Items;
for (int i = 0, n = bones.Count; i < n; i++)
bonesItems[i].SetToSetupPose();
var ikConstraintsItems = this.ikConstraints.Items;
for (int i = 0, n = ikConstraints.Count; i < n; i++) {
IkConstraint constraint = ikConstraintsItems[i];
constraint.bendDirection = constraint.data.bendDirection;
constraint.mix = constraint.data.mix;
}
var transformConstraintsItems = this.transformConstraints.Items;
for (int i = 0, n = transformConstraints.Count; i < n; i++) {
TransformConstraint constraint = transformConstraintsItems[i];
TransformConstraintData constraintData = constraint.data;
constraint.rotateMix = constraintData.rotateMix;
constraint.translateMix = constraintData.translateMix;
constraint.scaleMix = constraintData.scaleMix;
constraint.shearMix = constraintData.shearMix;
}
var pathConstraintItems = this.pathConstraints.Items;
for (int i = 0, n = pathConstraints.Count; i < n; i++) {
PathConstraint constraint = pathConstraintItems[i];
PathConstraintData constraintData = constraint.data;
constraint.position = constraintData.position;
constraint.spacing = constraintData.spacing;
constraint.rotateMix = constraintData.rotateMix;
constraint.translateMix = constraintData.translateMix;
}
}
public void SetSlotsToSetupPose () {
var slots = this.slots;
var slotsItems = slots.Items;
drawOrder.Clear();
for (int i = 0, n = slots.Count; i < n; i++)
drawOrder.Add(slotsItems[i]);
for (int i = 0, n = slots.Count; i < n; i++)
slotsItems[i].SetToSetupPose();
}
/// <returns>May be null.</returns>
public Bone FindBone (string boneName) {
if (boneName == null) throw new ArgumentNullException("boneName", "boneName cannot be null.");
var bones = this.bones;
var bonesItems = bones.Items;
for (int i = 0, n = bones.Count; i < n; i++) {
Bone bone = bonesItems[i];
if (bone.data.name == boneName) return bone;
}
return null;
}
/// <returns>-1 if the bone was not found.</returns>
public int FindBoneIndex (string boneName) {
if (boneName == null) throw new ArgumentNullException("boneName", "boneName cannot be null.");
var bones = this.bones;
var bonesItems = bones.Items;
for (int i = 0, n = bones.Count; i < n; i++)
if (bonesItems[i].data.name == boneName) return i;
return -1;
}
/// <returns>May be null.</returns>
public Slot FindSlot (string slotName) {
if (slotName == null) throw new ArgumentNullException("slotName", "slotName cannot be null.");
var slots = this.slots;
var slotsItems = slots.Items;
for (int i = 0, n = slots.Count; i < n; i++) {
Slot slot = slotsItems[i];
if (slot.data.name == slotName) return slot;
}
return null;
}
/// <returns>-1 if the bone was not found.</returns>
public int FindSlotIndex (string slotName) {
if (slotName == null) throw new ArgumentNullException("slotName", "slotName cannot be null.");
var slots = this.slots;
var slotsItems = slots.Items;
for (int i = 0, n = slots.Count; i < n; i++)
if (slotsItems[i].data.name.Equals(slotName)) return i;
return -1;
}
/// <summary>Sets a skin by name (see SetSkin).</summary>
public void SetSkin (string skinName) {
Skin foundSkin = data.FindSkin(skinName);
if (foundSkin == null) throw new ArgumentException("Skin not found: " + skinName, "skinName");
SetSkin(foundSkin);
}
/// <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;
}
/// <returns>May be null.</returns>
public Attachment GetAttachment (string slotName, string attachmentName) {
return GetAttachment(data.FindSlotIndex(slotName), attachmentName);
}
/// <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;
}
/// <param name="attachmentName">May be null.</param>
public void SetAttachment (string slotName, string attachmentName) {
if (slotName == null) throw new ArgumentNullException("slotName", "slotName cannot be null.");
ExposedList<Slot> slots = this.slots;
for (int i = 0, n = slots.Count; i < n; i++) {
Slot slot = slots.Items[i];
if (slot.data.name == slotName) {
Attachment attachment = null;
if (attachmentName != null) {
attachment = GetAttachment(i, attachmentName);
if (attachment == null) throw new Exception("Attachment not found: " + attachmentName + ", for slot: " + slotName);
}
slot.Attachment = attachment;
return;
}
}
throw new Exception("Slot not found: " + slotName);
}
/// <returns>May be null.</returns>
public IkConstraint FindIkConstraint (string constraintName) {
if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
ExposedList<IkConstraint> ikConstraints = this.ikConstraints;
for (int i = 0, n = ikConstraints.Count; i < n; i++) {
IkConstraint ikConstraint = ikConstraints.Items[i];
if (ikConstraint.data.name == constraintName) return ikConstraint;
}
return null;
}
/// <returns>May be null.</returns>
public TransformConstraint FindTransformConstraint (string constraintName) {
if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
ExposedList<TransformConstraint> transformConstraints = this.transformConstraints;
for (int i = 0, n = transformConstraints.Count; i < n; i++) {
TransformConstraint transformConstraint = transformConstraints.Items[i];
if (transformConstraint.data.name == constraintName) return transformConstraint;
}
return null;
}
/// <returns>May be null.</returns>
public PathConstraint FindPathConstraint (string constraintName) {
if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
ExposedList<PathConstraint> pathConstraints = this.pathConstraints;
for (int i = 0, n = pathConstraints.Count; i < n; i++) {
PathConstraint constraint = pathConstraints.Items[i];
if (constraint.data.name.Equals(constraintName)) return constraint;
}
return null;
}
public void Update (float delta) {
time += delta;
}
/// <summary>Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.</summary>
/// <param name="x">The horizontal distance between the skeleton origin and the left side of the AABB.</param>
/// <param name="y">The vertical distance between the skeleton origin and the bottom side of the AABB.</param>
/// <param name="width">The width of the AABB</param>
/// <param name="height">The height of the AABB.</param>
/// <param name="vertexBuffer">Reference to hold a float[]. May be a null reference. This method will assign it a new float[] with the appropriate size as needed.</param>
public void GetBounds (out float x, out float y, out float width, out float height, ref float[] vertexBuffer) {
float[] temp = vertexBuffer;
temp = temp ?? new float[8];
var drawOrderItems = this.drawOrder.Items;
float minX = int.MaxValue, minY = int.MaxValue, maxX = int.MinValue, maxY = int.MinValue;
for (int i = 0, n = this.drawOrder.Count; i < n; i++) {
Slot slot = drawOrderItems[i];
int verticesLength = 0;
float[] vertices = null;
Attachment attachment = slot.attachment;
var regionAttachment = attachment as RegionAttachment;
if (regionAttachment != null) {
verticesLength = 8;
vertices = temp;
if (vertices.Length < 8) vertices = temp = new float[8];
regionAttachment.ComputeWorldVertices(slot.bone, temp, 0);
} else {
var meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null) {
MeshAttachment mesh = meshAttachment;
verticesLength = mesh.WorldVerticesLength;
vertices = temp;
if (vertices.Length < verticesLength) vertices = temp = new float[verticesLength];
mesh.ComputeWorldVertices(slot, 0, verticesLength, temp, 0);
}
}
if (vertices != null) {
for (int ii = 0; ii < verticesLength; ii += 2) {
float vx = vertices[ii], vy = vertices[ii + 1];
minX = Math.Min(minX, vx);
minY = Math.Min(minY, vy);
maxX = Math.Max(maxX, vx);
maxY = Math.Max(maxY, vy);
}
}
}
x = minX;
y = minY;
width = maxX - minX;
height = maxY - minY;
vertexBuffer = temp;
}
}
}

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timeCreated: 1456265153
licenseType: Free
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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
#if (UNITY_5 || UNITY_5_3_OR_NEWER || UNITY_WSA || UNITY_WP8 || UNITY_WP8_1)
#define IS_UNITY
#endif
using System;
using System.IO;
using System.Collections.Generic;
#if WINDOWS_STOREAPP
using System.Threading.Tasks;
using Windows.Storage;
#endif
namespace Spine {
public class SkeletonBinary {
public const int BONE_ROTATE = 0;
public const int BONE_TRANSLATE = 1;
public const int BONE_SCALE = 2;
public const int BONE_SHEAR = 3;
public const int SLOT_ATTACHMENT = 0;
public const int SLOT_COLOR = 1;
public const int SLOT_TWO_COLOR = 2;
public const int PATH_POSITION = 0;
public const int PATH_SPACING = 1;
public const int PATH_MIX = 2;
public const int CURVE_LINEAR = 0;
public const int CURVE_STEPPED = 1;
public const int CURVE_BEZIER = 2;
public float Scale { get; set; }
private AttachmentLoader attachmentLoader;
private byte[] buffer = new byte[32];
private List<SkeletonJson.LinkedMesh> linkedMeshes = new List<SkeletonJson.LinkedMesh>();
public SkeletonBinary (params Atlas[] atlasArray)
: this(new AtlasAttachmentLoader(atlasArray)) {
}
public SkeletonBinary (AttachmentLoader attachmentLoader) {
if (attachmentLoader == null) throw new ArgumentNullException("attachmentLoader");
this.attachmentLoader = attachmentLoader;
Scale = 1;
}
#if !ISUNITY && WINDOWS_STOREAPP
private async Task<SkeletonData> ReadFile(string path) {
var folder = Windows.ApplicationModel.Package.Current.InstalledLocation;
using (var input = new BufferedStream(await folder.GetFileAsync(path).AsTask().ConfigureAwait(false))) {
SkeletonData skeletonData = ReadSkeletonData(input);
skeletonData.Name = Path.GetFileNameWithoutExtension(path);
return skeletonData;
}
}
public SkeletonData ReadSkeletonData (String path) {
return this.ReadFile(path).Result;
}
#else
public SkeletonData ReadSkeletonData (String path) {
#if WINDOWS_PHONE
using (var input = new BufferedStream(Microsoft.Xna.Framework.TitleContainer.OpenStream(path))) {
#else
using (var input = new FileStream(path, FileMode.Open, FileAccess.Read, FileShare.Read)) {
#endif
SkeletonData skeletonData = ReadSkeletonData(input);
skeletonData.name = Path.GetFileNameWithoutExtension(path);
return skeletonData;
}
}
#endif // WINDOWS_STOREAPP
public static readonly TransformMode[] TransformModeValues = {
TransformMode.Normal,
TransformMode.OnlyTranslation,
TransformMode.NoRotationOrReflection,
TransformMode.NoScale,
TransformMode.NoScaleOrReflection
};
/// <summary>Returns the version string of binary skeleton data.</summary>
public static string GetVersionString (Stream input) {
if (input == null) throw new ArgumentNullException("input");
try {
// Hash.
int byteCount = ReadVarint(input, true);
if (byteCount > 1) input.Position += byteCount - 1;
// Version.
byteCount = ReadVarint(input, true);
if (byteCount > 1) {
byteCount--;
var buffer = new byte[byteCount];
ReadFully(input, buffer, 0, byteCount);
return System.Text.Encoding.UTF8.GetString(buffer, 0, byteCount);
}
throw new ArgumentException("Stream does not contain a valid binary Skeleton Data.", "input");
} catch (Exception e) {
throw new ArgumentException("Stream does not contain a valid binary Skeleton Data.\n" + e, "input");
}
}
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 (skeletonData.imagesPath.Length == 0) skeletonData.imagesPath = 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);
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);
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;
}
/// <returns>May be null.</returns>
private Skin ReadSkin (Stream input, SkeletonData skeletonData, String skinName, bool nonessential) {
int slotCount = ReadVarint(input, true);
if (slotCount == 0) return null;
Skin skin = new Skin(skinName);
for (int i = 0; i < slotCount; i++) {
int slotIndex = ReadVarint(input, true);
for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) {
String name = ReadString(input);
Attachment attachment = ReadAttachment(input, skeletonData, skin, slotIndex, name, nonessential);
if (attachment != null) skin.AddAttachment(slotIndex, name, attachment);
}
}
return skin;
}
private Attachment ReadAttachment (Stream input, SkeletonData skeletonData, Skin skin, int slotIndex, String attachmentName, bool nonessential) {
float scale = Scale;
String name = ReadString(input);
if (name == null) name = attachmentName;
AttachmentType type = (AttachmentType)input.ReadByte();
switch (type) {
case AttachmentType.Region: {
String path = ReadString(input);
float rotation = ReadFloat(input);
float x = ReadFloat(input);
float y = ReadFloat(input);
float scaleX = ReadFloat(input);
float scaleY = ReadFloat(input);
float width = ReadFloat(input);
float height = ReadFloat(input);
int color = ReadInt(input);
if (path == null) path = name;
RegionAttachment region = 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;
region.r = ((color & 0xff000000) >> 24) / 255f;
region.g = ((color & 0x00ff0000) >> 16) / 255f;
region.b = ((color & 0x0000ff00) >> 8) / 255f;
region.a = ((color & 0x000000ff)) / 255f;
region.UpdateOffset();
return region;
}
case AttachmentType.Boundingbox: {
int vertexCount = ReadVarint(input, true);
Vertices vertices = ReadVertices(input, vertexCount);
if (nonessential) ReadInt(input); //int color = nonessential ? ReadInt(input) : 0; // Avoid unused local warning.
BoundingBoxAttachment box = attachmentLoader.NewBoundingBoxAttachment(skin, name);
if (box == null) return null;
box.worldVerticesLength = vertexCount << 1;
box.vertices = vertices.vertices;
box.bones = vertices.bones;
return box;
}
case AttachmentType.Mesh: {
String path = ReadString(input);
int color = ReadInt(input);
int vertexCount = ReadVarint(input, true);
float[] uvs = ReadFloatArray(input, vertexCount << 1, 1);
int[] triangles = ReadShortArray(input);
Vertices vertices = ReadVertices(input, vertexCount);
int hullLength = ReadVarint(input, true);
int[] edges = null;
float width = 0, height = 0;
if (nonessential) {
edges = ReadShortArray(input);
width = ReadFloat(input);
height = ReadFloat(input);
}
if (path == null) path = name;
MeshAttachment mesh = attachmentLoader.NewMeshAttachment(skin, name, path);
if (mesh == null) return null;
mesh.Path = path;
mesh.r = ((color & 0xff000000) >> 24) / 255f;
mesh.g = ((color & 0x00ff0000) >> 16) / 255f;
mesh.b = ((color & 0x0000ff00) >> 8) / 255f;
mesh.a = ((color & 0x000000ff)) / 255f;
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: {
String path = ReadString(input);
int color = ReadInt(input);
String skinName = ReadString(input);
String parent = ReadString(input);
bool inheritDeform = ReadBoolean(input);
float width = 0, height = 0;
if (nonessential) {
width = ReadFloat(input);
height = ReadFloat(input);
}
if (path == null) path = name;
MeshAttachment mesh = attachmentLoader.NewMeshAttachment(skin, name, path);
if (mesh == null) return null;
mesh.Path = path;
mesh.r = ((color & 0xff000000) >> 24) / 255f;
mesh.g = ((color & 0x00ff0000) >> 16) / 255f;
mesh.b = ((color & 0x0000ff00) >> 8) / 255f;
mesh.a = ((color & 0x000000ff)) / 255f;
mesh.inheritDeform = inheritDeform;
if (nonessential) {
mesh.Width = width * scale;
mesh.Height = height * scale;
}
linkedMeshes.Add(new SkeletonJson.LinkedMesh(mesh, skinName, slotIndex, parent));
return mesh;
}
case AttachmentType.Path: {
bool closed = ReadBoolean(input);
bool constantSpeed = ReadBoolean(input);
int vertexCount = ReadVarint(input, true);
Vertices vertices = ReadVertices(input, vertexCount);
float[] lengths = new float[vertexCount / 3];
for (int i = 0, n = lengths.Length; i < n; i++)
lengths[i] = ReadFloat(input) * scale;
if (nonessential) ReadInt(input); //int color = nonessential ? ReadInt(input) : 0;
PathAttachment path = 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;
return path;
}
case AttachmentType.Point: {
float rotation = ReadFloat(input);
float x = ReadFloat(input);
float y = ReadFloat(input);
if (nonessential) ReadInt(input); //int color = nonessential ? ReadInt(input) : 0;
PointAttachment point = attachmentLoader.NewPointAttachment(skin, name);
if (point == null) return null;
point.x = x * scale;
point.y = y * scale;
point.rotation = rotation;
//if (nonessential) point.color = color;
return point;
}
case AttachmentType.Clipping: {
int endSlotIndex = ReadVarint(input, true);
int vertexCount = ReadVarint(input, true);
Vertices vertices = ReadVertices(input, vertexCount);
if (nonessential) ReadInt(input);
ClippingAttachment clip = attachmentLoader.NewClippingAttachment(skin, name);
if (clip == null) return null;
clip.EndSlot = skeletonData.slots.Items[endSlotIndex];
clip.worldVerticesLength = vertexCount << 1;
clip.vertices = vertices.vertices;
clip.bones = vertices.bones;
return clip;
}
}
return null;
}
private Vertices ReadVertices (Stream input, int vertexCount) {
float scale = Scale;
int verticesLength = vertexCount << 1;
Vertices vertices = new Vertices();
if(!ReadBoolean(input)) {
vertices.vertices = ReadFloatArray(input, verticesLength, scale);
return vertices;
}
var weights = new ExposedList<float>(verticesLength * 3 * 3);
var bonesArray = new ExposedList<int>(verticesLength * 3);
for (int i = 0; i < vertexCount; i++) {
int boneCount = ReadVarint(input, true);
bonesArray.Add(boneCount);
for (int ii = 0; ii < boneCount; ii++) {
bonesArray.Add(ReadVarint(input, true));
weights.Add(ReadFloat(input) * scale);
weights.Add(ReadFloat(input) * scale);
weights.Add(ReadFloat(input));
}
}
vertices.vertices = weights.ToArray();
vertices.bones = bonesArray.ToArray();
return vertices;
}
private float[] ReadFloatArray (Stream input, int n, float scale) {
float[] array = new float[n];
if (scale == 1) {
for (int i = 0; i < n; i++)
array[i] = ReadFloat(input);
} else {
for (int i = 0; i < n; i++)
array[i] = ReadFloat(input) * scale;
}
return array;
}
private int[] ReadShortArray (Stream input) {
int n = ReadVarint(input, true);
int[] array = new int[n];
for (int i = 0; i < n; i++)
array[i] = (input.ReadByte() << 8) | input.ReadByte();
return array;
}
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));
}
private void ReadCurve (Stream input, int frameIndex, CurveTimeline timeline) {
switch (input.ReadByte()) {
case CURVE_STEPPED:
timeline.SetStepped(frameIndex);
break;
case CURVE_BEZIER:
timeline.SetCurve(frameIndex, ReadFloat(input), ReadFloat(input), ReadFloat(input), ReadFloat(input));
break;
}
}
private static sbyte ReadSByte (Stream input) {
int value = input.ReadByte();
if (value == -1) throw new EndOfStreamException();
return (sbyte)value;
}
private static bool ReadBoolean (Stream input) {
return input.ReadByte() != 0;
}
private float ReadFloat (Stream input) {
buffer[3] = (byte)input.ReadByte();
buffer[2] = (byte)input.ReadByte();
buffer[1] = (byte)input.ReadByte();
buffer[0] = (byte)input.ReadByte();
return BitConverter.ToSingle(buffer, 0);
}
private static int ReadInt (Stream input) {
return (input.ReadByte() << 24) + (input.ReadByte() << 16) + (input.ReadByte() << 8) + input.ReadByte();
}
private static int ReadVarint (Stream input, bool optimizePositive) {
int b = input.ReadByte();
int result = b & 0x7F;
if ((b & 0x80) != 0) {
b = input.ReadByte();
result |= (b & 0x7F) << 7;
if ((b & 0x80) != 0) {
b = input.ReadByte();
result |= (b & 0x7F) << 14;
if ((b & 0x80) != 0) {
b = input.ReadByte();
result |= (b & 0x7F) << 21;
if ((b & 0x80) != 0) result |= (input.ReadByte() & 0x7F) << 28;
}
}
}
return optimizePositive ? result : ((result >> 1) ^ -(result & 1));
}
private string ReadString (Stream input) {
int byteCount = ReadVarint(input, true);
switch (byteCount) {
case 0:
return null;
case 1:
return "";
}
byteCount--;
byte[] buffer = this.buffer;
if (buffer.Length < byteCount) buffer = new byte[byteCount];
ReadFully(input, buffer, 0, byteCount);
return System.Text.Encoding.UTF8.GetString(buffer, 0, byteCount);
}
private static void ReadFully (Stream input, byte[] buffer, int offset, int length) {
while (length > 0) {
int count = input.Read(buffer, offset, length);
if (count <= 0) throw new EndOfStreamException();
offset += count;
length -= count;
}
}
internal class Vertices {
public int[] bones;
public float[] vertices;
}
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
namespace Spine {
/// <summary>
/// Collects each BoundingBoxAttachment that is visible and computes the world vertices for its polygon.
/// The polygon vertices are provided along with convenience methods for doing hit detection.
/// </summary>
public class SkeletonBounds {
private ExposedList<Polygon> polygonPool = new ExposedList<Polygon>();
private float minX, minY, maxX, maxY;
public ExposedList<BoundingBoxAttachment> BoundingBoxes { get; private set; }
public ExposedList<Polygon> Polygons { get; private set; }
public float MinX { get { return minX; } set { minX = value; } }
public float MinY { get { return minY; } set { minY = value; } }
public float MaxX { get { return maxX; } set { maxX = value; } }
public float MaxY { get { return maxY; } set { maxY = value; } }
public float Width { get { return maxX - minX; } }
public float Height { get { return maxY - minY; } }
public SkeletonBounds () {
BoundingBoxes = new ExposedList<BoundingBoxAttachment>();
Polygons = new ExposedList<Polygon>();
}
/// <summary>
/// Clears any previous polygons, finds all visible bounding box attachments,
/// and computes the world vertices for each bounding box's polygon.</summary>
/// <param name="skeleton">The skeleton.</param>
/// <param name="updateAabb">
/// If true, the axis aligned bounding box containing all the polygons is computed.
/// If false, the SkeletonBounds AABB methods will always return true.
/// </param>
public void Update (Skeleton skeleton, bool updateAabb) {
ExposedList<BoundingBoxAttachment> boundingBoxes = BoundingBoxes;
ExposedList<Polygon> polygons = Polygons;
ExposedList<Slot> slots = skeleton.slots;
int slotCount = slots.Count;
boundingBoxes.Clear();
for (int i = 0, n = polygons.Count; i < n; i++)
polygonPool.Add(polygons.Items[i]);
polygons.Clear();
for (int i = 0; i < slotCount; i++) {
Slot slot = slots.Items[i];
BoundingBoxAttachment boundingBox = slot.attachment as BoundingBoxAttachment;
if (boundingBox == null) continue;
boundingBoxes.Add(boundingBox);
Polygon polygon = null;
int poolCount = polygonPool.Count;
if (poolCount > 0) {
polygon = polygonPool.Items[poolCount - 1];
polygonPool.RemoveAt(poolCount - 1);
} else
polygon = new Polygon();
polygons.Add(polygon);
int count = boundingBox.worldVerticesLength;
polygon.Count = count;
if (polygon.Vertices.Length < count) polygon.Vertices = new float[count];
boundingBox.ComputeWorldVertices(slot, polygon.Vertices);
}
if (updateAabb) {
AabbCompute();
} else {
minX = int.MinValue;
minY = int.MinValue;
maxX = int.MaxValue;
maxY = int.MaxValue;
}
}
private void AabbCompute () {
float minX = int.MaxValue, minY = int.MaxValue, maxX = int.MinValue, maxY = int.MinValue;
ExposedList<Polygon> polygons = Polygons;
for (int i = 0, n = polygons.Count; i < n; i++) {
Polygon polygon = polygons.Items[i];
float[] vertices = polygon.Vertices;
for (int ii = 0, nn = polygon.Count; ii < nn; ii += 2) {
float x = vertices[ii];
float y = vertices[ii + 1];
minX = Math.Min(minX, x);
minY = Math.Min(minY, y);
maxX = Math.Max(maxX, x);
maxY = Math.Max(maxY, y);
}
}
this.minX = minX;
this.minY = minY;
this.maxX = maxX;
this.maxY = maxY;
}
/// <summary>Returns true if the axis aligned bounding box contains the point.</summary>
public bool AabbContainsPoint (float x, float y) {
return x >= minX && x <= maxX && y >= minY && y <= maxY;
}
/// <summary>Returns true if the axis aligned bounding box intersects the line segment.</summary>
public bool AabbIntersectsSegment (float x1, float y1, float x2, float y2) {
float minX = this.minX;
float minY = this.minY;
float maxX = this.maxX;
float maxY = this.maxY;
if ((x1 <= minX && x2 <= minX) || (y1 <= minY && y2 <= minY) || (x1 >= maxX && x2 >= maxX) || (y1 >= maxY && y2 >= maxY))
return false;
float m = (y2 - y1) / (x2 - x1);
float y = m * (minX - x1) + y1;
if (y > minY && y < maxY) return true;
y = m * (maxX - x1) + y1;
if (y > minY && y < maxY) return true;
float x = (minY - y1) / m + x1;
if (x > minX && x < maxX) return true;
x = (maxY - y1) / m + x1;
if (x > minX && x < maxX) return true;
return false;
}
/// <summary>Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds.</summary>
public bool AabbIntersectsSkeleton (SkeletonBounds bounds) {
return minX < bounds.maxX && maxX > bounds.minX && minY < bounds.maxY && maxY > bounds.minY;
}
/// <summary>Returns true if the polygon contains the point.</summary>
public bool ContainsPoint (Polygon polygon, float x, float y) {
float[] vertices = polygon.Vertices;
int nn = polygon.Count;
int prevIndex = nn - 2;
bool inside = false;
for (int ii = 0; ii < nn; ii += 2) {
float vertexY = vertices[ii + 1];
float prevY = vertices[prevIndex + 1];
if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) {
float vertexX = vertices[ii];
if (vertexX + (y - vertexY) / (prevY - vertexY) * (vertices[prevIndex] - vertexX) < x) inside = !inside;
}
prevIndex = ii;
}
return inside;
}
/// <summary>Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more
/// efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true.</summary>
public BoundingBoxAttachment ContainsPoint (float x, float y) {
ExposedList<Polygon> polygons = Polygons;
for (int i = 0, n = polygons.Count; i < n; i++)
if (ContainsPoint(polygons.Items[i], x, y)) return BoundingBoxes.Items[i];
return null;
}
/// <summary>Returns the first bounding box attachment that contains the line segment, or null. When doing many checks, it is usually
/// more efficient to only call this method if {@link #aabbIntersectsSegment(float, float, float, float)} returns true.</summary>
public BoundingBoxAttachment IntersectsSegment (float x1, float y1, float x2, float y2) {
ExposedList<Polygon> polygons = Polygons;
for (int i = 0, n = polygons.Count; i < n; i++)
if (IntersectsSegment(polygons.Items[i], x1, y1, x2, y2)) return BoundingBoxes.Items[i];
return null;
}
/// <summary>Returns true if the polygon contains the line segment.</summary>
public bool IntersectsSegment (Polygon polygon, float x1, float y1, float x2, float y2) {
float[] vertices = polygon.Vertices;
int nn = polygon.Count;
float width12 = x1 - x2, height12 = y1 - y2;
float det1 = x1 * y2 - y1 * x2;
float x3 = vertices[nn - 2], y3 = vertices[nn - 1];
for (int ii = 0; ii < nn; ii += 2) {
float x4 = vertices[ii], y4 = vertices[ii + 1];
float det2 = x3 * y4 - y3 * x4;
float width34 = x3 - x4, height34 = y3 - y4;
float det3 = width12 * height34 - height12 * width34;
float x = (det1 * width34 - width12 * det2) / det3;
if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) {
float y = (det1 * height34 - height12 * det2) / det3;
if (((y >= y3 && y <= y4) || (y >= y4 && y <= y3)) && ((y >= y1 && y <= y2) || (y >= y2 && y <= y1))) return true;
}
x3 = x4;
y3 = y4;
}
return false;
}
public Polygon GetPolygon (BoundingBoxAttachment attachment) {
int index = BoundingBoxes.IndexOf(attachment);
return index == -1 ? null : Polygons.Items[index];
}
}
public class Polygon {
public float[] Vertices { get; set; }
public int Count { get; set; }
public Polygon () {
Vertices = new float[16];
}
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
namespace Spine {
public class SkeletonClipping {
internal readonly Triangulator triangulator = new Triangulator();
internal readonly ExposedList<float> clippingPolygon = new ExposedList<float>();
internal readonly ExposedList<float> clipOutput = new ExposedList<float>(128);
internal readonly ExposedList<float> clippedVertices = new ExposedList<float>(128);
internal readonly ExposedList<int> clippedTriangles = new ExposedList<int>(128);
internal readonly ExposedList<float> clippedUVs = new ExposedList<float>(128);
internal readonly ExposedList<float> scratch = new ExposedList<float>();
internal ClippingAttachment clipAttachment;
internal ExposedList<ExposedList<float>> clippingPolygons;
public ExposedList<float> ClippedVertices { get { return clippedVertices; } }
public ExposedList<int> ClippedTriangles { get { return clippedTriangles; } }
public ExposedList<float> ClippedUVs { get { return clippedUVs; } }
public bool IsClipping { get { return clipAttachment != null; } }
public int ClipStart (Slot slot, ClippingAttachment clip) {
if (clipAttachment != null) return 0;
clipAttachment = clip;
int n = clip.worldVerticesLength;
float[] vertices = clippingPolygon.Resize(n).Items;
clip.ComputeWorldVertices(slot, 0, n, vertices, 0, 2);
MakeClockwise(clippingPolygon);
clippingPolygons = triangulator.Decompose(clippingPolygon, triangulator.Triangulate(clippingPolygon));
foreach (var polygon in clippingPolygons) {
MakeClockwise(polygon);
polygon.Add(polygon.Items[0]);
polygon.Add(polygon.Items[1]);
}
return clippingPolygons.Count;
}
public void ClipEnd (Slot slot) {
if (clipAttachment != null && clipAttachment.endSlot == slot.data) ClipEnd();
}
public void ClipEnd () {
if (clipAttachment == null) return;
clipAttachment = null;
clippingPolygons = null;
clippedVertices.Clear();
clippedTriangles.Clear();
clippingPolygon.Clear();
}
public void ClipTriangles (float[] vertices, int verticesLength, int[] triangles, int trianglesLength, float[] uvs) {
ExposedList<float> clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
var clippedTriangles = this.clippedTriangles;
var polygons = clippingPolygons.Items;
int polygonsCount = clippingPolygons.Count;
int index = 0;
clippedVertices.Clear();
clippedUVs.Clear();
clippedTriangles.Clear();
//outer:
for (int i = 0; i < trianglesLength; i += 3) {
int vertexOffset = triangles[i] << 1;
float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
float u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1];
vertexOffset = triangles[i + 1] << 1;
float x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
float u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1];
vertexOffset = triangles[i + 2] << 1;
float x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
float u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1];
for (int p = 0; p < polygonsCount; p++) {
int s = clippedVertices.Count;
if (Clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) {
int clipOutputLength = clipOutput.Count;
if (clipOutputLength == 0) continue;
float d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1;
float d = 1 / (d0 * d2 + d1 * (y1 - y3));
int clipOutputCount = clipOutputLength >> 1;
float[] clipOutputItems = clipOutput.Items;
float[] clippedVerticesItems = clippedVertices.Resize(s + clipOutputCount * 2).Items;
float[] clippedUVsItems = clippedUVs.Resize(s + clipOutputCount * 2).Items;
for (int ii = 0; ii < clipOutputLength; ii += 2) {
float x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
clippedVerticesItems[s] = x;
clippedVerticesItems[s + 1] = y;
float c0 = x - x3, c1 = y - y3;
float a = (d0 * c0 + d1 * c1) * d;
float b = (d4 * c0 + d2 * c1) * d;
float c = 1 - a - b;
clippedUVsItems[s] = u1 * a + u2 * b + u3 * c;
clippedUVsItems[s + 1] = v1 * a + v2 * b + v3 * c;
s += 2;
}
s = clippedTriangles.Count;
int[] clippedTrianglesItems = clippedTriangles.Resize(s + 3 * (clipOutputCount - 2)).Items;
clipOutputCount--;
for (int ii = 1; ii < clipOutputCount; ii++) {
clippedTrianglesItems[s] = index;
clippedTrianglesItems[s + 1] = index + ii;
clippedTrianglesItems[s + 2] = index + ii + 1;
s += 3;
}
index += clipOutputCount + 1;
}
else {
float[] clippedVerticesItems = clippedVertices.Resize(s + 3 * 2).Items;
float[] clippedUVsItems = clippedUVs.Resize(s + 3 * 2).Items;
clippedVerticesItems[s] = x1;
clippedVerticesItems[s + 1] = y1;
clippedVerticesItems[s + 2] = x2;
clippedVerticesItems[s + 3] = y2;
clippedVerticesItems[s + 4] = x3;
clippedVerticesItems[s + 5] = y3;
clippedUVsItems[s] = u1;
clippedUVsItems[s + 1] = v1;
clippedUVsItems[s + 2] = u2;
clippedUVsItems[s + 3] = v2;
clippedUVsItems[s + 4] = u3;
clippedUVsItems[s + 5] = v3;
s = clippedTriangles.Count;
int[] clippedTrianglesItems = clippedTriangles.Resize(s + 3).Items;
clippedTrianglesItems[s] = index;
clippedTrianglesItems[s + 1] = index + 1;
clippedTrianglesItems[s + 2] = index + 2;
index += 3;
break; //continue outer;
}
}
}
}
/** 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;
}
static void MakeClockwise (ExposedList<float> polygon) {
float[] vertices = polygon.Items;
int verticeslength = polygon.Count;
float area = vertices[verticeslength - 2] * vertices[1] - vertices[0] * vertices[verticeslength - 1], p1x, p1y, p2x, p2y;
for (int i = 0, n = verticeslength - 3; i < n; i += 2) {
p1x = vertices[i];
p1y = vertices[i + 1];
p2x = vertices[i + 2];
p2y = vertices[i + 3];
area += p1x * p2y - p2x * p1y;
}
if (area < 0) return;
for (int i = 0, lastX = verticeslength - 2, n = verticeslength >> 1; i < n; i += 2) {
float x = vertices[i], y = vertices[i + 1];
int other = lastX - i;
vertices[i] = vertices[other];
vertices[i + 1] = vertices[other + 1];
vertices[other] = x;
vertices[other + 1] = y;
}
}
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
namespace Spine {
/// <summary>Stores the setup pose and all of the stateless data for a skeleton.</summary>
public class SkeletonData {
internal string name;
internal ExposedList<BoneData> bones = new ExposedList<BoneData>(); // Ordered parents first
internal ExposedList<SlotData> slots = new ExposedList<SlotData>(); // Setup pose draw order.
internal ExposedList<Skin> skins = new ExposedList<Skin>();
internal Skin defaultSkin;
internal ExposedList<EventData> events = new ExposedList<EventData>();
internal ExposedList<Animation> animations = new ExposedList<Animation>();
internal ExposedList<IkConstraintData> ikConstraints = new ExposedList<IkConstraintData>();
internal ExposedList<TransformConstraintData> transformConstraints = new ExposedList<TransformConstraintData>();
internal ExposedList<PathConstraintData> pathConstraints = new ExposedList<PathConstraintData>();
internal float width, height;
internal string version, hash;
// Nonessential.
internal float fps;
internal string imagesPath;
public string Name { get { return name; } set { name = value; } }
/// <summary>The skeleton's bones, sorted parent first. The root bone is always the first bone.</summary>
public ExposedList<BoneData> Bones { get { return bones; } }
public ExposedList<SlotData> Slots { get { return slots; } }
/// <summary>All skins, including the default skin.</summary>
public ExposedList<Skin> Skins { get { return skins; } set { skins = value; } }
/// <summary>
/// The skeleton's default skin.
/// By default this skin contains all attachments that were not in a skin in Spine.
/// </summary>
/// <return>May be null.</return>
public Skin DefaultSkin { get { return defaultSkin; } set { defaultSkin = value; } }
public ExposedList<EventData> Events { get { return events; } set { events = value; } }
public ExposedList<Animation> Animations { get { return animations; } set { animations = value; } }
public ExposedList<IkConstraintData> IkConstraints { get { return ikConstraints; } set { ikConstraints = value; } }
public ExposedList<TransformConstraintData> TransformConstraints { get { return transformConstraints; } set { transformConstraints = value; } }
public ExposedList<PathConstraintData> PathConstraints { get { return pathConstraints; } set { pathConstraints = value; } }
public float Width { get { return width; } set { width = value; } }
public float Height { get { return height; } set { height = value; } }
/// <summary>The Spine version used to export this data, or null.</summary>
public string Version { get { return version; } set { version = value; } }
public string Hash { get { return hash; } set { hash = value; } }
public string ImagesPath { get { return imagesPath; } set { imagesPath = value; } }
/// <summary>
/// The dopesheet FPS in Spine. Available only when nonessential data was exported.</summary>
public float Fps { get { return fps; } set { fps = value; } }
// --- Bones.
/// <summary>
/// Finds a bone by comparing each bone's name.
/// It is more efficient to cache the results of this method than to call it multiple times.</summary>
/// <returns>May be null.</returns>
public BoneData FindBone (string boneName) {
if (boneName == null) throw new ArgumentNullException("boneName", "boneName cannot be null.");
var bones = this.bones;
var bonesItems = bones.Items;
for (int i = 0, n = bones.Count; i < n; i++) {
BoneData bone = bonesItems[i];
if (bone.name == boneName) return bone;
}
return null;
}
/// <returns>-1 if the bone was not found.</returns>
public int FindBoneIndex (string boneName) {
if (boneName == null) throw new ArgumentNullException("boneName", "boneName cannot be null.");
var bones = this.bones;
var bonesItems = bones.Items;
for (int i = 0, n = bones.Count; i < n; i++)
if (bonesItems[i].name == boneName) return i;
return -1;
}
// --- Slots.
/// <returns>May be null.</returns>
public SlotData FindSlot (string slotName) {
if (slotName == null) throw new ArgumentNullException("slotName", "slotName cannot be null.");
ExposedList<SlotData> slots = this.slots;
for (int i = 0, n = slots.Count; i < n; i++) {
SlotData slot = slots.Items[i];
if (slot.name == slotName) return slot;
}
return null;
}
/// <returns>-1 if the slot was not found.</returns>
public int FindSlotIndex (string slotName) {
if (slotName == null) throw new ArgumentNullException("slotName", "slotName cannot be null.");
ExposedList<SlotData> slots = this.slots;
for (int i = 0, n = slots.Count; i < n; i++)
if (slots.Items[i].name == slotName) return i;
return -1;
}
// --- Skins.
/// <returns>May be null.</returns>
public Skin FindSkin (string skinName) {
if (skinName == null) throw new ArgumentNullException("skinName", "skinName cannot be null.");
foreach (Skin skin in skins)
if (skin.name == skinName) return skin;
return null;
}
// --- Events.
/// <returns>May be null.</returns>
public EventData FindEvent (string eventDataName) {
if (eventDataName == null) throw new ArgumentNullException("eventDataName", "eventDataName cannot be null.");
foreach (EventData eventData in events)
if (eventData.name == eventDataName) return eventData;
return null;
}
// --- Animations.
/// <returns>May be null.</returns>
public Animation FindAnimation (string animationName) {
if (animationName == null) throw new ArgumentNullException("animationName", "animationName cannot be null.");
ExposedList<Animation> animations = this.animations;
for (int i = 0, n = animations.Count; i < n; i++) {
Animation animation = animations.Items[i];
if (animation.name == animationName) return animation;
}
return null;
}
// --- IK constraints.
/// <returns>May be null.</returns>
public IkConstraintData FindIkConstraint (string constraintName) {
if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
ExposedList<IkConstraintData> ikConstraints = this.ikConstraints;
for (int i = 0, n = ikConstraints.Count; i < n; i++) {
IkConstraintData ikConstraint = ikConstraints.Items[i];
if (ikConstraint.name == constraintName) return ikConstraint;
}
return null;
}
// --- Transform constraints.
/// <returns>May be null.</returns>
public TransformConstraintData FindTransformConstraint (string constraintName) {
if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
ExposedList<TransformConstraintData> transformConstraints = this.transformConstraints;
for (int i = 0, n = transformConstraints.Count; i < n; i++) {
TransformConstraintData transformConstraint = transformConstraints.Items[i];
if (transformConstraint.name == constraintName) return transformConstraint;
}
return null;
}
// --- Path constraints.
/// <returns>May be null.</returns>
public PathConstraintData FindPathConstraint (string constraintName) {
if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
ExposedList<PathConstraintData> pathConstraints = this.pathConstraints;
for (int i = 0, n = pathConstraints.Count; i < n; i++) {
PathConstraintData constraint = pathConstraints.Items[i];
if (constraint.name.Equals(constraintName)) return constraint;
}
return null;
}
/// <returns>-1 if the path constraint was not found.</returns>
public int FindPathConstraintIndex (string pathConstraintName) {
if (pathConstraintName == null) throw new ArgumentNullException("pathConstraintName", "pathConstraintName cannot be null.");
ExposedList<PathConstraintData> pathConstraints = this.pathConstraints;
for (int i = 0, n = pathConstraints.Count; i < n; i++)
if (pathConstraints.Items[i].name.Equals(pathConstraintName)) return i;
return -1;
}
// ---
override public string ToString () {
return name ?? base.ToString();
}
}
}

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timeCreated: 1456265153
licenseType: Free
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userData:
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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
#if (UNITY_5 || UNITY_5_3_OR_NEWER || UNITY_WSA || UNITY_WP8 || UNITY_WP8_1)
#define IS_UNITY
#endif
using System;
using System.IO;
using System.Collections.Generic;
#if WINDOWS_STOREAPP
using System.Threading.Tasks;
using Windows.Storage;
#endif
namespace Spine {
public class SkeletonJson {
public float Scale { get; set; }
private AttachmentLoader attachmentLoader;
private List<LinkedMesh> linkedMeshes = new List<LinkedMesh>();
public SkeletonJson (params Atlas[] atlasArray)
: this(new AtlasAttachmentLoader(atlasArray)) {
}
public SkeletonJson (AttachmentLoader attachmentLoader) {
if (attachmentLoader == null) throw new ArgumentNullException("attachmentLoader", "attachmentLoader cannot be null.");
this.attachmentLoader = attachmentLoader;
Scale = 1;
}
#if !IS_UNITY && WINDOWS_STOREAPP
private async Task<SkeletonData> ReadFile(string path) {
var folder = Windows.ApplicationModel.Package.Current.InstalledLocation;
var file = await folder.GetFileAsync(path).AsTask().ConfigureAwait(false);
using (var reader = new StreamReader(await file.OpenStreamForReadAsync().ConfigureAwait(false))) {
SkeletonData skeletonData = ReadSkeletonData(reader);
skeletonData.Name = Path.GetFileNameWithoutExtension(path);
return skeletonData;
}
}
public SkeletonData ReadSkeletonData (string path) {
return this.ReadFile(path).Result;
}
#else
public SkeletonData ReadSkeletonData (string path) {
#if WINDOWS_PHONE
using (var reader = new StreamReader(Microsoft.Xna.Framework.TitleContainer.OpenStream(path))) {
#else
using (var reader = new StreamReader(new FileStream(path, FileMode.Open, FileAccess.Read, FileShare.Read))) {
#endif
SkeletonData skeletonData = ReadSkeletonData(reader);
skeletonData.name = Path.GetFileNameWithoutExtension(path);
return skeletonData;
}
}
#endif
public SkeletonData ReadSkeletonData (TextReader reader) {
if (reader == null) throw new ArgumentNullException("reader", "reader cannot be null.");
float scale = this.Scale;
var skeletonData = new SkeletonData();
var root = Json.Deserialize(reader) as Dictionary<string, Object>;
if (root == null) throw new Exception("Invalid JSON.");
// Skeleton.
if (root.ContainsKey("skeleton")) {
var skeletonMap = (Dictionary<string, Object>)root["skeleton"];
skeletonData.hash = (string)skeletonMap["hash"];
skeletonData.version = (string)skeletonMap["spine"];
skeletonData.width = GetFloat(skeletonMap, "width", 0);
skeletonData.height = GetFloat(skeletonMap, "height", 0);
skeletonData.fps = GetFloat(skeletonMap, "fps", 0);
skeletonData.imagesPath = GetString(skeletonMap, "images", null);
}
// Bones.
foreach (Dictionary<string, Object> boneMap in (List<Object>)root["bones"]) {
BoneData parent = null;
if (boneMap.ContainsKey("parent")) {
parent = skeletonData.FindBone((string)boneMap["parent"]);
if (parent == null)
throw new Exception("Parent bone not found: " + boneMap["parent"]);
}
var data = new BoneData(skeletonData.Bones.Count, (string)boneMap["name"], parent);
data.length = GetFloat(boneMap, "length", 0) * scale;
data.x = GetFloat(boneMap, "x", 0) * scale;
data.y = GetFloat(boneMap, "y", 0) * scale;
data.rotation = GetFloat(boneMap, "rotation", 0);
data.scaleX = GetFloat(boneMap, "scaleX", 1);
data.scaleY = GetFloat(boneMap, "scaleY", 1);
data.shearX = GetFloat(boneMap, "shearX", 0);
data.shearY = GetFloat(boneMap, "shearY", 0);
string tm = GetString(boneMap, "transform", TransformMode.Normal.ToString());
data.transformMode = (TransformMode)Enum.Parse(typeof(TransformMode), tm, true);
skeletonData.bones.Add(data);
}
// Slots.
if (root.ContainsKey("slots")) {
foreach (Dictionary<string, Object> slotMap in (List<Object>)root["slots"]) {
var slotName = (string)slotMap["name"];
var boneName = (string)slotMap["bone"];
BoneData boneData = skeletonData.FindBone(boneName);
if (boneData == null) throw new Exception("Slot bone not found: " + boneName);
var data = new SlotData(skeletonData.Slots.Count, slotName, boneData);
if (slotMap.ContainsKey("color")) {
string color = (string)slotMap["color"];
data.r = ToColor(color, 0);
data.g = ToColor(color, 1);
data.b = ToColor(color, 2);
data.a = ToColor(color, 3);
}
if (slotMap.ContainsKey("dark")) {
var color2 = (string)slotMap["dark"];
data.r2 = ToColor(color2, 0, 6); // expectedLength = 6. ie. "RRGGBB"
data.g2 = ToColor(color2, 1, 6);
data.b2 = ToColor(color2, 2, 6);
data.hasSecondColor = true;
}
data.attachmentName = GetString(slotMap, "attachment", null);
if (slotMap.ContainsKey("blend"))
data.blendMode = (BlendMode)Enum.Parse(typeof(BlendMode), (string)slotMap["blend"], true);
else
data.blendMode = BlendMode.Normal;
skeletonData.slots.Add(data);
}
}
// IK constraints.
if (root.ContainsKey("ik")) {
foreach (Dictionary<string, Object> constraintMap in (List<Object>)root["ik"]) {
IkConstraintData data = new IkConstraintData((string)constraintMap["name"]);
data.order = GetInt(constraintMap, "order", 0);
foreach (string boneName in (List<Object>)constraintMap["bones"]) {
BoneData bone = skeletonData.FindBone(boneName);
if (bone == null) throw new Exception("IK constraint bone not found: " + boneName);
data.bones.Add(bone);
}
string targetName = (string)constraintMap["target"];
data.target = skeletonData.FindBone(targetName);
if (data.target == null) throw new Exception("Target bone not found: " + targetName);
data.bendDirection = GetBoolean(constraintMap, "bendPositive", true) ? 1 : -1;
data.mix = GetFloat(constraintMap, "mix", 1);
skeletonData.ikConstraints.Add(data);
}
}
// Transform constraints.
if (root.ContainsKey("transform")) {
foreach (Dictionary<string, Object> constraintMap in (List<Object>)root["transform"]) {
TransformConstraintData data = new TransformConstraintData((string)constraintMap["name"]);
data.order = GetInt(constraintMap, "order", 0);
foreach (string boneName in (List<Object>)constraintMap["bones"]) {
BoneData bone = skeletonData.FindBone(boneName);
if (bone == null) throw new Exception("Transform constraint bone not found: " + boneName);
data.bones.Add(bone);
}
string targetName = (string)constraintMap["target"];
data.target = skeletonData.FindBone(targetName);
if (data.target == null) throw new Exception("Target bone not found: " + targetName);
data.local = GetBoolean(constraintMap, "local", false);
data.relative = GetBoolean(constraintMap, "relative", false);
data.offsetRotation = GetFloat(constraintMap, "rotation", 0);
data.offsetX = GetFloat(constraintMap, "x", 0) * scale;
data.offsetY = GetFloat(constraintMap, "y", 0) * scale;
data.offsetScaleX = GetFloat(constraintMap, "scaleX", 0);
data.offsetScaleY = GetFloat(constraintMap, "scaleY", 0);
data.offsetShearY = GetFloat(constraintMap, "shearY", 0);
data.rotateMix = GetFloat(constraintMap, "rotateMix", 1);
data.translateMix = GetFloat(constraintMap, "translateMix", 1);
data.scaleMix = GetFloat(constraintMap, "scaleMix", 1);
data.shearMix = GetFloat(constraintMap, "shearMix", 1);
skeletonData.transformConstraints.Add(data);
}
}
// Path constraints.
if(root.ContainsKey("path")) {
foreach (Dictionary<string, Object> constraintMap in (List<Object>)root["path"]) {
PathConstraintData data = new PathConstraintData((string)constraintMap["name"]);
data.order = GetInt(constraintMap, "order", 0);
foreach (string boneName in (List<Object>)constraintMap["bones"]) {
BoneData bone = skeletonData.FindBone(boneName);
if (bone == null) throw new Exception("Path bone not found: " + boneName);
data.bones.Add(bone);
}
string targetName = (string)constraintMap["target"];
data.target = skeletonData.FindSlot(targetName);
if (data.target == null) throw new Exception("Target slot not found: " + targetName);
data.positionMode = (PositionMode)Enum.Parse(typeof(PositionMode), GetString(constraintMap, "positionMode", "percent"), true);
data.spacingMode = (SpacingMode)Enum.Parse(typeof(SpacingMode), GetString(constraintMap, "spacingMode", "length"), true);
data.rotateMode = (RotateMode)Enum.Parse(typeof(RotateMode), GetString(constraintMap, "rotateMode", "tangent"), true);
data.offsetRotation = GetFloat(constraintMap, "rotation", 0);
data.position = GetFloat(constraintMap, "position", 0);
if (data.positionMode == PositionMode.Fixed) data.position *= scale;
data.spacing = GetFloat(constraintMap, "spacing", 0);
if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) data.spacing *= scale;
data.rotateMix = GetFloat(constraintMap, "rotateMix", 1);
data.translateMix = GetFloat(constraintMap, "translateMix", 1);
skeletonData.pathConstraints.Add(data);
}
}
// Skins.
if (root.ContainsKey("skins")) {
foreach (KeyValuePair<string, Object> skinMap in (Dictionary<string, Object>)root["skins"]) {
var skin = new Skin(skinMap.Key);
foreach (KeyValuePair<string, Object> slotEntry in (Dictionary<string, Object>)skinMap.Value) {
int slotIndex = skeletonData.FindSlotIndex(slotEntry.Key);
foreach (KeyValuePair<string, Object> entry in ((Dictionary<string, Object>)slotEntry.Value)) {
try {
Attachment attachment = ReadAttachment((Dictionary<string, Object>)entry.Value, skin, slotIndex, entry.Key, skeletonData);
if (attachment != null) skin.AddAttachment(slotIndex, entry.Key, attachment);
} catch (Exception e) {
throw new Exception("Error reading attachment: " + entry.Key + ", skin: " + skin, e);
}
}
}
skeletonData.skins.Add(skin);
if (skin.name == "default") skeletonData.defaultSkin = skin;
}
}
// Linked meshes.
for (int i = 0, n = linkedMeshes.Count; i < n; i++) {
LinkedMesh linkedMesh = linkedMeshes[i];
Skin skin = linkedMesh.skin == null ? skeletonData.defaultSkin : skeletonData.FindSkin(linkedMesh.skin);
if (skin == null) throw new Exception("Slot 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.
if (root.ContainsKey("events")) {
foreach (KeyValuePair<string, Object> entry in (Dictionary<string, Object>)root["events"]) {
var entryMap = (Dictionary<string, Object>)entry.Value;
var data = new EventData(entry.Key);
data.Int = GetInt(entryMap, "int", 0);
data.Float = GetFloat(entryMap, "float", 0);
data.String = GetString(entryMap, "string", string.Empty);
skeletonData.events.Add(data);
}
}
// Animations.
if (root.ContainsKey("animations")) {
foreach (KeyValuePair<string, Object> entry in (Dictionary<string, Object>)root["animations"]) {
try {
ReadAnimation((Dictionary<string, Object>)entry.Value, entry.Key, skeletonData);
} catch (Exception e) {
throw new Exception("Error reading animation: " + entry.Key, e);
}
}
}
skeletonData.bones.TrimExcess();
skeletonData.slots.TrimExcess();
skeletonData.skins.TrimExcess();
skeletonData.events.TrimExcess();
skeletonData.animations.TrimExcess();
skeletonData.ikConstraints.TrimExcess();
return skeletonData;
}
private Attachment ReadAttachment (Dictionary<string, Object> map, Skin skin, int slotIndex, string name, SkeletonData skeletonData) {
float scale = this.Scale;
name = GetString(map, "name", name);
var typeName = GetString(map, "type", "region");
if (typeName == "skinnedmesh") typeName = "weightedmesh";
if (typeName == "weightedmesh") typeName = "mesh";
if (typeName == "weightedlinkedmesh") typeName = "linkedmesh";
var type = (AttachmentType)Enum.Parse(typeof(AttachmentType), typeName, true);
string path = GetString(map, "path", name);
switch (type) {
case AttachmentType.Region:
RegionAttachment region = attachmentLoader.NewRegionAttachment(skin, name, path);
if (region == null) return null;
region.Path = path;
region.x = GetFloat(map, "x", 0) * scale;
region.y = GetFloat(map, "y", 0) * scale;
region.scaleX = GetFloat(map, "scaleX", 1);
region.scaleY = GetFloat(map, "scaleY", 1);
region.rotation = GetFloat(map, "rotation", 0);
region.width = GetFloat(map, "width", 32) * scale;
region.height = GetFloat(map, "height", 32) * scale;
if (map.ContainsKey("color")) {
var color = (string)map["color"];
region.r = ToColor(color, 0);
region.g = ToColor(color, 1);
region.b = ToColor(color, 2);
region.a = ToColor(color, 3);
}
region.UpdateOffset();
return region;
case AttachmentType.Boundingbox:
BoundingBoxAttachment box = attachmentLoader.NewBoundingBoxAttachment(skin, name);
if (box == null) return null;
ReadVertices(map, box, GetInt(map, "vertexCount", 0) << 1);
return box;
case AttachmentType.Mesh:
case AttachmentType.Linkedmesh: {
MeshAttachment mesh = attachmentLoader.NewMeshAttachment(skin, name, path);
if (mesh == null) return null;
mesh.Path = path;
if (map.ContainsKey("color")) {
var color = (string)map["color"];
mesh.r = ToColor(color, 0);
mesh.g = ToColor(color, 1);
mesh.b = ToColor(color, 2);
mesh.a = ToColor(color, 3);
}
mesh.Width = GetFloat(map, "width", 0) * scale;
mesh.Height = GetFloat(map, "height", 0) * scale;
string parent = GetString(map, "parent", null);
if (parent != null) {
mesh.InheritDeform = GetBoolean(map, "deform", true);
linkedMeshes.Add(new LinkedMesh(mesh, GetString(map, "skin", null), slotIndex, parent));
return mesh;
}
float[] uvs = GetFloatArray(map, "uvs", 1);
ReadVertices(map, mesh, uvs.Length);
mesh.triangles = GetIntArray(map, "triangles");
mesh.regionUVs = uvs;
mesh.UpdateUVs();
if (map.ContainsKey("hull")) mesh.HullLength = GetInt(map, "hull", 0) * 2;
if (map.ContainsKey("edges")) mesh.Edges = GetIntArray(map, "edges");
return mesh;
}
case AttachmentType.Path: {
PathAttachment pathAttachment = attachmentLoader.NewPathAttachment(skin, name);
if (pathAttachment == null) return null;
pathAttachment.closed = GetBoolean(map, "closed", false);
pathAttachment.constantSpeed = GetBoolean(map, "constantSpeed", true);
int vertexCount = GetInt(map, "vertexCount", 0);
ReadVertices(map, pathAttachment, vertexCount << 1);
// potential BOZO see Java impl
pathAttachment.lengths = GetFloatArray(map, "lengths", scale);
return pathAttachment;
}
case AttachmentType.Point: {
PointAttachment point = attachmentLoader.NewPointAttachment(skin, name);
if (point == null) return null;
point.x = GetFloat(map, "x", 0) * scale;
point.y = GetFloat(map, "y", 0) * scale;
point.rotation = GetFloat(map, "rotation", 0);
//string color = GetString(map, "color", null);
//if (color != null) point.color = color;
return point;
}
case AttachmentType.Clipping: {
ClippingAttachment clip = attachmentLoader.NewClippingAttachment(skin, name);
if (clip == null) return null;
string end = GetString(map, "end", null);
if (end != null) {
SlotData slot = skeletonData.FindSlot(end);
if (slot == null) throw new Exception("Clipping end slot not found: " + end);
clip.EndSlot = slot;
}
ReadVertices(map, clip, GetInt(map, "vertexCount", 0) << 1);
//string color = GetString(map, "color", null);
// if (color != null) clip.color = color;
return clip;
}
}
return null;
}
private void ReadVertices (Dictionary<string, Object> map, VertexAttachment attachment, int verticesLength) {
attachment.WorldVerticesLength = verticesLength;
float[] vertices = GetFloatArray(map, "vertices", 1);
float scale = Scale;
if (verticesLength == vertices.Length) {
if (scale != 1) {
for (int i = 0; i < vertices.Length; i++) {
vertices[i] *= scale;
}
}
attachment.vertices = vertices;
return;
}
ExposedList<float> weights = new ExposedList<float>(verticesLength * 3 * 3);
ExposedList<int> bones = new ExposedList<int>(verticesLength * 3);
for (int i = 0, n = vertices.Length; i < n;) {
int boneCount = (int)vertices[i++];
bones.Add(boneCount);
for (int nn = i + boneCount * 4; i < nn; i += 4) {
bones.Add((int)vertices[i]);
weights.Add(vertices[i + 1] * this.Scale);
weights.Add(vertices[i + 2] * this.Scale);
weights.Add(vertices[i + 3]);
}
}
attachment.bones = bones.ToArray();
attachment.vertices = weights.ToArray();
}
private void ReadAnimation (Dictionary<string, Object> map, string name, SkeletonData skeletonData) {
var scale = this.Scale;
var timelines = new ExposedList<Timeline>();
float duration = 0;
// Slot timelines.
if (map.ContainsKey("slots")) {
foreach (KeyValuePair<string, Object> entry in (Dictionary<string, Object>)map["slots"]) {
string slotName = entry.Key;
int slotIndex = skeletonData.FindSlotIndex(slotName);
var timelineMap = (Dictionary<string, Object>)entry.Value;
foreach (KeyValuePair<string, Object> timelineEntry in timelineMap) {
var values = (List<Object>)timelineEntry.Value;
var timelineName = (string)timelineEntry.Key;
if (timelineName == "attachment") {
var timeline = new AttachmentTimeline(values.Count);
timeline.slotIndex = slotIndex;
int frameIndex = 0;
foreach (Dictionary<string, Object> valueMap in values) {
float time = (float)valueMap["time"];
timeline.SetFrame(frameIndex++, time, (string)valueMap["name"]);
}
timelines.Add(timeline);
duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
} else if (timelineName == "color") {
var timeline = new ColorTimeline(values.Count);
timeline.slotIndex = slotIndex;
int frameIndex = 0;
foreach (Dictionary<string, Object> valueMap in values) {
float time = (float)valueMap["time"];
string c = (string)valueMap["color"];
timeline.SetFrame(frameIndex, time, ToColor(c, 0), ToColor(c, 1), ToColor(c, 2), ToColor(c, 3));
ReadCurve(valueMap, timeline, frameIndex);
frameIndex++;
}
timelines.Add(timeline);
duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * ColorTimeline.ENTRIES]);
} else if (timelineName == "twoColor") {
var timeline = new TwoColorTimeline(values.Count);
timeline.slotIndex = slotIndex;
int frameIndex = 0;
foreach (Dictionary<string, Object> valueMap in values) {
float time = (float)valueMap["time"];
string light = (string)valueMap["light"];
string dark = (string)valueMap["dark"];
timeline.SetFrame(frameIndex, time, ToColor(light, 0), ToColor(light, 1), ToColor(light, 2), ToColor(light, 3),
ToColor(dark, 0, 6), ToColor(dark, 1, 6), ToColor(dark, 2, 6));
ReadCurve(valueMap, timeline, frameIndex);
frameIndex++;
}
timelines.Add(timeline);
duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * TwoColorTimeline.ENTRIES]);
} else
throw new Exception("Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")");
}
}
}
// Bone timelines.
if (map.ContainsKey("bones")) {
foreach (KeyValuePair<string, Object> entry in (Dictionary<string, Object>)map["bones"]) {
string boneName = entry.Key;
int boneIndex = skeletonData.FindBoneIndex(boneName);
if (boneIndex == -1) throw new Exception("Bone not found: " + boneName);
var timelineMap = (Dictionary<string, Object>)entry.Value;
foreach (KeyValuePair<string, Object> timelineEntry in timelineMap) {
var values = (List<Object>)timelineEntry.Value;
var timelineName = (string)timelineEntry.Key;
if (timelineName == "rotate") {
var timeline = new RotateTimeline(values.Count);
timeline.boneIndex = boneIndex;
int frameIndex = 0;
foreach (Dictionary<string, Object> valueMap in values) {
timeline.SetFrame(frameIndex, (float)valueMap["time"], (float)valueMap["angle"]);
ReadCurve(valueMap, timeline, frameIndex);
frameIndex++;
}
timelines.Add(timeline);
duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * RotateTimeline.ENTRIES]);
} else if (timelineName == "translate" || timelineName == "scale" || timelineName == "shear") {
TranslateTimeline timeline;
float timelineScale = 1;
if (timelineName == "scale")
timeline = new ScaleTimeline(values.Count);
else if (timelineName == "shear")
timeline = new ShearTimeline(values.Count);
else {
timeline = new TranslateTimeline(values.Count);
timelineScale = scale;
}
timeline.boneIndex = boneIndex;
int frameIndex = 0;
foreach (Dictionary<string, Object> valueMap in values) {
float time = (float)valueMap["time"];
float x = GetFloat(valueMap, "x", 0);
float y = GetFloat(valueMap, "y", 0);
timeline.SetFrame(frameIndex, time, x * timelineScale, y * timelineScale);
ReadCurve(valueMap, timeline, frameIndex);
frameIndex++;
}
timelines.Add(timeline);
duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * TranslateTimeline.ENTRIES]);
} else
throw new Exception("Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")");
}
}
}
// IK constraint timelines.
if (map.ContainsKey("ik")) {
foreach (KeyValuePair<string, Object> constraintMap in (Dictionary<string, Object>)map["ik"]) {
IkConstraintData constraint = skeletonData.FindIkConstraint(constraintMap.Key);
var values = (List<Object>)constraintMap.Value;
var timeline = new IkConstraintTimeline(values.Count);
timeline.ikConstraintIndex = skeletonData.ikConstraints.IndexOf(constraint);
int frameIndex = 0;
foreach (Dictionary<string, Object> valueMap in values) {
float time = (float)valueMap["time"];
float mix = GetFloat(valueMap, "mix", 1);
bool bendPositive = GetBoolean(valueMap, "bendPositive", true);
timeline.SetFrame(frameIndex, time, mix, bendPositive ? 1 : -1);
ReadCurve(valueMap, timeline, frameIndex);
frameIndex++;
}
timelines.Add(timeline);
duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * IkConstraintTimeline.ENTRIES]);
}
}
// Transform constraint timelines.
if (map.ContainsKey("transform")) {
foreach (KeyValuePair<string, Object> constraintMap in (Dictionary<string, Object>)map["transform"]) {
TransformConstraintData constraint = skeletonData.FindTransformConstraint(constraintMap.Key);
var values = (List<Object>)constraintMap.Value;
var timeline = new TransformConstraintTimeline(values.Count);
timeline.transformConstraintIndex = skeletonData.transformConstraints.IndexOf(constraint);
int frameIndex = 0;
foreach (Dictionary<string, Object> valueMap in values) {
float time = (float)valueMap["time"];
float rotateMix = GetFloat(valueMap, "rotateMix", 1);
float translateMix = GetFloat(valueMap, "translateMix", 1);
float scaleMix = GetFloat(valueMap, "scaleMix", 1);
float shearMix = GetFloat(valueMap, "shearMix", 1);
timeline.SetFrame(frameIndex, time, rotateMix, translateMix, scaleMix, shearMix);
ReadCurve(valueMap, timeline, frameIndex);
frameIndex++;
}
timelines.Add(timeline);
duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * TransformConstraintTimeline.ENTRIES]);
}
}
// Path constraint timelines.
if (map.ContainsKey("paths")) {
foreach (KeyValuePair<string, Object> constraintMap in (Dictionary<string, Object>)map["paths"]) {
int index = skeletonData.FindPathConstraintIndex(constraintMap.Key);
if (index == -1) throw new Exception("Path constraint not found: " + constraintMap.Key);
PathConstraintData data = skeletonData.pathConstraints.Items[index];
var timelineMap = (Dictionary<string, Object>)constraintMap.Value;
foreach (KeyValuePair<string, Object> timelineEntry in timelineMap) {
var values = (List<Object>)timelineEntry.Value;
var timelineName = (string)timelineEntry.Key;
if (timelineName == "position" || timelineName == "spacing") {
PathConstraintPositionTimeline timeline;
float timelineScale = 1;
if (timelineName == "spacing") {
timeline = new PathConstraintSpacingTimeline(values.Count);
if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) timelineScale = scale;
}
else {
timeline = new PathConstraintPositionTimeline(values.Count);
if (data.positionMode == PositionMode.Fixed) timelineScale = scale;
}
timeline.pathConstraintIndex = index;
int frameIndex = 0;
foreach (Dictionary<string, Object> valueMap in values) {
timeline.SetFrame(frameIndex, (float)valueMap["time"], GetFloat(valueMap, timelineName, 0) * timelineScale);
ReadCurve(valueMap, timeline, frameIndex);
frameIndex++;
}
timelines.Add(timeline);
duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * PathConstraintPositionTimeline.ENTRIES]);
}
else if (timelineName == "mix") {
PathConstraintMixTimeline timeline = new PathConstraintMixTimeline(values.Count);
timeline.pathConstraintIndex = index;
int frameIndex = 0;
foreach (Dictionary<string, Object> valueMap in values) {
timeline.SetFrame(frameIndex, (float)valueMap["time"], GetFloat(valueMap, "rotateMix", 1), GetFloat(valueMap, "translateMix", 1));
ReadCurve(valueMap, timeline, frameIndex);
frameIndex++;
}
timelines.Add(timeline);
duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * PathConstraintMixTimeline.ENTRIES]);
}
}
}
}
// Deform timelines.
if (map.ContainsKey("deform")) {
foreach (KeyValuePair<string, Object> deformMap in (Dictionary<string, Object>)map["deform"]) {
Skin skin = skeletonData.FindSkin(deformMap.Key);
foreach (KeyValuePair<string, Object> slotMap in (Dictionary<string, Object>)deformMap.Value) {
int slotIndex = skeletonData.FindSlotIndex(slotMap.Key);
if (slotIndex == -1) throw new Exception("Slot not found: " + slotMap.Key);
foreach (KeyValuePair<string, Object> timelineMap in (Dictionary<string, Object>)slotMap.Value) {
var values = (List<Object>)timelineMap.Value;
VertexAttachment attachment = (VertexAttachment)skin.GetAttachment(slotIndex, timelineMap.Key);
if (attachment == null) throw new Exception("Deform attachment not found: " + timelineMap.Key);
bool weighted = attachment.bones != null;
float[] vertices = attachment.vertices;
int deformLength = weighted ? vertices.Length / 3 * 2 : vertices.Length;
var timeline = new DeformTimeline(values.Count);
timeline.slotIndex = slotIndex;
timeline.attachment = attachment;
int frameIndex = 0;
foreach (Dictionary<string, Object> valueMap in values) {
float[] deform;
if (!valueMap.ContainsKey("vertices")) {
deform = weighted ? new float[deformLength] : vertices;
} else {
deform = new float[deformLength];
int start = GetInt(valueMap, "offset", 0);
float[] verticesValue = GetFloatArray(valueMap, "vertices", 1);
Array.Copy(verticesValue, 0, deform, start, verticesValue.Length);
if (scale != 1) {
for (int i = start, n = i + verticesValue.Length; i < n; i++)
deform[i] *= scale;
}
if (!weighted) {
for (int i = 0; i < deformLength; i++)
deform[i] += vertices[i];
}
}
timeline.SetFrame(frameIndex, (float)valueMap["time"], deform);
ReadCurve(valueMap, timeline, frameIndex);
frameIndex++;
}
timelines.Add(timeline);
duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
}
}
}
}
// Draw order timeline.
if (map.ContainsKey("drawOrder") || map.ContainsKey("draworder")) {
var values = (List<Object>)map[map.ContainsKey("drawOrder") ? "drawOrder" : "draworder"];
var timeline = new DrawOrderTimeline(values.Count);
int slotCount = skeletonData.slots.Count;
int frameIndex = 0;
foreach (Dictionary<string, Object> drawOrderMap in values) {
int[] drawOrder = null;
if (drawOrderMap.ContainsKey("offsets")) {
drawOrder = new int[slotCount];
for (int i = slotCount - 1; i >= 0; i--)
drawOrder[i] = -1;
var offsets = (List<Object>)drawOrderMap["offsets"];
int[] unchanged = new int[slotCount - offsets.Count];
int originalIndex = 0, unchangedIndex = 0;
foreach (Dictionary<string, Object> offsetMap in offsets) {
int slotIndex = skeletonData.FindSlotIndex((string)offsetMap["slot"]);
if (slotIndex == -1) throw new Exception("Slot not found: " + offsetMap["slot"]);
// Collect unchanged items.
while (originalIndex != slotIndex)
unchanged[unchangedIndex++] = originalIndex++;
// Set changed items.
int index = originalIndex + (int)(float)offsetMap["offset"];
drawOrder[index] = originalIndex++;
}
// Collect remaining unchanged items.
while (originalIndex < slotCount)
unchanged[unchangedIndex++] = originalIndex++;
// Fill in unchanged items.
for (int i = slotCount - 1; i >= 0; i--)
if (drawOrder[i] == -1) drawOrder[i] = unchanged[--unchangedIndex];
}
timeline.SetFrame(frameIndex++, (float)drawOrderMap["time"], drawOrder);
}
timelines.Add(timeline);
duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
}
// Event timeline.
if (map.ContainsKey("events")) {
var eventsMap = (List<Object>)map["events"];
var timeline = new EventTimeline(eventsMap.Count);
int frameIndex = 0;
foreach (Dictionary<string, Object> eventMap in eventsMap) {
EventData eventData = skeletonData.FindEvent((string)eventMap["name"]);
if (eventData == null) throw new Exception("Event not found: " + eventMap["name"]);
var e = new Event((float)eventMap["time"], eventData);
e.Int = GetInt(eventMap, "int", eventData.Int);
e.Float = GetFloat(eventMap, "float", eventData.Float);
e.String = GetString(eventMap, "string", eventData.String);
timeline.SetFrame(frameIndex++, e);
}
timelines.Add(timeline);
duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
}
timelines.TrimExcess();
skeletonData.animations.Add(new Animation(name, timelines, duration));
}
static void ReadCurve (Dictionary<string, Object> valueMap, CurveTimeline timeline, int frameIndex) {
if (!valueMap.ContainsKey("curve"))
return;
Object curveObject = valueMap["curve"];
if (curveObject.Equals("stepped"))
timeline.SetStepped(frameIndex);
else {
var curve = curveObject as List<Object>;
if (curve != null)
timeline.SetCurve(frameIndex, (float)curve[0], (float)curve[1], (float)curve[2], (float)curve[3]);
}
}
internal class LinkedMesh {
internal string parent, skin;
internal int slotIndex;
internal MeshAttachment mesh;
public LinkedMesh (MeshAttachment mesh, string skin, int slotIndex, string parent) {
this.mesh = mesh;
this.skin = skin;
this.slotIndex = slotIndex;
this.parent = parent;
}
}
static float[] GetFloatArray(Dictionary<string, Object> map, string name, float scale) {
var list = (List<Object>)map[name];
var values = new float[list.Count];
if (scale == 1) {
for (int i = 0, n = list.Count; i < n; i++)
values[i] = (float)list[i];
} else {
for (int i = 0, n = list.Count; i < n; i++)
values[i] = (float)list[i] * scale;
}
return values;
}
static int[] GetIntArray(Dictionary<string, Object> map, string name) {
var list = (List<Object>)map[name];
var values = new int[list.Count];
for (int i = 0, n = list.Count; i < n; i++)
values[i] = (int)(float)list[i];
return values;
}
static float GetFloat(Dictionary<string, Object> map, string name, float defaultValue) {
if (!map.ContainsKey(name))
return defaultValue;
return (float)map[name];
}
static int GetInt(Dictionary<string, Object> map, string name, int defaultValue) {
if (!map.ContainsKey(name))
return defaultValue;
return (int)(float)map[name];
}
static bool GetBoolean(Dictionary<string, Object> map, string name, bool defaultValue) {
if (!map.ContainsKey(name))
return defaultValue;
return (bool)map[name];
}
static string GetString(Dictionary<string, Object> map, string name, string defaultValue) {
if (!map.ContainsKey(name))
return defaultValue;
return (string)map[name];
}
static float ToColor(string hexString, int colorIndex, int expectedLength = 8) {
if (hexString.Length != expectedLength)
throw new ArgumentException("Color hexidecimal length must be " + expectedLength + ", recieved: " + hexString, "hexString");
return Convert.ToInt32(hexString.Substring(colorIndex * 2, 2), 16) / (float)255;
}
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
using System.Collections.Generic;
namespace Spine {
/// <summary>Stores attachments by slot index and attachment name.
/// <para>See SkeletonData <see cref="Spine.SkeletonData.DefaultSkin"/>, Skeleton <see cref="Spine.Skeleton.Skin"/>, and
/// <a href="http://esotericsoftware.com/spine-runtime-skins">Runtime skins</a> in the Spine Runtimes Guide.</para>
/// </summary>
public class Skin {
internal string name;
private Dictionary<AttachmentKeyTuple, Attachment> attachments =
new Dictionary<AttachmentKeyTuple, Attachment>(AttachmentKeyTupleComparer.Instance);
public string Name { get { return name; } }
public Dictionary<AttachmentKeyTuple, Attachment> Attachments { get { return attachments; } }
public Skin (string name) {
if (name == null) throw new ArgumentNullException("name", "name cannot be null.");
this.name = name;
}
/// <summary>Adds an attachment to the skin for the specified slot index and name. If the name already exists for the slot, the previous value is replaced.</summary>
public void AddAttachment (int slotIndex, string name, Attachment attachment) {
if (attachment == null) throw new ArgumentNullException("attachment", "attachment cannot be null.");
attachments[new AttachmentKeyTuple(slotIndex, name)] = attachment;
}
/// <summary>Returns the attachment for the specified slot index and name, or null.</summary>
/// <returns>May be null.</returns>
public Attachment GetAttachment (int slotIndex, string name) {
Attachment attachment;
attachments.TryGetValue(new AttachmentKeyTuple(slotIndex, name), out attachment);
return attachment;
}
/// <summary>Finds the skin keys for a given slot. The results are added to the passed List(names).</summary>
/// <param name="slotIndex">The target slotIndex. To find the slot index, use <see cref="Spine.Skeleton.FindSlotIndex"/> or <see cref="Spine.SkeletonData.FindSlotIndex"/>
/// <param name="names">Found skin key names will be added to this list.</param>
public void FindNamesForSlot (int slotIndex, List<string> names) {
if (names == null) throw new ArgumentNullException("names", "names cannot be null.");
foreach (AttachmentKeyTuple key in attachments.Keys)
if (key.slotIndex == slotIndex) names.Add(key.name);
}
/// <summary>Finds the attachments for a given slot. The results are added to the passed List(Attachment).</summary>
/// <param name="slotIndex">The target slotIndex. To find the slot index, use <see cref="Spine.Skeleton.FindSlotIndex"/> or <see cref="Spine.SkeletonData.FindSlotIndex"/>
/// <param name="attachments">Found Attachments will be added to this list.</param>
public void FindAttachmentsForSlot (int slotIndex, List<Attachment> attachments) {
if (attachments == null) throw new ArgumentNullException("attachments", "attachments cannot be null.");
foreach (KeyValuePair<AttachmentKeyTuple, Attachment> entry in this.attachments)
if (entry.Key.slotIndex == slotIndex) attachments.Add(entry.Value);
}
override public string ToString () {
return name;
}
/// <summary>Attach all attachments from this skin if the corresponding attachment from the old skin is currently attached.</summary>
internal void AttachAll (Skeleton skeleton, Skin oldSkin) {
foreach (KeyValuePair<AttachmentKeyTuple, Attachment> entry in oldSkin.attachments) {
int slotIndex = entry.Key.slotIndex;
Slot slot = skeleton.slots.Items[slotIndex];
if (slot.Attachment == entry.Value) {
Attachment attachment = GetAttachment(slotIndex, entry.Key.name);
if (attachment != null) slot.Attachment = attachment;
}
}
}
public struct AttachmentKeyTuple {
public readonly int slotIndex;
public readonly string name;
internal readonly int nameHashCode;
public AttachmentKeyTuple (int slotIndex, string name) {
this.slotIndex = slotIndex;
this.name = name;
nameHashCode = this.name.GetHashCode();
}
}
// Avoids boxing in the dictionary.
class AttachmentKeyTupleComparer : IEqualityComparer<AttachmentKeyTuple> {
internal static readonly AttachmentKeyTupleComparer Instance = new AttachmentKeyTupleComparer();
bool IEqualityComparer<AttachmentKeyTuple>.Equals (AttachmentKeyTuple o1, AttachmentKeyTuple o2) {
return o1.slotIndex == o2.slotIndex && o1.nameHashCode == o2.nameHashCode && string.Equals(o1.name, o2.name, StringComparison.Ordinal);
}
int IEqualityComparer<AttachmentKeyTuple>.GetHashCode (AttachmentKeyTuple o) {
return o.slotIndex;
}
}
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
namespace Spine {
public class Slot {
internal SlotData data;
internal Bone bone;
internal float r, g, b, a;
internal float r2, g2, b2;
internal bool hasSecondColor;
internal Attachment attachment;
internal float attachmentTime;
internal ExposedList<float> attachmentVertices = new ExposedList<float>();
public SlotData Data { get { return data; } }
public Bone Bone { get { return bone; } }
public Skeleton Skeleton { get { return bone.skeleton; } }
public float R { get { return r; } set { r = value; } }
public float G { get { return g; } set { g = value; } }
public float B { get { return b; } set { b = value; } }
public float A { get { return a; } set { a = value; } }
public float R2 { get { return r2; } set { r2 = value; } }
public float G2 { get { return g2; } set { g2 = value; } }
public float B2 { get { return b2; } set { b2 = value; } }
public bool HasSecondColor { get { return data.hasSecondColor; } set { data.hasSecondColor = value; } }
/// <summary>May be null.</summary>
public Attachment Attachment {
get { return attachment; }
set {
if (attachment == value) return;
attachment = value;
attachmentTime = bone.skeleton.time;
attachmentVertices.Clear(false);
}
}
public float AttachmentTime {
get { return bone.skeleton.time - attachmentTime; }
set { attachmentTime = bone.skeleton.time - value; }
}
public ExposedList<float> AttachmentVertices { get { return attachmentVertices; } set { attachmentVertices = value; } }
public Slot (SlotData data, Bone bone) {
if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
if (bone == null) throw new ArgumentNullException("bone", "bone cannot be null.");
this.data = data;
this.bone = bone;
SetToSetupPose();
}
public void SetToSetupPose () {
r = data.r;
g = data.g;
b = data.b;
a = data.a;
if (data.attachmentName == null)
Attachment = null;
else {
attachment = null;
Attachment = bone.skeleton.GetAttachment(data.index, data.attachmentName);
}
}
override public string ToString () {
return data.name;
}
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
namespace Spine {
public class SlotData {
internal int index;
internal string name;
internal BoneData boneData;
internal float r = 1, g = 1, b = 1, a = 1;
internal float r2 = 0, g2 = 0, b2 = 0;
internal bool hasSecondColor = false;
internal string attachmentName;
internal BlendMode blendMode;
public int Index { get { return index; } }
public string Name { get { return name; } }
public BoneData BoneData { get { return boneData; } }
public float R { get { return r; } set { r = value; } }
public float G { get { return g; } set { g = value; } }
public float B { get { return b; } set { b = value; } }
public float A { get { return a; } set { a = value; } }
public float R2 { get { return r2; } set { r2 = value; } }
public float G2 { get { return g2; } set { g2 = value; } }
public float B2 { get { return b2; } set { b2 = value; } }
public bool HasSecondColor { get { return hasSecondColor; } set { hasSecondColor = value; } }
/// <summary>May be null.</summary>
public String AttachmentName { get { return attachmentName; } set { attachmentName = value; } }
public BlendMode BlendMode { get { return blendMode; } set { blendMode = value; } }
public SlotData (int index, String name, BoneData boneData) {
if (index < 0) throw new ArgumentException ("index must be >= 0.", "index");
if (name == null) throw new ArgumentNullException("name", "name cannot be null.");
if (boneData == null) throw new ArgumentNullException("boneData", "boneData cannot be null.");
this.index = index;
this.name = name;
this.boneData = boneData;
}
override public string ToString () {
return name;
}
}
}

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
namespace Spine {
public class TransformConstraint : IConstraint {
internal TransformConstraintData data;
internal ExposedList<Bone> bones;
internal Bone target;
internal float rotateMix, translateMix, scaleMix, shearMix;
public TransformConstraintData Data { get { return data; } }
public int Order { get { return data.order; } }
public ExposedList<Bone> Bones { get { return bones; } }
public Bone Target { get { return target; } set { target = value; } }
public float RotateMix { get { return rotateMix; } set { rotateMix = value; } }
public float TranslateMix { get { return translateMix; } set { translateMix = value; } }
public float ScaleMix { get { return scaleMix; } set { scaleMix = value; } }
public float ShearMix { get { return shearMix; } set { shearMix = value; } }
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);
}
public void Apply () {
Update();
}
public void Update () {
if (data.local) {
if (data.relative)
ApplyRelativeLocal();
else
ApplyAbsoluteLocal();
} else {
if (data.relative)
ApplyRelativeWorld();
else
ApplyAbsoluteWorld();
}
}
void ApplyAbsoluteWorld () {
float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
Bone target = this.target;
float ta = target.a, tb = target.b, tc = target.c, td = target.d;
float degRadReflect = ta * td - tb * tc > 0 ? MathUtils.DegRad : -MathUtils.DegRad;
float offsetRotation = data.offsetRotation * degRadReflect, offsetShearY = data.offsetShearY * degRadReflect;
var bones = this.bones;
for (int i = 0, n = bones.Count; i < n; i++) {
Bone bone = bones.Items[i];
bool modified = false;
if (rotateMix != 0) {
float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
float r = MathUtils.Atan2(tc, ta) - MathUtils.Atan2(c, a) + offsetRotation;
if (r > MathUtils.PI)
r -= MathUtils.PI2;
else if (r < -MathUtils.PI) r += MathUtils.PI2;
r *= rotateMix;
float cos = MathUtils.Cos(r), sin = MathUtils.Sin(r);
bone.a = cos * a - sin * c;
bone.b = cos * b - sin * d;
bone.c = sin * a + cos * c;
bone.d = sin * b + cos * d;
modified = true;
}
if (translateMix != 0) {
float tx, ty; //Vector2 temp = this.temp;
target.LocalToWorld(data.offsetX, data.offsetY, out tx, out ty); //target.localToWorld(temp.set(data.offsetX, data.offsetY));
bone.worldX += (tx - bone.worldX) * translateMix;
bone.worldY += (ty - bone.worldY) * translateMix;
modified = true;
}
if (scaleMix > 0) {
float s = (float)Math.Sqrt(bone.a * bone.a + bone.c * bone.c);
//float ts = (float)Math.sqrt(ta * ta + tc * tc);
if (s > 0.00001f) s = (s + ((float)Math.Sqrt(ta * ta + tc * tc) - s + data.offsetScaleX) * scaleMix) / s;
bone.a *= s;
bone.c *= s;
s = (float)Math.Sqrt(bone.b * bone.b + bone.d * bone.d);
//ts = (float)Math.Sqrt(tb * tb + td * td);
if (s > 0.00001f) s = (s + ((float)Math.Sqrt(tb * tb + td * td) - s + data.offsetScaleY) * scaleMix) / s;
bone.b *= s;
bone.d *= s;
modified = true;
}
if (shearMix > 0) {
float b = bone.b, d = bone.d;
float by = MathUtils.Atan2(d, b);
float r = MathUtils.Atan2(td, tb) - MathUtils.Atan2(tc, ta) - (by - MathUtils.Atan2(bone.c, bone.a));
if (r > MathUtils.PI)
r -= MathUtils.PI2;
else if (r < -MathUtils.PI) r += MathUtils.PI2;
r = by + (r + offsetShearY) * shearMix;
float s = (float)Math.Sqrt(b * b + d * d);
bone.b = MathUtils.Cos(r) * s;
bone.d = MathUtils.Sin(r) * s;
modified = true;
}
if (modified) bone.appliedValid = false;
}
}
void ApplyRelativeWorld () {
float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
Bone target = this.target;
float ta = target.a, tb = target.b, tc = target.c, td = target.d;
float degRadReflect = ta * td - tb * tc > 0 ? MathUtils.DegRad : -MathUtils.DegRad;
float offsetRotation = data.offsetRotation * degRadReflect, offsetShearY = data.offsetShearY * degRadReflect;
var bones = this.bones;
for (int i = 0, n = bones.Count; i < n; i++) {
Bone bone = bones.Items[i];
bool modified = false;
if (rotateMix != 0) {
float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
float r = MathUtils.Atan2(tc, ta) + offsetRotation;
if (r > MathUtils.PI)
r -= MathUtils.PI2;
else if (r < -MathUtils.PI) r += MathUtils.PI2;
r *= rotateMix;
float cos = MathUtils.Cos(r), sin = MathUtils.Sin(r);
bone.a = cos * a - sin * c;
bone.b = cos * b - sin * d;
bone.c = sin * a + cos * c;
bone.d = sin * b + cos * d;
modified = true;
}
if (translateMix != 0) {
float tx, ty; //Vector2 temp = this.temp;
target.LocalToWorld(data.offsetX, data.offsetY, out tx, out ty); //target.localToWorld(temp.set(data.offsetX, data.offsetY));
bone.worldX += tx * translateMix;
bone.worldY += ty * translateMix;
modified = true;
}
if (scaleMix > 0) {
float s = ((float)Math.Sqrt(ta * ta + tc * tc) - 1 + data.offsetScaleX) * scaleMix + 1;
bone.a *= s;
bone.c *= s;
s = ((float)Math.Sqrt(tb * tb + td * td) - 1 + data.offsetScaleY) * scaleMix + 1;
bone.b *= s;
bone.d *= s;
modified = true;
}
if (shearMix > 0) {
float r = MathUtils.Atan2(td, tb) - MathUtils.Atan2(tc, ta);
if (r > MathUtils.PI)
r -= MathUtils.PI2;
else if (r < -MathUtils.PI) r += MathUtils.PI2;
float b = bone.b, d = bone.d;
r = MathUtils.Atan2(d, b) + (r - MathUtils.PI / 2 + offsetShearY) * shearMix;
float s = (float)Math.Sqrt(b * b + d * d);
bone.b = MathUtils.Cos(r) * s;
bone.d = MathUtils.Sin(r) * s;
modified = true;
}
if (modified) bone.appliedValid = false;
}
}
void ApplyAbsoluteLocal () {
float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
Bone target = this.target;
if (!target.appliedValid) target.UpdateAppliedTransform();
var bonesItems = this.bones.Items;
for (int i = 0, n = this.bones.Count; i < n; i++) {
Bone bone = bonesItems[i];
if (!bone.appliedValid) bone.UpdateAppliedTransform();
float rotation = bone.arotation;
if (rotateMix != 0) {
float r = target.arotation - rotation + data.offsetRotation;
r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360;
rotation += r * rotateMix;
}
float x = bone.ax, y = bone.ay;
if (translateMix != 0) {
x += (target.ax - x + data.offsetX) * translateMix;
y += (target.ay - y + data.offsetY) * translateMix;
}
float scaleX = bone.ascaleX, scaleY = bone.ascaleY;
if (scaleMix > 0) {
if (scaleX > 0.00001f) scaleX = (scaleX + (target.ascaleX - scaleX + data.offsetScaleX) * scaleMix) / scaleX;
if (scaleY > 0.00001f) scaleY = (scaleY + (target.ascaleY - scaleY + data.offsetScaleY) * scaleMix) / scaleY;
}
float shearY = bone.ashearY;
if (shearMix > 0) {
float r = target.ashearY - shearY + data.offsetShearY;
r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360;
bone.shearY += r * shearMix;
}
bone.UpdateWorldTransform(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
}
}
void ApplyRelativeLocal () {
float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
Bone target = this.target;
if (!target.appliedValid) target.UpdateAppliedTransform();
var bonesItems = this.bones.Items;
for (int i = 0, n = this.bones.Count; i < n; i++) {
Bone bone = bonesItems[i];
if (!bone.appliedValid) bone.UpdateAppliedTransform();
float rotation = bone.arotation;
if (rotateMix != 0) rotation += (target.arotation + data.offsetRotation) * rotateMix;
float x = bone.ax, y = bone.ay;
if (translateMix != 0) {
x += (target.ax + data.offsetX) * translateMix;
y += (target.ay + data.offsetY) * translateMix;
}
float scaleX = bone.ascaleX, scaleY = bone.ascaleY;
if (scaleMix > 0) {
if (scaleX > 0.00001f) scaleX *= ((target.ascaleX - 1 + data.offsetScaleX) * scaleMix) + 1;
if (scaleY > 0.00001f) scaleY *= ((target.ascaleY - 1 + data.offsetScaleY) * scaleMix) + 1;
}
float shearY = bone.ashearY;
if (shearMix > 0) shearY += (target.ashearY + data.offsetShearY) * shearMix;
bone.UpdateWorldTransform(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
}
}
override public string ToString () {
return data.name;
}
}
}

@ -0,0 +1,12 @@
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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
namespace Spine {
public class TransformConstraintData {
internal string name;
internal int order;
internal ExposedList<BoneData> bones = new ExposedList<BoneData>();
internal BoneData target;
internal float rotateMix, translateMix, scaleMix, shearMix;
internal float offsetRotation, offsetX, offsetY, offsetScaleX, offsetScaleY, offsetShearY;
internal bool relative, local;
public string Name { get { return name; } }
public int Order { get { return order; } set { order = value; } }
public ExposedList<BoneData> Bones { get { return bones; } }
public BoneData Target { get { return target; } set { target = value; } }
public float RotateMix { get { return rotateMix; } set { rotateMix = value; } }
public float TranslateMix { get { return translateMix; } set { translateMix = value; } }
public float ScaleMix { get { return scaleMix; } set { scaleMix = value; } }
public float ShearMix { get { return shearMix; } set { shearMix = value; } }
public float OffsetRotation { get { return offsetRotation; } set { offsetRotation = value; } }
public float OffsetX { get { return offsetX; } set { offsetX = value; } }
public float OffsetY { get { return offsetY; } set { offsetY = value; } }
public float OffsetScaleX { get { return offsetScaleX; } set { offsetScaleX = value; } }
public float OffsetScaleY { get { return offsetScaleY; } set { offsetScaleY = value; } }
public float OffsetShearY { get { return offsetShearY; } set { offsetShearY = value; } }
public bool Relative { get { return relative; } set { relative = value; } }
public bool Local { get { return local; } set { local = value; } }
public TransformConstraintData (string name) {
if (name == null) throw new ArgumentNullException("name", "name cannot be null.");
this.name = name;
}
override public string ToString () {
return name;
}
}
}

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@ -0,0 +1,278 @@
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
using System;
namespace Spine {
internal class Triangulator {
private readonly ExposedList<ExposedList<float>> convexPolygons = new ExposedList<ExposedList<float>>();
private readonly ExposedList<ExposedList<int>> convexPolygonsIndices = new ExposedList<ExposedList<int>>();
private readonly ExposedList<int> indicesArray = new ExposedList<int>();
private readonly ExposedList<bool> isConcaveArray = new ExposedList<bool>();
private readonly ExposedList<int> triangles = new ExposedList<int>();
private readonly Pool<ExposedList<float>> polygonPool = new Pool<ExposedList<float>>();
private readonly Pool<ExposedList<int>> polygonIndicesPool = new Pool<ExposedList<int>>();
public ExposedList<int> Triangulate (ExposedList<float> verticesArray) {
var vertices = verticesArray.Items;
int vertexCount = verticesArray.Count >> 1;
var indicesArray = this.indicesArray;
indicesArray.Clear();
int[] indices = indicesArray.Resize(vertexCount).Items;
for (int i = 0; i < vertexCount; i++)
indices[i] = i;
var isConcaveArray = this.isConcaveArray;
bool[] isConcave = isConcaveArray.Resize(vertexCount).Items;
for (int i = 0, n = vertexCount; i < n; ++i)
isConcave[i] = IsConcave(i, vertexCount, vertices, indices);
var triangles = this.triangles;
triangles.Clear();
triangles.EnsureCapacity(Math.Max(0, vertexCount - 2) << 2);
while (vertexCount > 3) {
// Find ear tip.
int previous = vertexCount - 1, i = 0, next = 1;
// outer:
while (true) {
if (!isConcave[i]) {
int p1 = indices[previous] << 1, p2 = indices[i] << 1, p3 = indices[next] << 1;
float p1x = vertices[p1], p1y = vertices[p1 + 1];
float p2x = vertices[p2], p2y = vertices[p2 + 1];
float p3x = vertices[p3], p3y = vertices[p3 + 1];
for (int ii = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount) {
if (!isConcave[ii]) continue;
int v = indices[ii] << 1;
float vx = vertices[v], vy = vertices[v + 1];
if (PositiveArea(p3x, p3y, p1x, p1y, vx, vy)) {
if (PositiveArea(p1x, p1y, p2x, p2y, vx, vy)) {
if (PositiveArea(p2x, p2y, p3x, p3y, vx, vy)) goto break_outer; // break outer;
}
}
}
break;
}
break_outer:
if (next == 0) {
do {
if (!isConcave[i]) break;
i--;
} while (i > 0);
break;
}
previous = i;
i = next;
next = (next + 1) % vertexCount;
}
// Cut ear tip.
triangles.Add(indices[(vertexCount + i - 1) % vertexCount]);
triangles.Add(indices[i]);
triangles.Add(indices[(i + 1) % vertexCount]);
indicesArray.RemoveAt(i);
isConcaveArray.RemoveAt(i);
vertexCount--;
int previousIndex = (vertexCount + i - 1) % vertexCount;
int nextIndex = i == vertexCount ? 0 : i;
isConcave[previousIndex] = IsConcave(previousIndex, vertexCount, vertices, indices);
isConcave[nextIndex] = IsConcave(nextIndex, vertexCount, vertices, indices);
}
if (vertexCount == 3) {
triangles.Add(indices[2]);
triangles.Add(indices[0]);
triangles.Add(indices[1]);
}
return triangles;
}
public ExposedList<ExposedList<float>> Decompose (ExposedList<float> verticesArray, ExposedList<int> triangles) {
var vertices = verticesArray.Items;
var convexPolygons = this.convexPolygons;
for (int i = 0, n = convexPolygons.Count; i < n; i++) {
polygonPool.Free(convexPolygons.Items[i]);
}
convexPolygons.Clear();
var convexPolygonsIndices = this.convexPolygonsIndices;
for (int i = 0, n = convexPolygonsIndices.Count; i < n; i++) {
polygonIndicesPool.Free(convexPolygonsIndices.Items[i]);
}
convexPolygonsIndices.Clear();
var polygonIndices = polygonIndicesPool.Obtain();
polygonIndices.Clear();
var polygon = polygonPool.Obtain();
polygon.Clear();
// Merge subsequent triangles if they form a triangle fan.
int fanBaseIndex = -1, lastWinding = 0;
int[] trianglesItems = triangles.Items;
for (int i = 0, n = triangles.Count; i < n; i += 3) {
int t1 = trianglesItems[i] << 1, t2 = trianglesItems[i + 1] << 1, t3 = trianglesItems[i + 2] << 1;
float x1 = vertices[t1], y1 = vertices[t1 + 1];
float x2 = vertices[t2], y2 = vertices[t2 + 1];
float x3 = vertices[t3], y3 = vertices[t3 + 1];
// If the base of the last triangle is the same as this triangle, check if they form a convex polygon (triangle fan).
var merged = false;
if (fanBaseIndex == t1) {
int o = polygon.Count - 4;
float[] p = polygon.Items;
int winding1 = Winding(p[o], p[o + 1], p[o + 2], p[o + 3], x3, y3);
int winding2 = Winding(x3, y3, p[0], p[1], p[2], p[3]);
if (winding1 == lastWinding && winding2 == lastWinding) {
polygon.Add(x3);
polygon.Add(y3);
polygonIndices.Add(t3);
merged = true;
}
}
// Otherwise make this triangle the new base.
if (!merged) {
if (polygon.Count > 0) {
convexPolygons.Add(polygon);
convexPolygonsIndices.Add(polygonIndices);
} else {
polygonPool.Free(polygon);
polygonIndicesPool.Free(polygonIndices);
}
polygon = polygonPool.Obtain();
polygon.Clear();
polygon.Add(x1);
polygon.Add(y1);
polygon.Add(x2);
polygon.Add(y2);
polygon.Add(x3);
polygon.Add(y3);
polygonIndices = polygonIndicesPool.Obtain();
polygonIndices.Clear();
polygonIndices.Add(t1);
polygonIndices.Add(t2);
polygonIndices.Add(t3);
lastWinding = Winding(x1, y1, x2, y2, x3, y3);
fanBaseIndex = t1;
}
}
if (polygon.Count > 0) {
convexPolygons.Add(polygon);
convexPolygonsIndices.Add(polygonIndices);
}
// Go through the list of polygons and try to merge the remaining triangles with the found triangle fans.
for (int i = 0, n = convexPolygons.Count; i < n; i++) {
polygonIndices = convexPolygonsIndices.Items[i];
if (polygonIndices.Count == 0) continue;
int firstIndex = polygonIndices.Items[0];
int lastIndex = polygonIndices.Items[polygonIndices.Count - 1];
polygon = convexPolygons.Items[i];
int o = polygon.Count - 4;
float[] p = polygon.Items;
float prevPrevX = p[o], prevPrevY = p[o + 1];
float prevX = p[o + 2], prevY = p[o + 3];
float firstX = p[0], firstY = p[1];
float secondX = p[2], secondY = p[3];
int winding = Winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY);
for (int ii = 0; ii < n; ii++) {
if (ii == i) continue;
var otherIndices = convexPolygonsIndices.Items[ii];
if (otherIndices.Count != 3) continue;
int otherFirstIndex = otherIndices.Items[0];
int otherSecondIndex = otherIndices.Items[1];
int otherLastIndex = otherIndices.Items[2];
var otherPoly = convexPolygons.Items[ii];
float x3 = otherPoly.Items[otherPoly.Count - 2], y3 = otherPoly.Items[otherPoly.Count - 1];
if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex) continue;
int winding1 = Winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3);
int winding2 = Winding(x3, y3, firstX, firstY, secondX, secondY);
if (winding1 == winding && winding2 == winding) {
otherPoly.Clear();
otherIndices.Clear();
polygon.Add(x3);
polygon.Add(y3);
polygonIndices.Add(otherLastIndex);
prevPrevX = prevX;
prevPrevY = prevY;
prevX = x3;
prevY = y3;
ii = 0;
}
}
}
// Remove empty polygons that resulted from the merge step above.
for (int i = convexPolygons.Count - 1; i >= 0; i--) {
polygon = convexPolygons.Items[i];
if (polygon.Count == 0) {
convexPolygons.RemoveAt(i);
polygonPool.Free(polygon);
polygonIndices = convexPolygonsIndices.Items[i];
convexPolygonsIndices.RemoveAt(i);
polygonIndicesPool.Free(polygonIndices);
}
}
return convexPolygons;
}
static private bool IsConcave (int index, int vertexCount, float[] vertices, int[] indices) {
int previous = indices[(vertexCount + index - 1) % vertexCount] << 1;
int current = indices[index] << 1;
int next = indices[(index + 1) % vertexCount] << 1;
return !PositiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next],
vertices[next + 1]);
}
static private bool PositiveArea (float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) {
return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0;
}
static private int Winding (float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) {
float px = p2x - p1x, py = p2y - p1y;
return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1;
}
}
}

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