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;
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.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, "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, 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;
}