[godot] Debug settings for SpineSprite to show bones, regions, meshes, et.c

This commit is contained in:
badlogic 2022-05-03 01:13:07 +02:00
parent b0cbf2851f
commit 1c686a96e8
5 changed files with 357 additions and 6 deletions

View File

@ -6,10 +6,14 @@
[node name="Node2D" type="Node2D"]
[node name="Spineboy" type="SpineSprite" parent="."]
position = Vector2( 496.207, 477.185 )
position = Vector2( 512, 324 )
scale = Vector2( 0.466832, 0.466832 )
skeleton_data_res = ExtResource( 3 )
preview_animation = "-- Empty --"
preview_frame = false
preview_time = 0.0
bones = true
bones_color = Color( 0.968627, 1, 0, 0.501961 )
paths_color = Color( 1, 0.498039, 0, 0.466667 )
paths_clipping = Color( 0.8, 0, 0, 0.5 )
preview_animation = "portal"
preview_frame = true
preview_time = 2.18
script = ExtResource( 1 )

View File

@ -11,7 +11,7 @@ config_version=4
[application]
config/name="spine-godot-examples"
run/main_scene="res://examples/11-bone-node/bone-node.tscn"
run/main_scene="res://examples/01-helloworld/helloworld.tscn"
run/low_processor_mode=true
config/icon="res://icon.png"

View File

@ -0,0 +1,53 @@
[gd_scene format=2]
[node name="Node2D" type="Node2D"]
[node name="A" type="RigidBody2D" parent="."]
position = Vector2( 483, 158 )
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="A"]
position = Vector2( 6, 17 )
polygon = PoolVector2Array( -38, 6, 28, 6, 28, -45, -40, -45 )
__meta__ = {
"_edit_lock_": true
}
[node name="B" type="RigidBody2D" parent="."]
position = Vector2( 484, 228 )
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="B"]
position = Vector2( 6, 17 )
polygon = PoolVector2Array( -38, 6, 28, 6, 28, -45, -40, -45 )
__meta__ = {
"_edit_lock_": true
}
[node name="C" type="RigidBody2D" parent="."]
position = Vector2( 485, 296 )
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="C"]
position = Vector2( 6, 17 )
polygon = PoolVector2Array( -38, 6, 28, 6, 28, -45, -40, -45 )
__meta__ = {
"_edit_lock_": true
}
[node name="PinJoint2D" type="PinJoint2D" parent="."]
position = Vector2( 484, 189 )
node_a = NodePath("../A")
node_b = NodePath("../B")
bias = 0.9
disable_collision = false
[node name="PinJoint2D2" type="PinJoint2D" parent="."]
position = Vector2( 486, 257 )
node_a = NodePath("../B")
node_b = NodePath("../C")
bias = 0.9
disable_collision = false
[node name="Ground" type="StaticBody2D" parent="."]
position = Vector2( 489, 478 )
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Ground"]
polygon = PoolVector2Array( -116, -4, 128, -100, 204, 34, -156, 48 )

View File

@ -33,6 +33,12 @@
#include "SpineSkeleton.h"
#include "SpineRendererObject.h"
#include "SpineSlotNode.h"
#include "core/engine.h"
#include "scene/gui/control.h"
#include "scene/main/viewport.h"
#if TOOLS_ENABLED
#include "editor/editor_plugin.h"
#endif
Ref<CanvasItemMaterial> SpineSprite::default_materials[4] = {};
static int sprite_count = 0;
@ -65,6 +71,33 @@ void SpineSprite::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_screen_material", "material"), &SpineSprite::set_screen_material);
ClassDB::bind_method(D_METHOD("get_screen_material"), &SpineSprite::get_screen_material);
ClassDB::bind_method(D_METHOD("set_debug_bones", "v"), &SpineSprite::set_debug_bones);
ClassDB::bind_method(D_METHOD("get_debug_bones"), &SpineSprite::get_debug_bones);
ClassDB::bind_method(D_METHOD("set_debug_bones_color", "v"), &SpineSprite::set_debug_bones_color);
ClassDB::bind_method(D_METHOD("get_debug_bones_color"), &SpineSprite::get_debug_bones_color);
ClassDB::bind_method(D_METHOD("set_debug_bones_thickness", "v"), &SpineSprite::set_debug_bones_thickness);
ClassDB::bind_method(D_METHOD("get_debug_bones_thickness"), &SpineSprite::get_debug_bones_thickness);
ClassDB::bind_method(D_METHOD("set_debug_regions", "v"), &SpineSprite::set_debug_regions);
ClassDB::bind_method(D_METHOD("get_debug_regions"), &SpineSprite::get_debug_regions);
ClassDB::bind_method(D_METHOD("set_debug_regions_color", "v"), &SpineSprite::set_debug_regions_color);
ClassDB::bind_method(D_METHOD("get_debug_regions_color"), &SpineSprite::get_debug_regions_color);
ClassDB::bind_method(D_METHOD("set_debug_meshes", "v"), &SpineSprite::set_debug_meshes);
ClassDB::bind_method(D_METHOD("get_debug_meshes"), &SpineSprite::get_debug_meshes);
ClassDB::bind_method(D_METHOD("set_debug_meshes_color", "v"), &SpineSprite::set_debug_meshes_color);
ClassDB::bind_method(D_METHOD("get_debug_meshes_color"), &SpineSprite::get_debug_meshes_color);
ClassDB::bind_method(D_METHOD("set_debug_bounding_boxes", "v"), &SpineSprite::set_debug_bounding_boxes);
ClassDB::bind_method(D_METHOD("get_debug_bounding_boxes"), &SpineSprite::get_debug_bounding_boxes);
ClassDB::bind_method(D_METHOD("set_debug_bounding_boxes_color", "v"), &SpineSprite::set_debug_bounding_boxes_color);
ClassDB::bind_method(D_METHOD("get_debug_bounding_boxes_color"), &SpineSprite::get_debug_bounding_boxes_color);
ClassDB::bind_method(D_METHOD("set_debug_paths", "v"), &SpineSprite::set_debug_paths);
ClassDB::bind_method(D_METHOD("get_debug_paths"), &SpineSprite::get_debug_paths);
ClassDB::bind_method(D_METHOD("set_debug_paths_color", "v"), &SpineSprite::set_debug_paths_color);
ClassDB::bind_method(D_METHOD("get_debug_paths_color"), &SpineSprite::get_debug_paths_color);
ClassDB::bind_method(D_METHOD("set_debug_clipping", "v"), &SpineSprite::set_debug_clipping);
ClassDB::bind_method(D_METHOD("get_debug_clipping"), &SpineSprite::get_debug_clipping);
ClassDB::bind_method(D_METHOD("set_debug_clipping_color", "v"), &SpineSprite::set_debug_clipping_color);
ClassDB::bind_method(D_METHOD("get_debug_clipping_color"), &SpineSprite::get_debug_clipping_color);
ClassDB::bind_method(D_METHOD("update_skeleton", "delta"), &SpineSprite::update_skeleton);
ClassDB::bind_method(D_METHOD("new_skin", "name"), &SpineSprite::new_skin);
@ -87,7 +120,24 @@ void SpineSprite::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "additive_material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_additive_material", "get_additive_material");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multiply_material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_multiply_material", "get_multiply_material");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "screen_material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_screen_material", "get_screen_material");
ADD_GROUP("Debug", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "bones"), "set_debug_bones", "get_debug_bones");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "bones_color"), "set_debug_bones_color", "get_debug_bones_color");
ADD_PROPERTY(PropertyInfo(VARIANT_FLOAT, "bones_thickness"), "set_debug_bones_thickness", "get_debug_bones_thickness");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "regions"), "set_debug_regions", "get_debug_regions");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "regions_color"), "set_debug_regions_color", "get_debug_regions_color");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "meshes"), "set_debug_meshes", "get_debug_meshes");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "meshes_color"), "set_debug_meshes_color", "get_debug_meshes_color");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "bounding_boxes"), "set_debug_bounding_boxes", "get_debug_bounding_boxes");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "bounding_boxes_color"), "set_debug_bounding_boxes_color", "get_debug_bounding_boxes_color");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "paths"), "set_debug_paths", "get_debug_paths");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "paths_color"), "set_debug_paths_color", "get_debug_paths_color");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "clipping"), "set_debug_clipping", "get_debug_clipping");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "paths_clipping"), "set_debug_clipping_color", "get_debug_clipping_color");
ADD_GROUP("Preview", "");
// Filled in in _get_property_list()
}
SpineSprite::SpineSprite() : update_mode(SpineConstant::UpdateMode_Process), preview_animation("-- Empty --"), preview_frame(false), preview_time(0), skeleton_clipper(nullptr), modified_bones(false) {
@ -123,6 +173,22 @@ SpineSprite::SpineSprite() : update_mode(SpineConstant::UpdateMode_Process), pre
quad_indices[5] = 0;
scratch_vertices.ensureCapacity(1200);
}
// Default debug settings
debug_bones = false;
debug_bones_color = Color(1, 0, 0, 0.5);
debug_bones_thickness = 5;
debug_regions = false;
debug_regions_color = Color(0, 0, 1, 0.8);
debug_meshes = false;
debug_meshes_color = Color(0, 0, 1, 0.8);
debug_bounding_boxes = false;
debug_bounding_boxes_color = Color(0, 1, 0, 0.8);
debug_paths = false;
debug_paths_color = Color::hex(0xff7f0077);
debug_clipping = false;
debug_clipping_color = Color(0.8, 0, 0, 0.8);
sprite_count++;
}
@ -188,6 +254,8 @@ void SpineSprite::generate_meshes_for_slots(Ref<SpineSkeleton> skeleton_ref) {
auto mesh_instance = memnew(MeshInstance2D);
mesh_instance->set_position(Vector2(0, 0));
mesh_instance->set_material(default_materials[spine::BlendMode_Normal]);
// Needed so that debug drawables are rendered in front of attachments
mesh_instance->set_draw_behind_parent(true);
add_child(mesh_instance);
mesh_instances.push_back(mesh_instance);
slot_nodes.add(spine::Vector<SpineSlotNode*>());
@ -254,6 +322,10 @@ void SpineSprite::_notification(int what) {
update_skeleton(get_physics_process_delta_time());
break;
}
case NOTIFICATION_DRAW: {
draw();
break;
}
default:
break;
}
@ -541,6 +613,161 @@ void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
skeleton_clipper->clipEnd();
}
void SpineSprite::draw() {
if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) return;
if (!animation_state.is_valid() && !skeleton.is_valid()) return;
auto mouse_position = get_local_mouse_position();
if (debug_regions) {
draw_set_transform(Vector2(0, 0), 0, Vector2(1, 1));
auto &draw_order = skeleton->get_spine_object()->getDrawOrder();
for (int i = 0; i < (int)draw_order.size(); i++) {
auto *slot = draw_order[i];
if (!slot->getBone().isActive()) continue;
auto *attachment = slot->getAttachment();
if (!attachment) continue;
if (!attachment->getRTTI().isExactly(spine::RegionAttachment::rtti)) continue;
auto *region = (spine::RegionAttachment*)attachment;
auto *vertices = &scratch_vertices;
vertices->setSize(8, 0);
region->computeWorldVertices(*slot, *vertices, 0);
scratch_points.resize(0);
for (int i = 0, j = 0; i < 4; i++, j += 2) {
float x = vertices->buffer()[j];
float y = vertices->buffer()[j + 1];
scratch_points.push_back(Vector2(x, y));
}
scratch_points.push_back(Vector2(vertices->buffer()[0], vertices->buffer()[1]));
draw_polyline(scratch_points, debug_meshes_color, 2);
}
}
if (debug_meshes) {
draw_set_transform(Vector2(0, 0), 0, Vector2(1, 1));
auto &draw_order = skeleton->get_spine_object()->getDrawOrder();
for (int i = 0; i < (int)draw_order.size(); i++) {
auto *slot = draw_order[i];
if (!slot->getBone().isActive()) continue;
auto *attachment = slot->getAttachment();
if (!attachment) continue;
if (!attachment->getRTTI().isExactly(spine::MeshAttachment::rtti)) continue;
auto *mesh = (spine::MeshAttachment*)attachment;
auto *vertices = &scratch_vertices;
vertices->setSize(mesh->getWorldVerticesLength(), 0);
mesh->computeWorldVertices(*slot, *vertices);
scratch_points.resize(0);
for (int i = 0, j = 0; i < mesh->getHullLength(); i++, j += 2) {
float x = vertices->buffer()[j];
float y = vertices->buffer()[j + 1];
scratch_points.push_back(Vector2(x, y));
}
scratch_points.push_back(Vector2(vertices->buffer()[0], vertices->buffer()[1]));
draw_polyline(scratch_points, debug_meshes_color, 2);
}
}
if (debug_bounding_boxes) {
draw_set_transform(Vector2(0, 0), 0, Vector2(1, 1));
auto &draw_order = skeleton->get_spine_object()->getDrawOrder();
for (int i = 0; i < (int)draw_order.size(); i++) {
auto *slot = draw_order[i];
if (!slot->getBone().isActive()) continue;
auto *attachment = slot->getAttachment();
if (!attachment) continue;
if (!attachment->getRTTI().isExactly(spine::BoundingBoxAttachment::rtti)) continue;
auto *bounding_box = (spine::BoundingBoxAttachment*)attachment;
auto *vertices = &scratch_vertices;
vertices->setSize(bounding_box->getWorldVerticesLength(), 0);
bounding_box->computeWorldVertices(*slot, *vertices);
size_t num_vertices = vertices->size() / 2;
scratch_points.resize((int)num_vertices);
memcpy(scratch_points.ptrw(), vertices->buffer(), num_vertices * 2 * sizeof(float));
scratch_points.push_back(Vector2(vertices->buffer()[0], vertices->buffer()[1]));
draw_polyline(scratch_points, debug_bounding_boxes_color, 2);
}
}
if (debug_clipping) {
draw_set_transform(Vector2(0, 0), 0, Vector2(1, 1));
auto &draw_order = skeleton->get_spine_object()->getDrawOrder();
for (int i = 0; i < (int)draw_order.size(); i++) {
auto *slot = draw_order[i];
if (!slot->getBone().isActive()) continue;
auto *attachment = slot->getAttachment();
if (!attachment) continue;
if (!attachment->getRTTI().isExactly(spine::ClippingAttachment::rtti)) continue;
auto *clipping = (spine::ClippingAttachment*)attachment;
auto *vertices = &scratch_vertices;
vertices->setSize(clipping->getWorldVerticesLength(), 0);
clipping->computeWorldVertices(*slot, *vertices);
size_t num_vertices = vertices->size() / 2;
scratch_points.resize((int)num_vertices);
memcpy(scratch_points.ptrw(), vertices->buffer(), num_vertices * 2 * sizeof(float));
scratch_points.push_back(Vector2(vertices->buffer()[0], vertices->buffer()[1]));
draw_polyline(scratch_points, debug_clipping_color, 2);
}
}
spine::Bone *hovered_bone = nullptr;
if (debug_bones) {
float hovered_bone_distance = FLT_MAX;
auto &bones = skeleton->get_spine_object()->getBones();
for (int i = 0; i < (int)bones.size(); i++) {
auto *bone = bones[i];
if (!bone->isActive()) continue;
draw_bone(bone, debug_bones_color);
float bone_length = bone->getData().getLength();
if (bone_length == 0) bone_length = debug_bones_thickness * 2;
scratch_points.resize(5);
scratch_points.set(0, Vector2(-debug_bones_thickness, 0));
scratch_points.set(1, Vector2(0, debug_bones_thickness));
scratch_points.set(2, Vector2(bone_length, 0));
scratch_points.set(3, Vector2(0, -debug_bones_thickness));
scratch_points.set(4, Vector2(-debug_bones_thickness, 0));
Transform2D bone_transform(Math::deg2rad(bone->getWorldRotationX()), Vector2(bone->getWorldX(), bone->getWorldY()));
bone_transform.scale_basis(Vector2(bone->getWorldScaleX(), bone->getWorldScaleY()));
auto mouse_local_position = bone_transform.affine_inverse().xform(mouse_position);
if (Geometry::is_point_in_polygon(mouse_local_position, scratch_points)) {
hovered_bone = bone;
}
}
}
#if TOOLS_ENABLED
if (hovered_bone) {
Ref<Font> default_font;
auto control = memnew(Control);
default_font = control->get_font("font", "Label");
memfree(control);
float thickness = debug_bones_thickness;
debug_bones_thickness *= 1.1;
draw_bone(hovered_bone, Color(debug_bones_color.r, debug_bones_color.g, debug_bones_color.b, 1));
debug_bones_thickness = thickness;
float editor_scale = EditorInterface::get_singleton()->get_editor_scale();
float inverse_zoom = 1 / get_viewport()->get_global_canvas_transform().get_scale().x * editor_scale * 2.5;
draw_set_transform(Vector2(hovered_bone->getWorldX(), hovered_bone->getWorldY()), 0, Vector2(inverse_zoom, inverse_zoom));
draw_string(default_font, Vector2(11, 1), hovered_bone->getData().getName().buffer(), Color(0, 0, 0, 1));
draw_string(default_font, Vector2(10, 0), hovered_bone->getData().getName().buffer());
}
#endif
}
void SpineSprite::draw_bone(spine::Bone* bone, const Color &color) {
draw_set_transform(Vector2(bone->getWorldX(), bone->getWorldY()), Math::deg2rad(bone->getWorldRotationX()), Vector2(bone->getWorldScaleX(), bone->getWorldScaleY()));
float bone_length = bone->getData().getLength();
if (bone_length == 0) bone_length = debug_bones_thickness * 2;
Vector<Vector2> points;
points.push_back(Vector2(-debug_bones_thickness, 0));
points.push_back(Vector2(0, debug_bones_thickness));
points.push_back(Vector2(bone_length, 0));
points.push_back(Vector2(0, -debug_bones_thickness));
draw_colored_polygon(points, color);
}
void SpineSprite::callback(spine::AnimationState *state, spine::EventType type, spine::TrackEntry *entry, spine::Event *event) {
Ref<SpineTrackEntry> entry_ref = Ref<SpineTrackEntry>(memnew(SpineTrackEntry));
entry_ref->set_spine_object(this, entry);

View File

@ -33,7 +33,6 @@
#include "SpineAnimationState.h"
#include "scene/2d/node_2d.h"
#include "scene/2d/mesh_instance_2d.h"
#include "scene/resources/texture.h"
class SpineSlotNode;
@ -52,6 +51,20 @@ protected:
bool preview_frame;
float preview_time;
bool debug_bones;
Color debug_bones_color;
float debug_bones_thickness;
bool debug_regions;
Color debug_regions_color;
bool debug_meshes;
Color debug_meshes_color;
bool debug_bounding_boxes;
Color debug_bounding_boxes_color;
bool debug_paths;
Color debug_paths_color;
bool debug_clipping;
Color debug_clipping_color;
spine::Vector<spine::Vector<SpineSlotNode*> > slot_nodes;
Vector<MeshInstance2D *> mesh_instances;
static Ref<CanvasItemMaterial> default_materials[4];
@ -73,6 +86,8 @@ protected:
void sort_slot_nodes();
void update_meshes(Ref<SpineSkeleton> skeleton_ref);
void set_modified_bones() { modified_bones = true; }
void draw();
void draw_bone(spine::Bone *bone, const Color &color);
void callback(spine::AnimationState *state, spine::EventType type, spine::TrackEntry *entry, spine::Event *event);
@ -118,6 +133,58 @@ public:
void set_screen_material(Ref<Material> material);
bool get_debug_bones() { return debug_bones; }
void set_debug_bones (bool bones) { debug_bones = bones; }
Color get_debug_bones_color() { return debug_bones_color; }
void set_debug_bones_color(const Color &color) { debug_bones_color = color; }
float get_debug_bones_thickness() { return debug_bones_thickness; }
void set_debug_bones_thickness(float thickness) { debug_bones_thickness = thickness; }
bool get_debug_regions() { return debug_regions; }
void set_debug_regions(bool regions) { debug_regions = regions; }
Color get_debug_regions_color() { return debug_regions_color; }
void set_debug_regions_color(const Color &color) { debug_regions_color = color; }
bool get_debug_meshes() { return debug_meshes; }
void set_debug_meshes(bool meshes) { debug_meshes = meshes; }
Color get_debug_meshes_color() { return debug_meshes_color; }
void set_debug_meshes_color(const Color &color) { debug_meshes_color = color; }
bool get_debug_paths() { return debug_paths; }
void set_debug_paths(bool paths) { debug_paths = paths; }
Color get_debug_paths_color() { return debug_paths_color; }
void set_debug_paths_color(const Color &color) { debug_paths_color = color; }
bool get_debug_bounding_boxes() { return debug_bounding_boxes; }
void set_debug_bounding_boxes(bool paths) { debug_bounding_boxes = paths; }
Color get_debug_bounding_boxes_color() { return debug_bounding_boxes_color; }
void set_debug_bounding_boxes_color(const Color &color) { debug_bounding_boxes_color = color; }
bool get_debug_clipping() { return debug_clipping; }
void set_debug_clipping(bool clipping) { debug_clipping = clipping; }
Color get_debug_clipping_color() { return debug_clipping_color; }
void set_debug_clipping_color(const Color &color) { debug_clipping_color = color; }
#ifdef TOOLS_ENABLED
virtual Rect2 _edit_get_rect() const;
virtual bool _edit_use_rect() const;