mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
[godot] Debug settings for SpineSprite to show bones, regions, meshes, et.c
This commit is contained in:
parent
b0cbf2851f
commit
1c686a96e8
@ -6,10 +6,14 @@
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[node name="Node2D" type="Node2D"]
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[node name="Spineboy" type="SpineSprite" parent="."]
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position = Vector2( 496.207, 477.185 )
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position = Vector2( 512, 324 )
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scale = Vector2( 0.466832, 0.466832 )
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skeleton_data_res = ExtResource( 3 )
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preview_animation = "-- Empty --"
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preview_frame = false
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preview_time = 0.0
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bones = true
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bones_color = Color( 0.968627, 1, 0, 0.501961 )
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paths_color = Color( 1, 0.498039, 0, 0.466667 )
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paths_clipping = Color( 0.8, 0, 0, 0.5 )
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preview_animation = "portal"
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preview_frame = true
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preview_time = 2.18
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script = ExtResource( 1 )
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@ -11,7 +11,7 @@ config_version=4
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[application]
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config/name="spine-godot-examples"
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run/main_scene="res://examples/11-bone-node/bone-node.tscn"
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run/main_scene="res://examples/01-helloworld/helloworld.tscn"
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run/low_processor_mode=true
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config/icon="res://icon.png"
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53
spine-godot/example/tests/ragdoll.tscn
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53
spine-godot/example/tests/ragdoll.tscn
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@ -0,0 +1,53 @@
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[gd_scene format=2]
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[node name="Node2D" type="Node2D"]
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[node name="A" type="RigidBody2D" parent="."]
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position = Vector2( 483, 158 )
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="A"]
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position = Vector2( 6, 17 )
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polygon = PoolVector2Array( -38, 6, 28, 6, 28, -45, -40, -45 )
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__meta__ = {
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"_edit_lock_": true
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}
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[node name="B" type="RigidBody2D" parent="."]
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position = Vector2( 484, 228 )
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="B"]
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position = Vector2( 6, 17 )
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polygon = PoolVector2Array( -38, 6, 28, 6, 28, -45, -40, -45 )
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__meta__ = {
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"_edit_lock_": true
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}
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[node name="C" type="RigidBody2D" parent="."]
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position = Vector2( 485, 296 )
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="C"]
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position = Vector2( 6, 17 )
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polygon = PoolVector2Array( -38, 6, 28, 6, 28, -45, -40, -45 )
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__meta__ = {
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"_edit_lock_": true
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}
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[node name="PinJoint2D" type="PinJoint2D" parent="."]
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position = Vector2( 484, 189 )
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node_a = NodePath("../A")
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node_b = NodePath("../B")
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bias = 0.9
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disable_collision = false
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[node name="PinJoint2D2" type="PinJoint2D" parent="."]
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position = Vector2( 486, 257 )
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node_a = NodePath("../B")
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node_b = NodePath("../C")
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bias = 0.9
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disable_collision = false
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[node name="Ground" type="StaticBody2D" parent="."]
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position = Vector2( 489, 478 )
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Ground"]
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polygon = PoolVector2Array( -116, -4, 128, -100, 204, 34, -156, 48 )
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@ -33,6 +33,12 @@
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#include "SpineSkeleton.h"
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#include "SpineRendererObject.h"
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#include "SpineSlotNode.h"
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#include "core/engine.h"
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#include "scene/gui/control.h"
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#include "scene/main/viewport.h"
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#if TOOLS_ENABLED
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#include "editor/editor_plugin.h"
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#endif
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Ref<CanvasItemMaterial> SpineSprite::default_materials[4] = {};
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static int sprite_count = 0;
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@ -65,6 +71,33 @@ void SpineSprite::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_screen_material", "material"), &SpineSprite::set_screen_material);
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ClassDB::bind_method(D_METHOD("get_screen_material"), &SpineSprite::get_screen_material);
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ClassDB::bind_method(D_METHOD("set_debug_bones", "v"), &SpineSprite::set_debug_bones);
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ClassDB::bind_method(D_METHOD("get_debug_bones"), &SpineSprite::get_debug_bones);
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ClassDB::bind_method(D_METHOD("set_debug_bones_color", "v"), &SpineSprite::set_debug_bones_color);
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ClassDB::bind_method(D_METHOD("get_debug_bones_color"), &SpineSprite::get_debug_bones_color);
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ClassDB::bind_method(D_METHOD("set_debug_bones_thickness", "v"), &SpineSprite::set_debug_bones_thickness);
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ClassDB::bind_method(D_METHOD("get_debug_bones_thickness"), &SpineSprite::get_debug_bones_thickness);
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ClassDB::bind_method(D_METHOD("set_debug_regions", "v"), &SpineSprite::set_debug_regions);
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ClassDB::bind_method(D_METHOD("get_debug_regions"), &SpineSprite::get_debug_regions);
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ClassDB::bind_method(D_METHOD("set_debug_regions_color", "v"), &SpineSprite::set_debug_regions_color);
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ClassDB::bind_method(D_METHOD("get_debug_regions_color"), &SpineSprite::get_debug_regions_color);
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ClassDB::bind_method(D_METHOD("set_debug_meshes", "v"), &SpineSprite::set_debug_meshes);
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ClassDB::bind_method(D_METHOD("get_debug_meshes"), &SpineSprite::get_debug_meshes);
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ClassDB::bind_method(D_METHOD("set_debug_meshes_color", "v"), &SpineSprite::set_debug_meshes_color);
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ClassDB::bind_method(D_METHOD("get_debug_meshes_color"), &SpineSprite::get_debug_meshes_color);
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ClassDB::bind_method(D_METHOD("set_debug_bounding_boxes", "v"), &SpineSprite::set_debug_bounding_boxes);
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ClassDB::bind_method(D_METHOD("get_debug_bounding_boxes"), &SpineSprite::get_debug_bounding_boxes);
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ClassDB::bind_method(D_METHOD("set_debug_bounding_boxes_color", "v"), &SpineSprite::set_debug_bounding_boxes_color);
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ClassDB::bind_method(D_METHOD("get_debug_bounding_boxes_color"), &SpineSprite::get_debug_bounding_boxes_color);
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ClassDB::bind_method(D_METHOD("set_debug_paths", "v"), &SpineSprite::set_debug_paths);
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ClassDB::bind_method(D_METHOD("get_debug_paths"), &SpineSprite::get_debug_paths);
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ClassDB::bind_method(D_METHOD("set_debug_paths_color", "v"), &SpineSprite::set_debug_paths_color);
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ClassDB::bind_method(D_METHOD("get_debug_paths_color"), &SpineSprite::get_debug_paths_color);
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ClassDB::bind_method(D_METHOD("set_debug_clipping", "v"), &SpineSprite::set_debug_clipping);
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ClassDB::bind_method(D_METHOD("get_debug_clipping"), &SpineSprite::get_debug_clipping);
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ClassDB::bind_method(D_METHOD("set_debug_clipping_color", "v"), &SpineSprite::set_debug_clipping_color);
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ClassDB::bind_method(D_METHOD("get_debug_clipping_color"), &SpineSprite::get_debug_clipping_color);
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ClassDB::bind_method(D_METHOD("update_skeleton", "delta"), &SpineSprite::update_skeleton);
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ClassDB::bind_method(D_METHOD("new_skin", "name"), &SpineSprite::new_skin);
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@ -87,7 +120,24 @@ void SpineSprite::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "additive_material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_additive_material", "get_additive_material");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multiply_material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_multiply_material", "get_multiply_material");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "screen_material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_screen_material", "get_screen_material");
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ADD_GROUP("Debug", "");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "bones"), "set_debug_bones", "get_debug_bones");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "bones_color"), "set_debug_bones_color", "get_debug_bones_color");
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ADD_PROPERTY(PropertyInfo(VARIANT_FLOAT, "bones_thickness"), "set_debug_bones_thickness", "get_debug_bones_thickness");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "regions"), "set_debug_regions", "get_debug_regions");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "regions_color"), "set_debug_regions_color", "get_debug_regions_color");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "meshes"), "set_debug_meshes", "get_debug_meshes");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "meshes_color"), "set_debug_meshes_color", "get_debug_meshes_color");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "bounding_boxes"), "set_debug_bounding_boxes", "get_debug_bounding_boxes");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "bounding_boxes_color"), "set_debug_bounding_boxes_color", "get_debug_bounding_boxes_color");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "paths"), "set_debug_paths", "get_debug_paths");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "paths_color"), "set_debug_paths_color", "get_debug_paths_color");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "clipping"), "set_debug_clipping", "get_debug_clipping");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "paths_clipping"), "set_debug_clipping_color", "get_debug_clipping_color");
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ADD_GROUP("Preview", "");
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// Filled in in _get_property_list()
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}
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SpineSprite::SpineSprite() : update_mode(SpineConstant::UpdateMode_Process), preview_animation("-- Empty --"), preview_frame(false), preview_time(0), skeleton_clipper(nullptr), modified_bones(false) {
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@ -123,6 +173,22 @@ SpineSprite::SpineSprite() : update_mode(SpineConstant::UpdateMode_Process), pre
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quad_indices[5] = 0;
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scratch_vertices.ensureCapacity(1200);
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}
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// Default debug settings
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debug_bones = false;
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debug_bones_color = Color(1, 0, 0, 0.5);
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debug_bones_thickness = 5;
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debug_regions = false;
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debug_regions_color = Color(0, 0, 1, 0.8);
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debug_meshes = false;
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debug_meshes_color = Color(0, 0, 1, 0.8);
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debug_bounding_boxes = false;
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debug_bounding_boxes_color = Color(0, 1, 0, 0.8);
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debug_paths = false;
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debug_paths_color = Color::hex(0xff7f0077);
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debug_clipping = false;
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debug_clipping_color = Color(0.8, 0, 0, 0.8);
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sprite_count++;
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}
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@ -188,6 +254,8 @@ void SpineSprite::generate_meshes_for_slots(Ref<SpineSkeleton> skeleton_ref) {
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auto mesh_instance = memnew(MeshInstance2D);
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mesh_instance->set_position(Vector2(0, 0));
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mesh_instance->set_material(default_materials[spine::BlendMode_Normal]);
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// Needed so that debug drawables are rendered in front of attachments
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mesh_instance->set_draw_behind_parent(true);
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add_child(mesh_instance);
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mesh_instances.push_back(mesh_instance);
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slot_nodes.add(spine::Vector<SpineSlotNode*>());
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@ -254,6 +322,10 @@ void SpineSprite::_notification(int what) {
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update_skeleton(get_physics_process_delta_time());
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break;
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}
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case NOTIFICATION_DRAW: {
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draw();
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break;
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}
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default:
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break;
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}
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@ -541,6 +613,161 @@ void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
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skeleton_clipper->clipEnd();
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}
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void SpineSprite::draw() {
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if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) return;
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if (!animation_state.is_valid() && !skeleton.is_valid()) return;
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auto mouse_position = get_local_mouse_position();
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if (debug_regions) {
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draw_set_transform(Vector2(0, 0), 0, Vector2(1, 1));
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auto &draw_order = skeleton->get_spine_object()->getDrawOrder();
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for (int i = 0; i < (int)draw_order.size(); i++) {
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auto *slot = draw_order[i];
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if (!slot->getBone().isActive()) continue;
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auto *attachment = slot->getAttachment();
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if (!attachment) continue;
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if (!attachment->getRTTI().isExactly(spine::RegionAttachment::rtti)) continue;
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auto *region = (spine::RegionAttachment*)attachment;
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auto *vertices = &scratch_vertices;
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vertices->setSize(8, 0);
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region->computeWorldVertices(*slot, *vertices, 0);
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scratch_points.resize(0);
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for (int i = 0, j = 0; i < 4; i++, j += 2) {
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float x = vertices->buffer()[j];
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float y = vertices->buffer()[j + 1];
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scratch_points.push_back(Vector2(x, y));
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}
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scratch_points.push_back(Vector2(vertices->buffer()[0], vertices->buffer()[1]));
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draw_polyline(scratch_points, debug_meshes_color, 2);
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}
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}
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if (debug_meshes) {
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draw_set_transform(Vector2(0, 0), 0, Vector2(1, 1));
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auto &draw_order = skeleton->get_spine_object()->getDrawOrder();
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for (int i = 0; i < (int)draw_order.size(); i++) {
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auto *slot = draw_order[i];
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if (!slot->getBone().isActive()) continue;
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auto *attachment = slot->getAttachment();
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if (!attachment) continue;
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if (!attachment->getRTTI().isExactly(spine::MeshAttachment::rtti)) continue;
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auto *mesh = (spine::MeshAttachment*)attachment;
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auto *vertices = &scratch_vertices;
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vertices->setSize(mesh->getWorldVerticesLength(), 0);
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mesh->computeWorldVertices(*slot, *vertices);
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scratch_points.resize(0);
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for (int i = 0, j = 0; i < mesh->getHullLength(); i++, j += 2) {
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float x = vertices->buffer()[j];
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float y = vertices->buffer()[j + 1];
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scratch_points.push_back(Vector2(x, y));
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}
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scratch_points.push_back(Vector2(vertices->buffer()[0], vertices->buffer()[1]));
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draw_polyline(scratch_points, debug_meshes_color, 2);
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}
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}
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if (debug_bounding_boxes) {
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draw_set_transform(Vector2(0, 0), 0, Vector2(1, 1));
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auto &draw_order = skeleton->get_spine_object()->getDrawOrder();
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for (int i = 0; i < (int)draw_order.size(); i++) {
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auto *slot = draw_order[i];
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if (!slot->getBone().isActive()) continue;
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auto *attachment = slot->getAttachment();
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if (!attachment) continue;
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if (!attachment->getRTTI().isExactly(spine::BoundingBoxAttachment::rtti)) continue;
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auto *bounding_box = (spine::BoundingBoxAttachment*)attachment;
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auto *vertices = &scratch_vertices;
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vertices->setSize(bounding_box->getWorldVerticesLength(), 0);
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bounding_box->computeWorldVertices(*slot, *vertices);
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size_t num_vertices = vertices->size() / 2;
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scratch_points.resize((int)num_vertices);
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memcpy(scratch_points.ptrw(), vertices->buffer(), num_vertices * 2 * sizeof(float));
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scratch_points.push_back(Vector2(vertices->buffer()[0], vertices->buffer()[1]));
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draw_polyline(scratch_points, debug_bounding_boxes_color, 2);
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}
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}
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if (debug_clipping) {
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draw_set_transform(Vector2(0, 0), 0, Vector2(1, 1));
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auto &draw_order = skeleton->get_spine_object()->getDrawOrder();
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for (int i = 0; i < (int)draw_order.size(); i++) {
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auto *slot = draw_order[i];
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if (!slot->getBone().isActive()) continue;
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auto *attachment = slot->getAttachment();
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if (!attachment) continue;
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if (!attachment->getRTTI().isExactly(spine::ClippingAttachment::rtti)) continue;
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auto *clipping = (spine::ClippingAttachment*)attachment;
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auto *vertices = &scratch_vertices;
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vertices->setSize(clipping->getWorldVerticesLength(), 0);
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clipping->computeWorldVertices(*slot, *vertices);
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size_t num_vertices = vertices->size() / 2;
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scratch_points.resize((int)num_vertices);
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memcpy(scratch_points.ptrw(), vertices->buffer(), num_vertices * 2 * sizeof(float));
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scratch_points.push_back(Vector2(vertices->buffer()[0], vertices->buffer()[1]));
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draw_polyline(scratch_points, debug_clipping_color, 2);
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}
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}
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spine::Bone *hovered_bone = nullptr;
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if (debug_bones) {
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float hovered_bone_distance = FLT_MAX;
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auto &bones = skeleton->get_spine_object()->getBones();
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for (int i = 0; i < (int)bones.size(); i++) {
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auto *bone = bones[i];
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if (!bone->isActive()) continue;
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draw_bone(bone, debug_bones_color);
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float bone_length = bone->getData().getLength();
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if (bone_length == 0) bone_length = debug_bones_thickness * 2;
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scratch_points.resize(5);
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scratch_points.set(0, Vector2(-debug_bones_thickness, 0));
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scratch_points.set(1, Vector2(0, debug_bones_thickness));
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scratch_points.set(2, Vector2(bone_length, 0));
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scratch_points.set(3, Vector2(0, -debug_bones_thickness));
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scratch_points.set(4, Vector2(-debug_bones_thickness, 0));
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Transform2D bone_transform(Math::deg2rad(bone->getWorldRotationX()), Vector2(bone->getWorldX(), bone->getWorldY()));
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bone_transform.scale_basis(Vector2(bone->getWorldScaleX(), bone->getWorldScaleY()));
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auto mouse_local_position = bone_transform.affine_inverse().xform(mouse_position);
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if (Geometry::is_point_in_polygon(mouse_local_position, scratch_points)) {
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hovered_bone = bone;
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}
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}
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}
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#if TOOLS_ENABLED
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if (hovered_bone) {
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Ref<Font> default_font;
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auto control = memnew(Control);
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default_font = control->get_font("font", "Label");
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memfree(control);
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float thickness = debug_bones_thickness;
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debug_bones_thickness *= 1.1;
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draw_bone(hovered_bone, Color(debug_bones_color.r, debug_bones_color.g, debug_bones_color.b, 1));
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debug_bones_thickness = thickness;
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float editor_scale = EditorInterface::get_singleton()->get_editor_scale();
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float inverse_zoom = 1 / get_viewport()->get_global_canvas_transform().get_scale().x * editor_scale * 2.5;
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draw_set_transform(Vector2(hovered_bone->getWorldX(), hovered_bone->getWorldY()), 0, Vector2(inverse_zoom, inverse_zoom));
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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);
|
||||
|
||||
@ -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;
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user