diff --git a/.gitignore b/.gitignore index cd1357110..083184f9c 100644 --- a/.gitignore +++ b/.gitignore @@ -55,6 +55,7 @@ spine-xna/obj spine-xna/example/bin spine-xna/example/obj spine-xna/example-content/obj/ +spine-xna/.vs/ spine-unity/Assets/spine-csharp* !spine-unity/Assets/spine-csharp/Place spine-csharp src here.* diff --git a/CHANGELOG.md b/CHANGELOG.md index d18a59377..9d326869b 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -140,6 +140,7 @@ * Removed `RegionBatcher` and `SkeletonRegionRenderer`, renamed `SkeletonMeshRenderer` to `SkeletonRenderer` * Added support for two color tint. For it to work, you need to add the `SpineEffect.fx` file to your content project, then load it via `var effect = Content.Load("SpineEffect");`, and set it on the `SkeletonRenderer`. See the example project for code. * Added support for any `Effect` to be used by `SkeletonRenderer` + * Added `SkeletonDebugRenderer` ## Java * **Breaking changes** diff --git a/spine-csharp/src/SkeletonClipping.cs b/spine-csharp/src/SkeletonClipping.cs index 07d052895..1dcbb0a0e 100644 --- a/spine-csharp/src/SkeletonClipping.cs +++ b/spine-csharp/src/SkeletonClipping.cs @@ -258,7 +258,7 @@ namespace Spine { return clipped; } - static void MakeClockwise (ExposedList polygon) { + public static void MakeClockwise (ExposedList polygon) { float[] vertices = polygon.Items; int verticeslength = polygon.Count; diff --git a/spine-csharp/src/Triangulator.cs b/spine-csharp/src/Triangulator.cs index d19a13b39..7ce71f767 100644 --- a/spine-csharp/src/Triangulator.cs +++ b/spine-csharp/src/Triangulator.cs @@ -31,7 +31,7 @@ using System; namespace Spine { - internal class Triangulator { + public class Triangulator { private readonly ExposedList> convexPolygons = new ExposedList>(); private readonly ExposedList> convexPolygonsIndices = new ExposedList>(); diff --git a/spine-xna/example/data/skeleton.atlas b/spine-xna/example/data/skeleton.atlas new file mode 100644 index 000000000..11a1f8da0 --- /dev/null +++ b/spine-xna/example/data/skeleton.atlas @@ -0,0 +1,13 @@ + +skeleton.png +size: 256,256 +format: RGBA8888 +filter: Linear,Linear +repeat: none +body + rotate: false + xy: 2, 2 + size: 192, 129 + orig: 192, 129 + offset: 0, 0 + index: -1 diff --git a/spine-xna/example/data/skeleton.json b/spine-xna/example/data/skeleton.json new file mode 100644 index 000000000..61b5c786c --- /dev/null +++ b/spine-xna/example/data/skeleton.json @@ -0,0 +1,3938 @@ +{ +"skeleton": { "hash": "Wfqu/0Mq676FGgKU6pYsaFfnTWM", "spine": "3.6.37", "width": 1536.42, "height": 1034.47, "images": "" }, +"bones": [ + { "name": "root", "x": -34.97, "y": -45.68 }, + { "name": "b_FullPet", "parent": "root", "x": 34.97, "y": 147.4 }, + { "name": "b_pelvis", "parent": "b_FullPet", "length": 40, "rotation": 90, 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"vertices": [ -16.85147, 10.84058, -22.68441, 6.6701, 0, 0, 0, 0, 0, 0, -1.66644, 3.70594, -0.76849, 2.94371, 5.25787, 2.05422, 6.0462, 6.99281, 2.4809, 7.96571, 7.06057, 17.19414, 12.18875, 16.24741, 5.84072, 4.99029, 4.23824, 3.26476, 3.44274, 0.26864, 0.19534, 3.69788, 0.85284, 5.85162, -0.53325, 7.65668, -0.78785, 9.22858, -1.59815, 12.26593, -3.47169, 7.10962 ] + }, + { + "time": 1.7667, + "vertices": [ -16.85147, 10.84058, -22.68441, 6.6701, 0, 0, 0, 0, 78.54356, 40.34149, 7.10963, 0.8083, 7.00063, 0.82249, 14.24783, 1.8984, 19.18579, 10.05903, 11.68486, 13.1877, 12.08804, 19.95055, 12.18875, 16.24741, 5.84072, 4.99029, 4.23824, 3.26476, 3.44274, 0.26864, 0.19534, 3.69788, 0.85284, 5.85162, -0.53325, 7.65668, -0.78785, 9.22858, -1.59815, 12.26593, -3.47169, 7.10962 ] + }, + { + "time": 2.1667, + "vertices": [ -16.85147, 10.84058, -22.68441, 6.6701, 0, 0, 143.61392, 59.2941, 104.18983, -57.63258, 14.86074, -8.12623, 13.85868, -2.32168, 18.29576, 1.81567, 18.14918, 11.0727, 11.11384, 13.56879, 11.99242, 22.17611, 13.14092, 16.43406, 5.84072, 4.99029, 4.23824, 3.26476, 3.44274, 0.26864, 0.19534, 3.69788, 0.85284, 5.85162, -0.53325, 7.65668, -0.78785, 9.22858, -1.59815, 12.26593, -3.47169, 7.10962 ] + }, + { + "time": 2.4, + "vertices": [ -16.85147, 10.84058, -22.68441, 6.6701, 0, 0, 227.3887, 93.88232, 119.15016, -114.78412, 20.17262, -6.22173, 17.85921, -4.15578, 20.65704, 1.76742, 17.54449, 11.66401, 10.78075, 13.79109, 11.93664, 23.47435, 13.69635, 16.54295, 5.84072, 4.99029, 4.23824, 3.26476, 3.44274, 0.26864, 0.19534, 3.69788, 0.85284, 5.85162, -0.53325, 7.65668, -0.78785, 9.22858, -1.59815, 12.26593, -3.47169, 7.10962 ] + } + ] + } + } + } + } +} +} \ No newline at end of file diff --git a/spine-xna/example/data/skeleton.png b/spine-xna/example/data/skeleton.png new file mode 100644 index 000000000..d7fd8840d Binary files /dev/null and b/spine-xna/example/data/skeleton.png differ diff --git a/spine-xna/example/spine-xna-example.csproj b/spine-xna/example/spine-xna-example.csproj index 87edb92d3..7866d62fc 100644 --- a/spine-xna/example/spine-xna-example.csproj +++ b/spine-xna/example/spine-xna-example.csproj @@ -128,9 +128,18 @@ PreserveNewest + + Always + + + Always + PreserveNewest + + Always + PreserveNewest diff --git a/spine-xna/example/src/ExampleGame.cs b/spine-xna/example/src/ExampleGame.cs index 825fc3386..43bb2b5c5 100644 --- a/spine-xna/example/src/ExampleGame.cs +++ b/spine-xna/example/src/ExampleGame.cs @@ -43,6 +43,7 @@ namespace Spine { public class Example : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SkeletonRenderer skeletonRenderer; + SkeletonDebugRenderer skeletonDebugRenderer; Skeleton skeleton; Slot headSlot; AnimationState state; @@ -79,11 +80,16 @@ namespace Spine { skeletonRenderer.PremultipliedAlpha = false; skeletonRenderer.Effect = spineEffect; + skeletonDebugRenderer = new SkeletonDebugRenderer(GraphicsDevice); + skeletonDebugRenderer.DisableAll(); + skeletonDebugRenderer.DrawClipping = true; + // String name = "spineboy-ess"; // String name = "goblins-pro"; // String name = "raptor-pro"; // String name = "tank-pro"; - String name = "coin-pro"; + // String name = "coin-pro"; + String name = "skeleton"; String atlasName = name.Replace("-pro", "").Replace("-ess", ""); bool binaryData = false; @@ -122,27 +128,34 @@ namespace Spine { state.Complete += Complete; state.Event += Event; - state.SetAnimation(0, "test", false); + state.SetAnimation(0, "run", true); TrackEntry entry = state.AddAnimation(0, "jump", false, 0); entry.End += End; // Event handling for queued animations. state.AddAnimation(0, "run", true, 0); } else if (name == "raptor-pro") { state.SetAnimation(0, "walk", true); - state.AddAnimation(1, "gungrab", false, 2); + state.AddAnimation(1, "gun-grab", false, 2); } else if (name == "coin-pro") { state.SetAnimation(0, "rotate", true); } else if (name == "tank-pro") { + skeleton.X += 300; state.SetAnimation(0, "drive", true); - } + } + else if (name == "skeleton") { + skeleton.SetSkin("Pig_Normal"); + skeleton.FlipY = true; + skeleton.Y -= 200; + state.SetAnimation(0, "BattleIdle", true); + } else { state.SetAnimation(0, "walk", true); } - skeleton.X = 400 + (name == "tank-pro" ? 300: 0); - skeleton.Y = GraphicsDevice.Viewport.Height; + skeleton.X += 400; + skeleton.Y += GraphicsDevice.Viewport.Height; skeleton.UpdateWorldTransform(); headSlot = skeleton.FindSlot("head"); @@ -176,6 +189,11 @@ namespace Spine { skeletonRenderer.Draw(skeleton); skeletonRenderer.End(); + skeletonDebugRenderer.Effect.Projection = Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1, 0); + skeletonDebugRenderer.Begin(); + skeletonDebugRenderer.Draw(skeleton); + skeletonDebugRenderer.End(); + bounds.Update(skeleton, true); MouseState mouse = Mouse.GetState(); if (headSlot != null) { diff --git a/spine-xna/spine-xna.csproj b/spine-xna/spine-xna.csproj index 57d97ef19..4899e0ffb 100644 --- a/spine-xna/spine-xna.csproj +++ b/spine-xna/spine-xna.csproj @@ -110,6 +110,8 @@ + + diff --git a/spine-xna/src/ShapeRenderer.cs b/spine-xna/src/ShapeRenderer.cs new file mode 100644 index 000000000..c3a047edb --- /dev/null +++ b/spine-xna/src/ShapeRenderer.cs @@ -0,0 +1,167 @@ +/****************************************************************************** + * Spine Runtimes Software License + * Version 2.3 + * + * Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the + * Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS; + * OR BUSINESS INTERRUPTION) 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 Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; + +namespace Spine { + /// + /// Batch drawing of lines and shapes that can be derrived from lines. + /// + /// Call drawing methods in between Begin()/End() + /// + public class ShapeRenderer { + GraphicsDevice device; + List vertices = new List(); + Color color = Color.White; + BasicEffect effect; + public BasicEffect Effect { get { return effect; } set { effect = value; } } + + public ShapeRenderer(GraphicsDevice device) { + this.device = device; + this.effect = new BasicEffect(device); + effect.World = Matrix.Identity; + effect.View = Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 1.0f), Vector3.Zero, Vector3.Up); + effect.TextureEnabled = false; + effect.VertexColorEnabled = true; + } + + public void SetColor(Color color) { + this.color = color; + } + + public void Begin() { + device.RasterizerState = new RasterizerState(); + device.BlendState = BlendState.AlphaBlend; + } + + public void Line(float x1, float y1, float x2, float y2) { + vertices.Add(new VertexPositionColor(new Vector3(x1, y1, 0), color)); + vertices.Add(new VertexPositionColor(new Vector3(x2, y2, 0), color)); + } + + /** Calls {@link #circle(float, float, float, int)} by estimating the number of segments needed for a smooth circle. */ + public void Circle(float x, float y, float radius) { + Circle(x, y, radius, Math.Max(1, (int)(6 * (float)Math.Pow(radius, 1.0f / 3.0f)))); + } + + /** Draws a circle using {@link ShapeType#Line} or {@link ShapeType#Filled}. */ + public void Circle(float x, float y, float radius, int segments) { + if (segments <= 0) throw new ArgumentException("segments must be > 0."); + float angle = 2 * MathUtils.PI / segments; + float cos = MathUtils.Cos(angle); + float sin = MathUtils.Sin(angle); + float cx = radius, cy = 0; + float temp = 0; + + for (int i = 0; i < segments; i++) { + vertices.Add(new VertexPositionColor(new Vector3(x + cx, y + cy, 0), color)); + temp = cx; + cx = cos * cx - sin * cy; + cy = sin * temp + cos * cy; + vertices.Add(new VertexPositionColor(new Vector3(x + cx, y + cy, 0), color)); + } + vertices.Add(new VertexPositionColor(new Vector3(x + cx, y + cy, 0), color)); + + temp = cx; + cx = radius; + cy = 0; + vertices.Add(new VertexPositionColor(new Vector3(x + cx, y + cy, 0), color)); + } + + public void Triangle(float x1, float y1, float x2, float y2, float x3, float y3) { + vertices.Add(new VertexPositionColor(new Vector3(x1, y1, 0), color)); + vertices.Add(new VertexPositionColor(new Vector3(x2, y2, 0), color)); + + vertices.Add(new VertexPositionColor(new Vector3(x2, y2, 0), color)); + vertices.Add(new VertexPositionColor(new Vector3(x3, y3, 0), color)); + + vertices.Add(new VertexPositionColor(new Vector3(x3, y3, 0), color)); + vertices.Add(new VertexPositionColor(new Vector3(x1, y1, 0), color)); + } + + public void X(float x, float y, float len) { + Line(x + len, y + len, x - len, y - len); + Line(x - len, y + len, x + len, y - len); + } + + public void Polygon(float[] polygonVertices, int offset, int count) { + if (count< 3) throw new ArgumentException("Polygon must contain at least 3 vertices"); + + offset <<= 1; + count <<= 1; + + var firstX = polygonVertices[offset]; + var firstY = polygonVertices[offset + 1]; + var last = offset + count; + + for (int i = offset, n = offset + count - 2; i= last) { + x2 = firstX; + y2 = firstY; + } else { + x2 = polygonVertices[i + 2]; + y2 = polygonVertices[i + 3]; + } + + Line(x1, y1, x2, y2); + } + } + + public void Rect(float x, float y, float width, float height) { + Line(x, y, x + width, y); + Line(x + width, y, x + width, y + height); + Line(x + width, y + height, x, y + height); + Line(x, y + height, x, y); + } + + public void End() { + var verticesArray = vertices.ToArray(); + + foreach (EffectPass pass in effect.CurrentTechnique.Passes) { + pass.Apply(); + device.DrawUserPrimitives(PrimitiveType.LineList, verticesArray, 0, verticesArray.Length / 2); + } + + vertices.Clear(); + } + } +} diff --git a/spine-xna/src/SkeletonDebugRenderer.cs b/spine-xna/src/SkeletonDebugRenderer.cs new file mode 100644 index 000000000..0c937eeb0 --- /dev/null +++ b/spine-xna/src/SkeletonDebugRenderer.cs @@ -0,0 +1,224 @@ +/****************************************************************************** + * Spine Runtimes Software License + * Version 2.3 + * + * Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the + * Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS; + * OR BUSINESS INTERRUPTION) 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 Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; + +namespace Spine { + public class SkeletonDebugRenderer { + ShapeRenderer renderer; + + private static Color boneLineColor = new Color(1f, 0f, 0f, 1f); + private static Color boneOriginColor = new Color(0f, 1f, 0f, 1f); + private static Color attachmentLineColor = new Color(0f, 0f, 1f, 0.5f); + private static Color triangleLineColor = new Color(1f, 0.64f, 0f, 0.5f); + private static Color pathColor = new Color(1f, 0.5f, 0f, 1f); + private static Color clipColor = new Color(0.8f, 0f, 0f, 1f); + private static Color aabbColor = new Color(0f, 1f, 0f, 0.5f); + + public BasicEffect Effect { get { return renderer.Effect; } set { renderer.Effect = value; } } + public bool DrawBones { get; set; } + public bool DrawRegionAttachments { get; set; } + public bool DrawBoundingBoxes { get; set; } + public bool DrawMeshHull { get; set; } + public bool DrawMeshTriangles { get; set; } + public bool DrawPaths { get; set; } + public bool DrawClipping { get; set; } + public bool DrawSkeletonXY { get; set; } + public void DisableAll() { + DrawBones = false; + DrawRegionAttachments = false; + DrawBoundingBoxes = false; + DrawMeshHull = false; + DrawMeshTriangles = false; + DrawPaths = false; + DrawClipping = false; + DrawSkeletonXY = false; + } + + public void EnableAll() { + DrawBones = true; + DrawRegionAttachments = true; + DrawBoundingBoxes = true; + DrawMeshHull = true; + DrawMeshTriangles = true; + DrawPaths = true; + DrawClipping = true; + DrawSkeletonXY = true; + } + + private float[] vertices = new float[1024 * 2]; + private SkeletonBounds bounds = new SkeletonBounds(); + private Triangulator triangulator = new Triangulator(); + + public SkeletonDebugRenderer (GraphicsDevice device) { + renderer = new ShapeRenderer(device); + EnableAll(); + } + + public void Begin() { + renderer.Begin(); + } + + public void Draw(Skeleton skeleton) { + var skeletonX = skeleton.X; + var skeletonY = skeleton.Y; + + var bones = skeleton.Bones; + if (DrawBones) { + renderer.SetColor(boneLineColor); + for (int i = 0, n = bones.Count; i < n; i++) { + var bone = bones.Items[i]; + if (bone.Parent == null) continue; + var x = bone.Data.Length * bone.A + bone.WorldX; + var y = bone.Data.Length * bone.C + bone.WorldY; + renderer.Line(bone.WorldX, bone.WorldY, x, y); + } + if (DrawSkeletonXY) renderer.X(skeletonX, skeletonY, 4); + } + + if (DrawRegionAttachments) { + renderer.SetColor(attachmentLineColor); + var slots = skeleton.Slots; + for (int i = 0, n = slots.Count; i < n; i++) { + var slot = slots.Items[i]; + var attachment = slot.Attachment; + if (attachment is RegionAttachment) { + var regionAttachment = (RegionAttachment) attachment; + var vertices = this.vertices; + regionAttachment.ComputeWorldVertices(slot.Bone, vertices, 0, 2); + renderer.Line(vertices[0], vertices[1], vertices[2], vertices[3]); + renderer.Line(vertices[2], vertices[3], vertices[4], vertices[5]); + renderer.Line(vertices[4], vertices[5], vertices[6], vertices[7]); + renderer.Line(vertices[6], vertices[7], vertices[0], vertices[1]); + } + } + } + + if (DrawMeshHull || DrawMeshTriangles) { + var slots = skeleton.Slots; + for (int i = 0, n = slots.Count; i < n; i++) { + var slot = slots.Items[i]; + var attachment = slot.Attachment; + if (!(attachment is MeshAttachment)) continue; + var mesh = (MeshAttachment)attachment; + var world = vertices = vertices.Length < mesh.WorldVerticesLength ? new float[mesh.WorldVerticesLength] : vertices; + mesh.ComputeWorldVertices(slot, 0, mesh.WorldVerticesLength, world, 0, 2); + int[] triangles = mesh.Triangles; + var hullLength = mesh.HullLength; + if (DrawMeshTriangles) { + renderer.SetColor(triangleLineColor); + for (int ii = 0, nn = triangles.Count(); ii < nn; ii += 3) { + int v1 = triangles[ii] * 2, v2 = triangles[ii + 1] * 2, v3 = triangles[ii + 2] * 2; + renderer.Triangle(world[v1], world[v1 + 1], // + world[v2], world[v2 + 1], // + world[v3], world[v3 + 1] // + ); + } + } + if (DrawMeshHull && hullLength > 0) { + renderer.SetColor(attachmentLineColor); + hullLength = (hullLength >> 1) * 2; + float lastX = vertices[hullLength - 2], lastY = vertices[hullLength - 1]; + for (int ii = 0, nn = hullLength; ii < nn; ii += 2) { + float x = vertices[ii], y = vertices[ii + 1]; + renderer.Line(x, y, lastX, lastY); + lastX = x; + lastY = y; + } + } + } + } + + if (DrawBoundingBoxes) { + var bounds = this.bounds; + bounds.Update(skeleton, true); + renderer.SetColor(aabbColor); + renderer.Rect(bounds.MinX, bounds.MinY, bounds.Width, bounds.Height); + var polygons = bounds.Polygons; + var boxes = bounds.BoundingBoxes; + for (int i = 0, n = polygons.Count; i < n; i++) { + var polygon = polygons.Items[i]; + renderer.Polygon(polygon.Vertices, 0, polygon.Count); + } + } + + if (DrawBones) { + renderer.SetColor(boneOriginColor); + for (int i = 0, n = bones.Count; i < n; i++) { + var bone = bones.Items[i]; + renderer.Circle(bone.WorldX, bone.WorldY, 3); + } + } + + if (DrawClipping) { + var slots = skeleton.Slots; + renderer.SetColor(clipColor); + for (int i = 0, n = slots.Count; i < n; i++) { + var slot = slots.Items[i]; + var attachment = slot.Attachment; + if (!(attachment is ClippingAttachment)) continue; + var clip = (ClippingAttachment)attachment; + var nn = clip.WorldVerticesLength; + var world = vertices = vertices.Length < nn ? new float[nn] : vertices; + clip.ComputeWorldVertices(slot, 0, nn, world, 0, 2); + ExposedList clippingPolygon = new ExposedList(); + for (int ii = 0; ii < nn; ii += 2) { + var x = world[ii]; + var y = world[ii + 1]; + var x2 = world[(ii + 2) % nn]; + var y2 = world[(ii + 3) % nn]; + renderer.Line(x, y, x2, y2); + clippingPolygon.Add(x); + clippingPolygon.Add(y); + } + + if (!skeleton.FlipY) SkeletonClipping.MakeClockwise(clippingPolygon); + var clippingPolygons = triangulator.Decompose(clippingPolygon, triangulator.Triangulate(clippingPolygon)); + foreach (var polygon in clippingPolygons) { + if (!skeleton.FlipY) SkeletonClipping.MakeClockwise(polygon); + polygon.Add(polygon.Items[0]); + polygon.Add(polygon.Items[1]); + renderer.Polygon(polygon.Items, 0, polygon.Count >> 1); + } + } + } + } + + public void End() { + renderer.End(); + } + } +} diff --git a/spine-xna/src/Util.cs b/spine-xna/src/Util.cs index 1df35a44d..cd4f6f0c9 100644 --- a/spine-xna/src/Util.cs +++ b/spine-xna/src/Util.cs @@ -27,8 +27,8 @@ * 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 Microsoft.Xna.Framework; @@ -79,4 +79,4 @@ namespace Spine { return Texture2D.FromStream(device, input); } } -} +}