package com.esotericsoftware.spine; import com.esotericsoftware.spine.attachments.Attachment; import com.esotericsoftware.spine.attachments.RegionAttachment; import static com.badlogic.gdx.graphics.g2d.SpriteBatch.*; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.Color; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.glutils.ShapeRenderer; import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType; import com.badlogic.gdx.utils.Array; public class SkeletonRendererDebug { static private final Color slotLineColor = new Color(0, 0, 1, 0.5f); private ShapeRenderer renderer; public SkeletonRendererDebug () { renderer = new ShapeRenderer(); } public void draw (Skeleton skeleton) { float skeletonX = skeleton.getX(); float skeletonY = skeleton.getY(); Gdx.gl.glEnable(GL10.GL_BLEND); renderer.begin(ShapeType.Line); renderer.setColor(Color.RED); Array bones = skeleton.getBones(); for (int i = 0, n = bones.size; i < n; i++) { Bone bone = bones.get(i); if (bone.parent == null) continue; float x = skeletonX + bone.data.length * bone.m00 + bone.worldX; float y = skeletonY + bone.data.length * bone.m10 + bone.worldY; renderer.line(skeletonX + bone.worldX, skeletonY + bone.worldY, x, y); } renderer.setColor(slotLineColor); Array slots = skeleton.getSlots(); for (int i = 0, n = slots.size; i < n; i++) { Slot slot = slots.get(i); Attachment attachment = slot.attachment; if (attachment instanceof RegionAttachment) { RegionAttachment regionAttachment = (RegionAttachment)attachment; regionAttachment.updateVertices(slot, false); float[] vertices = regionAttachment.getVertices(); renderer.line(vertices[X1], vertices[Y1], vertices[X2], vertices[Y2]); renderer.line(vertices[X2], vertices[Y2], vertices[X3], vertices[Y3]); renderer.line(vertices[X3], vertices[Y3], vertices[X4], vertices[Y4]); renderer.line(vertices[X4], vertices[Y4], vertices[X1], vertices[Y1]); } } renderer.end(); renderer.setColor(Color.GREEN); renderer.begin(ShapeType.Filled); for (int i = 0, n = bones.size; i < n; i++) { Bone bone = bones.get(i); renderer.setColor(Color.GREEN); renderer.circle(skeletonX + bone.worldX, skeletonY + bone.worldY, 3); } renderer.end(); } public ShapeRenderer getShapeRenderer () { return renderer; } }