spine-runtimes/spine-ts/spine-pixi-v8/src/SpineDebugRenderer.ts
2024-11-15 10:23:03 +01:00

616 lines
20 KiB
TypeScript

/** ****************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
* otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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 THE
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Container, Graphics, Text } from 'pixi.js';
import { Spine } from './Spine.js';
import {
ClippingAttachment,
MeshAttachment,
PathAttachment,
RegionAttachment,
SkeletonBounds
} from '@esotericsoftware/spine-core';
import type { AnimationStateListener } from '@esotericsoftware/spine-core';
/**
* Make a class that extends from this interface to create your own debug renderer.
* @public
*/
export interface ISpineDebugRenderer {
/**
* This will be called every frame, after the spine has been updated.
*/
renderDebug: (spine: Spine) => void;
/**
* This is called when the `spine.debug` object is set to null or when the spine is destroyed.
*/
unregisterSpine: (spine: Spine) => void;
/**
* This is called when the `spine.debug` object is set to a new instance of a debug renderer.
*/
registerSpine: (spine: Spine) => void;
}
type DebugDisplayObjects = {
bones: Container;
skeletonXY: Graphics;
regionAttachmentsShape: Graphics;
meshTrianglesLine: Graphics;
meshHullLine: Graphics;
clippingPolygon: Graphics;
boundingBoxesRect: Graphics;
boundingBoxesCircle: Graphics;
boundingBoxesPolygon: Graphics;
pathsCurve: Graphics;
pathsLine: Graphics;
parentDebugContainer: Container;
eventText: Container;
eventCallback: AnimationStateListener;
};
/**
* This is a debug renderer that uses PixiJS Graphics under the hood.
* @public
*/
export class SpineDebugRenderer implements ISpineDebugRenderer {
private readonly registeredSpines: Map<Spine, DebugDisplayObjects> = new Map();
public drawMeshHull = true;
public drawMeshTriangles = true;
public drawBones = true;
public drawPaths = true;
public drawBoundingBoxes = true;
public drawClipping = true;
public drawRegionAttachments = true;
public drawEvents = true;
public lineWidth = 1;
public regionAttachmentsColor = 0x0078ff;
public meshHullColor = 0x0078ff;
public meshTrianglesColor = 0xffcc00;
public clippingPolygonColor = 0xff00ff;
public boundingBoxesRectColor = 0x00ff00;
public boundingBoxesPolygonColor = 0x00ff00;
public boundingBoxesCircleColor = 0x00ff00;
public pathsCurveColor = 0xff0000;
public pathsLineColor = 0xff00ff;
public skeletonXYColor = 0xff0000;
public bonesColor = 0x00eecc;
public eventFontSize = 24;
public eventFontColor = 0x0;
/**
* The debug is attached by force to each spine object.
* So we need to create it inside the spine when we get the first update
*/
public registerSpine (spine: Spine): void {
if (this.registeredSpines.has(spine)) {
console.warn('SpineDebugRenderer.registerSpine() - this spine is already registered!', spine);
return;
}
const debugDisplayObjects: DebugDisplayObjects = {
parentDebugContainer: new Container(),
bones: new Container(),
skeletonXY: new Graphics(),
regionAttachmentsShape: new Graphics(),
meshTrianglesLine: new Graphics(),
meshHullLine: new Graphics(),
clippingPolygon: new Graphics(),
boundingBoxesRect: new Graphics(),
boundingBoxesCircle: new Graphics(),
boundingBoxesPolygon: new Graphics(),
pathsCurve: new Graphics(),
pathsLine: new Graphics(),
eventText: new Container(),
eventCallback: {
event: (_, event) => {
if (this.drawEvents) {
const scale = Math.abs(spine.scale.x || spine.scale.y || 1);
const text = new Text({
text: event.data.name,
style: {
fontSize: this.eventFontSize / scale,
fill: this.eventFontColor,
fontFamily: 'monospace'
}
});
text.scale.x = Math.sign(spine.scale.x);
text.anchor.set(0.5);
debugDisplayObjects.eventText.addChild(text);
setTimeout(() => {
if (!text.destroyed) {
text.destroy();
}
}, 250);
}
},
},
};
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.bones);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.skeletonXY);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.regionAttachmentsShape);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.meshTrianglesLine);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.meshHullLine);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.clippingPolygon);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.boundingBoxesRect);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.boundingBoxesCircle);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.boundingBoxesPolygon);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.pathsCurve);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.pathsLine);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.eventText);
(debugDisplayObjects.parentDebugContainer as any).zIndex = 9999999;
// Disable screen reader and mouse input on debug objects.
(debugDisplayObjects.parentDebugContainer as any).accessibleChildren = false;
(debugDisplayObjects.parentDebugContainer as any).eventMode = 'none';
(debugDisplayObjects.parentDebugContainer as any).interactiveChildren = false;
spine.addChild(debugDisplayObjects.parentDebugContainer);
spine.state.addListener(debugDisplayObjects.eventCallback);
this.registeredSpines.set(spine, debugDisplayObjects);
}
public renderDebug (spine: Spine): void {
if (!this.registeredSpines.has(spine)) {
// This should never happen. Spines are registered when you assign spine.debug
this.registerSpine(spine);
}
const debugDisplayObjects = this.registeredSpines.get(spine);
if (!debugDisplayObjects) {
return;
}
spine.addChild(debugDisplayObjects.parentDebugContainer);
debugDisplayObjects.skeletonXY.clear();
debugDisplayObjects.regionAttachmentsShape.clear();
debugDisplayObjects.meshTrianglesLine.clear();
debugDisplayObjects.meshHullLine.clear();
debugDisplayObjects.clippingPolygon.clear();
debugDisplayObjects.boundingBoxesRect.clear();
debugDisplayObjects.boundingBoxesCircle.clear();
debugDisplayObjects.boundingBoxesPolygon.clear();
debugDisplayObjects.pathsCurve.clear();
debugDisplayObjects.pathsLine.clear();
for (let len = debugDisplayObjects.bones.children.length; len > 0; len--) {
debugDisplayObjects.bones.children[len - 1].destroy({ children: true, texture: true, textureSource: true });
}
const scale = Math.abs(spine.scale.x || spine.scale.y || 1);
const lineWidth = this.lineWidth / scale;
if (this.drawBones) {
this.drawBonesFunc(spine, debugDisplayObjects, lineWidth, scale);
}
if (this.drawPaths) {
this.drawPathsFunc(spine, debugDisplayObjects, lineWidth);
}
if (this.drawBoundingBoxes) {
this.drawBoundingBoxesFunc(spine, debugDisplayObjects, lineWidth);
}
if (this.drawClipping) {
this.drawClippingFunc(spine, debugDisplayObjects, lineWidth);
}
if (this.drawMeshHull || this.drawMeshTriangles) {
this.drawMeshHullAndMeshTriangles(spine, debugDisplayObjects, lineWidth);
}
if (this.drawRegionAttachments) {
this.drawRegionAttachmentsFunc(spine, debugDisplayObjects, lineWidth);
}
if (this.drawEvents) {
for (const child of debugDisplayObjects.eventText.children) {
child.alpha -= 0.05;
child.y -= 2;
}
}
}
private drawBonesFunc (spine: Spine, debugDisplayObjects: DebugDisplayObjects, lineWidth: number, scale: number): void {
const skeleton = spine.skeleton;
const skeletonX = skeleton.x;
const skeletonY = skeleton.y;
const bones = skeleton.bones;
debugDisplayObjects.skeletonXY.strokeStyle = { width: lineWidth, color: this.skeletonXYColor };
for (let i = 0, len = bones.length; i < len; i++) {
const bone = bones[i];
const boneLen = bone.data.length;
const starX = skeletonX + bone.worldX;
const starY = skeletonY + bone.worldY;
const endX = skeletonX + (boneLen * bone.a) + bone.worldX;
const endY = skeletonY + (boneLen * bone.b) + bone.worldY;
if (bone.data.name === 'root' || bone.data.parent === null) {
continue;
}
const w = Math.abs(starX - endX);
const h = Math.abs(starY - endY);
// a = w, // side length a
const a2 = Math.pow(w, 2); // square root of side length a
const b = h; // side length b
const b2 = Math.pow(h, 2); // square root of side length b
const c = Math.sqrt(a2 + b2); // side length c
const c2 = Math.pow(c, 2); // square root of side length c
const rad = Math.PI / 180;
// A = Math.acos([a2 + c2 - b2] / [2 * a * c]) || 0, // Angle A
// C = Math.acos([a2 + b2 - c2] / [2 * a * b]) || 0, // C angle
const B = Math.acos((c2 + b2 - a2) / (2 * b * c)) || 0; // angle of corner B
if (c === 0) {
continue;
}
const gp = new Graphics();
debugDisplayObjects.bones.addChild(gp);
// draw bone
const refRation = c / 50 / scale;
gp.context
.poly([0, 0, 0 - refRation, c - (refRation * 3), 0, c - refRation, 0 + refRation, c - (refRation * 3)])
.fill(this.bonesColor);
gp.x = starX;
gp.y = starY;
gp.pivot.y = c;
// Calculate bone rotation angle
let rotation = 0;
if (starX < endX && starY < endY) {
// bottom right
rotation = -B + (180 * rad);
}
else if (starX > endX && starY < endY) {
// bottom left
rotation = (180 * rad) + B;
}
else if (starX > endX && starY > endY) {
// top left
rotation = -B;
}
else if (starX < endX && starY > endY) {
// bottom left
rotation = B;
}
else if (starY === endY && starX < endX) {
// To the right
rotation = 90 * rad;
}
else if (starY === endY && starX > endX) {
// go left
rotation = -90 * rad;
}
else if (starX === endX && starY < endY) {
// down
rotation = 180 * rad;
}
else if (starX === endX && starY > endY) {
// up
rotation = 0;
}
gp.rotation = rotation;
// Draw the starting rotation point of the bone
gp.circle(0, c, refRation * 1.2)
.fill({ color: 0x000000, alpha: 0.6 })
.stroke({ width: lineWidth + refRation / 2.4, color: this.bonesColor });
}
// Draw the skeleton starting point "X" form
const startDotSize = lineWidth * 3;
debugDisplayObjects.skeletonXY.context
.moveTo(skeletonX - startDotSize, skeletonY - startDotSize)
.lineTo(skeletonX + startDotSize, skeletonY + startDotSize)
.moveTo(skeletonX + startDotSize, skeletonY - startDotSize)
.lineTo(skeletonX - startDotSize, skeletonY + startDotSize)
.stroke();
}
private drawRegionAttachmentsFunc (spine: Spine, debugDisplayObjects: DebugDisplayObjects, lineWidth: number): void {
const skeleton = spine.skeleton;
const slots = skeleton.slots;
for (let i = 0, len = slots.length; i < len; i++) {
const slot = slots[i];
const attachment = slot.getAttachment();
if (attachment === null || !(attachment instanceof RegionAttachment)) {
continue;
}
const regionAttachment = attachment;
const vertices = new Float32Array(8);
regionAttachment.computeWorldVertices(slot, vertices, 0, 2);
debugDisplayObjects.regionAttachmentsShape.poly(Array.from(vertices.slice(0, 8)));
}
debugDisplayObjects.regionAttachmentsShape.stroke({
color: this.regionAttachmentsColor,
width: lineWidth
});
}
private drawMeshHullAndMeshTriangles (spine: Spine, debugDisplayObjects: DebugDisplayObjects, lineWidth: number): void {
const skeleton = spine.skeleton;
const slots = skeleton.slots;
for (let i = 0, len = slots.length; i < len; i++) {
const slot = slots[i];
if (!slot.bone.active) {
continue;
}
const attachment = slot.getAttachment();
if (attachment === null || !(attachment instanceof MeshAttachment)) {
continue;
}
const meshAttachment = attachment;
const vertices = new Float32Array(meshAttachment.worldVerticesLength);
const triangles = meshAttachment.triangles;
let hullLength = meshAttachment.hullLength;
meshAttachment.computeWorldVertices(slot, 0, meshAttachment.worldVerticesLength, vertices, 0, 2);
// draw the skinned mesh (triangle)
if (this.drawMeshTriangles) {
for (let i = 0, len = triangles.length; i < len; i += 3) {
const v1 = triangles[i] * 2;
const v2 = triangles[i + 1] * 2;
const v3 = triangles[i + 2] * 2;
debugDisplayObjects.meshTrianglesLine.context
.moveTo(vertices[v1], vertices[v1 + 1])
.lineTo(vertices[v2], vertices[v2 + 1])
.lineTo(vertices[v3], vertices[v3 + 1]);
}
}
// draw skin border
if (this.drawMeshHull && hullLength > 0) {
hullLength = (hullLength >> 1) * 2;
let lastX = vertices[hullLength - 2];
let lastY = vertices[hullLength - 1];
for (let i = 0, len = hullLength; i < len; i += 2) {
const x = vertices[i];
const y = vertices[i + 1];
debugDisplayObjects.meshHullLine.context
.moveTo(x, y)
.lineTo(lastX, lastY);
lastX = x;
lastY = y;
}
}
}
debugDisplayObjects.meshHullLine.stroke({ width: lineWidth, color: this.meshHullColor });
debugDisplayObjects.meshTrianglesLine.stroke({ width: lineWidth, color: this.meshTrianglesColor });
}
drawClippingFunc (spine: Spine, debugDisplayObjects: DebugDisplayObjects, lineWidth: number): void {
const skeleton = spine.skeleton;
const slots = skeleton.slots;
for (let i = 0, len = slots.length; i < len; i++) {
const slot = slots[i];
if (!slot.bone.active) {
continue;
}
const attachment = slot.getAttachment();
if (attachment === null || !(attachment instanceof ClippingAttachment)) {
continue;
}
const clippingAttachment = attachment;
const nn = clippingAttachment.worldVerticesLength;
const world = new Float32Array(nn);
clippingAttachment.computeWorldVertices(slot, 0, nn, world, 0, 2);
debugDisplayObjects.clippingPolygon.poly(Array.from(world));
}
debugDisplayObjects.clippingPolygon.stroke({
width: lineWidth, color: this.clippingPolygonColor, alpha: 1
});
}
drawBoundingBoxesFunc (spine: Spine, debugDisplayObjects: DebugDisplayObjects, lineWidth: number): void {
// draw the total outline of the bounding box
const bounds = new SkeletonBounds();
bounds.update(spine.skeleton, true);
if (bounds.minX !== Infinity) {
debugDisplayObjects.boundingBoxesRect
.rect(bounds.minX, bounds.minY, bounds.getWidth(), bounds.getHeight())
.stroke({ width: lineWidth, color: this.boundingBoxesRectColor });
}
const polygons = bounds.polygons;
const drawPolygon = (polygonVertices: ArrayLike<number>, _offset: unknown, count: number): void => {
if (count < 3) {
throw new Error('Polygon must contain at least 3 vertices');
}
const paths: number[] = [];
const dotSize = lineWidth * 2;
for (let i = 0, len = polygonVertices.length; i < len; i += 2) {
const x1 = polygonVertices[i];
const y1 = polygonVertices[i + 1];
// draw the bounding box node
debugDisplayObjects.boundingBoxesCircle.beginFill(this.boundingBoxesCircleColor);
debugDisplayObjects.boundingBoxesCircle.drawCircle(x1, y1, dotSize);
debugDisplayObjects.boundingBoxesCircle.fill(0);
debugDisplayObjects.boundingBoxesCircle
.circle(x1, y1, dotSize)
.fill({ color: this.boundingBoxesCircleColor })
paths.push(x1, y1);
}
// draw the bounding box area
debugDisplayObjects.boundingBoxesPolygon
.poly(paths)
.fill({
color: this.boundingBoxesPolygonColor,
alpha: 0.1
})
.stroke({
width: lineWidth,
color: this.boundingBoxesPolygonColor
});
};
for (let i = 0, len = polygons.length; i < len; i++) {
const polygon = polygons[i];
drawPolygon(polygon, 0, polygon.length);
}
}
private drawPathsFunc (spine: Spine, debugDisplayObjects: DebugDisplayObjects, lineWidth: number): void {
const skeleton = spine.skeleton;
const slots = skeleton.slots;
for (let i = 0, len = slots.length; i < len; i++) {
const slot = slots[i];
if (!slot.bone.active) {
continue;
}
const attachment = slot.getAttachment();
if (attachment === null || !(attachment instanceof PathAttachment)) {
continue;
}
const pathAttachment = attachment;
let nn = pathAttachment.worldVerticesLength;
const world = new Float32Array(nn);
pathAttachment.computeWorldVertices(slot, 0, nn, world, 0, 2);
let x1 = world[2];
let y1 = world[3];
let x2 = 0;
let y2 = 0;
if (pathAttachment.closed) {
const cx1 = world[0];
const cy1 = world[1];
const cx2 = world[nn - 2];
const cy2 = world[nn - 1];
x2 = world[nn - 4];
y2 = world[nn - 3];
// curve
debugDisplayObjects.pathsCurve.moveTo(x1, y1);
debugDisplayObjects.pathsCurve.bezierCurveTo(cx1, cy1, cx2, cy2, x2, y2);
// handle
debugDisplayObjects.pathsLine.moveTo(x1, y1);
debugDisplayObjects.pathsLine.lineTo(cx1, cy1);
debugDisplayObjects.pathsLine.moveTo(x2, y2);
debugDisplayObjects.pathsLine.lineTo(cx2, cy2);
}
nn -= 4;
for (let ii = 4; ii < nn; ii += 6) {
const cx1 = world[ii];
const cy1 = world[ii + 1];
const cx2 = world[ii + 2];
const cy2 = world[ii + 3];
x2 = world[ii + 4];
y2 = world[ii + 5];
// curve
debugDisplayObjects.pathsCurve.moveTo(x1, y1);
debugDisplayObjects.pathsCurve.bezierCurveTo(cx1, cy1, cx2, cy2, x2, y2);
// handle
debugDisplayObjects.pathsLine.moveTo(x1, y1);
debugDisplayObjects.pathsLine.lineTo(cx1, cy1);
debugDisplayObjects.pathsLine.moveTo(x2, y2);
debugDisplayObjects.pathsLine.lineTo(cx2, cy2);
x1 = x2;
y1 = y2;
}
}
debugDisplayObjects.pathsCurve.stroke({ width: lineWidth, color: this.pathsCurveColor });
debugDisplayObjects.pathsLine.stroke({ width: lineWidth, color: this.pathsLineColor });
}
public unregisterSpine (spine: Spine): void {
if (!this.registeredSpines.has(spine)) {
console.warn('SpineDebugRenderer.unregisterSpine() - spine is not registered, can\'t unregister!', spine);
}
const debugDisplayObjects = this.registeredSpines.get(spine);
if (!debugDisplayObjects) {
return;
}
spine.state.removeListener(debugDisplayObjects.eventCallback);
debugDisplayObjects.parentDebugContainer.destroy({ textureSource: true, children: true, texture: true });
this.registeredSpines.delete(spine);
}
}