spine-runtimes/spine-xna/src/SkeletonDebugRenderer.cs
2017-07-21 16:12:34 +02:00

231 lines
8.5 KiB
C#

/******************************************************************************
* 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 clipDecomposedColor = new Color(0.8f, 0.8f, 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 DrawClippingDecomposed { 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<float> clippingPolygon = new ExposedList<float>();
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 (DrawClippingDecomposed) {
SkeletonClipping.MakeClockwise(clippingPolygon);
var triangles = triangulator.Triangulate(clippingPolygon);
var clippingPolygons = triangulator.Decompose(clippingPolygon, triangles);
renderer.SetColor(clipDecomposedColor);
foreach (var polygon in clippingPolygons) {
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();
}
}
}