mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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166 lines
5.9 KiB
C#
166 lines
5.9 KiB
C#
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated September 24, 2021. Replaces all prior versions.
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*
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* Copyright (c) 2013-2021, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace Spine {
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/// <summary>
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/// Batch drawing of lines and shapes that can be derived from lines.
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///
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/// Call drawing methods in between Begin()/End()
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/// </summary>
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public class ShapeRenderer {
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GraphicsDevice device;
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List<VertexPositionColor> vertices = new List<VertexPositionColor>();
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Color color = Color.White;
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BasicEffect effect;
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public BasicEffect Effect { get { return effect; } set { effect = value; } }
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public ShapeRenderer (GraphicsDevice device) {
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this.device = device;
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this.effect = new BasicEffect(device);
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effect.World = Matrix.Identity;
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effect.View = Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 1.0f), Vector3.Zero, Vector3.Up);
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effect.TextureEnabled = false;
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effect.VertexColorEnabled = true;
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}
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public void SetColor (Color color) {
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this.color = color;
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}
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public void Begin () {
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device.RasterizerState = new RasterizerState();
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device.BlendState = BlendState.AlphaBlend;
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}
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public void Line (float x1, float y1, float x2, float y2) {
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vertices.Add(new VertexPositionColor(new Vector3(x1, y1, 0), color));
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vertices.Add(new VertexPositionColor(new Vector3(x2, y2, 0), color));
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}
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/** Calls {@link #circle(float, float, float, int)} by estimating the number of segments needed for a smooth circle. */
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public void Circle (float x, float y, float radius) {
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Circle(x, y, radius, Math.Max(1, (int)(6 * (float)Math.Pow(radius, 1.0f / 3.0f))));
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}
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/** Draws a circle using {@link ShapeType#Line} or {@link ShapeType#Filled}. */
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public void Circle (float x, float y, float radius, int segments) {
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if (segments <= 0) throw new ArgumentException("segments must be > 0.");
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float angle = 2 * MathUtils.PI / segments;
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float cos = MathUtils.Cos(angle);
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float sin = MathUtils.Sin(angle);
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float cx = radius, cy = 0;
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float temp = 0;
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for (int i = 0; i < segments; i++) {
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vertices.Add(new VertexPositionColor(new Vector3(x + cx, y + cy, 0), color));
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temp = cx;
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cx = cos * cx - sin * cy;
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cy = sin * temp + cos * cy;
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vertices.Add(new VertexPositionColor(new Vector3(x + cx, y + cy, 0), color));
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}
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vertices.Add(new VertexPositionColor(new Vector3(x + cx, y + cy, 0), color));
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temp = cx;
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cx = radius;
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cy = 0;
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vertices.Add(new VertexPositionColor(new Vector3(x + cx, y + cy, 0), color));
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}
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public void Triangle (float x1, float y1, float x2, float y2, float x3, float y3) {
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vertices.Add(new VertexPositionColor(new Vector3(x1, y1, 0), color));
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vertices.Add(new VertexPositionColor(new Vector3(x2, y2, 0), color));
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vertices.Add(new VertexPositionColor(new Vector3(x2, y2, 0), color));
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vertices.Add(new VertexPositionColor(new Vector3(x3, y3, 0), color));
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vertices.Add(new VertexPositionColor(new Vector3(x3, y3, 0), color));
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vertices.Add(new VertexPositionColor(new Vector3(x1, y1, 0), color));
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}
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public void X (float x, float y, float len) {
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Line(x + len, y + len, x - len, y - len);
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Line(x - len, y + len, x + len, y - len);
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}
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public void Polygon (float[] polygonVertices, int offset, int count) {
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if (count < 3) throw new ArgumentException("Polygon must contain at least 3 vertices");
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offset <<= 1;
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var firstX = polygonVertices[offset];
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var firstY = polygonVertices[offset + 1];
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var last = offset + count;
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for (int i = offset, n = offset + count; i < n; i += 2) {
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var x1 = polygonVertices[i];
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var y1 = polygonVertices[i + 1];
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var x2 = 0f;
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var y2 = 0f;
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if (i + 2 >= last) {
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x2 = firstX;
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y2 = firstY;
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} else {
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x2 = polygonVertices[i + 2];
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y2 = polygonVertices[i + 3];
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}
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Line(x1, y1, x2, y2);
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}
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}
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public void Rect (float x, float y, float width, float height) {
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Line(x, y, x + width, y);
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Line(x + width, y, x + width, y + height);
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Line(x + width, y + height, x, y + height);
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Line(x, y + height, x, y);
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}
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public void End () {
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if (vertices.Count == 0) return;
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var verticesArray = vertices.ToArray();
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foreach (EffectPass pass in effect.CurrentTechnique.Passes) {
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pass.Apply();
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device.DrawUserPrimitives(PrimitiveType.LineList, verticesArray, 0, verticesArray.Length / 2);
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}
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vertices.Clear();
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}
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}
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}
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