增加部分调试渲染功能
This commit is contained in:
@@ -389,9 +389,9 @@ namespace SpineViewer.Controls
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if (RenderSelectedOnly && !spine.IsSelected)
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continue;
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spine.IsDebug = true;
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spine.EnableDebug = true;
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renderWindow.Draw(spine);
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spine.IsDebug = false;
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spine.EnableDebug = false;
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}
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}
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}
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@@ -381,18 +381,152 @@ namespace SpineViewer.Spine.Implementations.SpineObject
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lineVertices.Clear();
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rectLineVertices.Clear();
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// 调试包围盒
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if (debugBounds)
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if (debugRegions)
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{
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var b = bounds;
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var v = new SFML.Graphics.Vertex() { Color = BoundsColor };
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v.Position = new(b.Left, b.Top); lineVertices.Append(v);
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v.Position = new(b.Right, b.Top); lineVertices.Append(v); lineVertices.Append(v);
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v.Position = new(b.Right, b.Bottom); lineVertices.Append(v); lineVertices.Append(v);
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v.Position = new(b.Left, b.Bottom); lineVertices.Append(v); lineVertices.Append(v);
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v.Position = new(b.Left, b.Top); lineVertices.Append(v);
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SFML.Graphics.Vertex vt = new() { Color = AttachmentLineColor };
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foreach (var slot in skeleton.Slots)
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{
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if (slot.Attachment is RegionAttachment regionAttachment)
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{
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regionAttachment.ComputeWorldVertices(slot.Bone, worldVerticesBuffer);
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vt.Position.X = worldVerticesBuffer[0];
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vt.Position.Y = worldVerticesBuffer[1];
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lineVertices.Append(vt);
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vt.Position.X = worldVerticesBuffer[2];
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vt.Position.Y = worldVerticesBuffer[3];
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lineVertices.Append(vt); lineVertices.Append(vt);
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vt.Position.X = worldVerticesBuffer[4];
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vt.Position.Y = worldVerticesBuffer[5];
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lineVertices.Append(vt); lineVertices.Append(vt);
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vt.Position.X = worldVerticesBuffer[6];
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vt.Position.Y = worldVerticesBuffer[7];
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lineVertices.Append(vt); lineVertices.Append(vt);
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vt.Position.X = worldVerticesBuffer[0];
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vt.Position.Y = worldVerticesBuffer[1];
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lineVertices.Append(vt);
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}
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}
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}
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if (debugMeshes)
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{
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SFML.Graphics.Vertex vt = new() { Color = MeshLineColor };
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foreach (var slot in skeleton.Slots)
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{
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if (slot.Attachment is MeshAttachment meshAttachment)
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{
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if (meshAttachment.Vertices.Length > worldVerticesBuffer.Length)
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worldVerticesBuffer = new float[meshAttachment.Vertices.Length * 2];
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meshAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
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var triangleIndices = meshAttachment.Triangles;
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for (int i = 0; i < triangleIndices.Length; i += 3)
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{
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var idx0 = triangleIndices[i] * 2;
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var idx1 = triangleIndices[i + 1] * 2;
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var idx2 = triangleIndices[i + 2] * 2;
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vt.Position.X = worldVerticesBuffer[idx0];
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vt.Position.Y = worldVerticesBuffer[idx0 + 1];
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lineVertices.Append(vt);
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vt.Position.X = worldVerticesBuffer[idx1];
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vt.Position.Y = worldVerticesBuffer[idx1 + 1];
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lineVertices.Append(vt); lineVertices.Append(vt);
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vt.Position.X = worldVerticesBuffer[idx2];
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vt.Position.Y = worldVerticesBuffer[idx2 + 1];
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lineVertices.Append(vt); lineVertices.Append(vt);
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vt.Position.X = worldVerticesBuffer[idx0];
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vt.Position.Y = worldVerticesBuffer[idx0 + 1];
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lineVertices.Append(vt);
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}
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}
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}
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}
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if (debugMeshHulls)
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{
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SFML.Graphics.Vertex vt = new() { Color = AttachmentLineColor };
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foreach (var slot in skeleton.Slots)
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{
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if (slot.Attachment is MeshAttachment meshAttachment)
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{
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if (meshAttachment.Vertices.Length > worldVerticesBuffer.Length)
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worldVerticesBuffer = new float[meshAttachment.Vertices.Length * 2];
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meshAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
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var hullLength = (meshAttachment.HullLength >> 1) << 1;
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if (debugMeshHulls && hullLength > 2)
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{
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vt.Position.X = worldVerticesBuffer[0];
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vt.Position.Y = worldVerticesBuffer[1];
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lineVertices.Append(vt);
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for (int i = 2; i < hullLength; i += 2)
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{
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vt.Position.X = worldVerticesBuffer[i];
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vt.Position.Y = worldVerticesBuffer[i + 1];
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lineVertices.Append(vt);
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lineVertices.Append(vt);
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}
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vt.Position.X = worldVerticesBuffer[0];
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vt.Position.Y = worldVerticesBuffer[1];
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lineVertices.Append(vt);
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}
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}
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}
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}
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if (debugBoundingBoxes)
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{
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throw new NotImplementedException();
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}
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if (debugPaths)
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{
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throw new NotImplementedException();
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}
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if (debugClippings) { } // 没有剪裁附件
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if (debugBounds)
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{
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var vt = new SFML.Graphics.Vertex() { Color = BoundsColor };
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var b = bounds;
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vt.Position.X = b.Left;
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vt.Position.Y = b.Top;
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lineVertices.Append(vt);
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vt.Position.X = b.Right;
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vt.Position.Y = b.Top;
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lineVertices.Append(vt); lineVertices.Append(vt);
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vt.Position.X = b.Right;
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vt.Position.Y = b.Bottom;
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lineVertices.Append(vt); lineVertices.Append(vt);
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vt.Position.X = b.Left;
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vt.Position.Y = b.Bottom;
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lineVertices.Append(vt); lineVertices.Append(vt);
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vt.Position.X = b.Left;
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vt.Position.Y = b.Top;
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lineVertices.Append(vt);
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}
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// 骨骼线放最后画
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if (debugBones)
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{
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var width = scale;
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@@ -408,7 +542,7 @@ namespace SpineViewer.Spine.Implementations.SpineObject
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target.Draw(lineVertices);
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target.Draw(rectLineVertices);
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// 骨骼的点最后画, 层级处于上面
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// 骨骼的点最后画, 层级处于骨骼线上面
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if (debugBones)
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{
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var radius = scale;
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@@ -338,18 +338,181 @@ namespace SpineViewer.Spine.Implementations.SpineObject
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lineVertices.Clear();
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rectLineVertices.Clear();
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// 调试包围盒
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if (debugBounds)
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if (debugRegions)
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{
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var b = bounds;
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var v = new SFML.Graphics.Vertex() { Color = BoundsColor };
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v.Position = new(b.Left, b.Top); lineVertices.Append(v);
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v.Position = new(b.Right, b.Top); lineVertices.Append(v); lineVertices.Append(v);
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v.Position = new(b.Right, b.Bottom); lineVertices.Append(v); lineVertices.Append(v);
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v.Position = new(b.Left, b.Bottom); lineVertices.Append(v); lineVertices.Append(v);
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v.Position = new(b.Left, b.Top); lineVertices.Append(v);
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SFML.Graphics.Vertex vt = new() { Color = AttachmentLineColor };
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foreach (var slot in skeleton.Slots)
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{
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if (slot.Attachment is RegionAttachment regionAttachment)
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{
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regionAttachment.ComputeWorldVertices(slot.Bone, worldVerticesBuffer, 0);
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vt.Position.X = worldVerticesBuffer[0];
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vt.Position.Y = worldVerticesBuffer[1];
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lineVertices.Append(vt);
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vt.Position.X = worldVerticesBuffer[2];
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vt.Position.Y = worldVerticesBuffer[3];
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lineVertices.Append(vt); lineVertices.Append(vt);
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vt.Position.X = worldVerticesBuffer[4];
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vt.Position.Y = worldVerticesBuffer[5];
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lineVertices.Append(vt); lineVertices.Append(vt);
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vt.Position.X = worldVerticesBuffer[6];
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vt.Position.Y = worldVerticesBuffer[7];
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lineVertices.Append(vt); lineVertices.Append(vt);
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vt.Position.X = worldVerticesBuffer[0];
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vt.Position.Y = worldVerticesBuffer[1];
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lineVertices.Append(vt);
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}
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}
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}
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if (debugMeshes)
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{
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SFML.Graphics.Vertex vt = new() { Color = MeshLineColor };
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foreach (var slot in skeleton.Slots)
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{
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if (slot.Attachment is MeshAttachment meshAttachment)
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{
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if (meshAttachment.WorldVerticesLength > worldVerticesBuffer.Length)
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worldVerticesBuffer = new float[meshAttachment.WorldVerticesLength * 2];
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meshAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
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var triangleIndices = meshAttachment.Triangles;
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for (int i = 0; i < triangleIndices.Length; i += 3)
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{
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var idx0 = triangleIndices[i] * 2;
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var idx1 = triangleIndices[i + 1] * 2;
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var idx2 = triangleIndices[i + 2] * 2;
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vt.Position.X = worldVerticesBuffer[idx0];
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vt.Position.Y = worldVerticesBuffer[idx0 + 1];
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lineVertices.Append(vt);
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vt.Position.X = worldVerticesBuffer[idx1];
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vt.Position.Y = worldVerticesBuffer[idx1 + 1];
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lineVertices.Append(vt); lineVertices.Append(vt);
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vt.Position.X = worldVerticesBuffer[idx2];
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vt.Position.Y = worldVerticesBuffer[idx2 + 1];
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lineVertices.Append(vt); lineVertices.Append(vt);
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vt.Position.X = worldVerticesBuffer[idx0];
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vt.Position.Y = worldVerticesBuffer[idx0 + 1];
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lineVertices.Append(vt);
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}
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}
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}
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}
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if (debugMeshHulls)
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{
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SFML.Graphics.Vertex vt = new() { Color = AttachmentLineColor };
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foreach (var slot in skeleton.Slots)
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{
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if (slot.Attachment is MeshAttachment meshAttachment)
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{
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if (meshAttachment.WorldVerticesLength > worldVerticesBuffer.Length)
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worldVerticesBuffer = new float[meshAttachment.WorldVerticesLength * 2];
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meshAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
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var hullLength = (meshAttachment.HullLength >> 1) << 1;
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if (debugMeshHulls && hullLength > 2)
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{
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vt.Position.X = worldVerticesBuffer[0];
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vt.Position.Y = worldVerticesBuffer[1];
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lineVertices.Append(vt);
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for (int i = 2; i < hullLength; i += 2)
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{
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vt.Position.X = worldVerticesBuffer[i];
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vt.Position.Y = worldVerticesBuffer[i + 1];
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lineVertices.Append(vt);
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lineVertices.Append(vt);
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}
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vt.Position.X = worldVerticesBuffer[0];
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vt.Position.Y = worldVerticesBuffer[1];
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lineVertices.Append(vt);
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}
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}
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}
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}
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if (debugBoundingBoxes)
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{
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throw new NotImplementedException();
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}
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if (debugPaths)
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{
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throw new NotImplementedException();
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}
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if (debugClippings)
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{
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SFML.Graphics.Vertex vt = new() { Color = ClippingLineColor };
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foreach (var slot in skeleton.Slots)
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{
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if (slot.Attachment is ClippingAttachment clippingAttachment)
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{
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if (clippingAttachment.WorldVerticesLength > worldVerticesBuffer.Length)
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worldVerticesBuffer = worldVerticesBuffer = new float[clippingAttachment.WorldVerticesLength * 2];
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clippingAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
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vt.Position.X = worldVerticesBuffer[0];
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vt.Position.Y = worldVerticesBuffer[1];
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lineVertices.Append(vt);
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for (int i = 2; i < clippingAttachment.WorldVerticesLength; i += 2)
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{
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vt.Position.X = worldVerticesBuffer[i];
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vt.Position.Y = worldVerticesBuffer[i + 1];
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lineVertices.Append(vt);
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lineVertices.Append(vt);
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}
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vt.Position.X = worldVerticesBuffer[0];
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vt.Position.Y = worldVerticesBuffer[1];
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lineVertices.Append(vt);
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}
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}
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}
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if (debugBounds)
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{
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var vt = new SFML.Graphics.Vertex() { Color = BoundsColor };
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var b = bounds;
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vt.Position.X = b.Left;
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vt.Position.Y = b.Top;
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lineVertices.Append(vt);
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vt.Position.X = b.Right;
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vt.Position.Y = b.Top;
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lineVertices.Append(vt); lineVertices.Append(vt);
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vt.Position.X = b.Right;
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vt.Position.Y = b.Bottom;
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lineVertices.Append(vt); lineVertices.Append(vt);
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vt.Position.X = b.Left;
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vt.Position.Y = b.Bottom;
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lineVertices.Append(vt); lineVertices.Append(vt);
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vt.Position.X = b.Left;
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vt.Position.Y = b.Top;
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lineVertices.Append(vt);
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}
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// 骨骼线放最后画
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if (debugBones)
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{
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var width = scale;
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@@ -365,7 +528,7 @@ namespace SpineViewer.Spine.Implementations.SpineObject
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target.Draw(lineVertices);
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target.Draw(rectLineVertices);
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// 骨骼的点最后画, 层级处于上面
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// 骨骼的点最后画, 层级处于骨骼线上面
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if (debugBones)
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{
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var radius = scale;
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@@ -310,18 +310,181 @@ namespace SpineViewer.Spine.Implementations.SpineObject
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lineVertices.Clear();
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rectLineVertices.Clear();
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// 调试包围盒
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if (debugBounds)
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if (debugRegions)
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{
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var b = bounds;
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var v = new SFML.Graphics.Vertex() { Color = BoundsColor };
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v.Position = new(b.Left, b.Top); lineVertices.Append(v);
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v.Position = new(b.Right, b.Top); lineVertices.Append(v); lineVertices.Append(v);
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v.Position = new(b.Right, b.Bottom); lineVertices.Append(v); lineVertices.Append(v);
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v.Position = new(b.Left, b.Bottom); lineVertices.Append(v); lineVertices.Append(v);
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v.Position = new(b.Left, b.Top); lineVertices.Append(v);
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SFML.Graphics.Vertex vt = new() { Color = AttachmentLineColor };
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foreach (var slot in skeleton.Slots)
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{
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if (slot.Attachment is RegionAttachment regionAttachment)
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{
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regionAttachment.ComputeWorldVertices(slot.Bone, worldVerticesBuffer, 0);
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vt.Position.X = worldVerticesBuffer[0];
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vt.Position.Y = worldVerticesBuffer[1];
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lineVertices.Append(vt);
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vt.Position.X = worldVerticesBuffer[2];
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vt.Position.Y = worldVerticesBuffer[3];
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lineVertices.Append(vt); lineVertices.Append(vt);
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vt.Position.X = worldVerticesBuffer[4];
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vt.Position.Y = worldVerticesBuffer[5];
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lineVertices.Append(vt); lineVertices.Append(vt);
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vt.Position.X = worldVerticesBuffer[6];
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vt.Position.Y = worldVerticesBuffer[7];
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lineVertices.Append(vt); lineVertices.Append(vt);
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vt.Position.X = worldVerticesBuffer[0];
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vt.Position.Y = worldVerticesBuffer[1];
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lineVertices.Append(vt);
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}
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}
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}
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if (debugMeshes)
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{
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SFML.Graphics.Vertex vt = new() { Color = MeshLineColor };
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foreach (var slot in skeleton.Slots)
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{
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if (slot.Attachment is MeshAttachment meshAttachment)
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{
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if (meshAttachment.WorldVerticesLength > worldVerticesBuffer.Length)
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worldVerticesBuffer = new float[meshAttachment.WorldVerticesLength * 2];
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meshAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
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var triangleIndices = meshAttachment.Triangles;
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for (int i = 0; i < triangleIndices.Length; i += 3)
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{
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var idx0 = triangleIndices[i] * 2;
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var idx1 = triangleIndices[i + 1] * 2;
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var idx2 = triangleIndices[i + 2] * 2;
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vt.Position.X = worldVerticesBuffer[idx0];
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vt.Position.Y = worldVerticesBuffer[idx0 + 1];
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lineVertices.Append(vt);
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vt.Position.X = worldVerticesBuffer[idx1];
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vt.Position.Y = worldVerticesBuffer[idx1 + 1];
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lineVertices.Append(vt); lineVertices.Append(vt);
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vt.Position.X = worldVerticesBuffer[idx2];
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vt.Position.Y = worldVerticesBuffer[idx2 + 1];
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lineVertices.Append(vt); lineVertices.Append(vt);
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vt.Position.X = worldVerticesBuffer[idx0];
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vt.Position.Y = worldVerticesBuffer[idx0 + 1];
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lineVertices.Append(vt);
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}
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}
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||||
}
|
||||
}
|
||||
|
||||
if (debugMeshHulls)
|
||||
{
|
||||
SFML.Graphics.Vertex vt = new() { Color = AttachmentLineColor };
|
||||
foreach (var slot in skeleton.Slots)
|
||||
{
|
||||
if (slot.Attachment is MeshAttachment meshAttachment)
|
||||
{
|
||||
if (meshAttachment.WorldVerticesLength > worldVerticesBuffer.Length)
|
||||
worldVerticesBuffer = new float[meshAttachment.WorldVerticesLength * 2];
|
||||
|
||||
meshAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
|
||||
|
||||
var hullLength = (meshAttachment.HullLength >> 1) << 1;
|
||||
|
||||
if (debugMeshHulls && hullLength > 2)
|
||||
{
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
|
||||
for (int i = 2; i < hullLength; i += 2)
|
||||
{
|
||||
vt.Position.X = worldVerticesBuffer[i];
|
||||
vt.Position.Y = worldVerticesBuffer[i + 1];
|
||||
lineVertices.Append(vt);
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (debugBoundingBoxes)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
if (debugPaths)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
if (debugClippings)
|
||||
{
|
||||
SFML.Graphics.Vertex vt = new() { Color = ClippingLineColor };
|
||||
foreach (var slot in skeleton.Slots)
|
||||
{
|
||||
if (slot.Attachment is ClippingAttachment clippingAttachment)
|
||||
{
|
||||
if (clippingAttachment.WorldVerticesLength > worldVerticesBuffer.Length)
|
||||
worldVerticesBuffer = worldVerticesBuffer = new float[clippingAttachment.WorldVerticesLength * 2];
|
||||
|
||||
clippingAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
|
||||
for (int i = 2; i < clippingAttachment.WorldVerticesLength; i += 2)
|
||||
{
|
||||
vt.Position.X = worldVerticesBuffer[i];
|
||||
vt.Position.Y = worldVerticesBuffer[i + 1];
|
||||
lineVertices.Append(vt);
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (debugBounds)
|
||||
{
|
||||
var vt = new SFML.Graphics.Vertex() { Color = BoundsColor };
|
||||
var b = bounds;
|
||||
|
||||
vt.Position.X = b.Left;
|
||||
vt.Position.Y = b.Top;
|
||||
lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = b.Right;
|
||||
vt.Position.Y = b.Top;
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = b.Right;
|
||||
vt.Position.Y = b.Bottom;
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = b.Left;
|
||||
vt.Position.Y = b.Bottom;
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = b.Left;
|
||||
vt.Position.Y = b.Top;
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
|
||||
// 骨骼线放最后画
|
||||
if (debugBones)
|
||||
{
|
||||
var width = scale;
|
||||
@@ -337,7 +500,7 @@ namespace SpineViewer.Spine.Implementations.SpineObject
|
||||
target.Draw(lineVertices);
|
||||
target.Draw(rectLineVertices);
|
||||
|
||||
// 骨骼的点最后画, 层级处于上面
|
||||
// 骨骼的点最后画, 层级处于骨骼线上面
|
||||
if (debugBones)
|
||||
{
|
||||
var radius = scale;
|
||||
|
||||
@@ -318,23 +318,187 @@ namespace SpineViewer.Spine.Implementations.SpineObject
|
||||
lineVertices.Clear();
|
||||
rectLineVertices.Clear();
|
||||
|
||||
// 调试包围盒
|
||||
if (debugBounds)
|
||||
if (debugRegions)
|
||||
{
|
||||
var b = bounds;
|
||||
var v = new SFML.Graphics.Vertex() { Color = BoundsColor };
|
||||
v.Position = new(b.Left, b.Top); lineVertices.Append(v);
|
||||
v.Position = new(b.Right, b.Top); lineVertices.Append(v); lineVertices.Append(v);
|
||||
v.Position = new(b.Right, b.Bottom); lineVertices.Append(v); lineVertices.Append(v);
|
||||
v.Position = new(b.Left, b.Bottom); lineVertices.Append(v); lineVertices.Append(v);
|
||||
v.Position = new(b.Left, b.Top); lineVertices.Append(v);
|
||||
SFML.Graphics.Vertex vt = new() { Color = AttachmentLineColor };
|
||||
foreach (var slot in skeleton.Slots)
|
||||
{
|
||||
if (slot.Bone.Active && slot.Attachment is RegionAttachment regionAttachment)
|
||||
{
|
||||
regionAttachment.ComputeWorldVertices(slot.Bone, worldVerticesBuffer, 0);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[2];
|
||||
vt.Position.Y = worldVerticesBuffer[3];
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[4];
|
||||
vt.Position.Y = worldVerticesBuffer[5];
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[6];
|
||||
vt.Position.Y = worldVerticesBuffer[7];
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (debugMeshes)
|
||||
{
|
||||
SFML.Graphics.Vertex vt = new() { Color = MeshLineColor };
|
||||
foreach (var slot in skeleton.Slots)
|
||||
{
|
||||
if (slot.Bone.Active && slot.Attachment is MeshAttachment meshAttachment)
|
||||
{
|
||||
if (meshAttachment.WorldVerticesLength > worldVerticesBuffer.Length)
|
||||
worldVerticesBuffer = new float[meshAttachment.WorldVerticesLength * 2];
|
||||
|
||||
meshAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
|
||||
|
||||
var triangleIndices = meshAttachment.Triangles;
|
||||
for (int i = 0; i < triangleIndices.Length; i += 3)
|
||||
{
|
||||
var idx0 = triangleIndices[i] * 2;
|
||||
var idx1 = triangleIndices[i + 1] * 2;
|
||||
var idx2 = triangleIndices[i + 2] * 2;
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[idx0];
|
||||
vt.Position.Y = worldVerticesBuffer[idx0 + 1];
|
||||
lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[idx1];
|
||||
vt.Position.Y = worldVerticesBuffer[idx1 + 1];
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[idx2];
|
||||
vt.Position.Y = worldVerticesBuffer[idx2 + 1];
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[idx0];
|
||||
vt.Position.Y = worldVerticesBuffer[idx0 + 1];
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (debugMeshHulls)
|
||||
{
|
||||
SFML.Graphics.Vertex vt = new() { Color = AttachmentLineColor };
|
||||
foreach (var slot in skeleton.Slots)
|
||||
{
|
||||
if (slot.Bone.Active && slot.Attachment is MeshAttachment meshAttachment)
|
||||
{
|
||||
if (meshAttachment.WorldVerticesLength > worldVerticesBuffer.Length)
|
||||
worldVerticesBuffer = new float[meshAttachment.WorldVerticesLength * 2];
|
||||
|
||||
meshAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
|
||||
|
||||
var hullLength = (meshAttachment.HullLength >> 1) << 1;
|
||||
|
||||
if (debugMeshHulls && hullLength > 2)
|
||||
{
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
|
||||
for (int i = 2; i < hullLength; i += 2)
|
||||
{
|
||||
vt.Position.X = worldVerticesBuffer[i];
|
||||
vt.Position.Y = worldVerticesBuffer[i + 1];
|
||||
lineVertices.Append(vt);
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (debugBoundingBoxes)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
if (debugPaths)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
if (debugClippings)
|
||||
{
|
||||
SFML.Graphics.Vertex vt = new() { Color = ClippingLineColor };
|
||||
foreach (var slot in skeleton.Slots)
|
||||
{
|
||||
if (slot.Bone.Active && slot.Attachment is ClippingAttachment clippingAttachment)
|
||||
{
|
||||
if (clippingAttachment.WorldVerticesLength > worldVerticesBuffer.Length)
|
||||
worldVerticesBuffer = worldVerticesBuffer = new float[clippingAttachment.WorldVerticesLength * 2];
|
||||
|
||||
clippingAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
|
||||
for (int i = 2; i < clippingAttachment.WorldVerticesLength; i += 2)
|
||||
{
|
||||
vt.Position.X = worldVerticesBuffer[i];
|
||||
vt.Position.Y = worldVerticesBuffer[i + 1];
|
||||
lineVertices.Append(vt);
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (debugBounds)
|
||||
{
|
||||
var vt = new SFML.Graphics.Vertex() { Color = BoundsColor };
|
||||
var b = bounds;
|
||||
|
||||
vt.Position.X = b.Left;
|
||||
vt.Position.Y = b.Top;
|
||||
lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = b.Right;
|
||||
vt.Position.Y = b.Top;
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = b.Right;
|
||||
vt.Position.Y = b.Bottom;
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = b.Left;
|
||||
vt.Position.Y = b.Bottom;
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = b.Left;
|
||||
vt.Position.Y = b.Top;
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
|
||||
// 骨骼线放最后画
|
||||
if (debugBones)
|
||||
{
|
||||
var width = scale;
|
||||
foreach (var bone in skeleton.Bones)
|
||||
{
|
||||
if (!bone.Active) continue;
|
||||
var boneLength = bone.Data.Length;
|
||||
var p1 = new SFML.System.Vector2f(bone.WorldX, bone.WorldY);
|
||||
var p2 = new SFML.System.Vector2f(bone.WorldX + boneLength * bone.A, bone.WorldY + boneLength * bone.C);
|
||||
@@ -345,12 +509,13 @@ namespace SpineViewer.Spine.Implementations.SpineObject
|
||||
target.Draw(lineVertices);
|
||||
target.Draw(rectLineVertices);
|
||||
|
||||
// 骨骼的点最后画, 层级处于上面
|
||||
// 骨骼的点最后画, 层级处于骨骼线上面
|
||||
if (debugBones)
|
||||
{
|
||||
var radius = scale;
|
||||
foreach (var bone in skeleton.Bones)
|
||||
{
|
||||
if (!bone.Active) continue;
|
||||
DrawCirclePoint(target, new(bone.WorldX, bone.WorldY), BonePointColor, radius);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -314,23 +314,187 @@ namespace SpineViewer.Spine.Implementations.SpineObject
|
||||
lineVertices.Clear();
|
||||
rectLineVertices.Clear();
|
||||
|
||||
// 调试包围盒
|
||||
if (debugBounds)
|
||||
if (debugRegions)
|
||||
{
|
||||
var b = bounds;
|
||||
var v = new SFML.Graphics.Vertex() { Color = BoundsColor };
|
||||
v.Position = new(b.Left, b.Top); lineVertices.Append(v);
|
||||
v.Position = new(b.Right, b.Top); lineVertices.Append(v); lineVertices.Append(v);
|
||||
v.Position = new(b.Right, b.Bottom); lineVertices.Append(v); lineVertices.Append(v);
|
||||
v.Position = new(b.Left, b.Bottom); lineVertices.Append(v); lineVertices.Append(v);
|
||||
v.Position = new(b.Left, b.Top); lineVertices.Append(v);
|
||||
SFML.Graphics.Vertex vt = new() { Color = AttachmentLineColor };
|
||||
foreach (var slot in skeleton.Slots)
|
||||
{
|
||||
if (slot.Bone.Active && slot.Attachment is RegionAttachment regionAttachment)
|
||||
{
|
||||
regionAttachment.ComputeWorldVertices(slot.Bone, worldVerticesBuffer, 0);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[2];
|
||||
vt.Position.Y = worldVerticesBuffer[3];
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[4];
|
||||
vt.Position.Y = worldVerticesBuffer[5];
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[6];
|
||||
vt.Position.Y = worldVerticesBuffer[7];
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (debugMeshes)
|
||||
{
|
||||
SFML.Graphics.Vertex vt = new() { Color = MeshLineColor };
|
||||
foreach (var slot in skeleton.Slots)
|
||||
{
|
||||
if (slot.Bone.Active && slot.Attachment is MeshAttachment meshAttachment)
|
||||
{
|
||||
if (meshAttachment.WorldVerticesLength > worldVerticesBuffer.Length)
|
||||
worldVerticesBuffer = new float[meshAttachment.WorldVerticesLength * 2];
|
||||
|
||||
meshAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
|
||||
|
||||
var triangleIndices = meshAttachment.Triangles;
|
||||
for (int i = 0; i < triangleIndices.Length; i += 3)
|
||||
{
|
||||
var idx0 = triangleIndices[i] * 2;
|
||||
var idx1 = triangleIndices[i + 1] * 2;
|
||||
var idx2 = triangleIndices[i + 2] * 2;
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[idx0];
|
||||
vt.Position.Y = worldVerticesBuffer[idx0 + 1];
|
||||
lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[idx1];
|
||||
vt.Position.Y = worldVerticesBuffer[idx1 + 1];
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[idx2];
|
||||
vt.Position.Y = worldVerticesBuffer[idx2 + 1];
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[idx0];
|
||||
vt.Position.Y = worldVerticesBuffer[idx0 + 1];
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (debugMeshHulls)
|
||||
{
|
||||
SFML.Graphics.Vertex vt = new() { Color = AttachmentLineColor };
|
||||
foreach (var slot in skeleton.Slots)
|
||||
{
|
||||
if (slot.Bone.Active && slot.Attachment is MeshAttachment meshAttachment)
|
||||
{
|
||||
if (meshAttachment.WorldVerticesLength > worldVerticesBuffer.Length)
|
||||
worldVerticesBuffer = new float[meshAttachment.WorldVerticesLength * 2];
|
||||
|
||||
meshAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
|
||||
|
||||
var hullLength = (meshAttachment.HullLength >> 1) << 1;
|
||||
|
||||
if (debugMeshHulls && hullLength > 2)
|
||||
{
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
|
||||
for (int i = 2; i < hullLength; i += 2)
|
||||
{
|
||||
vt.Position.X = worldVerticesBuffer[i];
|
||||
vt.Position.Y = worldVerticesBuffer[i + 1];
|
||||
lineVertices.Append(vt);
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (debugBoundingBoxes)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
if (debugPaths)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
if (debugClippings)
|
||||
{
|
||||
SFML.Graphics.Vertex vt = new() { Color = ClippingLineColor };
|
||||
foreach (var slot in skeleton.Slots)
|
||||
{
|
||||
if (slot.Bone.Active && slot.Attachment is ClippingAttachment clippingAttachment)
|
||||
{
|
||||
if (clippingAttachment.WorldVerticesLength > worldVerticesBuffer.Length)
|
||||
worldVerticesBuffer = worldVerticesBuffer = new float[clippingAttachment.WorldVerticesLength * 2];
|
||||
|
||||
clippingAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
|
||||
for (int i = 2; i < clippingAttachment.WorldVerticesLength; i += 2)
|
||||
{
|
||||
vt.Position.X = worldVerticesBuffer[i];
|
||||
vt.Position.Y = worldVerticesBuffer[i + 1];
|
||||
lineVertices.Append(vt);
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (debugBounds)
|
||||
{
|
||||
var vt = new SFML.Graphics.Vertex() { Color = BoundsColor };
|
||||
var b = bounds;
|
||||
|
||||
vt.Position.X = b.Left;
|
||||
vt.Position.Y = b.Top;
|
||||
lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = b.Right;
|
||||
vt.Position.Y = b.Top;
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = b.Right;
|
||||
vt.Position.Y = b.Bottom;
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = b.Left;
|
||||
vt.Position.Y = b.Bottom;
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = b.Left;
|
||||
vt.Position.Y = b.Top;
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
|
||||
// 骨骼线放最后画
|
||||
if (debugBones)
|
||||
{
|
||||
var width = scale;
|
||||
foreach (var bone in skeleton.Bones)
|
||||
{
|
||||
if (!bone.Active) continue;
|
||||
var boneLength = bone.Data.Length;
|
||||
var p1 = new SFML.System.Vector2f(bone.WorldX, bone.WorldY);
|
||||
var p2 = new SFML.System.Vector2f(bone.WorldX + boneLength * bone.A, bone.WorldY + boneLength * bone.C);
|
||||
@@ -341,12 +505,13 @@ namespace SpineViewer.Spine.Implementations.SpineObject
|
||||
target.Draw(lineVertices);
|
||||
target.Draw(rectLineVertices);
|
||||
|
||||
// 骨骼的点最后画, 层级处于上面
|
||||
// 骨骼的点最后画, 层级处于骨骼线上面
|
||||
if (debugBones)
|
||||
{
|
||||
var radius = scale;
|
||||
foreach (var bone in skeleton.Bones)
|
||||
{
|
||||
if (!bone.Active) continue;
|
||||
DrawCirclePoint(target, new(bone.WorldX, bone.WorldY), BonePointColor, radius);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -314,23 +314,187 @@ namespace SpineViewer.Spine.Implementations.SpineObject
|
||||
lineVertices.Clear();
|
||||
rectLineVertices.Clear();
|
||||
|
||||
// 调试包围盒
|
||||
if (debugBounds)
|
||||
if (debugRegions)
|
||||
{
|
||||
var b = bounds;
|
||||
var v = new SFML.Graphics.Vertex() { Color = BoundsColor };
|
||||
v.Position = new(b.Left, b.Top); lineVertices.Append(v);
|
||||
v.Position = new(b.Right, b.Top); lineVertices.Append(v); lineVertices.Append(v);
|
||||
v.Position = new(b.Right, b.Bottom); lineVertices.Append(v); lineVertices.Append(v);
|
||||
v.Position = new(b.Left, b.Bottom); lineVertices.Append(v); lineVertices.Append(v);
|
||||
v.Position = new(b.Left, b.Top); lineVertices.Append(v);
|
||||
SFML.Graphics.Vertex vt = new() { Color = AttachmentLineColor };
|
||||
foreach (var slot in skeleton.Slots)
|
||||
{
|
||||
if (slot.Bone.Active && slot.Attachment is RegionAttachment regionAttachment)
|
||||
{
|
||||
regionAttachment.ComputeWorldVertices(slot, worldVerticesBuffer, 0);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[2];
|
||||
vt.Position.Y = worldVerticesBuffer[3];
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[4];
|
||||
vt.Position.Y = worldVerticesBuffer[5];
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[6];
|
||||
vt.Position.Y = worldVerticesBuffer[7];
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (debugMeshes)
|
||||
{
|
||||
SFML.Graphics.Vertex vt = new() { Color = MeshLineColor };
|
||||
foreach (var slot in skeleton.Slots)
|
||||
{
|
||||
if (slot.Bone.Active && slot.Attachment is MeshAttachment meshAttachment)
|
||||
{
|
||||
if (meshAttachment.WorldVerticesLength > worldVerticesBuffer.Length)
|
||||
worldVerticesBuffer = new float[meshAttachment.WorldVerticesLength * 2];
|
||||
|
||||
meshAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
|
||||
|
||||
var triangleIndices = meshAttachment.Triangles;
|
||||
for (int i = 0; i < triangleIndices.Length; i += 3)
|
||||
{
|
||||
var idx0 = triangleIndices[i] * 2;
|
||||
var idx1 = triangleIndices[i + 1] * 2;
|
||||
var idx2 = triangleIndices[i + 2] * 2;
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[idx0];
|
||||
vt.Position.Y = worldVerticesBuffer[idx0 + 1];
|
||||
lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[idx1];
|
||||
vt.Position.Y = worldVerticesBuffer[idx1 + 1];
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[idx2];
|
||||
vt.Position.Y = worldVerticesBuffer[idx2 + 1];
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[idx0];
|
||||
vt.Position.Y = worldVerticesBuffer[idx0 + 1];
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (debugMeshHulls)
|
||||
{
|
||||
SFML.Graphics.Vertex vt = new() { Color = AttachmentLineColor };
|
||||
foreach (var slot in skeleton.Slots)
|
||||
{
|
||||
if (slot.Bone.Active && slot.Attachment is MeshAttachment meshAttachment)
|
||||
{
|
||||
if (meshAttachment.WorldVerticesLength > worldVerticesBuffer.Length)
|
||||
worldVerticesBuffer = new float[meshAttachment.WorldVerticesLength * 2];
|
||||
|
||||
meshAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
|
||||
|
||||
var hullLength = (meshAttachment.HullLength >> 1) << 1;
|
||||
|
||||
if (debugMeshHulls && hullLength > 2)
|
||||
{
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
|
||||
for (int i = 2; i < hullLength; i += 2)
|
||||
{
|
||||
vt.Position.X = worldVerticesBuffer[i];
|
||||
vt.Position.Y = worldVerticesBuffer[i + 1];
|
||||
lineVertices.Append(vt);
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (debugBoundingBoxes)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
if (debugPaths)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
if (debugClippings)
|
||||
{
|
||||
SFML.Graphics.Vertex vt = new() { Color = ClippingLineColor };
|
||||
foreach (var slot in skeleton.Slots)
|
||||
{
|
||||
if (slot.Bone.Active && slot.Attachment is ClippingAttachment clippingAttachment)
|
||||
{
|
||||
if (clippingAttachment.WorldVerticesLength > worldVerticesBuffer.Length)
|
||||
worldVerticesBuffer = worldVerticesBuffer = new float[clippingAttachment.WorldVerticesLength * 2];
|
||||
|
||||
clippingAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
|
||||
for (int i = 2; i < clippingAttachment.WorldVerticesLength; i += 2)
|
||||
{
|
||||
vt.Position.X = worldVerticesBuffer[i];
|
||||
vt.Position.Y = worldVerticesBuffer[i + 1];
|
||||
lineVertices.Append(vt);
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (debugBounds)
|
||||
{
|
||||
var vt = new SFML.Graphics.Vertex() { Color = BoundsColor };
|
||||
var b = bounds;
|
||||
|
||||
vt.Position.X = b.Left;
|
||||
vt.Position.Y = b.Top;
|
||||
lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = b.Right;
|
||||
vt.Position.Y = b.Top;
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = b.Right;
|
||||
vt.Position.Y = b.Bottom;
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = b.Left;
|
||||
vt.Position.Y = b.Bottom;
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = b.Left;
|
||||
vt.Position.Y = b.Top;
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
|
||||
// 骨骼线放最后画
|
||||
if (debugBones)
|
||||
{
|
||||
var width = scale;
|
||||
foreach (var bone in skeleton.Bones)
|
||||
{
|
||||
if (!bone.Active) continue;
|
||||
var boneLength = bone.Data.Length;
|
||||
var p1 = new SFML.System.Vector2f(bone.WorldX, bone.WorldY);
|
||||
var p2 = new SFML.System.Vector2f(bone.WorldX + boneLength * bone.A, bone.WorldY + boneLength * bone.C);
|
||||
@@ -341,12 +505,13 @@ namespace SpineViewer.Spine.Implementations.SpineObject
|
||||
target.Draw(lineVertices);
|
||||
target.Draw(rectLineVertices);
|
||||
|
||||
// 骨骼的点最后画, 层级处于上面
|
||||
// 骨骼的点最后画, 层级处于骨骼线上面
|
||||
if (debugBones)
|
||||
{
|
||||
var radius = scale;
|
||||
foreach (var bone in skeleton.Bones)
|
||||
{
|
||||
if (!bone.Active) continue;
|
||||
DrawCirclePoint(target, new(bone.WorldX, bone.WorldY), BonePointColor, radius);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -314,23 +314,187 @@ namespace SpineViewer.Spine.Implementations.SpineObject
|
||||
lineVertices.Clear();
|
||||
rectLineVertices.Clear();
|
||||
|
||||
// 调试包围盒
|
||||
if (debugBounds)
|
||||
if (debugRegions)
|
||||
{
|
||||
var b = bounds;
|
||||
var v = new SFML.Graphics.Vertex() { Color = BoundsColor };
|
||||
v.Position = new(b.Left, b.Top); lineVertices.Append(v);
|
||||
v.Position = new(b.Right, b.Top); lineVertices.Append(v); lineVertices.Append(v);
|
||||
v.Position = new(b.Right, b.Bottom); lineVertices.Append(v); lineVertices.Append(v);
|
||||
v.Position = new(b.Left, b.Bottom); lineVertices.Append(v); lineVertices.Append(v);
|
||||
v.Position = new(b.Left, b.Top); lineVertices.Append(v);
|
||||
SFML.Graphics.Vertex vt = new() { Color = AttachmentLineColor };
|
||||
foreach (var slot in skeleton.Slots)
|
||||
{
|
||||
if (slot.Bone.Active && slot.Attachment is RegionAttachment regionAttachment)
|
||||
{
|
||||
regionAttachment.ComputeWorldVertices(slot, worldVerticesBuffer, 0);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[2];
|
||||
vt.Position.Y = worldVerticesBuffer[3];
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[4];
|
||||
vt.Position.Y = worldVerticesBuffer[5];
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[6];
|
||||
vt.Position.Y = worldVerticesBuffer[7];
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (debugMeshes)
|
||||
{
|
||||
SFML.Graphics.Vertex vt = new() { Color = MeshLineColor };
|
||||
foreach (var slot in skeleton.Slots)
|
||||
{
|
||||
if (slot.Bone.Active && slot.Attachment is MeshAttachment meshAttachment)
|
||||
{
|
||||
if (meshAttachment.WorldVerticesLength > worldVerticesBuffer.Length)
|
||||
worldVerticesBuffer = new float[meshAttachment.WorldVerticesLength * 2];
|
||||
|
||||
meshAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
|
||||
|
||||
var triangleIndices = meshAttachment.Triangles;
|
||||
for (int i = 0; i < triangleIndices.Length; i += 3)
|
||||
{
|
||||
var idx0 = triangleIndices[i] * 2;
|
||||
var idx1 = triangleIndices[i + 1] * 2;
|
||||
var idx2 = triangleIndices[i + 2] * 2;
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[idx0];
|
||||
vt.Position.Y = worldVerticesBuffer[idx0 + 1];
|
||||
lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[idx1];
|
||||
vt.Position.Y = worldVerticesBuffer[idx1 + 1];
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[idx2];
|
||||
vt.Position.Y = worldVerticesBuffer[idx2 + 1];
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[idx0];
|
||||
vt.Position.Y = worldVerticesBuffer[idx0 + 1];
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (debugMeshHulls)
|
||||
{
|
||||
SFML.Graphics.Vertex vt = new() { Color = AttachmentLineColor };
|
||||
foreach (var slot in skeleton.Slots)
|
||||
{
|
||||
if (slot.Bone.Active && slot.Attachment is MeshAttachment meshAttachment)
|
||||
{
|
||||
if (meshAttachment.WorldVerticesLength > worldVerticesBuffer.Length)
|
||||
worldVerticesBuffer = new float[meshAttachment.WorldVerticesLength * 2];
|
||||
|
||||
meshAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
|
||||
|
||||
var hullLength = (meshAttachment.HullLength >> 1) << 1;
|
||||
|
||||
if (debugMeshHulls && hullLength > 2)
|
||||
{
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
|
||||
for (int i = 2; i < hullLength; i += 2)
|
||||
{
|
||||
vt.Position.X = worldVerticesBuffer[i];
|
||||
vt.Position.Y = worldVerticesBuffer[i + 1];
|
||||
lineVertices.Append(vt);
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (debugBoundingBoxes)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
if (debugPaths)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
if (debugClippings)
|
||||
{
|
||||
SFML.Graphics.Vertex vt = new() { Color = ClippingLineColor };
|
||||
foreach (var slot in skeleton.Slots)
|
||||
{
|
||||
if (slot.Bone.Active && slot.Attachment is ClippingAttachment clippingAttachment)
|
||||
{
|
||||
if (clippingAttachment.WorldVerticesLength > worldVerticesBuffer.Length)
|
||||
worldVerticesBuffer = worldVerticesBuffer = new float[clippingAttachment.WorldVerticesLength * 2];
|
||||
|
||||
clippingAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
|
||||
for (int i = 2; i < clippingAttachment.WorldVerticesLength; i += 2)
|
||||
{
|
||||
vt.Position.X = worldVerticesBuffer[i];
|
||||
vt.Position.Y = worldVerticesBuffer[i + 1];
|
||||
lineVertices.Append(vt);
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
|
||||
vt.Position.X = worldVerticesBuffer[0];
|
||||
vt.Position.Y = worldVerticesBuffer[1];
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (debugBounds)
|
||||
{
|
||||
var vt = new SFML.Graphics.Vertex() { Color = BoundsColor };
|
||||
var b = bounds;
|
||||
|
||||
vt.Position.X = b.Left;
|
||||
vt.Position.Y = b.Top;
|
||||
lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = b.Right;
|
||||
vt.Position.Y = b.Top;
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = b.Right;
|
||||
vt.Position.Y = b.Bottom;
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = b.Left;
|
||||
vt.Position.Y = b.Bottom;
|
||||
lineVertices.Append(vt); lineVertices.Append(vt);
|
||||
|
||||
vt.Position.X = b.Left;
|
||||
vt.Position.Y = b.Top;
|
||||
lineVertices.Append(vt);
|
||||
}
|
||||
|
||||
// 骨骼线放最后画
|
||||
if (debugBones)
|
||||
{
|
||||
var width = scale;
|
||||
foreach (var bone in skeleton.Bones)
|
||||
{
|
||||
if (!bone.Active) continue;
|
||||
var boneLength = bone.Data.Length;
|
||||
var p1 = new SFML.System.Vector2f(bone.WorldX, bone.WorldY);
|
||||
var p2 = new SFML.System.Vector2f(bone.WorldX + boneLength * bone.A, bone.WorldY + boneLength * bone.C);
|
||||
@@ -341,12 +505,13 @@ namespace SpineViewer.Spine.Implementations.SpineObject
|
||||
target.Draw(lineVertices);
|
||||
target.Draw(rectLineVertices);
|
||||
|
||||
// 骨骼的点最后画, 层级处于上面
|
||||
// 骨骼的点最后画, 层级处于骨骼线上面
|
||||
if (debugBones)
|
||||
{
|
||||
var radius = scale;
|
||||
foreach (var bone in skeleton.Bones)
|
||||
{
|
||||
if (!bone.Active) continue;
|
||||
DrawCirclePoint(target, new(bone.WorldX, bone.WorldY), BonePointColor, radius);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -232,14 +232,14 @@ namespace SpineViewer.Spine
|
||||
protected bool isSelected = false;
|
||||
|
||||
/// <summary>
|
||||
/// 显示调试
|
||||
/// 启用渲染调试
|
||||
/// </summary>
|
||||
public bool IsDebug
|
||||
public bool EnableDebug
|
||||
{
|
||||
get { lock (_lock) return isDebug; }
|
||||
set { lock (_lock) { isDebug = value; update(0); } }
|
||||
get { lock (_lock) return enableDebug; }
|
||||
set { lock (_lock) { enableDebug = value; update(0); } }
|
||||
}
|
||||
private bool isDebug = false;
|
||||
private bool enableDebug = false;
|
||||
|
||||
/// <summary>
|
||||
/// 显示纹理
|
||||
@@ -269,7 +269,67 @@ namespace SpineViewer.Spine
|
||||
get { lock (_lock) return debugBones; }
|
||||
set { lock (_lock) { debugBones = value; update(0); } }
|
||||
}
|
||||
protected bool debugBones = true;
|
||||
protected bool debugBones = false;
|
||||
|
||||
/// <summary>
|
||||
/// 显示区域附件边框
|
||||
/// </summary>
|
||||
public bool DebugRegions
|
||||
{
|
||||
get { lock (_lock) return debugRegions; }
|
||||
set { lock (_lock) { debugRegions = value; update(0); } }
|
||||
}
|
||||
protected bool debugRegions = false;
|
||||
|
||||
/// <summary>
|
||||
/// 显示网格附件边框线
|
||||
/// </summary>
|
||||
public bool DebugMeshHulls
|
||||
{
|
||||
get { lock (_lock) return debugMeshHulls; }
|
||||
set { lock (_lock) { debugMeshHulls = value; update(0); } }
|
||||
}
|
||||
protected bool debugMeshHulls = false;
|
||||
|
||||
/// <summary>
|
||||
/// 显示网格附件网格线
|
||||
/// </summary>
|
||||
public bool DebugMeshes
|
||||
{
|
||||
get { lock (_lock) return debugMeshes; }
|
||||
set { lock (_lock) { debugMeshes = value; update(0); } }
|
||||
}
|
||||
protected bool debugMeshes = false;
|
||||
|
||||
/// <summary>
|
||||
/// 显示碰撞盒附件边框线
|
||||
/// </summary>
|
||||
public bool DebugBoundingBoxes
|
||||
{
|
||||
get { lock (_lock) return debugBoundingBoxes; }
|
||||
set { lock (_lock) { debugBoundingBoxes = value; update(0); } }
|
||||
}
|
||||
protected bool debugBoundingBoxes = false;
|
||||
|
||||
/// <summary>
|
||||
/// 显示路径附件网格线
|
||||
/// </summary>
|
||||
public bool DebugPaths
|
||||
{
|
||||
get { lock (_lock) return debugPaths; }
|
||||
set { lock (_lock) { debugPaths = value; update(0); } }
|
||||
}
|
||||
protected bool debugPaths = false;
|
||||
|
||||
/// <summary>
|
||||
/// 显示剪裁附件网格线
|
||||
/// </summary>
|
||||
public bool DebugClippings
|
||||
{
|
||||
get { lock (_lock) return debugClippings; }
|
||||
set { lock (_lock) { debugClippings = value; update(0); } }
|
||||
}
|
||||
protected bool debugClippings = false;
|
||||
|
||||
/// <summary>
|
||||
/// 获取已加载的皮肤列表快照, 允许出现重复值
|
||||
@@ -400,6 +460,21 @@ namespace SpineViewer.Spine
|
||||
/// </summary>
|
||||
protected static readonly SFML.Graphics.Color BoneLineColor = new(255, 0, 0);
|
||||
|
||||
/// <summary>
|
||||
/// 网格线颜色
|
||||
/// </summary>
|
||||
protected static readonly SFML.Graphics.Color MeshLineColor = new(255, 163, 0, 128);
|
||||
|
||||
/// <summary>
|
||||
/// 附件边框线颜色
|
||||
/// </summary>
|
||||
protected static readonly SFML.Graphics.Color AttachmentLineColor = new(0, 0, 255, 128);
|
||||
|
||||
/// <summary>
|
||||
/// 剪裁附件边框线颜色
|
||||
/// </summary>
|
||||
protected static readonly SFML.Graphics.Color ClippingLineColor = new(204, 0, 0);
|
||||
|
||||
/// <summary>
|
||||
/// spine 顶点坐标缓冲区
|
||||
/// </summary>
|
||||
@@ -468,14 +543,14 @@ namespace SpineViewer.Spine
|
||||
{
|
||||
lock (_lock)
|
||||
{
|
||||
if (!isDebug)
|
||||
if (!enableDebug)
|
||||
{
|
||||
draw(target, states);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (debugTexture) draw(target, states);
|
||||
debugDraw(target);
|
||||
if (isSelected) debugDraw(target);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -19,19 +19,55 @@ namespace SpineViewer.Spine.SpineView
|
||||
/// <summary>
|
||||
/// 显示纹理
|
||||
/// </summary>
|
||||
[DisplayName("纹理")]
|
||||
[DisplayName("Texture")]
|
||||
public bool DebugTexture { get => Spine.DebugTexture; set => Spine.DebugTexture = value; }
|
||||
|
||||
/// <summary>
|
||||
/// 显示包围盒
|
||||
/// </summary>
|
||||
[DisplayName("包围盒")]
|
||||
[DisplayName("Bounds")]
|
||||
public bool DebugBounds { get => Spine.DebugBounds; set => Spine.DebugBounds = value; }
|
||||
|
||||
/// <summary>
|
||||
/// 显示骨骼
|
||||
/// </summary>
|
||||
[DisplayName("骨架")]
|
||||
[DisplayName("Bones")]
|
||||
public bool DebugBones { get => Spine.DebugBones; set => Spine.DebugBones = value; }
|
||||
|
||||
/// <summary>
|
||||
/// 显示区域附件边框线
|
||||
/// </summary>
|
||||
[DisplayName("Regions")]
|
||||
public bool DebugRegions { get => Spine.DebugRegions; set => Spine.DebugRegions = value; }
|
||||
|
||||
/// <summary>
|
||||
/// 显示网格附件边框线
|
||||
/// </summary>
|
||||
[DisplayName("MeshHulls")]
|
||||
public bool DebugMeshHulls { get => Spine.DebugMeshHulls; set => Spine.DebugMeshHulls = value; }
|
||||
|
||||
/// <summary>
|
||||
/// 显示网格附件网格线
|
||||
/// </summary>
|
||||
[DisplayName("Meshes")]
|
||||
public bool DebugMeshes { get => Spine.DebugMeshes; set => Spine.DebugMeshes = value; }
|
||||
|
||||
///// <summary>
|
||||
///// 显示碰撞盒附件边框线
|
||||
///// </summary>
|
||||
//[DisplayName("BoudingBoxes")]
|
||||
//public bool DebugBoundingBoxes { get => Spine.DebugBoundingBoxes; set => Spine.DebugBoundingBoxes = value; }
|
||||
|
||||
///// <summary>
|
||||
///// 显示路径附件网格线
|
||||
///// </summary>
|
||||
//[DisplayName("Paths")]
|
||||
//public bool DebugPaths { get => Spine.DebugPaths; set => Spine.DebugPaths = value; }
|
||||
|
||||
/// <summary>
|
||||
/// 显示剪裁附件网格线
|
||||
/// </summary>
|
||||
[DisplayName("Clippings")]
|
||||
public bool DebugClippings { get => Spine.DebugClippings; set => Spine.DebugClippings = value; }
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user