增加部分调试渲染功能
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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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