完善像素检测

This commit is contained in:
ww-rm
2025-10-02 14:04:42 +08:00
parent 8f8806417a
commit b730f677be

View File

@@ -1,5 +1,4 @@
using NLog;
using SkiaSharp;
using Spine.Interfaces.Attachments;
using System;
using System.Collections.Generic;
@@ -121,9 +120,7 @@ namespace Spine.Interfaces
/// <summary>
/// 命中测试, 当插槽全透明或者处于禁用或者骨骼处于未激活则无法命中
/// </summary>
/// <param name="precise">是否精确命中检测, 否则仅使用包围盒进行命中检测</param>
/// <param name="cache">调用方管理的缓存表</param>
public static bool HitTest(this ISlot self, float x, float y, Dictionary<SFML.Graphics.Texture, SFML.Graphics.Image> cache = null)
public static bool HitTest(this ISlot self, float x, float y)
{
if (self.A <= 0 || !self.Bone.Active || self.Disabled)
return false;
@@ -188,32 +185,23 @@ namespace Spine.Interfaces
float w2 = c0 * inv;
float u = u0 * w0 + u1 * w1 + u2 * w2;
float v = v0 * w0 + v1 * w1 + v2 * w2;
var texW = tex.Size.X;
var texH = tex.Size.Y;
// XXX: 如果贴图很大则 CopyToImage 比较耗时, 存在明显卡顿
SFML.Graphics.Image img = null;
if (cache is not null)
{
if (!cache.TryGetValue(tex, out img))
{
img = cache[tex] = tex.CopyToImage();
}
}
else
{
img = tex.CopyToImage();
}
// 把要判断的那个像素点渲出来
using var renderTex = new SFML.Graphics.RenderTexture(1, 1);
using var view = renderTex.GetView();
var texSize = tex.Size;
var pixel = img.GetPixel((uint)(u * texSize.X), (uint)(v * texSize.Y));
bool hit = pixel.A > 0;
using var vertexArray = new SFML.Graphics.VertexArray(SFML.Graphics.PrimitiveType.Points, 1);
vertexArray[0] = new(view.Center, new SFML.System.Vector2f(u * texW, v * texH));
// 无缓存需要立即释放资源
if (cache is null)
{
img.Dispose();
}
renderTex.Clear(SFML.Graphics.Color.Transparent);
renderTex.Draw(vertexArray, new(tex));
renderTex.Display();
return hit;
using var img = renderTex.Texture.CopyToImage();
var pixel = img.GetPixel(0, 0);
return pixel.A > 0;
}
}
return false;
@@ -235,19 +223,17 @@ namespace Spine.Interfaces
return x >= bx && x <= (bx + bw) && y >= by && y <= (by + bh);
}
var cache = new Dictionary<SFML.Graphics.Texture, SFML.Graphics.Image>();
bool hit = false;
string hitSlotName = "";
foreach (var st in self.IterDrawOrder().Reverse())
{
if (st.HitTest(x, y, cache))
if (st.HitTest(x, y))
{
hit = true;
hitSlotName = st.Name;
break;
}
}
foreach (var img in cache.Values) img.Dispose();
if (hit && LogHitSlots)
{