补充SkinnedMeshAttachment附件的渲染
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@@ -260,7 +260,7 @@ namespace SpineViewer.Spine.Implementations.SpineObject
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SFML.Graphics.Texture texture;
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float[] worldVertices = worldVerticesBuffer; // 顶点世界坐标, 连续的 [x0, y0, x1, y1, ...] 坐标值
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int worldVerticesCount; // 等于顶点数组的长度除以 2
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//int worldVerticesCount; // 等于顶点数组的长度除以 2
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int[] worldTriangleIndices; // 三角形索引, 从顶点坐标数组取的时候要乘以 2, 最大值是 worldVerticesCount - 1
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int worldTriangleIndicesLength; // 三角形索引数组长度
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float[] uvs; // 纹理坐标
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@@ -274,7 +274,7 @@ namespace SpineViewer.Spine.Implementations.SpineObject
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texture = (SFML.Graphics.Texture)((AtlasRegion)regionAttachment.RendererObject).page.rendererObject;
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regionAttachment.ComputeWorldVertices(slot.Bone, worldVertices);
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worldVerticesCount = 4;
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//worldVerticesCount = 4;
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worldTriangleIndices = [0, 1, 2, 2, 3, 0];
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worldTriangleIndicesLength = 6;
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uvs = regionAttachment.UVs;
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@@ -290,7 +290,7 @@ namespace SpineViewer.Spine.Implementations.SpineObject
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if (meshAttachment.Vertices.Length > worldVertices.Length)
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worldVertices = worldVerticesBuffer = new float[meshAttachment.Vertices.Length * 2];
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meshAttachment.ComputeWorldVertices(slot, worldVertices);
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worldVerticesCount = meshAttachment.Vertices.Length / 2;
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//worldVerticesCount = meshAttachment.Vertices.Length / 2;
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worldTriangleIndices = meshAttachment.Triangles;
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worldTriangleIndicesLength = meshAttachment.Triangles.Length;
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uvs = meshAttachment.UVs;
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@@ -299,6 +299,22 @@ namespace SpineViewer.Spine.Implementations.SpineObject
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tintB *= meshAttachment.B;
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tintA *= meshAttachment.A;
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}
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else if (attachment is SkinnedMeshAttachment skinnedMeshAttachment)
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{
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texture = (SFML.Graphics.Texture)((AtlasRegion)skinnedMeshAttachment.RendererObject).page.rendererObject;
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if (skinnedMeshAttachment.UVs.Length > worldVertices.Length)
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worldVertices = worldVerticesBuffer = new float[skinnedMeshAttachment.UVs.Length * 2];
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skinnedMeshAttachment.ComputeWorldVertices(slot, worldVertices);
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//worldVerticesCount = skinnedMeshAttachment.Vertices.Length / 2;
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worldTriangleIndices = skinnedMeshAttachment.Triangles;
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worldTriangleIndicesLength = skinnedMeshAttachment.Triangles.Length;
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uvs = skinnedMeshAttachment.UVs;
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tintR *= skinnedMeshAttachment.R;
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tintG *= skinnedMeshAttachment.G;
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tintB *= skinnedMeshAttachment.B;
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tintA *= skinnedMeshAttachment.A;
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}
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// 2.1.x 不支持剪裁
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//else if (attachment is ClippingAttachment clippingAttachment)
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//{
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@@ -432,6 +448,37 @@ namespace SpineViewer.Spine.Implementations.SpineObject
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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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else if (slot.Attachment is SkinnedMeshAttachment skinnedMeshAttachment)
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{
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if (skinnedMeshAttachment.UVs.Length > worldVerticesBuffer.Length)
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worldVerticesBuffer = new float[skinnedMeshAttachment.UVs.Length * 2];
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skinnedMeshAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
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var triangleIndices = skinnedMeshAttachment.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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@@ -454,6 +501,34 @@ namespace SpineViewer.Spine.Implementations.SpineObject
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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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else if (slot.Attachment is SkinnedMeshAttachment skinnedMeshAttachment)
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{
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if (skinnedMeshAttachment.UVs.Length > worldVerticesBuffer.Length)
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worldVerticesBuffer = new float[skinnedMeshAttachment.UVs.Length * 2];
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skinnedMeshAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
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var hullLength = (skinnedMeshAttachment.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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