补充SkinnedMeshAttachment附件的渲染

This commit is contained in:
ww-rm
2025-05-13 14:19:15 +08:00
parent 4983b1fa88
commit bca8b0ad85

View File

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