using NLog;
using Spine.Interfaces;
using Spine.Interfaces.Attachments;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Spine
{
///
/// 命中测试等级枚举值
///
public enum HitTestLevel { None, Bounds, Meshes, Pixels }
public static class SpineExtension
{
private static readonly Logger _logger = LogManager.GetCurrentClassLogger();
private static readonly SFML.Graphics.RenderTexture _renderTex; // XXX: 在此保留一个静态变量, 并且没有使用 Dispose 进行资源释放
static SpineExtension()
{
_renderTex = new(1, 1);
_renderTex.SetActive(false);
}
///
/// 命中检测精确度等级
///
public static HitTestLevel HitTestLevel { get; set; }
///
/// 命中测试时输出命中的插槽名称
///
public static bool LogHitSlots { get; set; }
///
/// 获取当前状态包围盒
///
public static void GetBounds(this ISlot self, out float x, out float y, out float w, out float h)
{
float[] vertices = new float[8];
int verticesLength = 0;
var attachment = self.Attachment;
switch (attachment)
{
case IRegionAttachment:
case IMeshAttachment:
verticesLength = attachment.ComputeWorldVertices(self, ref vertices);
break;
default:
break;
}
if (verticesLength > 0)
{
float minX = int.MaxValue;
float minY = int.MaxValue;
float maxX = int.MinValue;
float maxY = int.MinValue;
for (int ii = 0; ii + 1 < verticesLength; ii += 2)
{
float vx = vertices[ii];
float vy = vertices[ii + 1];
minX = Math.Min(minX, vx);
minY = Math.Min(minY, vy);
maxX = Math.Max(maxX, vx);
maxY = Math.Max(maxY, vy);
}
x = minX;
y = minY;
w = maxX - minX;
h = maxY - minY;
}
else
{
x = self.Bone.WorldX;
y = self.Bone.WorldY;
w = 0;
h = 0;
}
}
///
/// 获取当前状态包围盒
///
public static void GetBounds(this ISkeleton self, out float x, out float y, out float w, out float h)
{
float minX = int.MaxValue;
float minY = int.MaxValue;
float maxX = int.MinValue;
float maxY = int.MinValue;
foreach (var slot in self.IterDrawOrder())
{
if (slot.A <= 0 || !slot.Bone.Active || slot.Disabled)
continue;
float[] vertices = new float[8];
int verticesLength = 0;
var attachment = slot.Attachment;
switch (attachment)
{
case IRegionAttachment:
case IMeshAttachment:
verticesLength = attachment.ComputeWorldVertices(slot, ref vertices);
break;
default:
break;
}
if (verticesLength > 0)
{
for (int ii = 0; ii + 1 < verticesLength; ii += 2)
{
float vx = vertices[ii];
float vy = vertices[ii + 1];
minX = Math.Min(minX, vx);
minY = Math.Min(minY, vy);
maxX = Math.Max(maxX, vx);
maxY = Math.Max(maxY, vy);
}
}
else
{
var boneX = slot.Bone.WorldX;
var boneY = slot.Bone.WorldY;
minX = Math.Min(minX, boneX);
minY = Math.Min(minY, boneY);
maxX = Math.Max(maxX, boneX);
maxY = Math.Max(maxY, boneY);
}
}
if (minX >= int.MaxValue || minY >= int.MaxValue || maxX <= int.MinValue || maxY <= int.MinValue)
{
x = self.X;
y = self.Y;
w = 0;
h = 0;
}
else
{
x = minX;
y = minY;
w = maxX - minX;
h = maxY - minY;
}
}
///
/// 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
///
public static bool HitTest(this ISlot self, float x, float y)
{
if (self.A <= 0 || !self.Bone.Active || self.Disabled)
return false;
if (HitTestLevel == HitTestLevel.None || HitTestLevel == HitTestLevel.Bounds)
{
self.GetBounds(out var bx, out var by, out var bw, out var bh);
return x >= bx && x <= bx + bw && y >= by && y <= by + bh;
}
else if (HitTestLevel == HitTestLevel.Meshes || HitTestLevel == HitTestLevel.Pixels)
{
float[] vertices = new float[8];
int[] triangles;
float[] uvs;
SFML.Graphics.Texture tex;
switch (self.Attachment)
{
case IRegionAttachment regionAttachment:
_ = regionAttachment.ComputeWorldVertices(self, ref vertices);
triangles = regionAttachment.Triangles;
uvs = regionAttachment.UVs;
tex = regionAttachment.RendererObject;
break;
case IMeshAttachment meshAttachment:
_ = meshAttachment.ComputeWorldVertices(self, ref vertices);
triangles = meshAttachment.Triangles;
uvs = meshAttachment.UVs;
tex = meshAttachment.RendererObject;
break;
default:
return false;
}
var trianglesLength = triangles.Length;
for (int i = 0; i + 2 < trianglesLength; i += 3)
{
var idx0 = triangles[i] << 1;
var idx1 = triangles[i + 1] << 1;
var idx2 = triangles[i + 2] << 1;
float x0 = vertices[idx0] - x, y0 = vertices[idx0 + 1] - y;
float x1 = vertices[idx1] - x, y1 = vertices[idx1 + 1] - y;
float x2 = vertices[idx2] - x, y2 = vertices[idx2 + 1] - y;
float c0 = Cross(x0, y0, x1, y1);
float c1 = Cross(x1, y1, x2, y2);
float c2 = Cross(x2, y2, x0, y0);
// 判断是否全部同号 (或为 0, 点在边上)
if (c0 >= 0 && c1 >= 0 && c2 >= 0 || c0 <= 0 && c1 <= 0 && c2 <= 0)
{
if (HitTestLevel == HitTestLevel.Meshes)
return true;
float u0 = uvs[idx0], v0 = uvs[idx0 + 1];
float u1 = uvs[idx1], v1 = uvs[idx1 + 1];
float u2 = uvs[idx2], v2 = uvs[idx2 + 1];
float inv = 1 / (c0 + c1 + c2);
float w0 = c1 * inv;
float w1 = c2 * inv;
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;
// 把要判断的那个像素点渲出来
using var view = _renderTex.GetView();
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));
// XXX: 此处 RenderTexture 不能临时用临时释放, 由于未知原因如果短时间快速创建释放 RenderTexture 可能让程序卡死
_renderTex.SetActive(true);
_renderTex.Clear(SFML.Graphics.Color.Transparent);
_renderTex.Draw(vertexArray, new(tex));
_renderTex.Display();
_renderTex.SetActive(false);
using var img = _renderTex.Texture.CopyToImage();
var pixel = img.GetPixel(0, 0);
return pixel.A > 0;
}
}
return false;
}
else
{
throw new NotImplementedException(HitTestLevel.ToString());
}
}
///
/// 逐插槽的命中测试, 命中后会提前返回结果中止计算
///
public static bool HitTest(this ISkeleton self, float x, float y)
{
if (HitTestLevel == HitTestLevel.None)
{
self.GetBounds(out var bx, out var by, out var bw, out var bh);
return x >= bx && x <= bx + bw && y >= by && y <= by + bh;
}
bool hit = false;
string hitSlotName = "";
foreach (var st in self.IterDrawOrder().Reverse())
{
if (st.HitTest(x, y))
{
hit = true;
hitSlotName = st.Name;
break;
}
}
if (hit && LogHitSlots)
{
_logger.Debug("Hit ({0}): [{1}]", self.Name, hitSlotName);
}
return hit;
}
///
/// 向量叉积
///
private static float Cross(float x0, float y0, float x1, float y1) => x0 * y1 - y0 * x1;
}
}