using NLog;
using Spine.SpineWrappers;
using Spine.SpineWrappers.Attachments;
using Spine.Utils;
using System;
using System.Collections.Frozen;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
namespace Spine
{
public class SpineObject : SFML.Graphics.Drawable, IDisposable
{
///
/// 可能的 skel 和 atlas 文件后缀, key 是 skel 后缀, value 是对应的可能的 atlas 后缀
///
public static readonly FrozenDictionary PossibleSuffixMapping = new Dictionary()
{
[".skel"] = ".atlas",
[".json"] = ".atlas",
[".skel.bytes"] = ".atlas.bytes",
}.ToFrozenDictionary();
///
/// 日志器
///
private static readonly Logger _logger = LogManager.GetCurrentClassLogger();
protected readonly SpineObjectData _data;
protected readonly ISkeleton _skeleton;
protected readonly IAnimationState _animationState;
protected readonly ISkeletonClipping _clipping;
///
/// 皮肤加载情况, 不含 default 皮肤
///
protected readonly Dictionary _skinLoadStatus;
///
/// 构造 Spine 对象实例, 构造失败会抛出异常
///
/// skel 文件路径
/// atlas 文件路径, 为空时会根据 进行自动检测
/// 要使用的运行时版本, 为空时会自动检测
public SpineObject(string skelPath, string? atlasPath = null, SpineVersion? version = null, TextureLoader? textureLoader = null)
{
if (string.IsNullOrWhiteSpace(skelPath)) throw new ArgumentException(skelPath, nameof(skelPath));
if (!File.Exists(skelPath)) throw new FileNotFoundException($"{nameof(skelPath)} not found", skelPath);
textureLoader ??= TextureLoader.DefaultLoader;
SkelPath = Path.GetFullPath(skelPath);
AssetsDir = Directory.GetParent(skelPath).FullName;
Name = Path.GetFileNameWithoutExtension(skelPath);
if (string.IsNullOrWhiteSpace(atlasPath))
{
try
{
var (skelSuffix, atlasSuffix) = PossibleSuffixMapping.First(kv => skelPath.EndsWith(kv.Key, StringComparison.OrdinalIgnoreCase));
var basePath = skelPath.Substring(0, skelPath.Length - skelSuffix.Length);
atlasPath = basePath + atlasSuffix;
if (!File.Exists(atlasPath)) throw new FileNotFoundException("Matching atlas file not found", atlasPath);
}
catch (InvalidOperationException)
{
throw new KeyNotFoundException($"Unrecognized skel suffix '{skelPath}'");
}
}
else if (!File.Exists(atlasPath)) throw new FileNotFoundException($"{nameof(atlasPath)} not found", skelPath);
AtlasPath = Path.GetFullPath(atlasPath);
// 自动检测版本, 可能会抛出异常
if (version is null)
{
try
{
version = SpineVersion.GetVersion(skelPath);
}
catch (Exception ex)
{
_logger.Trace(ex.ToString());
_logger.Warn("Failed to detect version for skel {0}, try all available versions", skelPath);
}
}
if (version is null)
{
// 从高版本向低版本逐一尝试
foreach (var v in SpineVersion.RegisteredVersions.OrderDescending())
{
try
{
_data = SpineObjectData.New(v, skelPath, atlasPath, textureLoader);
Version = v;
break;
}
catch
{
continue;
}
}
// 依然加载不成功就只能报错
if (_data is null || Version is null)
throw new InvalidDataException($"Failed to load spine by existed versions: '{skelPath}', '{atlasPath}'");
}
else
{
// 根据版本实例化对象
Version = version;
_data = SpineObjectData.New(Version, skelPath, atlasPath, textureLoader);
}
// 创建状态实例
_skeleton = _data.CreateSkeleton();
_animationState = _data.CreateAnimationState();
_clipping = _data.CreateSkeletonClipping();
// 挂载一个空皮肤
_skeleton.Skin = _data.CreateSkin(Guid.NewGuid().ToString());
// 初始化皮肤加载情况, 不需要记录 default 的值
_skinLoadStatus = _data.Skins.Select(it => it.Name).Where(it => it != "default").ToDictionary(it => it, it => false);
// 必须更新一次, 否则部分内部参数还未生成
Update(0);
}
///
/// 拷贝构造函数, 共用同一份资源数据, 可选是否保留除动画以外的实例属性状态, 与原对象拥有不同的
///
public SpineObject(SpineObject other, bool keepStates = false)
{
// 拷贝基本信息
SkelPath = other.SkelPath;
AssetsDir = other.AssetsDir;
Name = other.Name;
AtlasPath = other.AtlasPath;
Version = other.Version;
// 拷贝数据并且增加引用计数
_data = other._data;
_data.IncRef();
// 新的实例
_skeleton = _data.CreateSkeleton();
_animationState = _data.CreateAnimationState();
_clipping = _data.CreateSkeletonClipping();
// 挂载一个空皮肤
_skeleton.Skin = _data.CreateSkin(Guid.NewGuid().ToString());
// 初始化皮肤加载情况, 不需要记录 default 的值
_skinLoadStatus = _data.Skins.Select(it => it.Name).Where(it => it != "default").ToDictionary(it => it, it => false);
if (keepStates)
{
// 拷贝骨骼状态
_skeleton.X = other._skeleton.X;
_skeleton.Y = other._skeleton.Y;
_skeleton.ScaleX = other._skeleton.ScaleX;
_skeleton.ScaleY = other._skeleton.ScaleY;
// 拷贝渲染设置
UsePma = other.UsePma;
Physics = other.Physics;
// 拷贝皮肤加载情况
_skinLoadStatus = other._skinLoadStatus.ToDictionary();
ReloadSkins();
// 拷贝自定义插槽附件加载情况
for (int i = 0; i < other._skeleton.Slots.Length; i++)
_skeleton.Slots[i].Attachment = other._skeleton.Slots[i].Attachment;
// 拷贝调试属性
EnableDebug = other.EnableDebug;
DebugTexture = other.DebugTexture;
DebugBounds = other.DebugBounds;
DebugBones = other.DebugBones;
DebugRegions = other.DebugRegions;
DebugMeshHulls = other.DebugMeshHulls;
DebugMeshes = other.DebugMeshes;
DebugBoundingBoxes = other.DebugBoundingBoxes;
DebugPaths = other.DebugPaths;
DebugPoints = other.DebugPoints;
DebugClippings = other.DebugClippings;
}
// 必须更新一次, 否则部分内部参数还未生成
Update(0);
}
///
/// 数据对象
///
public ISpineObjectData Data => _data;
///
/// Skeleton 对象
///
public ISkeleton Skeleton => _skeleton;
///
/// AnimationState 对象
///
public IAnimationState AnimationState => _animationState;
///
/// 获取加载时用的版本
///
public SpineVersion Version { get; }
///
/// 资源所在完整目录
///
public string AssetsDir { get; }
///
/// skel 文件完整路径
///
public string SkelPath { get; }
///
/// atlas 文件完整路径
///
public string AtlasPath { get; }
///
/// 名称
///
public string Name { get; }
///
/// 是否使用预乘 Alpha
///
public bool UsePma { get; set; } = false;
///
/// 物理约束更新方式
///
public ISkeleton.Physics Physics { get; set; } = ISkeleton.Physics.Update;
///
/// 启用渲染调试, 将会使所有 DebugXXX 属性生效
///
public bool EnableDebug { get; set; } = false;
///
/// 显示纹理
///
public bool DebugTexture { get; set; } = true;
///
/// 显示包围盒
///
public bool DebugBounds { get; set; } = false;
///
/// 显示骨骼
///
public bool DebugBones { get; set; } = false;
///
/// 显示区域附件边框
///
public bool DebugRegions { get; set; } = false;
///
/// 显示网格附件边框线
///
public bool DebugMeshHulls { get; set; } = false;
///
/// 显示网格附件网格线
///
public bool DebugMeshes { get; set; } = false;
///
/// 显示碰撞盒附件边框线
///
public bool DebugBoundingBoxes { get; set; } = false;
///
/// 显示路径附件网格线
///
public bool DebugPaths { get; set; } = false;
///
/// 显示点附件
///
public bool DebugPoints { get; set; } = false;
///
/// 显示剪裁附件网格线
///
public bool DebugClippings { get; set; } = false;
///
/// 获取某个插槽上的附件名, 插槽不存在或者无附件均返回 null
///
public string? GetAttachment(string slotName)
{
if (_skeleton.SlotsByName.TryGetValue(slotName, out var slot))
return slot.Attachment?.Name;
return null;
}
///
/// 设置某个插槽的附件, 如果不存在则忽略, 可以使用 null 来清除附件
///
/// 是否操作成功
public bool SetAttachment(string slotName, string? attachmentName)
{
if (_skeleton.SlotsByName.TryGetValue(slotName, out var slot) &&
_data.SlotAttachments.TryGetValue(slotName, out var slotAttachments))
{
if (attachmentName is null)
slot.Attachment = null;
else if (slotAttachments.TryGetValue(attachmentName, out var attachment))
slot.Attachment = attachment;
_skeleton.UpdateCache();
return true;
}
return false;
}
///
/// 查询皮肤加载状态, 皮肤不存在时返回 false
///
public bool GetSkinStatus(string name) => name == "default" || _skinLoadStatus.TryGetValue(name, out var status) && status;
///
/// 设置皮肤加载状态, 忽略不存在的皮肤
///
/// 是否操作成功
public bool SetSkinStatus(string name, bool status)
{
if (!_skinLoadStatus.ContainsKey(name)) return false;
_skinLoadStatus[name] = status;
ReloadSkins();
return true;
}
///
/// 刷新已加载皮肤, 会丢失自定义插槽附件设置
///
public void ReloadSkins()
{
var skin = _skeleton.Skin ??= _data.CreateSkin(Guid.NewGuid().ToString());
skin.Clear();
foreach (var (name, _) in _skinLoadStatus.Where(e => e.Value))
skin.AddSkin(_data.SkinsByName[name]);
_skeleton.SetSlotsToSetupPose();
_skeleton.UpdateCache();
}
///
/// 更新状态, 按顺序调用动画状态更新并应用到骨骼上更新
///
public void Update(float delta)
{
_animationState.Update(delta);
_animationState.Apply(_skeleton);
_skeleton.Update(delta);
_skeleton.UpdateWorldTransform(Physics);
}
#region SFML.Graphics.Drawable 接口实现
///
/// 包围盒颜色
///
public static SFML.Graphics.Color BoundsColor { get; set; } = new(120, 200, 0);
///
/// 骨骼点颜色
///
public static SFML.Graphics.Color BonePointColor { get; set; } = new(0, 255, 0);
///
/// 骨骼线颜色
///
public static SFML.Graphics.Color BoneLineColor { get; set; } = new(255, 0, 0);
///
/// 网格线颜色
///
public static SFML.Graphics.Color MeshLineColor { get; set; } = new(255, 163, 0, 128);
///
/// 附件边框线颜色
///
public static SFML.Graphics.Color AttachmentLineColor { get; set; } = new(0, 0, 255, 128);
///
/// 剪裁附件边框线颜色
///
public static SFML.Graphics.Color ClippingLineColor { get; set; } = new(204, 0, 0);
///
/// spine 顶点坐标缓冲区
///
protected float[] _worldVertices = new float[1024];
///
/// 三角形顶点缓冲区
///
protected readonly SFML.Graphics.VertexArray _triangleVertices = new(SFML.Graphics.PrimitiveType.Triangles);
///
/// 无面积线条缓冲区
///
protected readonly SFML.Graphics.VertexArray _lineVertices = new(SFML.Graphics.PrimitiveType.Lines);
///
/// 有宽度线条缓冲区, 需要通过 添加顶点
///
protected readonly SFML.Graphics.VertexArray _rectLineVertices = new(SFML.Graphics.PrimitiveType.Quads);
///
/// 有半径圆点临时缓存对象
///
private readonly SFML.Graphics.CircleShape _circlePointShape = new();
///
/// 绘制有半径的实心圆点, 随模型一起缩放大小
///
protected void DrawCirclePoint(SFML.Graphics.RenderTarget target, SFML.System.Vector2f p, SFML.Graphics.Color color, float radius = 1)
{
_circlePointShape.Origin = new(radius, radius);
_circlePointShape.Position = p;
_circlePointShape.FillColor = color;
_circlePointShape.Radius = radius;
target.Draw(_circlePointShape);
}
///
/// 绘制有宽度的实心线, 会随模型一起缩放粗细, 顶点被存储在 数组内
///
protected void AddRectLine(SFML.System.Vector2f p1, SFML.System.Vector2f p2, SFML.Graphics.Color color, float width = 1)
{
var dx = p2.X - p1.X;
var dy = p2.Y - p1.Y;
var dt = (float)Math.Sqrt(dx * dx + dy * dy);
if (dt == 0) return;
var cosTheta = -dy / dt;
var sinTheta = dx / dt;
var halfWidth = width / 2;
var t = new SFML.System.Vector2f(halfWidth * cosTheta, halfWidth * sinTheta);
var v = new SFML.Graphics.Vertex() { Color = color };
v.Position = p1 + t; _rectLineVertices.Append(v);
v.Position = p2 + t; _rectLineVertices.Append(v);
v.Position = p2 - t; _rectLineVertices.Append(v);
v.Position = p1 - t; _rectLineVertices.Append(v);
}
///
/// 渲染纹理 (正常渲染)
///
protected void DrawTexture(SFML.Graphics.RenderTarget target, SFML.Graphics.RenderStates states)
{
_triangleVertices.Clear();
states.Texture = null;
states.Shader = UsePma ? SFMLShader.VertexAlphaPma : SFMLShader.VertexAlpha;
foreach (var slot in _skeleton.IterDrawOrder())
{
if (slot.A <= 0 || !slot.Bone.Active)
{
_clipping.ClipEnd(slot);
continue;
}
var attachment = slot.Attachment;
SFML.Graphics.Texture texture;
float[] worldVertices; // 顶点世界坐标数组, 连续的 [x0, y0, x1, y1, ...] 坐标值
int worldVerticesLength; // 顶点数组的长度
int[] triangles; // 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 trianglesLength; // 三角形索引数组长度
float[] uvs; // 纹理坐标数组, 连续的 [u0, v0, u1, v1, ...] 坐标值, 长度和顶点数组相同
float tintR = _skeleton.R * slot.R;
float tintG = _skeleton.G * slot.G;
float tintB = _skeleton.B * slot.B;
float tintA = _skeleton.A * slot.A;
switch (attachment)
{
case IRegionAttachment regionAttachment:
texture = regionAttachment.RendererObject;
worldVerticesLength = regionAttachment.ComputeWorldVertices(slot, ref _worldVertices);
worldVertices = _worldVertices;
triangles = regionAttachment.Triangles;
trianglesLength = triangles.Length;
uvs = regionAttachment.UVs;
tintR *= regionAttachment.R;
tintG *= regionAttachment.G;
tintB *= regionAttachment.B;
tintA *= regionAttachment.A;
break;
case IMeshAttachment meshAttachment:
texture = meshAttachment.RendererObject;
worldVerticesLength = meshAttachment.ComputeWorldVertices(slot, ref _worldVertices);
worldVertices = _worldVertices;
triangles = meshAttachment.Triangles;
trianglesLength = triangles.Length;
uvs = meshAttachment.UVs;
tintR *= meshAttachment.R;
tintG *= meshAttachment.G;
tintB *= meshAttachment.B;
tintA *= meshAttachment.A;
break;
case ISkinnedMeshAttachment skinnedMeshAttachment:
texture = skinnedMeshAttachment.RendererObject;
worldVerticesLength = skinnedMeshAttachment.ComputeWorldVertices(slot, ref _worldVertices);
worldVertices = _worldVertices;
triangles = skinnedMeshAttachment.Triangles;
trianglesLength = triangles.Length;
uvs = skinnedMeshAttachment.UVs;
tintR *= skinnedMeshAttachment.R;
tintG *= skinnedMeshAttachment.G;
tintB *= skinnedMeshAttachment.B;
tintA *= skinnedMeshAttachment.A;
break;
case IClippingAttachment clippingAttachment:
_clipping.ClipStart(slot, clippingAttachment);
continue;
default:
_clipping.ClipEnd(slot);
continue;
}
// 纹理或者混合模式发生变化则立即渲染
var blendMode = slot.Blend;
states.Texture ??= texture;
if (states.BlendMode != blendMode || states.Texture != texture)
{
if (_triangleVertices.VertexCount > 0)
{
target.Draw(_triangleVertices, states);
_triangleVertices.Clear();
}
states.BlendMode = blendMode;
states.Texture = texture;
}
if (_clipping.IsClipping)
{
_clipping.ClipTriangles(worldVertices, worldVerticesLength, triangles, trianglesLength, uvs);
worldVertices = _clipping.ClippedVertices;
worldVerticesLength = _clipping.ClippedVerticesLength;
triangles = _clipping.ClippedTriangles;
trianglesLength = _clipping.ClippedTrianglesLength;
uvs = _clipping.ClippedUVs;
}
var texW = texture.Size.X;
var texH = texture.Size.Y;
SFML.Graphics.Vertex vt = new();
vt.Color.R = (byte)(tintR * 255);
vt.Color.G = (byte)(tintG * 255);
vt.Color.B = (byte)(tintB * 255);
vt.Color.A = (byte)(tintA * 255);
for (int i = 0; i < trianglesLength; i++)
{
var index = triangles[i] << 1;
vt.Position.X = worldVertices[index];
vt.Position.Y = worldVertices[index + 1];
vt.TexCoords.X = uvs[index] * texW;
vt.TexCoords.Y = uvs[index + 1] * texH;
_triangleVertices.Append(vt);
}
_clipping.ClipEnd(slot);
}
_clipping.ClipEnd();
target.Draw(_triangleVertices, states);
}
///
/// 渲染调试内容
///
protected void DrawNonTexture(SFML.Graphics.RenderTarget target)
{
_lineVertices.Clear();
_rectLineVertices.Clear();
SFML.Graphics.Vertex vt = new();
if (DebugRegions)
{
vt.Color = AttachmentLineColor;
foreach (var slot in _skeleton.Slots.Where(s => s.Bone.Active))
{
if (slot.Attachment is IRegionAttachment regionAttachment)
{
regionAttachment.ComputeWorldVertices(slot, ref _worldVertices);
vt.Position.X = _worldVertices[0];
vt.Position.Y = _worldVertices[1];
_lineVertices.Append(vt);
vt.Position.X = _worldVertices[2];
vt.Position.Y = _worldVertices[3];
_lineVertices.Append(vt); _lineVertices.Append(vt);
vt.Position.X = _worldVertices[4];
vt.Position.Y = _worldVertices[5];
_lineVertices.Append(vt); _lineVertices.Append(vt);
vt.Position.X = _worldVertices[6];
vt.Position.Y = _worldVertices[7];
_lineVertices.Append(vt); _lineVertices.Append(vt);
vt.Position.X = _worldVertices[0];
vt.Position.Y = _worldVertices[1];
_lineVertices.Append(vt);
}
}
}
if (DebugMeshes)
{
vt.Color = MeshLineColor;
foreach (var slot in _skeleton.Slots.Where(s => s.Bone.Active))
{
if (slot.Attachment is IMeshAttachment meshAttachment)
{
meshAttachment.ComputeWorldVertices(slot, ref _worldVertices);
var triangles = meshAttachment.Triangles;
for (int i = 0; i < triangles.Length - 2; i += 3)
{
var idx0 = triangles[i] << 1;
var idx1 = triangles[i + 1] << 1;
var idx2 = triangles[i + 2] << 1;
vt.Position.X = _worldVertices[idx0];
vt.Position.Y = _worldVertices[idx0 + 1];
_lineVertices.Append(vt);
vt.Position.X = _worldVertices[idx1];
vt.Position.Y = _worldVertices[idx1 + 1];
_lineVertices.Append(vt); _lineVertices.Append(vt);
vt.Position.X = _worldVertices[idx2];
vt.Position.Y = _worldVertices[idx2 + 1];
_lineVertices.Append(vt); _lineVertices.Append(vt);
vt.Position.X = _worldVertices[idx0];
vt.Position.Y = _worldVertices[idx0 + 1];
_lineVertices.Append(vt);
}
}
else if (slot.Attachment is ISkinnedMeshAttachment skinnedMeshAttachment)
{
skinnedMeshAttachment.ComputeWorldVertices(slot, ref _worldVertices);
var triangles = skinnedMeshAttachment.Triangles;
for (int i = 0; i < triangles.Length - 2; i += 3)
{
var idx0 = triangles[i] << 1;
var idx1 = triangles[i + 1] << 1;
var idx2 = triangles[i + 2] << 1;
vt.Position.X = _worldVertices[idx0];
vt.Position.Y = _worldVertices[idx0 + 1];
_lineVertices.Append(vt);
vt.Position.X = _worldVertices[idx1];
vt.Position.Y = _worldVertices[idx1 + 1];
_lineVertices.Append(vt); _lineVertices.Append(vt);
vt.Position.X = _worldVertices[idx2];
vt.Position.Y = _worldVertices[idx2 + 1];
_lineVertices.Append(vt); _lineVertices.Append(vt);
vt.Position.X = _worldVertices[idx0];
vt.Position.Y = _worldVertices[idx0 + 1];
_lineVertices.Append(vt);
}
}
}
}
if (DebugMeshHulls)
{
vt.Color = AttachmentLineColor;
foreach (var slot in _skeleton.Slots.Where(s => s.Bone.Active))
{
if (slot.Attachment is IMeshAttachment meshAttachment)
{
meshAttachment.ComputeWorldVertices(slot, ref _worldVertices);
var hullLength = meshAttachment.HullLength;
if (hullLength < 4) continue;
vt.Position.X = _worldVertices[0];
vt.Position.Y = _worldVertices[1];
_lineVertices.Append(vt);
for (int i = 2; i < hullLength - 1; i += 2)
{
vt.Position.X = _worldVertices[i];
vt.Position.Y = _worldVertices[i + 1];
_lineVertices.Append(vt);
_lineVertices.Append(vt);
}
vt.Position.X = _worldVertices[0];
vt.Position.Y = _worldVertices[1];
_lineVertices.Append(vt);
}
else if (slot.Attachment is ISkinnedMeshAttachment skinnedMeshAttachment)
{
skinnedMeshAttachment.ComputeWorldVertices(slot, ref _worldVertices);
var hullLength = skinnedMeshAttachment.HullLength;
if (hullLength < 4) continue;
vt.Position.X = _worldVertices[0];
vt.Position.Y = _worldVertices[1];
_lineVertices.Append(vt);
for (int i = 2; i < hullLength - 1; i += 2)
{
vt.Position.X = _worldVertices[i];
vt.Position.Y = _worldVertices[i + 1];
_lineVertices.Append(vt);
_lineVertices.Append(vt);
}
vt.Position.X = _worldVertices[0];
vt.Position.Y = _worldVertices[1];
_lineVertices.Append(vt);
}
}
}
if (DebugBoundingBoxes)
{
//throw new NotImplementedException();
}
if (DebugPaths)
{
//throw new NotImplementedException();
}
if (DebugPoints)
{
//throw new NotImplementedException();
}
if (DebugClippings)
{
vt.Color = ClippingLineColor;
foreach (var slot in _skeleton.Slots.Where(s => s.Bone.Active))
{
if (slot.Attachment is IClippingAttachment clippingAttachment)
{
int length = clippingAttachment.ComputeWorldVertices(slot, ref _worldVertices);
vt.Position.X = _worldVertices[0];
vt.Position.Y = _worldVertices[1];
_lineVertices.Append(vt);
for (int i = 2; i < length - 1; i += 2)
{
vt.Position.X = _worldVertices[i];
vt.Position.Y = _worldVertices[i + 1];
_lineVertices.Append(vt);
_lineVertices.Append(vt);
}
vt.Position.X = _worldVertices[0];
vt.Position.Y = _worldVertices[1];
_lineVertices.Append(vt);
}
}
}
if (DebugBounds)
{
vt.Color = BoundsColor;
_skeleton.GetBounds(out var x1, out var y1, out var w, out var h);
var x2 = x1 + w;
var y2 = y1 + h;
vt.Position.X = x1;
vt.Position.Y = y1;
_lineVertices.Append(vt);
vt.Position.X = x2;
vt.Position.Y = y1;
_lineVertices.Append(vt); _lineVertices.Append(vt);
vt.Position.X = x2;
vt.Position.Y = y2;
_lineVertices.Append(vt); _lineVertices.Append(vt);
vt.Position.X = x1;
vt.Position.Y = y2;
_lineVertices.Append(vt); _lineVertices.Append(vt);
vt.Position.X = x1;
vt.Position.Y = y1;
_lineVertices.Append(vt);
}
// 骨骼线放最后画
if (DebugBones)
{
var width = Math.Max(Math.Abs(_skeleton.ScaleX), Math.Abs(_skeleton.ScaleY));
foreach (var bone in _skeleton.Bones.Where(b => b.Active))
{
var boneLength = bone.Length;
var p1 = new SFML.System.Vector2f(bone.WorldX, bone.WorldY);
var p2 = new SFML.System.Vector2f(bone.WorldX + boneLength * bone.A, bone.WorldY + boneLength * bone.C);
AddRectLine(p1, p2, BoneLineColor, width);
}
}
target.Draw(_lineVertices);
target.Draw(_rectLineVertices);
// 骨骼的点最后画, 层级处于骨骼线上面
if (DebugBones)
{
var radius = Math.Max(Math.Abs(_skeleton.ScaleX), Math.Abs(_skeleton.ScaleY));
foreach (var bone in _skeleton.Bones.Where(b => b.Active))
{
DrawCirclePoint(target, new(bone.WorldX, bone.WorldY), BonePointColor, radius);
}
}
}
///
/// SFML.Graphics.Drawable 接口实现
/// 这个渲染实现绘制出来的像素将是预乘的, 当渲染的背景透明度是 1 时, 则等价于非预乘的结果, 即正常画面, 否则画面偏暗
/// 可以用于 的渲染, 因为直接在窗口上绘制时窗口始终是不透明的
///
public virtual void Draw(SFML.Graphics.RenderTarget target, SFML.Graphics.RenderStates states)
{
if (_disposed) return;
if (!EnableDebug)
{
DrawTexture(target, states);
}
else
{
if (DebugTexture) DrawTexture(target, states);
DrawNonTexture(target);
}
}
#endregion
#region IDisposable 接口实现
private bool _disposed = false;
protected virtual void Dispose(bool disposing)
{
if (_disposed) return;
if (disposing)
{
_data.Dispose();
}
_disposed = true;
}
~SpineObject()
{
Dispose(false);
}
public void Dispose()
{
Dispose(true);
if (_disposed)
{
GC.SuppressFinalize(this);
}
}
#endregion
}
}