Files
SpineViewer/SpineViewer/Spine/SpineObject.cs

574 lines
20 KiB
C#

using System;
using System.Collections.ObjectModel;
using System.Reflection;
using System.Drawing.Design;
using NLog;
using System.Xml.Linq;
using SpineViewer.Extensions;
using SpineViewer.Utils;
using System.Collections.Immutable;
using System.Collections.Frozen;
using System.Linq;
namespace SpineViewer.Spine
{
/// <summary>
/// Spine 基类, 使用静态方法 New 来创建具体版本对象, 该类是线程安全的
/// </summary>
public abstract class SpineObject : ImplementationResolver<SpineObject, SpineImplementationAttribute, SpineVersion>, SFML.Graphics.Drawable, IDisposable
{
/// <summary>
/// 空附件标记
/// </summary>
protected const string EMPTY_ATTACHMENT = "<Empty>";
/// <summary>
/// 空动画标记
/// </summary>
protected const string EMPTY_ANIMATION = "<Empty>";
/// <summary>
/// 预览图像素大小
/// </summary>
protected static readonly Size PreviewResolution = new(256, 256);
/// <summary>
/// 纹理加载器
/// </summary>
public static TextureLoader TextureLoader => textureLoader;
protected readonly static TextureLoader textureLoader = new();
/// <summary>
/// 创建特定版本的 Spine
/// </summary>
public static SpineObject New(SpineVersion version, string skelPath, string? atlasPath = null)
{
atlasPath ??= Path.ChangeExtension(skelPath, ".atlas");
skelPath = Path.GetFullPath(skelPath);
atlasPath = Path.GetFullPath(atlasPath);
if (version == SpineVersion.Auto) version = SpineUtils.GetVersion(skelPath);
if (!File.Exists(atlasPath)) throw new FileNotFoundException($"atlas file {atlasPath} not found");
return New(version, [skelPath, atlasPath]).PostInit();
}
/// <summary>
/// 数据锁
/// </summary>
private readonly object _lock = new();
/// <summary>
/// 日志器
/// </summary>
protected readonly Logger logger = LogManager.GetCurrentClassLogger();
/// <summary>
/// 构造函数
/// </summary>
public SpineObject(string skelPath, string atlasPath)
{
Version = GetType().GetCustomAttribute<SpineImplementationAttribute>().ImplementationKey;
AssetsDir = Directory.GetParent(skelPath).FullName;
SkelPath = Path.GetFullPath(skelPath);
AtlasPath = Path.GetFullPath(atlasPath);
Name = Path.GetFileNameWithoutExtension(skelPath);
}
/// <summary>
/// 构造函数之后的初始化工作
/// </summary>
private SpineObject PostInit()
{
// 必须 Update 一次否则包围盒还没有值
update(0);
// XXX: tex 没办法在这里主动 Dispose
// 批量添加在获取预览图的时候极大概率会和预览线程死锁
// 虽然两边不会同时调用 Draw, 但是死锁似乎和 Draw 函数有关
// 除此之外, 似乎还和 tex 的 Dispose 有关
// 如果不对 tex 进行 Dispose, 那么不管是否 Draw 都正常不会死锁
var tex = new SFML.Graphics.RenderTexture((uint)PreviewResolution.Width, (uint)PreviewResolution.Height);
var bounds = getCurrentBounds().GetCanvasBounds(PreviewResolution);
using var view = new SFML.Graphics.View(
new(bounds.X + bounds.Width / 2, bounds.Y + bounds.Height / 2),
new(bounds.Width, -bounds.Height)
);
tex.SetView(view);
tex.Clear(SFML.Graphics.Color.Transparent);
tex.Draw(this);
tex.Display();
Preview = tex.Texture.CopyToBitmap();
// 初始化皮肤加载情况, 不需要记录 default
foreach (var n in SkinNames.Where(v => v != "default")) skinLoadStatus[n] = false;
// 默认初始化10个动画空位
for (int i = 0; i < 10; i++) setAnimation(i, AnimationNames.First());
return this;
}
~SpineObject() { Dispose(false); }
public void Dispose() { Dispose(true); GC.SuppressFinalize(this); }
protected virtual void Dispose(bool disposing)
{
Preview?.Dispose();
triangleVertices.Dispose();
lineVertices.Dispose();
rectLineVertices.Dispose();
}
/// <summary>
/// 运行时唯一 ID
/// </summary>
public string ID { get; } = Guid.NewGuid().ToString();
/// <summary>
/// 骨骼预览图, 并没有去除预乘, 画面可能偏暗
/// </summary>
public Image Preview { get; private set; }
/// <summary>
/// 获取所属版本
/// </summary>
public SpineVersion Version { get; }
/// <summary>
/// 资源所在完整目录
/// </summary>
public string AssetsDir { get; }
/// <summary>
/// skel 文件完整路径
/// </summary>
public string SkelPath { get; }
/// <summary>
/// atlas 文件完整路径
/// </summary>
public string AtlasPath { get; }
/// <summary>
/// 名称
/// </summary>
public string Name { get; }
/// <summary>
/// 获取所属文件版本
/// </summary>
public abstract string FileVersion { get; }
/// <summary>
/// 是否被隐藏, 被隐藏的模型将仅仅在列表显示, 不参与其他行为
/// </summary>
public bool IsHidden { get { lock (_lock) return isHidden; } set { lock (_lock) isHidden = value; } }
protected bool isHidden = false;
/// <summary>
/// 是否使用预乘 Alpha
/// </summary>
public bool UsePma { get { lock (_lock) return usePma; } set { lock (_lock) usePma = value; } }
protected bool usePma = false;
/// <summary>
/// 缩放比例
/// </summary>
public float Scale
{
get { lock (_lock) return scale; }
set { lock (_lock) { scale = Math.Max(value, 0.001f); update(0); } }
}
protected abstract float scale { get; set; }
/// <summary>
/// 位置
/// </summary>
public PointF Position
{
get { lock (_lock) return position; }
set { lock (_lock) { position = value; update(0); } }
}
protected abstract PointF position { get; set; }
/// <summary>
/// 水平翻转
/// </summary>
public bool FlipX
{
get { lock (_lock) return flipX; }
set { lock (_lock) { flipX = value; update(0); } }
}
protected abstract bool flipX { get; set; }
/// <summary>
/// 垂直翻转
/// </summary>
public bool FlipY
{
get { lock (_lock) return flipY; }
set { lock (_lock) { flipY = value; update(0); } }
}
protected abstract bool flipY { get; set; }
/// <summary>
/// 是否被选中
/// </summary>
public bool IsSelected
{
get { lock (_lock) return isSelected; }
set { lock (_lock) { isSelected = value; update(0); } }
}
protected bool isSelected = false;
/// <summary>
/// 启用渲染调试
/// </summary>
public bool EnableDebug
{
get { lock (_lock) return enableDebug; }
set { lock (_lock) { enableDebug = value; update(0); } }
}
private bool enableDebug = false;
/// <summary>
/// 显示纹理
/// </summary>
public bool DebugTexture
{
get { lock (_lock) return debugTexture; }
set { lock (_lock) { debugTexture = value; update(0); } }
}
private bool debugTexture = true;
/// <summary>
/// 显示包围盒
/// </summary>
public bool DebugBounds
{
get { lock (_lock) return debugBounds; }
set { lock (_lock) { debugBounds = value; update(0); } }
}
protected bool debugBounds = true;
/// <summary>
/// 显示骨骼
/// </summary>
public bool DebugBones
{
get { lock (_lock) return debugBones; }
set { lock (_lock) { debugBones = value; update(0); } }
}
protected bool debugBones = false;
/// <summary>
/// 显示区域附件边框
/// </summary>
public bool DebugRegions
{
get { lock (_lock) return debugRegions; }
set { lock (_lock) { debugRegions = value; update(0); } }
}
protected bool debugRegions = false;
/// <summary>
/// 显示网格附件边框线
/// </summary>
public bool DebugMeshHulls
{
get { lock (_lock) return debugMeshHulls; }
set { lock (_lock) { debugMeshHulls = value; update(0); } }
}
protected bool debugMeshHulls = false;
/// <summary>
/// 显示网格附件网格线
/// </summary>
public bool DebugMeshes
{
get { lock (_lock) return debugMeshes; }
set { lock (_lock) { debugMeshes = value; update(0); } }
}
protected bool debugMeshes = false;
/// <summary>
/// 显示碰撞盒附件边框线
/// </summary>
public bool DebugBoundingBoxes
{
get { lock (_lock) return debugBoundingBoxes; }
set { lock (_lock) { debugBoundingBoxes = value; update(0); } }
}
protected bool debugBoundingBoxes = false;
/// <summary>
/// 显示路径附件网格线
/// </summary>
public bool DebugPaths
{
get { lock (_lock) return debugPaths; }
set { lock (_lock) { debugPaths = value; update(0); } }
}
protected bool debugPaths = false;
/// <summary>
/// 显示点附件
/// </summary>
public bool DebugPoints
{
get { lock (_lock) return debugPoints; }
set { lock (_lock) { debugPoints = value; update(0); } }
}
protected bool debugPoints = false;
/// <summary>
/// 显示剪裁附件网格线
/// </summary>
public bool DebugClippings
{
get { lock (_lock) return debugClippings; }
set { lock (_lock) { debugClippings = value; update(0); } }
}
protected bool debugClippings = false;
/// <summary>
/// 所有插槽下可用的附件名
/// </summary>
public FrozenDictionary<string, ImmutableArray<string>> SlotAttachmentNames { get; protected set; }
/// <summary>
/// 包含的所有皮肤名称 (不含 default 默认皮肤)
/// </summary>
public ImmutableArray<string> SkinNames { get; protected set; }
/// <summary>
/// 包含的所有动画名称
/// </summary>
public ImmutableArray<string> AnimationNames { get; protected set; }
/// <summary>
/// 获取某个插槽当前加载的附件
/// </summary>
public string GetSlotAttachment(string slot) { lock (_lock) return getSlotAttachment(slot); }
protected abstract string getSlotAttachment(string slot);
/// <summary>
/// 设置某个插槽当前加载的附件
/// </summary>
public void SetSlotAttachment(string slot, string name) { lock (_lock) setSlotAttachment(slot, name); }
protected abstract void setSlotAttachment(string slot, string name);
/// <summary>
/// 皮肤的加载情况记录表
/// </summary>
protected readonly Dictionary<string, bool> skinLoadStatus = [];
/// <summary>
/// 查询皮肤加载状态, 皮肤不存在时返回 false
/// </summary>
public bool GetSkinStatus(string name) { lock (_lock) return name == "default" || skinLoadStatus.TryGetValue(name, out var status) && status; }
/// <summary>
/// 设置皮肤加载状态, 忽略不存在的皮肤
/// </summary>
public void SetSkinStatus(string name, bool status)
{
if (!skinLoadStatus.ContainsKey(name)) return;
lock (_lock)
{
skinLoadStatus[name] = status;
reloadSkins();
}
}
/// <summary>
/// 刷新已加载皮肤
/// </summary>
public void ReloadSkins() { lock (_lock) reloadSkins(); }
protected void reloadSkins()
{
clearSkins();
foreach (var (name, _) in skinLoadStatus.Where(e => e.Value)) addSkin(name);
update(0);
}
protected abstract void addSkin(string name);
protected abstract void clearSkins();
/// <summary>
/// 获取所有非 null 的轨道索引快照
/// </summary>
public int[] GetTrackIndices() { lock (_lock) return getTrackIndices(); }
protected abstract int[] getTrackIndices();
/// <summary>
/// 获取指定轨道的当前动画, 如果没有, 应当返回空动画名称
/// </summary>
public string GetAnimation(int track) { lock (_lock) return getAnimation(track); }
protected abstract string getAnimation(int track);
/// <summary>
/// 设置某个轨道动画
/// </summary>
public void SetAnimation(int track, string name) { lock (_lock) { setAnimation(track, name); update(0); } }
protected abstract void setAnimation(int track, string name);
/// <summary>
/// 清除某个轨道, 与设置空动画不同, 是彻底删除轨道内的东西
/// </summary>
public void ClearTrack(int i) { lock (_lock) { clearTrack(i); update(0); } }
protected abstract void clearTrack(int i); // XXX: 清除轨道之后被加载的附件还是会保留, 不会自动卸下, 除非使用 SetSlotsToSetupPose
/// <summary>
/// 获取动画时长, 如果动画不存在则返回 0
/// </summary>
public abstract float GetAnimationDuration(string name);
/// <summary>
/// 重置所有轨道上的动画时间
/// </summary>
public void ResetAnimationsTime() { lock (_lock) { foreach (var i in getTrackIndices()) setAnimation(i, getAnimation(i)); update(0); } }
/// <summary>
/// 获取当前状态包围盒
/// </summary>
public RectangleF GetCurrentBounds() { lock (_lock) return getCurrentBounds(); }
protected abstract RectangleF getCurrentBounds();
/// <summary>
/// 获取当前参数下包围盒最大范围, 不是精确值
/// </summary>
public RectangleF GetBounds() { lock (_lock) return getBounds(); }
protected abstract RectangleF getBounds();
/// <summary>
/// 更新内部状态
/// </summary>
public void Update(float delta) { lock (_lock) update(delta); }
protected abstract void update(float delta);
#region SFML.Graphics.Drawable
/// <summary>
/// 包围盒颜色
/// </summary>
protected static readonly SFML.Graphics.Color BoundsColor = new(120, 200, 0);
/// <summary>
/// 骨骼点颜色
/// </summary>
protected static readonly SFML.Graphics.Color BonePointColor = new(0, 255, 0);
/// <summary>
/// 骨骼线颜色
/// </summary>
protected static readonly SFML.Graphics.Color BoneLineColor = new(255, 0, 0);
/// <summary>
/// 网格线颜色
/// </summary>
protected static readonly SFML.Graphics.Color MeshLineColor = new(255, 163, 0, 128);
/// <summary>
/// 附件边框线颜色
/// </summary>
protected static readonly SFML.Graphics.Color AttachmentLineColor = new(0, 0, 255, 128);
/// <summary>
/// 剪裁附件边框线颜色
/// </summary>
protected static readonly SFML.Graphics.Color ClippingLineColor = new(204, 0, 0);
/// <summary>
/// spine 顶点坐标缓冲区
/// </summary>
protected float[] worldVerticesBuffer = new float[1024];
/// <summary>
/// 三角形顶点缓冲区
/// </summary>
protected readonly SFML.Graphics.VertexArray triangleVertices = new(SFML.Graphics.PrimitiveType.Triangles);
/// <summary>
/// 无面积线条缓冲区
/// </summary>
protected readonly SFML.Graphics.VertexArray lineVertices = new(SFML.Graphics.PrimitiveType.Lines);
/// <summary>
/// 有半径圆点临时缓存对象
/// </summary>
private readonly SFML.Graphics.CircleShape circlePointShape = new();
/// <summary>
/// 有宽度线条缓冲区, 需要通过 <see cref="AddRectLine"/> 添加顶点
/// </summary>
protected readonly SFML.Graphics.VertexArray rectLineVertices = new(SFML.Graphics.PrimitiveType.Quads);
/// <summary>
/// 绘制有半径的实心圆点, 随模型一起缩放大小
/// </summary>
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);
}
/// <summary>
/// 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 <see cref="rectLineVertices"/> 数组内
/// </summary>
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);
}
/// <summary>
/// SFML.Graphics.Drawable 接口实现
/// <para>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</para>
/// <para>可以用于 <see cref="SFML.Graphics.RenderWindow"/> 的渲染, 因为直接在窗口上绘制时窗口始终是不透明的</para>
/// </summary>
public void Draw(SFML.Graphics.RenderTarget target, SFML.Graphics.RenderStates states)
{
lock (_lock)
{
if (!enableDebug)
{
draw(target, states);
}
else
{
if (debugTexture) draw(target, states);
if (isSelected) debugDraw(target);
}
}
}
/// <summary>
/// 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
/// <para>可以用于 <see cref="SFML.Graphics.RenderWindow"/> 的渲染, 因为直接在窗口上绘制时窗口始终是不透明的</para>
/// </summary>
protected abstract void draw(SFML.Graphics.RenderTarget target, SFML.Graphics.RenderStates states);
/// <summary>
/// 渲染调试内容
/// </summary>
protected abstract void debugDraw(SFML.Graphics.RenderTarget target);
#endregion
}
}