Files
SpineViewer/SpineViewer/Spine/Implementations/SpineObject/SpineObject38.cs

590 lines
24 KiB
C#

using System;
using System.Collections.Frozen;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Xml.Linq;
using SpineRuntime38;
using SpineRuntime38.Attachments;
using SpineViewer.Extensions;
using SpineViewer.Utils;
namespace SpineViewer.Spine.Implementations.SpineObject
{
[SpineImplementation(SpineVersion.V38)]
internal class SpineObject38 : Spine.SpineObject
{
private static SFML.Graphics.BlendMode GetSFMLBlendMode(BlendMode spineBlendMode)
{
return spineBlendMode switch
{
BlendMode.Normal => SFMLBlendMode.NormalPma,
BlendMode.Additive => SFMLBlendMode.AdditivePma,
BlendMode.Multiply => SFMLBlendMode.MultiplyPma,
BlendMode.Screen => SFMLBlendMode.ScreenPma,
_ => throw new NotImplementedException($"{spineBlendMode}"),
};
}
private class TextureLoader : SpineRuntime38.TextureLoader
{
public void Load(AtlasPage page, string path)
{
var texture = new SFML.Graphics.Texture(path);
if (page.magFilter == TextureFilter.Linear)
texture.Smooth = true;
if (page.uWrap == TextureWrap.Repeat && page.vWrap == TextureWrap.Repeat)
texture.Repeated = true;
page.rendererObject = texture;
// 似乎是不需要设置的, 因为存在某些 png 和 atlas 大小不同的情况, 一般是有一些缩放, 如果设置了反而渲染异常
// page.width = (int)texture.Size.X;
// page.height = (int)texture.Size.Y;
}
public void Unload(object texture)
{
((SFML.Graphics.Texture)texture).Dispose();
}
}
private static readonly TextureLoader textureLoader = new();
private static readonly Animation EmptyAnimation = new(EMPTY_ANIMATION, [], 0);
private readonly Atlas atlas;
private readonly SkeletonBinary? skeletonBinary;
private readonly SkeletonJson? skeletonJson;
private readonly SkeletonData skeletonData;
private readonly AnimationStateData animationStateData;
private readonly Skeleton skeleton;
private readonly AnimationState animationState;
private readonly SkeletonClipping clipping = new();
/// <summary>
/// 所有插槽在所有皮肤中可用的附件集合
/// </summary>
private readonly Dictionary<string, Dictionary<string, Attachment>> slotAttachments = [];
public SpineObject38(string skelPath, string atlasPath) : base(skelPath, atlasPath)
{
atlas = new Atlas(AtlasPath, textureLoader);
try
{
// 先尝试二进制文件
skeletonJson = null;
skeletonBinary = new SkeletonBinary(atlas);
skeletonData = skeletonBinary.ReadSkeletonData(SkelPath);
}
catch
{
try
{
// 再尝试 Json 文件
skeletonBinary = null;
skeletonJson = new SkeletonJson(atlas);
skeletonData = skeletonJson.ReadSkeletonData(SkelPath);
}
catch (Exception ex)
{
// 都不行就报错
throw new InvalidDataException($"Unknown skeleton file format {SkelPath}", ex);
}
}
foreach (var sk in skeletonData.Skins)
{
foreach (var (k, att) in sk.Attachments)
{
var slotName = skeletonData.Slots.Items[k.SlotIndex].Name;
if (!slotAttachments.TryGetValue(slotName, out var attachments))
slotAttachments[slotName] = attachments = new() { [EMPTY_ATTACHMENT] = null };
attachments[att.Name] = att;
}
}
SlotAttachmentNames = slotAttachments.ToFrozenDictionary(item => item.Key, item => item.Value.Keys.ToImmutableArray());
SkinNames = skeletonData.Skins.Select(v => v.Name).ToImmutableArray();
AnimationNames = [EMPTY_ANIMATION, .. skeletonData.Animations.Select(v => v.Name)];
skeleton = new Skeleton(skeletonData) { Skin = new(Guid.NewGuid().ToString()) }; // 挂载一个空皮肤当作容器
animationStateData = new AnimationStateData(skeletonData);
animationState = new AnimationState(animationStateData);
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
atlas.Dispose();
}
public override string FileVersion { get => skeletonData.Version; }
protected override float scale
{
get => Math.Abs(skeleton.ScaleX);
set
{
skeleton.ScaleX = Math.Sign(skeleton.ScaleX) * value;
skeleton.ScaleY = Math.Sign(skeleton.ScaleY) * value;
}
}
protected override PointF position
{
get => new(skeleton.X, skeleton.Y);
set
{
skeleton.X = value.X;
skeleton.Y = value.Y;
}
}
protected override bool flipX
{
get => skeleton.ScaleX < 0;
set
{
if (skeleton.ScaleX > 0 && value || skeleton.ScaleX < 0 && !value)
skeleton.ScaleX *= -1;
}
}
protected override bool flipY
{
get => skeleton.ScaleY < 0;
set
{
if (skeleton.ScaleY > 0 && value || skeleton.ScaleY < 0 && !value)
skeleton.ScaleY *= -1;
}
}
protected override string getSlotAttachment(string slot) => skeleton.FindSlot(slot)?.Attachment?.Name ?? EMPTY_ATTACHMENT;
protected override void setSlotAttachment(string slot, string name)
{
if (slotAttachments.TryGetValue(slot, out var attachments)
&& attachments.TryGetValue(name, out var att)
&& skeleton.FindSlot(slot) is Slot s)
s.Attachment = att;
}
protected override void addSkin(string name)
{
// default 不需要加载
if (name != "default" && skeletonData.FindSkin(name) is Skin sk)
{
skeleton.Skin.AddSkin(sk);
skeleton.SetSlotsToSetupPose();
skeleton.UpdateCache();
}
}
protected override void clearSkins()
{
skeleton.Skin.Clear();
skeleton.SetSlotsToSetupPose();
skeleton.UpdateCache();
}
protected override int[] getTrackIndices() => animationState.Tracks.Select((_, i) => i).Where(i => animationState.Tracks.Items[i] is not null).ToArray();
protected override string getAnimation(int track) => animationState.GetCurrent(track)?.Animation.Name ?? EMPTY_ANIMATION;
protected override void setAnimation(int track, string name)
{
if (name == EMPTY_ANIMATION)
animationState.SetAnimation(track, EmptyAnimation, true);
else if (AnimationNames.Contains(name))
animationState.SetAnimation(track, name, true);
}
protected override void clearTrack(int i) => animationState.ClearTrack(i);
public override float GetAnimationDuration(string name) { return skeletonData.FindAnimation(name)?.Duration ?? 0f; }
protected override RectangleF getCurrentBounds()
{
float[] _ = [];
skeleton.GetBounds(out var x, out var y, out var w, out var h, ref _);
return new RectangleF(x, y, w, h);
}
protected override RectangleF getBounds()
{
// 初始化临时对象
var maxDuration = 0f;
var tmpSkeleton = new Skeleton(skeletonData) { Skin = new(Guid.NewGuid().ToString()) };
var tmpAnimationState = new AnimationState(animationStateData);
tmpSkeleton.ScaleX = skeleton.ScaleX;
tmpSkeleton.ScaleY = skeleton.ScaleY;
tmpSkeleton.X = skeleton.X;
tmpSkeleton.Y = skeleton.Y;
foreach (var (sk, _) in skinLoadStatus.Where(e => e.Value)) tmpSkeleton.Skin.AddSkin(skeletonData.FindSkin(sk));
foreach (var tr in animationState.Tracks.Select((_, i) => i).Where(i => animationState.Tracks.Items[i] is not null))
{
var ani = animationState.GetCurrent(tr).Animation;
tmpAnimationState.SetAnimation(tr, ani, true);
if (ani.Duration > maxDuration) maxDuration = ani.Duration;
}
tmpSkeleton.SetSlotsToSetupPose();
tmpAnimationState.Update(0);
tmpAnimationState.Apply(tmpSkeleton);
tmpSkeleton.Update(0);
tmpSkeleton.UpdateWorldTransform();
// 按 10 帧每秒计算边框
var bounds = getCurrentBounds();
float[] _ = [];
for (float tick = 0, delta = 0.1f; tick < maxDuration; tick += delta)
{
tmpSkeleton.GetBounds(out var x, out var y, out var w, out var h, ref _);
bounds = bounds.Union(new(x, y, w, h));
tmpAnimationState.Update(delta);
tmpAnimationState.Apply(tmpSkeleton);
tmpSkeleton.Update(delta);
tmpSkeleton.UpdateWorldTransform();
}
return bounds;
}
protected override void update(float delta)
{
animationState.Update(delta);
animationState.Apply(skeleton);
skeleton.Update(delta);
skeleton.UpdateWorldTransform();
}
protected override void draw(SFML.Graphics.RenderTarget target, SFML.Graphics.RenderStates states)
{
triangleVertices.Clear();
states.Texture = null;
states.Shader = SFMLShader.GetSpineShader(usePma);
// 要用 DrawOrder 而不是 Slots
foreach (var slot in skeleton.DrawOrder)
{
var attachment = slot.Attachment;
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[] 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
float tintR = skeleton.R * slot.R;
float tintG = skeleton.G * slot.G;
float tintB = skeleton.B * slot.B;
float tintA = skeleton.A * slot.A;
if (attachment is RegionAttachment regionAttachment)
{
texture = (SFML.Graphics.Texture)((AtlasRegion)regionAttachment.RendererObject).page.rendererObject;
regionAttachment.ComputeWorldVertices(slot.Bone, worldVertices, 0);
worldVerticesCount = 4;
worldTriangleIndices = [0, 1, 2, 2, 3, 0];
worldTriangleIndicesLength = 6;
uvs = regionAttachment.UVs;
tintR *= regionAttachment.R;
tintG *= regionAttachment.G;
tintB *= regionAttachment.B;
tintA *= regionAttachment.A;
}
else if (attachment is MeshAttachment meshAttachment)
{
texture = (SFML.Graphics.Texture)((AtlasRegion)meshAttachment.RendererObject).page.rendererObject;
if (meshAttachment.WorldVerticesLength > worldVertices.Length)
worldVertices = worldVerticesBuffer = new float[meshAttachment.WorldVerticesLength * 2];
meshAttachment.ComputeWorldVertices(slot, worldVertices);
worldVerticesCount = meshAttachment.WorldVerticesLength / 2;
worldTriangleIndices = meshAttachment.Triangles;
worldTriangleIndicesLength = meshAttachment.Triangles.Length;
uvs = meshAttachment.UVs;
tintR *= meshAttachment.R;
tintG *= meshAttachment.G;
tintB *= meshAttachment.B;
tintA *= meshAttachment.A;
}
else if (attachment is ClippingAttachment clippingAttachment)
{
clipping.ClipStart(slot, clippingAttachment);
continue;
}
else
{
clipping.ClipEnd(slot);
continue;
}
SFML.Graphics.BlendMode blendMode = GetSFMLBlendMode(slot.Data.BlendMode);
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)
{
// 这里必须单独记录 Count, 和 Items 的 Length 是不一致的
clipping.ClipTriangles(worldVertices, worldVerticesCount * 2, worldTriangleIndices, worldTriangleIndicesLength, uvs);
worldVertices = clipping.ClippedVertices.Items;
worldVerticesCount = clipping.ClippedVertices.Count / 2;
worldTriangleIndices = clipping.ClippedTriangles.Items;
worldTriangleIndicesLength = clipping.ClippedTriangles.Count;
uvs = clipping.ClippedUVs.Items;
}
var textureSizeX = texture.Size.X;
var textureSizeY = texture.Size.Y;
SFML.Graphics.Vertex vertex = new();
vertex.Color.R = (byte)(tintR * 255);
vertex.Color.G = (byte)(tintG * 255);
vertex.Color.B = (byte)(tintB * 255);
vertex.Color.A = (byte)(tintA * 255);
// 必须用 worldTriangleIndicesLength 不能直接 foreach
for (int i = 0; i < worldTriangleIndicesLength; i++)
{
var index = worldTriangleIndices[i] * 2;
vertex.Position.X = worldVertices[index];
vertex.Position.Y = worldVertices[index + 1];
vertex.TexCoords.X = uvs[index] * textureSizeX;
vertex.TexCoords.Y = uvs[index + 1] * textureSizeY;
triangleVertices.Append(vertex);
}
clipping.ClipEnd(slot);
}
clipping.ClipEnd();
target.Draw(triangleVertices, states);
}
protected override void debugDraw(SFML.Graphics.RenderTarget target)
{
lineVertices.Clear();
rectLineVertices.Clear();
if (debugRegions)
{
SFML.Graphics.Vertex vt = new() { Color = AttachmentLineColor };
foreach (var slot in skeleton.Slots)
{
if (slot.Bone.Active && slot.Attachment is RegionAttachment regionAttachment)
{
regionAttachment.ComputeWorldVertices(slot.Bone, worldVerticesBuffer, 0);
vt.Position.X = worldVerticesBuffer[0];
vt.Position.Y = worldVerticesBuffer[1];
lineVertices.Append(vt);
vt.Position.X = worldVerticesBuffer[2];
vt.Position.Y = worldVerticesBuffer[3];
lineVertices.Append(vt); lineVertices.Append(vt);
vt.Position.X = worldVerticesBuffer[4];
vt.Position.Y = worldVerticesBuffer[5];
lineVertices.Append(vt); lineVertices.Append(vt);
vt.Position.X = worldVerticesBuffer[6];
vt.Position.Y = worldVerticesBuffer[7];
lineVertices.Append(vt); lineVertices.Append(vt);
vt.Position.X = worldVerticesBuffer[0];
vt.Position.Y = worldVerticesBuffer[1];
lineVertices.Append(vt);
}
}
}
if (debugMeshes)
{
SFML.Graphics.Vertex vt = new() { Color = MeshLineColor };
foreach (var slot in skeleton.Slots)
{
if (slot.Bone.Active && slot.Attachment is MeshAttachment meshAttachment)
{
if (meshAttachment.WorldVerticesLength > worldVerticesBuffer.Length)
worldVerticesBuffer = new float[meshAttachment.WorldVerticesLength * 2];
meshAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
var triangleIndices = meshAttachment.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);
}
}
}
}
if (debugMeshHulls)
{
SFML.Graphics.Vertex vt = new() { Color = AttachmentLineColor };
foreach (var slot in skeleton.Slots)
{
if (slot.Bone.Active && slot.Attachment is MeshAttachment meshAttachment)
{
if (meshAttachment.WorldVerticesLength > worldVerticesBuffer.Length)
worldVerticesBuffer = new float[meshAttachment.WorldVerticesLength * 2];
meshAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
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);
}
}
}
}
if (debugBoundingBoxes)
{
throw new NotImplementedException();
}
if (debugPaths)
{
throw new NotImplementedException();
}
if (debugClippings)
{
SFML.Graphics.Vertex vt = new() { Color = ClippingLineColor };
foreach (var slot in skeleton.Slots)
{
if (slot.Bone.Active && slot.Attachment is ClippingAttachment clippingAttachment)
{
if (clippingAttachment.WorldVerticesLength > worldVerticesBuffer.Length)
worldVerticesBuffer = worldVerticesBuffer = new float[clippingAttachment.WorldVerticesLength * 2];
clippingAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
vt.Position.X = worldVerticesBuffer[0];
vt.Position.Y = worldVerticesBuffer[1];
lineVertices.Append(vt);
for (int i = 2; i < clippingAttachment.WorldVerticesLength; 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);
}
}
}
if (debugBounds)
{
var vt = new SFML.Graphics.Vertex() { Color = BoundsColor };
var b = getCurrentBounds();
vt.Position.X = b.Left;
vt.Position.Y = b.Top;
lineVertices.Append(vt);
vt.Position.X = b.Right;
vt.Position.Y = b.Top;
lineVertices.Append(vt); lineVertices.Append(vt);
vt.Position.X = b.Right;
vt.Position.Y = b.Bottom;
lineVertices.Append(vt); lineVertices.Append(vt);
vt.Position.X = b.Left;
vt.Position.Y = b.Bottom;
lineVertices.Append(vt); lineVertices.Append(vt);
vt.Position.X = b.Left;
vt.Position.Y = b.Top;
lineVertices.Append(vt);
}
// 骨骼线放最后画
if (debugBones)
{
var width = scale;
foreach (var bone in skeleton.Bones)
{
if (!bone.Active) continue;
var boneLength = bone.Data.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 = scale;
foreach (var bone in skeleton.Bones)
{
if (!bone.Active) continue;
DrawCirclePoint(target, new(bone.WorldX, bone.WorldY), BonePointColor, radius);
}
}
}
}
}