Package com.esotericsoftware.spine

Source Code of com.esotericsoftware.spine.SkeletonRendererDebug

/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/

package com.esotericsoftware.spine;

import com.esotericsoftware.spine.attachments.Attachment;
import com.esotericsoftware.spine.attachments.MeshAttachment;
import com.esotericsoftware.spine.attachments.RegionAttachment;
import com.esotericsoftware.spine.attachments.SkinnedMeshAttachment;

import static com.badlogic.gdx.graphics.g2d.Batch.*;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.FloatArray;

public class SkeletonRendererDebug {
  static private final Color boneLineColor = Color.RED;
  static private final Color boneOriginColor = Color.GREEN;
  static private final Color attachmentLineColor = new Color(0, 0, 1, 0.5f);
  static private final Color triangleLineColor = new Color(1, 0.64f, 0, 0.5f);
  static private final Color boundingBoxColor = new Color(0, 1, 0, 0.8f);
  static private final Color aabbColor = new Color(0, 1, 0, 0.5f);

  private final ShapeRenderer shapes;
  private boolean drawBones = true, drawRegionAttachments = true, drawBoundingBoxes = true;
  private boolean drawMeshHull = true, drawMeshTriangles = true;
  private final SkeletonBounds bounds = new SkeletonBounds();
  private float scale = 1;

  public SkeletonRendererDebug () {
    shapes = new ShapeRenderer();
  }

  public SkeletonRendererDebug (ShapeRenderer shapes) {
    this.shapes = shapes;
  }

  public void draw (Skeleton skeleton) {
    float skeletonX = skeleton.getX();
    float skeletonY = skeleton.getY();

    Gdx.gl.glEnable(GL20.GL_BLEND);
    ShapeRenderer shapes = this.shapes;
    shapes.begin(ShapeType.Line);

    Array<Bone> bones = skeleton.getBones();
    if (drawBones) {
      shapes.setColor(boneLineColor);
      for (int i = 0, n = bones.size; i < n; i++) {
        Bone bone = bones.get(i);
        if (bone.parent == null) continue;
        float x = skeletonX + bone.data.length * bone.m00 + bone.worldX;
        float y = skeletonY + bone.data.length * bone.m10 + bone.worldY;
        shapes.line(skeletonX + bone.worldX, skeletonY + bone.worldY, x, y);
      }
      shapes.x(skeletonX, skeletonY, 4 * scale);
    }

    if (drawRegionAttachments) {
      shapes.setColor(attachmentLineColor);
      Array<Slot> slots = skeleton.getSlots();
      for (int i = 0, n = slots.size; i < n; i++) {
        Slot slot = slots.get(i);
        Attachment attachment = slot.attachment;
        if (attachment instanceof RegionAttachment) {
          RegionAttachment regionAttachment = (RegionAttachment)attachment;
          regionAttachment.updateWorldVertices(slot, false);
          float[] vertices = regionAttachment.getWorldVertices();
          shapes.line(vertices[X1], vertices[Y1], vertices[X2], vertices[Y2]);
          shapes.line(vertices[X2], vertices[Y2], vertices[X3], vertices[Y3]);
          shapes.line(vertices[X3], vertices[Y3], vertices[X4], vertices[Y4]);
          shapes.line(vertices[X4], vertices[Y4], vertices[X1], vertices[Y1]);
        }
      }
    }

    if (drawMeshHull || drawMeshTriangles) {
      Array<Slot> slots = skeleton.getSlots();
      for (int i = 0, n = slots.size; i < n; i++) {
        Slot slot = slots.get(i);
        Attachment attachment = slot.attachment;
        float[] vertices = null;
        short[] triangles = null;
        int hullLength = 0;
        if (attachment instanceof MeshAttachment) {
          MeshAttachment mesh = (MeshAttachment)attachment;
          mesh.updateWorldVertices(slot, false);
          vertices = mesh.getWorldVertices();
          triangles = mesh.getTriangles();
          hullLength = mesh.getHullLength();
        } else if (attachment instanceof SkinnedMeshAttachment) {
          SkinnedMeshAttachment mesh = (SkinnedMeshAttachment)attachment;
          mesh.updateWorldVertices(slot, false);
          vertices = mesh.getWorldVertices();
          triangles = mesh.getTriangles();
          hullLength = mesh.getHullLength();
        }
        if (vertices == null || triangles == null) continue;
        if (drawMeshTriangles) {
          shapes.setColor(triangleLineColor);
          for (int ii = 0, nn = triangles.length; ii < nn; ii += 3) {
            int v1 = triangles[ii] * 5, v2 = triangles[ii + 1] * 5, v3 = triangles[ii + 2] * 5;
            shapes.triangle(vertices[v1], vertices[v1 + 1], //
              vertices[v2], vertices[v2 + 1], //
              vertices[v3], vertices[v3 + 1] //
              );
          }
        }
        if (drawMeshHull && hullLength > 0) {
          shapes.setColor(attachmentLineColor);
          hullLength = hullLength / 2 * 5;
          float lastX = vertices[hullLength - 5], lastY = vertices[hullLength - 4];
          for (int ii = 0, nn = hullLength; ii < nn; ii += 5) {
            float x = vertices[ii], y = vertices[ii + 1];
            shapes.line(x, y, lastX, lastY);
            lastX = x;
            lastY = y;
          }
        }
      }
    }

    if (drawBoundingBoxes) {
      SkeletonBounds bounds = this.bounds;
      bounds.update(skeleton, true);
      shapes.setColor(aabbColor);
      shapes.rect(bounds.getMinX(), bounds.getMinY(), bounds.getWidth(), bounds.getHeight());
      shapes.setColor(boundingBoxColor);
      Array<FloatArray> polygons = bounds.getPolygons();
      for (int i = 0, n = polygons.size; i < n; i++) {
        FloatArray polygon = polygons.get(i);
        shapes.polygon(polygon.items, 0, polygon.size);
      }
    }

    shapes.end();
    shapes.begin(ShapeType.Filled);

    if (drawBones) {
      shapes.setColor(boneOriginColor);
      for (int i = 0, n = bones.size; i < n; i++) {
        Bone bone = bones.get(i);
        shapes.setColor(Color.GREEN);
        shapes.circle(skeletonX + bone.worldX, skeletonY + bone.worldY, 3 * scale, 8);
      }
    }

    shapes.end();
  }

  public ShapeRenderer getShapeRenderer () {
    return shapes;
  }

  public void setBones (boolean bones) {
    this.drawBones = bones;
  }

  public void setScale (float scale) {
    this.scale = scale;
  }

  public void setRegionAttachments (boolean regionAttachments) {
    this.drawRegionAttachments = regionAttachments;
  }

  public void setBoundingBoxes (boolean boundingBoxes) {
    this.drawBoundingBoxes = boundingBoxes;
  }

  public void setMeshHull (boolean meshHull) {
    this.drawMeshHull = meshHull;
  }

  public void setMeshTriangles (boolean meshTriangles) {
    this.drawMeshTriangles = meshTriangles;
  }
}
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