/******************************************************************************
* Spine Runtime Software License - Version 1.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms in whole or in part, with
* or without modification, are permitted provided that the following conditions
* are met:
*
* 1. A Spine Essential, Professional, Enterprise, or Education License must
* be purchased from Esoteric Software and the license must remain valid:
* http://esotericsoftware.com/
* 2. Redistributions of source code must retain this license, which is the
* above copyright notice, this declaration of conditions and the following
* disclaimer.
* 3. Redistributions in binary form must reproduce this license, which is the
* above copyright notice, this declaration of conditions and the following
* disclaimer, in the documentation and/or other materials provided with the
* distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS 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.RegionAttachment;
import static com.badlogic.gdx.graphics.g2d.SpriteBatch.*;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL10;
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 regionAttachmentLineColor = new Color(0, 0, 1, 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 renderer;
private boolean drawBones = true, drawRegionAttachments = true, drawBoundingBoxes = true;
private final SkeletonBounds bounds = new SkeletonBounds();
public SkeletonRendererDebug () {
renderer = new ShapeRenderer();
}
public void draw (Skeleton skeleton) {
float skeletonX = skeleton.getX();
float skeletonY = skeleton.getY();
Gdx.gl.glEnable(GL10.GL_BLEND);
ShapeRenderer renderer = this.renderer;
renderer.begin(ShapeType.Line);
Array<Bone> bones = skeleton.getBones();
if (drawBones) {
renderer.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;
renderer.line(skeletonX + bone.worldX, skeletonY + bone.worldY, x, y);
}
}
if (drawRegionAttachments) {
renderer.setColor(regionAttachmentLineColor);
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();
renderer.line(vertices[X1], vertices[Y1], vertices[X2], vertices[Y2]);
renderer.line(vertices[X2], vertices[Y2], vertices[X3], vertices[Y3]);
renderer.line(vertices[X3], vertices[Y3], vertices[X4], vertices[Y4]);
renderer.line(vertices[X4], vertices[Y4], vertices[X1], vertices[Y1]);
}
}
}
if (drawBoundingBoxes) {
SkeletonBounds bounds = this.bounds;
bounds.update(skeleton, true);
renderer.setColor(aabbColor);
renderer.rect(bounds.getMinX(), bounds.getMinY(), bounds.getWidth(), bounds.getHeight());
renderer.setColor(boundingBoxColor);
Array<FloatArray> polygons = bounds.getPolygons();
for (int i = 0, n = polygons.size; i < n; i++) {
FloatArray polygon = polygons.get(i);
renderer.polygon(polygon.items, 0, polygon.size);
}
}
renderer.end();
renderer.begin(ShapeType.Filled);
if (drawBones) {
renderer.setColor(boneOriginColor);
for (int i = 0, n = bones.size; i < n; i++) {
Bone bone = bones.get(i);
renderer.setColor(Color.GREEN);
renderer.circle(skeletonX + bone.worldX, skeletonY + bone.worldY, 3);
}
}
renderer.end();
}
public ShapeRenderer getShapeRenderer () {
return renderer;
}
public void setBones (boolean bones) {
this.drawBones = bones;
}
public void setRegionAttachments (boolean regionAttachments) {
this.drawRegionAttachments = regionAttachments;
}
public void setBoundingBoxes (boolean boundingBoxes) {
this.drawBoundingBoxes = boundingBoxes;
}
}