/****************************************************************************** * 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; } }