Java tutorial
/****************************************************************************** * Spine Runtimes Software License * Version 2 * * 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, 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 sg.atom2d.game2d.graphics.anim.spine.skeleton; import sg.atom2d.game2d.graphics.anim.spine.attachments.Attachment; import sg.atom2d.game2d.graphics.anim.spine.attachments.RegionAttachment; import static com.badlogic.gdx.graphics.g2d.SpriteBatch.*; import com.badlogic.gdx.Gdx; import com.jme3.math.ColorRGBA; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.glutils.ShapeRenderer; import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType; import sg.atom.utils.collection.Array; import sg.atom.utils.collection.FloatArray; import sg.atom2d.game2d.graphics.anim.spine.Slot; public class SkeletonRendererDebug { static private final ColorRGBA boneLineColor = ColorRGBA.RED; static private final ColorRGBA boneOriginColor = ColorRGBA.GREEN; static private final ColorRGBA regionAttachmentLineColor = new ColorRGBA(0, 0, 1, 0.5f); static private final ColorRGBA boundingBoxColor = new ColorRGBA(0, 1, 0, 0.8f); static private final ColorRGBA aabbColor = new ColorRGBA(0, 1, 0, 0.5f); private final ShapeRenderer renderer; private boolean drawBones = true, drawRegionAttachments = true, drawBoundingBoxes = true; private final SkeletonBounds bounds = new SkeletonBounds(); private float scale = 1; 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(ColorRGBA.GREEN); renderer.circle(skeletonX + bone.worldX, skeletonY + bone.worldY, 3 * scale); } } renderer.end(); } public ShapeRenderer getShapeRenderer() { return renderer; } 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; } }