重新修正忽视规则,防止clone后项目无法复现

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tianmo committed 2026-08-30 01:00:12 +08:00
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Container } from "@pixi/display";
import { Graphics } from "@pixi/graphics";
import { Text } from "@pixi/text";
import { ClippingAttachment, MeshAttachment, PathAttachment, RegionAttachment, SkeletonBounds } from "@esotericsoftware/spine-core";
/**
* This is a debug renderer that uses PixiJS Graphics under the hood.
* @public
*/
export class SpineDebugRenderer {
registeredSpines = new Map();
drawMeshHull = true;
drawMeshTriangles = true;
drawBones = true;
drawPaths = true;
drawBoundingBoxes = true;
drawClipping = true;
drawRegionAttachments = true;
drawEvents = true;
lineWidth = 1;
regionAttachmentsColor = 0x0078ff;
meshHullColor = 0x0078ff;
meshTrianglesColor = 0xffcc00;
clippingPolygonColor = 0xff00ff;
boundingBoxesRectColor = 0x00ff00;
boundingBoxesPolygonColor = 0x00ff00;
boundingBoxesCircleColor = 0x00ff00;
pathsCurveColor = 0xff0000;
pathsLineColor = 0xff00ff;
skeletonXYColor = 0xff0000;
bonesColor = 0x00eecc;
eventFontSize = 24;
eventFontColor = 0x0;
/**
* The debug is attached by force to each spine object. So we need to create it inside the spine when we get the first update
*/
registerSpine(spine) {
if (this.registeredSpines.has(spine)) {
console.warn("SpineDebugRenderer.registerSpine() - this spine is already registered!", spine);
return;
}
const debugDisplayObjects = {
parentDebugContainer: new Container(),
bones: new Container(),
skeletonXY: new Graphics(),
regionAttachmentsShape: new Graphics(),
meshTrianglesLine: new Graphics(),
meshHullLine: new Graphics(),
clippingPolygon: new Graphics(),
boundingBoxesRect: new Graphics(),
boundingBoxesCircle: new Graphics(),
boundingBoxesPolygon: new Graphics(),
pathsCurve: new Graphics(),
pathsLine: new Graphics(),
eventText: new Container(),
eventCallback: {
event: (_, event) => {
if (this.drawEvents) {
const scale = Math.abs(spine.scale.x || spine.scale.y || 1);
const text = new Text(event.data.name, { fontSize: this.eventFontSize / scale, fill: this.eventFontColor, fontFamily: "monospace" });
text.scale.x = Math.sign(spine.scale.x);
text.anchor.set(0.5);
debugDisplayObjects.eventText.addChild(text);
setTimeout(() => {
if (!text.destroyed) {
text.destroy();
}
}, 250);
}
},
},
};
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.bones);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.skeletonXY);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.regionAttachmentsShape);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.meshTrianglesLine);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.meshHullLine);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.clippingPolygon);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.boundingBoxesRect);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.boundingBoxesCircle);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.boundingBoxesPolygon);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.pathsCurve);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.pathsLine);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.eventText);
debugDisplayObjects.parentDebugContainer.zIndex = 9999999;
// Disable screen reader and mouse input on debug objects.
debugDisplayObjects.parentDebugContainer.accessibleChildren = false;
debugDisplayObjects.parentDebugContainer.eventMode = "none";
debugDisplayObjects.parentDebugContainer.interactiveChildren = false;
spine.addChild(debugDisplayObjects.parentDebugContainer);
spine.state.addListener(debugDisplayObjects.eventCallback);
this.registeredSpines.set(spine, debugDisplayObjects);
}
renderDebug(spine) {
if (!this.registeredSpines.has(spine)) {
// This should never happen. Spines are registered when you assign spine.debug
this.registerSpine(spine);
}
const debugDisplayObjects = this.registeredSpines.get(spine);
if (!debugDisplayObjects) {
return;
}
spine.addChild(debugDisplayObjects.parentDebugContainer);
debugDisplayObjects.skeletonXY.clear();
debugDisplayObjects.regionAttachmentsShape.clear();
debugDisplayObjects.meshTrianglesLine.clear();
debugDisplayObjects.meshHullLine.clear();
debugDisplayObjects.clippingPolygon.clear();
debugDisplayObjects.boundingBoxesRect.clear();
debugDisplayObjects.boundingBoxesCircle.clear();
debugDisplayObjects.boundingBoxesPolygon.clear();
debugDisplayObjects.pathsCurve.clear();
debugDisplayObjects.pathsLine.clear();
for (let len = debugDisplayObjects.bones.children.length; len > 0; len--) {
debugDisplayObjects.bones.children[len - 1].destroy({ children: true, texture: true, baseTexture: true });
}
const scale = Math.abs(spine.scale.x || spine.scale.y || 1);
const lineWidth = this.lineWidth / scale;
if (this.drawBones) {
this.drawBonesFunc(spine, debugDisplayObjects, lineWidth, scale);
}
if (this.drawPaths) {
this.drawPathsFunc(spine, debugDisplayObjects, lineWidth);
}
if (this.drawBoundingBoxes) {
this.drawBoundingBoxesFunc(spine, debugDisplayObjects, lineWidth);
}
if (this.drawClipping) {
this.drawClippingFunc(spine, debugDisplayObjects, lineWidth);
}
if (this.drawMeshHull || this.drawMeshTriangles) {
this.drawMeshHullAndMeshTriangles(spine, debugDisplayObjects, lineWidth);
}
if (this.drawRegionAttachments) {
this.drawRegionAttachmentsFunc(spine, debugDisplayObjects, lineWidth);
}
if (this.drawEvents) {
for (const child of debugDisplayObjects.eventText.children) {
child.alpha -= 0.05;
child.y -= 2;
}
}
}
drawBonesFunc(spine, debugDisplayObjects, lineWidth, scale) {
const skeleton = spine.skeleton;
const skeletonX = skeleton.x;
const skeletonY = skeleton.y;
const bones = skeleton.bones;
debugDisplayObjects.skeletonXY.lineStyle(lineWidth, this.skeletonXYColor, 1);
for (let i = 0, len = bones.length; i < len; i++) {
const bone = bones[i];
const boneLen = bone.data.length;
const starX = skeletonX + bone.worldX;
const starY = skeletonY + bone.worldY;
const endX = skeletonX + boneLen * bone.a + bone.worldX;
const endY = skeletonY + boneLen * bone.b + bone.worldY;
if (bone.data.name === "root" || bone.data.parent === null) {
continue;
}
const w = Math.abs(starX - endX);
const h = Math.abs(starY - endY);
// a = w, // side length a
const a2 = Math.pow(w, 2); // square root of side length a
const b = h; // side length b
const b2 = Math.pow(h, 2); // square root of side length b
const c = Math.sqrt(a2 + b2); // side length c
const c2 = Math.pow(c, 2); // square root of side length c
const rad = Math.PI / 180;
// A = Math.acos([a2 + c2 - b2] / [2 * a * c]) || 0, // Angle A
// C = Math.acos([a2 + b2 - c2] / [2 * a * b]) || 0, // C angle
const B = Math.acos((c2 + b2 - a2) / (2 * b * c)) || 0; // angle of corner B
if (c === 0) {
continue;
}
const gp = new Graphics();
debugDisplayObjects.bones.addChild(gp);
// draw bone
const refRation = c / 50 / scale;
gp.beginFill(this.bonesColor, 1);
gp.drawPolygon(0, 0, 0 - refRation, c - refRation * 3, 0, c - refRation, 0 + refRation, c - refRation * 3);
gp.endFill();
gp.x = starX;
gp.y = starY;
gp.pivot.y = c;
// Calculate bone rotation angle
let rotation = 0;
if (starX < endX && starY < endY) {
// bottom right
rotation = -B + 180 * rad;
}
else if (starX > endX && starY < endY) {
// bottom left
rotation = 180 * rad + B;
}
else if (starX > endX && starY > endY) {
// top left
rotation = -B;
}
else if (starX < endX && starY > endY) {
// bottom left
rotation = B;
}
else if (starY === endY && starX < endX) {
// To the right
rotation = 90 * rad;
}
else if (starY === endY && starX > endX) {
// go left
rotation = -90 * rad;
}
else if (starX === endX && starY < endY) {
// down
rotation = 180 * rad;
}
else if (starX === endX && starY > endY) {
// up
rotation = 0;
}
gp.rotation = rotation;
// Draw the starting rotation point of the bone
gp.lineStyle(lineWidth + refRation / 2.4, this.bonesColor, 1);
gp.beginFill(0x000000, 0.6);
gp.drawCircle(0, c, refRation * 1.2);
gp.endFill();
}
// Draw the skeleton starting point "X" form
const startDotSize = lineWidth * 3;
debugDisplayObjects.skeletonXY.moveTo(skeletonX - startDotSize, skeletonY - startDotSize);
debugDisplayObjects.skeletonXY.lineTo(skeletonX + startDotSize, skeletonY + startDotSize);
debugDisplayObjects.skeletonXY.moveTo(skeletonX + startDotSize, skeletonY - startDotSize);
debugDisplayObjects.skeletonXY.lineTo(skeletonX - startDotSize, skeletonY + startDotSize);
}
drawRegionAttachmentsFunc(spine, debugDisplayObjects, lineWidth) {
const skeleton = spine.skeleton;
const slots = skeleton.slots;
debugDisplayObjects.regionAttachmentsShape.lineStyle(lineWidth, this.regionAttachmentsColor, 1);
for (let i = 0, len = slots.length; i < len; i++) {
const slot = slots[i];
const attachment = slot.getAttachment();
if (attachment == null || !(attachment instanceof RegionAttachment)) {
continue;
}
const regionAttachment = attachment;
const vertices = new Float32Array(8);
regionAttachment.computeWorldVertices(slot, vertices, 0, 2);
debugDisplayObjects.regionAttachmentsShape.drawPolygon(Array.from(vertices.slice(0, 8)));
}
}
drawMeshHullAndMeshTriangles(spine, debugDisplayObjects, lineWidth) {
const skeleton = spine.skeleton;
const slots = skeleton.slots;
debugDisplayObjects.meshHullLine.lineStyle(lineWidth, this.meshHullColor, 1);
debugDisplayObjects.meshTrianglesLine.lineStyle(lineWidth, this.meshTrianglesColor, 1);
for (let i = 0, len = slots.length; i < len; i++) {
const slot = slots[i];
if (!slot.bone.active) {
continue;
}
const attachment = slot.getAttachment();
if (attachment == null || !(attachment instanceof MeshAttachment)) {
continue;
}
const meshAttachment = attachment;
const vertices = new Float32Array(meshAttachment.worldVerticesLength);
const triangles = meshAttachment.triangles;
let hullLength = meshAttachment.hullLength;
meshAttachment.computeWorldVertices(slot, 0, meshAttachment.worldVerticesLength, vertices, 0, 2);
// draw the skinned mesh (triangle)
if (this.drawMeshTriangles) {
for (let i = 0, len = triangles.length; i < len; i += 3) {
const v1 = triangles[i] * 2;
const v2 = triangles[i + 1] * 2;
const v3 = triangles[i + 2] * 2;
debugDisplayObjects.meshTrianglesLine.moveTo(vertices[v1], vertices[v1 + 1]);
debugDisplayObjects.meshTrianglesLine.lineTo(vertices[v2], vertices[v2 + 1]);
debugDisplayObjects.meshTrianglesLine.lineTo(vertices[v3], vertices[v3 + 1]);
}
}
// draw skin border
if (this.drawMeshHull && hullLength > 0) {
hullLength = (hullLength >> 1) * 2;
let lastX = vertices[hullLength - 2];
let lastY = vertices[hullLength - 1];
for (let i = 0, len = hullLength; i < len; i += 2) {
const x = vertices[i];
const y = vertices[i + 1];
debugDisplayObjects.meshHullLine.moveTo(x, y);
debugDisplayObjects.meshHullLine.lineTo(lastX, lastY);
lastX = x;
lastY = y;
}
}
}
}
drawClippingFunc(spine, debugDisplayObjects, lineWidth) {
const skeleton = spine.skeleton;
const slots = skeleton.slots;
debugDisplayObjects.clippingPolygon.lineStyle(lineWidth, this.clippingPolygonColor, 1);
for (let i = 0, len = slots.length; i < len; i++) {
const slot = slots[i];
if (!slot.bone.active) {
continue;
}
const attachment = slot.getAttachment();
if (attachment == null || !(attachment instanceof ClippingAttachment)) {
continue;
}
const clippingAttachment = attachment;
const nn = clippingAttachment.worldVerticesLength;
const world = new Float32Array(nn);
clippingAttachment.computeWorldVertices(slot, 0, nn, world, 0, 2);
debugDisplayObjects.clippingPolygon.drawPolygon(Array.from(world));
}
}
drawBoundingBoxesFunc(spine, debugDisplayObjects, lineWidth) {
// draw the total outline of the bounding box
debugDisplayObjects.boundingBoxesRect.lineStyle(lineWidth, this.boundingBoxesRectColor, 5);
const bounds = new SkeletonBounds();
bounds.update(spine.skeleton, true);
if (bounds.minX !== Infinity) {
debugDisplayObjects.boundingBoxesRect.drawRect(bounds.minX, bounds.minY, bounds.getWidth(), bounds.getHeight());
}
const polygons = bounds.polygons;
const drawPolygon = (polygonVertices, _offset, count) => {
debugDisplayObjects.boundingBoxesPolygon.lineStyle(lineWidth, this.boundingBoxesPolygonColor, 1);
debugDisplayObjects.boundingBoxesPolygon.beginFill(this.boundingBoxesPolygonColor, 0.1);
if (count < 3) {
throw new Error("Polygon must contain at least 3 vertices");
}
const paths = [];
const dotSize = lineWidth * 2;
for (let i = 0, len = polygonVertices.length; i < len; i += 2) {
const x1 = polygonVertices[i];
const y1 = polygonVertices[i + 1];
// draw the bounding box node
debugDisplayObjects.boundingBoxesCircle.lineStyle(0);
debugDisplayObjects.boundingBoxesCircle.beginFill(this.boundingBoxesCircleColor);
debugDisplayObjects.boundingBoxesCircle.drawCircle(x1, y1, dotSize);
debugDisplayObjects.boundingBoxesCircle.endFill();
paths.push(x1, y1);
}
// draw the bounding box area
debugDisplayObjects.boundingBoxesPolygon.drawPolygon(paths);
debugDisplayObjects.boundingBoxesPolygon.endFill();
};
for (let i = 0, len = polygons.length; i < len; i++) {
const polygon = polygons[i];
drawPolygon(polygon, 0, polygon.length);
}
}
drawPathsFunc(spine, debugDisplayObjects, lineWidth) {
const skeleton = spine.skeleton;
const slots = skeleton.slots;
debugDisplayObjects.pathsCurve.lineStyle(lineWidth, this.pathsCurveColor, 1);
debugDisplayObjects.pathsLine.lineStyle(lineWidth, this.pathsLineColor, 1);
for (let i = 0, len = slots.length; i < len; i++) {
const slot = slots[i];
if (!slot.bone.active) {
continue;
}
const attachment = slot.getAttachment();
if (attachment == null || !(attachment instanceof PathAttachment)) {
continue;
}
const pathAttachment = attachment;
let nn = pathAttachment.worldVerticesLength;
const world = new Float32Array(nn);
pathAttachment.computeWorldVertices(slot, 0, nn, world, 0, 2);
let x1 = world[2];
let y1 = world[3];
let x2 = 0;
let y2 = 0;
if (pathAttachment.closed) {
const cx1 = world[0];
const cy1 = world[1];
const cx2 = world[nn - 2];
const cy2 = world[nn - 1];
x2 = world[nn - 4];
y2 = world[nn - 3];
// curve
debugDisplayObjects.pathsCurve.moveTo(x1, y1);
debugDisplayObjects.pathsCurve.bezierCurveTo(cx1, cy1, cx2, cy2, x2, y2);
// handle
debugDisplayObjects.pathsLine.moveTo(x1, y1);
debugDisplayObjects.pathsLine.lineTo(cx1, cy1);
debugDisplayObjects.pathsLine.moveTo(x2, y2);
debugDisplayObjects.pathsLine.lineTo(cx2, cy2);
}
nn -= 4;
for (let ii = 4; ii < nn; ii += 6) {
const cx1 = world[ii];
const cy1 = world[ii + 1];
const cx2 = world[ii + 2];
const cy2 = world[ii + 3];
x2 = world[ii + 4];
y2 = world[ii + 5];
// curve
debugDisplayObjects.pathsCurve.moveTo(x1, y1);
debugDisplayObjects.pathsCurve.bezierCurveTo(cx1, cy1, cx2, cy2, x2, y2);
// handle
debugDisplayObjects.pathsLine.moveTo(x1, y1);
debugDisplayObjects.pathsLine.lineTo(cx1, cy1);
debugDisplayObjects.pathsLine.moveTo(x2, y2);
debugDisplayObjects.pathsLine.lineTo(cx2, cy2);
x1 = x2;
y1 = y2;
}
}
}
unregisterSpine(spine) {
if (!this.registeredSpines.has(spine)) {
console.warn("SpineDebugRenderer.unregisterSpine() - spine is not registered, can't unregister!", spine);
}
const debugDisplayObjects = this.registeredSpines.get(spine);
if (!debugDisplayObjects) {
return;
}
spine.state.removeListener(debugDisplayObjects.eventCallback);
debugDisplayObjects.parentDebugContainer.destroy({ baseTexture: true, children: true, texture: true });
this.registeredSpines.delete(spine);
}
}
//# 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