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234 lines
9.3 KiB
234 lines
9.3 KiB
/****************************************************************************** |
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* Spine Runtimes License Agreement |
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* Last updated January 1, 2020. Replaces all prior versions. |
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* |
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* Copyright (c) 2013-2020, Esoteric Software LLC |
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* |
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* Integration of the Spine Runtimes into software or otherwise creating |
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* derivative works of the Spine Runtimes is permitted under the terms and |
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* conditions of Section 2 of the Spine Editor License Agreement: |
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* http://esotericsoftware.com/spine-editor-license |
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* |
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* Otherwise, it is permitted to integrate the Spine Runtimes into software |
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* or otherwise create derivative works of the Spine Runtimes (collectively, |
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* "Products"), provided that each user of the Products must obtain their own |
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* Spine Editor license and redistribution of the Products in any form must |
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* include this license and copyright notice. |
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* |
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY |
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY |
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, |
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND |
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF |
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*****************************************************************************/ |
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using System; |
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namespace Spine { |
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/// <summary> |
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/// Collects each BoundingBoxAttachment that is visible and computes the world vertices for its polygon. |
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/// The polygon vertices are provided along with convenience methods for doing hit detection. |
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/// </summary> |
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public class SkeletonBounds { |
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private ExposedList<Polygon> polygonPool = new ExposedList<Polygon>(); |
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private float minX, minY, maxX, maxY; |
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public ExposedList<BoundingBoxAttachment> BoundingBoxes { get; private set; } |
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public ExposedList<Polygon> Polygons { get; private set; } |
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public float MinX { get { return minX; } set { minX = value; } } |
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public float MinY { get { return minY; } set { minY = value; } } |
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public float MaxX { get { return maxX; } set { maxX = value; } } |
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public float MaxY { get { return maxY; } set { maxY = value; } } |
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public float Width { get { return maxX - minX; } } |
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public float Height { get { return maxY - minY; } } |
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public SkeletonBounds () { |
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BoundingBoxes = new ExposedList<BoundingBoxAttachment>(); |
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Polygons = new ExposedList<Polygon>(); |
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} |
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/// <summary> |
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/// Clears any previous polygons, finds all visible bounding box attachments, |
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/// and computes the world vertices for each bounding box's polygon.</summary> |
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/// <param name="skeleton">The skeleton.</param> |
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/// <param name="updateAabb"> |
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/// If true, the axis aligned bounding box containing all the polygons is computed. |
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/// If false, the SkeletonBounds AABB methods will always return true. |
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/// </param> |
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public void Update (Skeleton skeleton, bool updateAabb) { |
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ExposedList<BoundingBoxAttachment> boundingBoxes = BoundingBoxes; |
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ExposedList<Polygon> polygons = Polygons; |
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ExposedList<Slot> slots = skeleton.slots; |
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int slotCount = slots.Count; |
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boundingBoxes.Clear(); |
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for (int i = 0, n = polygons.Count; i < n; i++) |
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polygonPool.Add(polygons.Items[i]); |
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polygons.Clear(); |
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for (int i = 0; i < slotCount; i++) { |
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Slot slot = slots.Items[i]; |
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if (!slot.bone.active) continue; |
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BoundingBoxAttachment boundingBox = slot.attachment as BoundingBoxAttachment; |
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if (boundingBox == null) continue; |
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boundingBoxes.Add(boundingBox); |
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Polygon polygon = null; |
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int poolCount = polygonPool.Count; |
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if (poolCount > 0) { |
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polygon = polygonPool.Items[poolCount - 1]; |
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polygonPool.RemoveAt(poolCount - 1); |
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} else |
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polygon = new Polygon(); |
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polygons.Add(polygon); |
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int count = boundingBox.worldVerticesLength; |
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polygon.Count = count; |
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if (polygon.Vertices.Length < count) polygon.Vertices = new float[count]; |
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boundingBox.ComputeWorldVertices(slot, polygon.Vertices); |
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} |
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if (updateAabb) { |
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AabbCompute(); |
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} else { |
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minX = int.MinValue; |
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minY = int.MinValue; |
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maxX = int.MaxValue; |
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maxY = int.MaxValue; |
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} |
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} |
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private void AabbCompute () { |
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float minX = int.MaxValue, minY = int.MaxValue, maxX = int.MinValue, maxY = int.MinValue; |
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ExposedList<Polygon> polygons = Polygons; |
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for (int i = 0, n = polygons.Count; i < n; i++) { |
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Polygon polygon = polygons.Items[i]; |
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float[] vertices = polygon.Vertices; |
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for (int ii = 0, nn = polygon.Count; ii < nn; ii += 2) { |
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float x = vertices[ii]; |
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float y = vertices[ii + 1]; |
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minX = Math.Min(minX, x); |
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minY = Math.Min(minY, y); |
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maxX = Math.Max(maxX, x); |
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maxY = Math.Max(maxY, y); |
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} |
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} |
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this.minX = minX; |
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this.minY = minY; |
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this.maxX = maxX; |
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this.maxY = maxY; |
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} |
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/// <summary>Returns true if the axis aligned bounding box contains the point.</summary> |
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public bool AabbContainsPoint (float x, float y) { |
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return x >= minX && x <= maxX && y >= minY && y <= maxY; |
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} |
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/// <summary>Returns true if the axis aligned bounding box intersects the line segment.</summary> |
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public bool AabbIntersectsSegment (float x1, float y1, float x2, float y2) { |
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float minX = this.minX; |
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float minY = this.minY; |
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float maxX = this.maxX; |
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float maxY = this.maxY; |
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if ((x1 <= minX && x2 <= minX) || (y1 <= minY && y2 <= minY) || (x1 >= maxX && x2 >= maxX) || (y1 >= maxY && y2 >= maxY)) |
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return false; |
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float m = (y2 - y1) / (x2 - x1); |
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float y = m * (minX - x1) + y1; |
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if (y > minY && y < maxY) return true; |
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y = m * (maxX - x1) + y1; |
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if (y > minY && y < maxY) return true; |
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float x = (minY - y1) / m + x1; |
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if (x > minX && x < maxX) return true; |
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x = (maxY - y1) / m + x1; |
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if (x > minX && x < maxX) return true; |
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return false; |
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} |
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/// <summary>Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds.</summary> |
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public bool AabbIntersectsSkeleton (SkeletonBounds bounds) { |
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return minX < bounds.maxX && maxX > bounds.minX && minY < bounds.maxY && maxY > bounds.minY; |
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} |
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/// <summary>Returns true if the polygon contains the point.</summary> |
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public bool ContainsPoint (Polygon polygon, float x, float y) { |
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float[] vertices = polygon.Vertices; |
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int nn = polygon.Count; |
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int prevIndex = nn - 2; |
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bool inside = false; |
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for (int ii = 0; ii < nn; ii += 2) { |
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float vertexY = vertices[ii + 1]; |
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float prevY = vertices[prevIndex + 1]; |
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if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) { |
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float vertexX = vertices[ii]; |
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if (vertexX + (y - vertexY) / (prevY - vertexY) * (vertices[prevIndex] - vertexX) < x) inside = !inside; |
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} |
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prevIndex = ii; |
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} |
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return inside; |
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} |
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/// <summary>Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more |
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/// efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true.</summary> |
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public BoundingBoxAttachment ContainsPoint (float x, float y) { |
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ExposedList<Polygon> polygons = Polygons; |
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for (int i = 0, n = polygons.Count; i < n; i++) |
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if (ContainsPoint(polygons.Items[i], x, y)) return BoundingBoxes.Items[i]; |
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return null; |
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} |
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/// <summary>Returns the first bounding box attachment that contains the line segment, or null. When doing many checks, it is usually |
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/// more efficient to only call this method if {@link #aabbIntersectsSegment(float, float, float, float)} returns true.</summary> |
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public BoundingBoxAttachment IntersectsSegment (float x1, float y1, float x2, float y2) { |
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ExposedList<Polygon> polygons = Polygons; |
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for (int i = 0, n = polygons.Count; i < n; i++) |
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if (IntersectsSegment(polygons.Items[i], x1, y1, x2, y2)) return BoundingBoxes.Items[i]; |
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return null; |
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} |
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/// <summary>Returns true if the polygon contains the line segment.</summary> |
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public bool IntersectsSegment (Polygon polygon, float x1, float y1, float x2, float y2) { |
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float[] vertices = polygon.Vertices; |
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int nn = polygon.Count; |
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float width12 = x1 - x2, height12 = y1 - y2; |
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float det1 = x1 * y2 - y1 * x2; |
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float x3 = vertices[nn - 2], y3 = vertices[nn - 1]; |
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for (int ii = 0; ii < nn; ii += 2) { |
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float x4 = vertices[ii], y4 = vertices[ii + 1]; |
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float det2 = x3 * y4 - y3 * x4; |
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float width34 = x3 - x4, height34 = y3 - y4; |
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float det3 = width12 * height34 - height12 * width34; |
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float x = (det1 * width34 - width12 * det2) / det3; |
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if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) { |
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float y = (det1 * height34 - height12 * det2) / det3; |
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if (((y >= y3 && y <= y4) || (y >= y4 && y <= y3)) && ((y >= y1 && y <= y2) || (y >= y2 && y <= y1))) return true; |
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} |
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x3 = x4; |
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y3 = y4; |
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} |
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return false; |
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} |
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public Polygon GetPolygon (BoundingBoxAttachment attachment) { |
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int index = BoundingBoxes.IndexOf(attachment); |
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return index == -1 ? null : Polygons.Items[index]; |
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} |
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} |
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public class Polygon { |
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public float[] Vertices { get; set; } |
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public int Count { get; set; } |
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public Polygon () { |
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Vertices = new float[16]; |
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} |
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} |
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}
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