/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, 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. *****************************************************************************/ using System; namespace Spine { /// /// Collects each BoundingBoxAttachment that is visible and computes the world vertices for its polygon. /// The polygon vertices are provided along with convenience methods for doing hit detection. /// public class SkeletonBounds { private ExposedList polygonPool = new ExposedList(); private float minX, minY, maxX, maxY; public ExposedList BoundingBoxes { get; private set; } public ExposedList Polygons { get; private set; } public float MinX { get { return minX; } set { minX = value; } } public float MinY { get { return minY; } set { minY = value; } } public float MaxX { get { return maxX; } set { maxX = value; } } public float MaxY { get { return maxY; } set { maxY = value; } } public float Width { get { return maxX - minX; } } public float Height { get { return maxY - minY; } } public SkeletonBounds () { BoundingBoxes = new ExposedList(); Polygons = new ExposedList(); } /// /// Clears any previous polygons, finds all visible bounding box attachments, /// and computes the world vertices for each bounding box's polygon. /// The skeleton. /// /// If true, the axis aligned bounding box containing all the polygons is computed. /// If false, the SkeletonBounds AABB methods will always return true. /// public void Update (Skeleton skeleton, bool updateAabb) { ExposedList boundingBoxes = BoundingBoxes; ExposedList polygons = Polygons; ExposedList slots = skeleton.slots; int slotCount = slots.Count; boundingBoxes.Clear(); for (int i = 0, n = polygons.Count; i < n; i++) polygonPool.Add(polygons.Items[i]); polygons.Clear(); for (int i = 0; i < slotCount; i++) { Slot slot = slots.Items[i]; if (!slot.bone.active) continue; BoundingBoxAttachment boundingBox = slot.attachment as BoundingBoxAttachment; if (boundingBox == null) continue; boundingBoxes.Add(boundingBox); Polygon polygon = null; int poolCount = polygonPool.Count; if (poolCount > 0) { polygon = polygonPool.Items[poolCount - 1]; polygonPool.RemoveAt(poolCount - 1); } else polygon = new Polygon(); polygons.Add(polygon); int count = boundingBox.worldVerticesLength; polygon.Count = count; if (polygon.Vertices.Length < count) polygon.Vertices = new float[count]; boundingBox.ComputeWorldVertices(slot, polygon.Vertices); } if (updateAabb) { AabbCompute(); } else { minX = int.MinValue; minY = int.MinValue; maxX = int.MaxValue; maxY = int.MaxValue; } } private void AabbCompute () { float minX = int.MaxValue, minY = int.MaxValue, maxX = int.MinValue, maxY = int.MinValue; ExposedList polygons = Polygons; for (int i = 0, n = polygons.Count; i < n; i++) { Polygon polygon = polygons.Items[i]; float[] vertices = polygon.Vertices; for (int ii = 0, nn = polygon.Count; ii < nn; ii += 2) { float x = vertices[ii]; float y = vertices[ii + 1]; minX = Math.Min(minX, x); minY = Math.Min(minY, y); maxX = Math.Max(maxX, x); maxY = Math.Max(maxY, y); } } this.minX = minX; this.minY = minY; this.maxX = maxX; this.maxY = maxY; } /// Returns true if the axis aligned bounding box contains the point. public bool AabbContainsPoint (float x, float y) { return x >= minX && x <= maxX && y >= minY && y <= maxY; } /// Returns true if the axis aligned bounding box intersects the line segment. public bool AabbIntersectsSegment (float x1, float y1, float x2, float y2) { float minX = this.minX; float minY = this.minY; float maxX = this.maxX; float maxY = this.maxY; if ((x1 <= minX && x2 <= minX) || (y1 <= minY && y2 <= minY) || (x1 >= maxX && x2 >= maxX) || (y1 >= maxY && y2 >= maxY)) return false; float m = (y2 - y1) / (x2 - x1); float y = m * (minX - x1) + y1; if (y > minY && y < maxY) return true; y = m * (maxX - x1) + y1; if (y > minY && y < maxY) return true; float x = (minY - y1) / m + x1; if (x > minX && x < maxX) return true; x = (maxY - y1) / m + x1; if (x > minX && x < maxX) return true; return false; } /// Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. public bool AabbIntersectsSkeleton (SkeletonBounds bounds) { return minX < bounds.maxX && maxX > bounds.minX && minY < bounds.maxY && maxY > bounds.minY; } /// Returns true if the polygon contains the point. public bool ContainsPoint (Polygon polygon, float x, float y) { float[] vertices = polygon.Vertices; int nn = polygon.Count; int prevIndex = nn - 2; bool inside = false; for (int ii = 0; ii < nn; ii += 2) { float vertexY = vertices[ii + 1]; float prevY = vertices[prevIndex + 1]; if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) { float vertexX = vertices[ii]; if (vertexX + (y - vertexY) / (prevY - vertexY) * (vertices[prevIndex] - vertexX) < x) inside = !inside; } prevIndex = ii; } return inside; } /// Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more /// efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true. public BoundingBoxAttachment ContainsPoint (float x, float y) { ExposedList polygons = Polygons; for (int i = 0, n = polygons.Count; i < n; i++) if (ContainsPoint(polygons.Items[i], x, y)) return BoundingBoxes.Items[i]; return null; } /// Returns the first bounding box attachment that contains the line segment, or null. When doing many checks, it is usually /// more efficient to only call this method if {@link #aabbIntersectsSegment(float, float, float, float)} returns true. public BoundingBoxAttachment IntersectsSegment (float x1, float y1, float x2, float y2) { ExposedList polygons = Polygons; for (int i = 0, n = polygons.Count; i < n; i++) if (IntersectsSegment(polygons.Items[i], x1, y1, x2, y2)) return BoundingBoxes.Items[i]; return null; } /// Returns true if the polygon contains the line segment. public bool IntersectsSegment (Polygon polygon, float x1, float y1, float x2, float y2) { float[] vertices = polygon.Vertices; int nn = polygon.Count; float width12 = x1 - x2, height12 = y1 - y2; float det1 = x1 * y2 - y1 * x2; float x3 = vertices[nn - 2], y3 = vertices[nn - 1]; for (int ii = 0; ii < nn; ii += 2) { float x4 = vertices[ii], y4 = vertices[ii + 1]; float det2 = x3 * y4 - y3 * x4; float width34 = x3 - x4, height34 = y3 - y4; float det3 = width12 * height34 - height12 * width34; float x = (det1 * width34 - width12 * det2) / det3; if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) { float y = (det1 * height34 - height12 * det2) / det3; if (((y >= y3 && y <= y4) || (y >= y4 && y <= y3)) && ((y >= y1 && y <= y2) || (y >= y2 && y <= y1))) return true; } x3 = x4; y3 = y4; } return false; } public Polygon GetPolygon (BoundingBoxAttachment attachment) { int index = BoundingBoxes.IndexOf(attachment); return index == -1 ? null : Polygons.Items[index]; } } public class Polygon { public float[] Vertices { get; set; } public int Count { get; set; } public Polygon () { Vertices = new float[16]; } } }