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- /******************************************************************************
- * 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 {
- /// <summary>
- /// 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.
- /// </summary>
- public class SkeletonBounds {
- private ExposedList<Polygon> polygonPool = new ExposedList<Polygon>();
- private float minX, minY, maxX, maxY;
- public ExposedList<BoundingBoxAttachment> BoundingBoxes { get; private set; }
- public ExposedList<Polygon> 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<BoundingBoxAttachment>();
- Polygons = new ExposedList<Polygon>();
- }
- /// <summary>
- /// Clears any previous polygons, finds all visible bounding box attachments,
- /// and computes the world vertices for each bounding box's polygon.</summary>
- /// <param name="skeleton">The skeleton.</param>
- /// <param name="updateAabb">
- /// If true, the axis aligned bounding box containing all the polygons is computed.
- /// If false, the SkeletonBounds AABB methods will always return true.
- /// </param>
- public void Update (Skeleton skeleton, bool updateAabb) {
- ExposedList<BoundingBoxAttachment> boundingBoxes = BoundingBoxes;
- ExposedList<Polygon> polygons = Polygons;
- ExposedList<Slot> 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<Polygon> 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;
- }
- /// <summary>Returns true if the axis aligned bounding box contains the point.</summary>
- public bool AabbContainsPoint (float x, float y) {
- return x >= minX && x <= maxX && y >= minY && y <= maxY;
- }
- /// <summary>Returns true if the axis aligned bounding box intersects the line segment.</summary>
- 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;
- }
- /// <summary>Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds.</summary>
- public bool AabbIntersectsSkeleton (SkeletonBounds bounds) {
- return minX < bounds.maxX && maxX > bounds.minX && minY < bounds.maxY && maxY > bounds.minY;
- }
- /// <summary>Returns true if the polygon contains the point.</summary>
- 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;
- }
- /// <summary>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.</summary>
- public BoundingBoxAttachment ContainsPoint (float x, float y) {
- ExposedList<Polygon> 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;
- }
- /// <summary>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.</summary>
- public BoundingBoxAttachment IntersectsSegment (float x1, float y1, float x2, float y2) {
- ExposedList<Polygon> 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;
- }
- /// <summary>Returns true if the polygon contains the line segment.</summary>
- 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];
- }
- }
- }
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