调整结构
This commit is contained in:
235
SpineRuntimes/SpineRuntime38/SkeletonBounds.cs
Normal file
235
SpineRuntimes/SpineRuntime38/SkeletonBounds.cs
Normal file
@@ -0,0 +1,235 @@
|
||||
/******************************************************************************
|
||||
* 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 SpineRuntime38.Attachments;
|
||||
using System;
|
||||
|
||||
namespace SpineRuntime38 {
|
||||
|
||||
/// <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];
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user