mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
[csharp] Minor formatting changes.
This commit is contained in:
parent
1a6c2b8d9f
commit
4c043c0eb6
@ -32,22 +32,24 @@ using System;
|
|||||||
|
|
||||||
namespace Spine {
|
namespace Spine {
|
||||||
public class SkeletonClipping {
|
public class SkeletonClipping {
|
||||||
private readonly Triangulator triangulator = new Triangulator();
|
internal readonly Triangulator triangulator = new Triangulator();
|
||||||
private readonly ExposedList<float> clippingPolygon = new ExposedList<float>();
|
internal readonly ExposedList<float> clippingPolygon = new ExposedList<float>();
|
||||||
private readonly ExposedList<float> clipOutput = new ExposedList<float>(128);
|
internal readonly ExposedList<float> clipOutput = new ExposedList<float>(128);
|
||||||
private readonly ExposedList<float> clippedVertices = new ExposedList<float>(128);
|
internal readonly ExposedList<float> clippedVertices = new ExposedList<float>(128);
|
||||||
private readonly ExposedList<int> clippedTriangles = new ExposedList<int>(128);
|
internal readonly ExposedList<int> clippedTriangles = new ExposedList<int>(128);
|
||||||
private readonly ExposedList<float> clippedUVs = new ExposedList<float>(128);
|
internal readonly ExposedList<float> clippedUVs = new ExposedList<float>(128);
|
||||||
private readonly ExposedList<float> scratch = new ExposedList<float>();
|
internal readonly ExposedList<float> scratch = new ExposedList<float>();
|
||||||
|
|
||||||
private ClippingAttachment clipAttachment;
|
internal ClippingAttachment clipAttachment;
|
||||||
private ExposedList<ExposedList<float>> clippingPolygons;
|
internal ExposedList<ExposedList<float>> clippingPolygons;
|
||||||
|
|
||||||
public ExposedList<float> ClippedVertices { get { return clippedVertices; } }
|
public ExposedList<float> ClippedVertices { get { return clippedVertices; } }
|
||||||
public ExposedList<int> ClippedTriangles { get { return clippedTriangles; } }
|
public ExposedList<int> ClippedTriangles { get { return clippedTriangles; } }
|
||||||
public ExposedList<float> ClippedUVs { get { return clippedUVs; } }
|
public ExposedList<float> ClippedUVs { get { return clippedUVs; } }
|
||||||
|
|
||||||
public int ClipStart(Slot slot, ClippingAttachment clip) {
|
public bool IsClipping () { return clipAttachment != null; }
|
||||||
|
|
||||||
|
public int ClipStart (Slot slot, ClippingAttachment clip) {
|
||||||
if (clipAttachment != null) return 0;
|
if (clipAttachment != null) return 0;
|
||||||
clipAttachment = clip;
|
clipAttachment = clip;
|
||||||
|
|
||||||
@ -64,11 +66,11 @@ namespace Spine {
|
|||||||
return clippingPolygons.Count;
|
return clippingPolygons.Count;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ClipEnd(Slot slot) {
|
public void ClipEnd (Slot slot) {
|
||||||
if (clipAttachment != null && clipAttachment.endSlot == slot.data) ClipEnd();
|
if (clipAttachment != null && clipAttachment.endSlot == slot.data) ClipEnd();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ClipEnd() {
|
public void ClipEnd () {
|
||||||
if (clipAttachment == null) return;
|
if (clipAttachment == null) return;
|
||||||
clipAttachment = null;
|
clipAttachment = null;
|
||||||
clippingPolygons = null;
|
clippingPolygons = null;
|
||||||
@ -77,12 +79,7 @@ namespace Spine {
|
|||||||
clippingPolygon.Clear();
|
clippingPolygon.Clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool IsClipping() {
|
public void ClipTriangles (float[] vertices, int verticesLength, int[] triangles, int trianglesLength, float[] uvs) {
|
||||||
return clipAttachment != null;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ClipTriangles(float[] vertices, int verticesLength, int[] triangles, int trianglesLength, float[] uvs) {
|
|
||||||
|
|
||||||
ExposedList<float> clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
|
ExposedList<float> clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
|
||||||
var clippedTriangles = this.clippedTriangles;
|
var clippedTriangles = this.clippedTriangles;
|
||||||
var polygons = clippingPolygons.Items;
|
var polygons = clippingPolygons.Items;
|
||||||
@ -174,7 +171,7 @@ namespace Spine {
|
|||||||
|
|
||||||
/** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping
|
/** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping
|
||||||
* area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list. */
|
* area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list. */
|
||||||
internal bool Clip(float x1, float y1, float x2, float y2, float x3, float y3, ExposedList<float> clippingArea, ExposedList<float> output) {
|
internal bool Clip (float x1, float y1, float x2, float y2, float x3, float y3, ExposedList<float> clippingArea, ExposedList<float> output) {
|
||||||
var originalOutput = output;
|
var originalOutput = output;
|
||||||
var clipped = false;
|
var clipped = false;
|
||||||
|
|
||||||
@ -261,7 +258,7 @@ namespace Spine {
|
|||||||
return clipped;
|
return clipped;
|
||||||
}
|
}
|
||||||
|
|
||||||
static void MakeClockwise(ExposedList<float> polygon) {
|
static void MakeClockwise (ExposedList<float> polygon) {
|
||||||
float[] vertices = polygon.Items;
|
float[] vertices = polygon.Items;
|
||||||
int verticeslength = polygon.Count;
|
int verticeslength = polygon.Count;
|
||||||
|
|
||||||
|
|||||||
@ -42,7 +42,7 @@ namespace Spine {
|
|||||||
private readonly Pool<ExposedList<float>> polygonPool = new Pool<ExposedList<float>>();
|
private readonly Pool<ExposedList<float>> polygonPool = new Pool<ExposedList<float>>();
|
||||||
private readonly Pool<ExposedList<int>> polygonIndicesPool = new Pool<ExposedList<int>>();
|
private readonly Pool<ExposedList<int>> polygonIndicesPool = new Pool<ExposedList<int>>();
|
||||||
|
|
||||||
public ExposedList<int> Triangulate(ExposedList<float> verticesArray) {
|
public ExposedList<int> Triangulate (ExposedList<float> verticesArray) {
|
||||||
var vertices = verticesArray.Items;
|
var vertices = verticesArray.Items;
|
||||||
int vertexCount = verticesArray.Count >> 1;
|
int vertexCount = verticesArray.Count >> 1;
|
||||||
|
|
||||||
@ -120,7 +120,7 @@ namespace Spine {
|
|||||||
return triangles;
|
return triangles;
|
||||||
}
|
}
|
||||||
|
|
||||||
public ExposedList<ExposedList<float>> Decompose(ExposedList<float> verticesArray, ExposedList<int> triangles) {
|
public ExposedList<ExposedList<float>> Decompose (ExposedList<float> verticesArray, ExposedList<int> triangles) {
|
||||||
var vertices = verticesArray.Items;
|
var vertices = verticesArray.Items;
|
||||||
var convexPolygons = this.convexPolygons;
|
var convexPolygons = this.convexPolygons;
|
||||||
for (int i = 0, n = convexPolygons.Count; i < n; i++) {
|
for (int i = 0, n = convexPolygons.Count; i < n; i++) {
|
||||||
@ -250,7 +250,7 @@ namespace Spine {
|
|||||||
return convexPolygons;
|
return convexPolygons;
|
||||||
}
|
}
|
||||||
|
|
||||||
static private bool IsConcave(int index, int vertexCount, float[] vertices, int[] indices) {
|
static private bool IsConcave (int index, int vertexCount, float[] vertices, int[] indices) {
|
||||||
int previous = indices[(vertexCount + index - 1) % vertexCount] << 1;
|
int previous = indices[(vertexCount + index - 1) % vertexCount] << 1;
|
||||||
int current = indices[index] << 1;
|
int current = indices[index] << 1;
|
||||||
int next = indices[(index + 1) % vertexCount] << 1;
|
int next = indices[(index + 1) % vertexCount] << 1;
|
||||||
@ -258,11 +258,11 @@ namespace Spine {
|
|||||||
vertices[next + 1]);
|
vertices[next + 1]);
|
||||||
}
|
}
|
||||||
|
|
||||||
static private bool PositiveArea(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) {
|
static private bool PositiveArea (float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) {
|
||||||
return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0;
|
return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
static private int Winding(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) {
|
static private int Winding (float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) {
|
||||||
float px = p2x - p1x, py = p2y - p1y;
|
float px = p2x - p1x, py = p2y - p1y;
|
||||||
return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1;
|
return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1;
|
||||||
}
|
}
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user