mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
[csharp] Fixed port of ConvexDecomposer, SkeletonClipping
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@ -42,9 +42,9 @@ namespace Spine {
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private readonly Pool<ExposedList<float>> polygonPool = new Pool<ExposedList<float>>();
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private readonly Pool<ExposedList<short>> polygonIndicesPool = new Pool<ExposedList<short>>();
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public ExposedList<ExposedList<float>> Decompose(float[] input) {
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var vertices = input;
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int vertexCount = input.Length >> 1;
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public ExposedList<ExposedList<float>> Decompose(ExposedList<float> input) {
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var vertices = input.Items;
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int vertexCount = input.Count >> 1;
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var indicesArray = this.indicesArray;
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indicesArray.Clear();
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@ -32,288 +32,285 @@ using System;
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namespace Spine {
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public class SkeletonClipping {
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// private final ConvexDecomposer decomposer = new ConvexDecomposer();
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// private final FloatArray clippingPolygon = new FloatArray();
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// private final FloatArray clipOutput = new FloatArray(128);
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// private final FloatArray clippedVertices = new FloatArray(128);
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// private final ShortArray clippedTriangles = new ShortArray(128);
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// private final FloatArray scratch = new FloatArray();
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private readonly ConvexDecomposer decomposer = new ConvexDecomposer();
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private readonly ExposedList<float> clippingPolygon = new ExposedList<float>();
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private readonly ExposedList<float> clipOutput = new ExposedList<float>(128);
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private readonly ExposedList<float> clippedVertices = new ExposedList<float>(128);
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private readonly ExposedList<short> clippedTriangles = new ExposedList<short>(128);
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private readonly ExposedList<float> scratch = new ExposedList<float>();
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// private ClippingAttachment clipAttachment;
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// private Array<FloatArray> clippingPolygons;
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private ClippingAttachment clipAttachment;
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private ExposedList<ExposedList<float>> clippingPolygons;
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// public void clipStart(Slot slot, ClippingAttachment clip) {
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// if (clipAttachment != null) return;
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// clipAttachment = clip;
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public ExposedList<float> ClippedVertices { get { return clippedVertices; } }
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public ExposedList<short> ClippedTriangles { get { return clippedTriangles; } }
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// int n = clip.getWorldVerticesLength();
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// float[] vertices = clippingPolygon.setSize(n);
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// clip.computeWorldVertices(slot, 0, n, vertices, 0, 2);
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// makeClockwise(clippingPolygon);
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// clippingPolygons = decomposer.decompose(clippingPolygon);
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// for (FloatArray polygon : clippingPolygons) {
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// makeClockwise(polygon);
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// polygon.add(polygon.items[0]);
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// polygon.add(polygon.items[1]);
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// }
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// }
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public void ClipStart(Slot slot, ClippingAttachment clip) {
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if (clipAttachment != null) return;
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clipAttachment = clip;
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// public void clipEnd(Slot slot) {
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// if (clipAttachment != null && clipAttachment.getEndSlot() == slot.getData()) clipEnd();
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// }
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int n = clip.worldVerticesLength;
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float[] vertices = clippingPolygon.Resize(n).Items;
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clip.ComputeWorldVertices(slot, 0, n, vertices, 0, 2);
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MakeClockwise(clippingPolygon);
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clippingPolygons = decomposer.Decompose(clippingPolygon);
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foreach (var polygon in clippingPolygons) {
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MakeClockwise(polygon);
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polygon.Add(polygon.Items[0]);
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polygon.Add(polygon.Items[1]);
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}
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}
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// public void clipEnd() {
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// if (clipAttachment == null) return;
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// clipAttachment = null;
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// clippingPolygons = null;
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// clippedVertices.clear();
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// clippedTriangles.clear();
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// clippingPolygon.clear();
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// }
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public void ClipEnd(Slot slot) {
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if (clipAttachment != null && clipAttachment.endSlot == slot.data) ClipEnd();
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}
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// public boolean isClipping() {
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// return clipAttachment != null;
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// }
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public void ClipEnd() {
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if (clipAttachment == null) return;
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clipAttachment = null;
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clippingPolygons = null;
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clippedVertices.Clear();
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clippedTriangles.Clear();
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clippingPolygon.Clear();
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}
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// public void clipTriangles(float[] vertices, int verticesLength, short[] triangles, int trianglesLength, float[] uvs,
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// float light, float dark, boolean twoColor) {
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public bool IsClipping() {
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return clipAttachment != null;
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}
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// FloatArray clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
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// ShortArray clippedTriangles = this.clippedTriangles;
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// Object[] polygons = clippingPolygons.items;
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// int polygonsCount = clippingPolygons.size;
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// int vertexSize = twoColor ? 6 : 5;
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public void ClipTriangles(float[] vertices, int verticesLength, short[] triangles, int trianglesLength, float[] uvs,
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float light, float dark, bool twoColor) {
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// short index = 0;
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// clippedVertices.clear();
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// clippedTriangles.clear();
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// outer:
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// for (int i = 0; i < trianglesLength; i += 3) {
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// int vertexOffset = triangles[i] << 1;
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// float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
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// float u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1];
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ExposedList<float> clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
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var clippedTriangles = this.clippedTriangles;
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var polygons = clippingPolygons.Items;
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int polygonsCount = clippingPolygons.Count;
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int vertexSize = twoColor ? 6 : 5;
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// vertexOffset = triangles[i + 1] << 1;
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// float x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
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// float u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1];
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short index = 0;
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clippedVertices.Clear();
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clippedTriangles.Clear();
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outer:
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for (int i = 0; i < trianglesLength; i += 3) {
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int vertexOffset = triangles[i] << 1;
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float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
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float u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1];
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// vertexOffset = triangles[i + 2] << 1;
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// float x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
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// float u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1];
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vertexOffset = triangles[i + 1] << 1;
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float x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
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float u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1];
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// for (int p = 0; p < polygonsCount; p++) {
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// int s = clippedVertices.size;
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// if (clip(x1, y1, x2, y2, x3, y3, (FloatArray)polygons[p], clipOutput)) {
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// int clipOutputLength = clipOutput.size;
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// if (clipOutputLength == 0) continue;
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// float d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1;
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// float d = 1 / (d0 * d2 + d1 * (y1 - y3));
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vertexOffset = triangles[i + 2] << 1;
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float x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
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float u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1];
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// int clipOutputCount = clipOutputLength >> 1;
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// float[] clipOutputItems = clipOutput.items;
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// float[] clippedVerticesItems = clippedVertices.setSize(s + clipOutputCount * vertexSize);
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// for (int ii = 0; ii < clipOutputLength; ii += 2) {
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// float x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
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// clippedVerticesItems[s] = x;
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// clippedVerticesItems[s + 1] = y;
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// clippedVerticesItems[s + 2] = light;
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// if (twoColor) {
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// clippedVerticesItems[s + 3] = dark;
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// s += 4;
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// }
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// else
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// s += 3;
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// float c0 = x - x3, c1 = y - y3;
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// float a = (d0 * c0 + d1 * c1) * d;
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// float b = (d4 * c0 + d2 * c1) * d;
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// float c = 1 - a - b;
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// clippedVerticesItems[s] = u1 * a + u2 * b + u3 * c;
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// clippedVerticesItems[s + 1] = v1 * a + v2 * b + v3 * c;
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// s += 2;
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// }
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for (int p = 0; p < polygonsCount; p++) {
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int s = clippedVertices.Count;
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if (Clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) {
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int clipOutputLength = clipOutput.Count;
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if (clipOutputLength == 0) continue;
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float d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1;
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float d = 1 / (d0 * d2 + d1 * (y1 - y3));
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// s = clippedTriangles.size;
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// short[] clippedTrianglesItems = clippedTriangles.setSize(s + 3 * (clipOutputCount - 2));
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// clipOutputCount--;
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// for (int ii = 1; ii < clipOutputCount; ii++) {
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// clippedTrianglesItems[s] = index;
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// clippedTrianglesItems[s + 1] = (short)(index + ii);
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// clippedTrianglesItems[s + 2] = (short)(index + ii + 1);
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// s += 3;
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// }
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// index += clipOutputCount + 1;
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int clipOutputCount = clipOutputLength >> 1;
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float[] clipOutputItems = clipOutput.Items;
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float[] clippedVerticesItems = clippedVertices.Resize(s + clipOutputCount * vertexSize).Items;
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for (int ii = 0; ii < clipOutputLength; ii += 2) {
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float x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
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clippedVerticesItems[s] = x;
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clippedVerticesItems[s + 1] = y;
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clippedVerticesItems[s + 2] = light;
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if (twoColor) {
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clippedVerticesItems[s + 3] = dark;
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s += 4;
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}
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else
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s += 3;
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float c0 = x - x3, c1 = y - y3;
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float a = (d0 * c0 + d1 * c1) * d;
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float b = (d4 * c0 + d2 * c1) * d;
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float c = 1 - a - b;
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clippedVerticesItems[s] = u1 * a + u2 * b + u3 * c;
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clippedVerticesItems[s + 1] = v1 * a + v2 * b + v3 * c;
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s += 2;
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}
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// }
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// else {
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// float[] clippedVerticesItems = clippedVertices.setSize(s + 3 * vertexSize);
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// clippedVerticesItems[s] = x1;
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// clippedVerticesItems[s + 1] = y1;
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// clippedVerticesItems[s + 2] = light;
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// if (!twoColor) {
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// clippedVerticesItems[s + 3] = u1;
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// clippedVerticesItems[s + 4] = v1;
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s = clippedTriangles.Count;
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short[] clippedTrianglesItems = clippedTriangles.Resize(s + 3 * (clipOutputCount - 2)).Items;
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clipOutputCount--;
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for (int ii = 1; ii < clipOutputCount; ii++) {
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clippedTrianglesItems[s] = index;
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clippedTrianglesItems[s + 1] = (short)(index + ii);
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clippedTrianglesItems[s + 2] = (short)(index + ii + 1);
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s += 3;
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}
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index += (short)(clipOutputCount + 1);
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// clippedVerticesItems[s + 5] = x2;
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// clippedVerticesItems[s + 6] = y2;
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// clippedVerticesItems[s + 7] = light;
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// clippedVerticesItems[s + 8] = u2;
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// clippedVerticesItems[s + 9] = v2;
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}
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else {
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float[] clippedVerticesItems = clippedVertices.Resize(s + 3 * vertexSize).Items;
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clippedVerticesItems[s] = x1;
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clippedVerticesItems[s + 1] = y1;
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clippedVerticesItems[s + 2] = light;
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if (!twoColor) {
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clippedVerticesItems[s + 3] = u1;
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clippedVerticesItems[s + 4] = v1;
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// clippedVerticesItems[s + 10] = x3;
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// clippedVerticesItems[s + 11] = y3;
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// clippedVerticesItems[s + 12] = light;
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// clippedVerticesItems[s + 13] = u3;
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// clippedVerticesItems[s + 14] = v3;
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// }
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// else {
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// clippedVerticesItems[s + 3] = dark;
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// clippedVerticesItems[s + 4] = u1;
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// clippedVerticesItems[s + 5] = v1;
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clippedVerticesItems[s + 5] = x2;
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clippedVerticesItems[s + 6] = y2;
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clippedVerticesItems[s + 7] = light;
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clippedVerticesItems[s + 8] = u2;
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clippedVerticesItems[s + 9] = v2;
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// clippedVerticesItems[s + 6] = x2;
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// clippedVerticesItems[s + 7] = y2;
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// clippedVerticesItems[s + 8] = light;
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// clippedVerticesItems[s + 9] = dark;
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// clippedVerticesItems[s + 10] = u2;
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// clippedVerticesItems[s + 11] = v2;
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clippedVerticesItems[s + 10] = x3;
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clippedVerticesItems[s + 11] = y3;
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clippedVerticesItems[s + 12] = light;
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clippedVerticesItems[s + 13] = u3;
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clippedVerticesItems[s + 14] = v3;
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}
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else {
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clippedVerticesItems[s + 3] = dark;
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clippedVerticesItems[s + 4] = u1;
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clippedVerticesItems[s + 5] = v1;
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// clippedVerticesItems[s + 12] = x3;
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// clippedVerticesItems[s + 13] = y3;
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// clippedVerticesItems[s + 14] = light;
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// clippedVerticesItems[s + 15] = dark;
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// clippedVerticesItems[s + 16] = u3;
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// clippedVerticesItems[s + 17] = v3;
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// }
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clippedVerticesItems[s + 6] = x2;
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clippedVerticesItems[s + 7] = y2;
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clippedVerticesItems[s + 8] = light;
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clippedVerticesItems[s + 9] = dark;
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clippedVerticesItems[s + 10] = u2;
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clippedVerticesItems[s + 11] = v2;
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// s = clippedTriangles.size;
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// short[] clippedTrianglesItems = clippedTriangles.setSize(s + 3);
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// clippedTrianglesItems[s] = index;
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// clippedTrianglesItems[s + 1] = (short)(index + 1);
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// clippedTrianglesItems[s + 2] = (short)(index + 2);
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// index += 3;
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// continue outer;
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// }
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// }
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// }
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// }
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clippedVerticesItems[s + 12] = x3;
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clippedVerticesItems[s + 13] = y3;
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clippedVerticesItems[s + 14] = light;
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clippedVerticesItems[s + 15] = dark;
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clippedVerticesItems[s + 16] = u3;
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clippedVerticesItems[s + 17] = v3;
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}
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// /** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping
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// * area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list. */
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// boolean clip(float x1, float y1, float x2, float y2, float x3, float y3, FloatArray clippingArea, FloatArray output) {
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// FloatArray originalOutput = output;
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// boolean clipped = false;
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s = clippedTriangles.Count;
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short[] clippedTrianglesItems = clippedTriangles.Resize(s + 3).Items;
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clippedTrianglesItems[s] = index;
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clippedTrianglesItems[s + 1] = (short)(index + 1);
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clippedTrianglesItems[s + 2] = (short)(index + 2);
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index += 3;
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goto outer;
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}
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}
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}
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}
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// // Avoid copy at the end.
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// FloatArray input = null;
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// if (clippingArea.size % 4 >= 2) {
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// input = output;
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// output = scratch;
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// }
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// else
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// input = scratch;
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/** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping
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* area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list. */
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internal bool Clip(float x1, float y1, float x2, float y2, float x3, float y3, ExposedList<float> clippingArea, ExposedList<float> output) {
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var originalOutput = output;
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var clipped = false;
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// input.clear();
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// input.add(x1);
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// input.add(y1);
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// input.add(x2);
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// input.add(y2);
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// input.add(x3);
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// input.add(y3);
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// input.add(x1);
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// input.add(y1);
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// output.clear();
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// Avoid copy at the end.
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ExposedList<float> input = null;
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if (clippingArea.Count % 4 >= 2) {
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input = output;
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output = scratch;
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}
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else
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input = scratch;
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// float[] clippingVertices = clippingArea.items;
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// int clippingVerticesLast = clippingArea.size - 4;
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// for (int i = 0; ; i += 2) {
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// float edgeX = clippingVertices[i], edgeY = clippingVertices[i + 1];
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// float edgeX2 = clippingVertices[i + 2], edgeY2 = clippingVertices[i + 3];
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// float deltaX = edgeX - edgeX2, deltaY = edgeY - edgeY2;
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input.Clear();
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input.Add(x1);
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input.Add(y1);
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input.Add(x2);
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input.Add(y2);
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input.Add(x3);
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input.Add(y3);
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input.Add(x1);
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input.Add(y1);
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output.Clear();
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// float[] inputVertices = input.items;
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// int inputVerticesLength = input.size - 2, outputStart = output.size;
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// for (int ii = 0; ii < inputVerticesLength; ii += 2) {
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// float inputX = inputVertices[ii], inputY = inputVertices[ii + 1];
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// float inputX2 = inputVertices[ii + 2], inputY2 = inputVertices[ii + 3];
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// boolean side2 = deltaX * (inputY2 - edgeY2) - deltaY * (inputX2 - edgeX2) > 0;
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// if (deltaX * (inputY - edgeY2) - deltaY * (inputX - edgeX2) > 0) {
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// if (side2) { // v1 inside, v2 inside
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// output.add(inputX2);
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// output.add(inputY2);
|
||||
// continue;
|
||||
// }
|
||||
// // v1 inside, v2 outside
|
||||
// float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
|
||||
// float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
|
||||
// output.add(edgeX + (edgeX2 - edgeX) * ua);
|
||||
// output.add(edgeY + (edgeY2 - edgeY) * ua);
|
||||
// }
|
||||
// else if (side2) { // v1 outside, v2 inside
|
||||
// float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
|
||||
// float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
|
||||
// output.add(edgeX + (edgeX2 - edgeX) * ua);
|
||||
// output.add(edgeY + (edgeY2 - edgeY) * ua);
|
||||
// output.add(inputX2);
|
||||
// output.add(inputY2);
|
||||
// }
|
||||
// clipped = true;
|
||||
// }
|
||||
float[] clippingVertices = clippingArea.Items;
|
||||
int clippingVerticesLast = clippingArea.Count - 4;
|
||||
for (int i = 0; ; i += 2) {
|
||||
float edgeX = clippingVertices[i], edgeY = clippingVertices[i + 1];
|
||||
float edgeX2 = clippingVertices[i + 2], edgeY2 = clippingVertices[i + 3];
|
||||
float deltaX = edgeX - edgeX2, deltaY = edgeY - edgeY2;
|
||||
|
||||
// if (outputStart == output.size) { // All edges outside.
|
||||
// originalOutput.clear();
|
||||
// return true;
|
||||
// }
|
||||
float[] inputVertices = input.Items;
|
||||
int inputVerticesLength = input.Count - 2, outputStart = output.Count;
|
||||
for (int ii = 0; ii < inputVerticesLength; ii += 2) {
|
||||
float inputX = inputVertices[ii], inputY = inputVertices[ii + 1];
|
||||
float inputX2 = inputVertices[ii + 2], inputY2 = inputVertices[ii + 3];
|
||||
bool side2 = deltaX * (inputY2 - edgeY2) - deltaY * (inputX2 - edgeX2) > 0;
|
||||
if (deltaX * (inputY - edgeY2) - deltaY * (inputX - edgeX2) > 0) {
|
||||
if (side2) { // v1 inside, v2 inside
|
||||
output.Add(inputX2);
|
||||
output.Add(inputY2);
|
||||
continue;
|
||||
}
|
||||
// v1 inside, v2 outside
|
||||
float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
|
||||
float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
|
||||
output.Add(edgeX + (edgeX2 - edgeX) * ua);
|
||||
output.Add(edgeY + (edgeY2 - edgeY) * ua);
|
||||
}
|
||||
else if (side2) { // v1 outside, v2 inside
|
||||
float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
|
||||
float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
|
||||
output.Add(edgeX + (edgeX2 - edgeX) * ua);
|
||||
output.Add(edgeY + (edgeY2 - edgeY) * ua);
|
||||
output.Add(inputX2);
|
||||
output.Add(inputY2);
|
||||
}
|
||||
clipped = true;
|
||||
}
|
||||
|
||||
// output.add(output.items[0]);
|
||||
// output.add(output.items[1]);
|
||||
if (outputStart == output.Count) { // All edges outside.
|
||||
originalOutput.Clear();
|
||||
return true;
|
||||
}
|
||||
|
||||
// if (i == clippingVerticesLast) break;
|
||||
// FloatArray temp = output;
|
||||
// output = input;
|
||||
// output.clear();
|
||||
// input = temp;
|
||||
// }
|
||||
output.Add(output.Items[0]);
|
||||
output.Add(output.Items[1]);
|
||||
|
||||
// if (originalOutput != output) {
|
||||
// originalOutput.clear();
|
||||
// originalOutput.addAll(output.items, 0, output.size - 2);
|
||||
// }
|
||||
// else
|
||||
// originalOutput.setSize(originalOutput.size - 2);
|
||||
if (i == clippingVerticesLast) break;
|
||||
var temp = output;
|
||||
output = input;
|
||||
output.Clear();
|
||||
input = temp;
|
||||
}
|
||||
|
||||
// return clipped;
|
||||
// }
|
||||
if (originalOutput != output) {
|
||||
originalOutput.Clear();
|
||||
for (int i = 0, n = output.Count - 2; i < n; i++) {
|
||||
originalOutput.Add(output.Items[i]);
|
||||
}
|
||||
}
|
||||
else
|
||||
originalOutput.Resize(originalOutput.Count - 2);
|
||||
|
||||
// public FloatArray getClippedVertices() {
|
||||
// return clippedVertices;
|
||||
// }
|
||||
return clipped;
|
||||
}
|
||||
|
||||
// public ShortArray getClippedTriangles() {
|
||||
// return clippedTriangles;
|
||||
// }
|
||||
static void MakeClockwise(ExposedList<float> polygon) {
|
||||
float[] vertices = polygon.Items;
|
||||
int verticeslength = polygon.Count;
|
||||
|
||||
// static void makeClockwise(FloatArray polygon) {
|
||||
// float[] vertices = polygon.items;
|
||||
// int verticeslength = polygon.size;
|
||||
float area = vertices[verticeslength - 2] * vertices[1] - vertices[0] * vertices[verticeslength - 1], p1x, p1y, p2x, p2y;
|
||||
for (int i = 0, n = verticeslength - 3; i < n; i += 2) {
|
||||
p1x = vertices[i];
|
||||
p1y = vertices[i + 1];
|
||||
p2x = vertices[i + 2];
|
||||
p2y = vertices[i + 3];
|
||||
area += p1x * p2y - p2x * p1y;
|
||||
}
|
||||
if (area < 0) return;
|
||||
|
||||
// float area = vertices[verticeslength - 2] * vertices[1] - vertices[0] * vertices[verticeslength - 1], p1x, p1y, p2x, p2y;
|
||||
// for (int i = 0, n = verticeslength - 3; i < n; i += 2) {
|
||||
// p1x = vertices[i];
|
||||
// p1y = vertices[i + 1];
|
||||
// p2x = vertices[i + 2];
|
||||
// p2y = vertices[i + 3];
|
||||
// area += p1x * p2y - p2x * p1y;
|
||||
// }
|
||||
// if (area < 0) return;
|
||||
|
||||
// for (int i = 0, lastX = verticeslength - 2, n = verticeslength >> 1; i < n; i += 2) {
|
||||
// float x = vertices[i], y = vertices[i + 1];
|
||||
// int other = lastX - i;
|
||||
// vertices[i] = vertices[other];
|
||||
// vertices[i + 1] = vertices[other + 1];
|
||||
// vertices[other] = x;
|
||||
// vertices[other + 1] = y;
|
||||
// }
|
||||
// }
|
||||
for (int i = 0, lastX = verticeslength - 2, n = verticeslength >> 1; i < n; i += 2) {
|
||||
float x = vertices[i], y = vertices[i + 1];
|
||||
int other = lastX - i;
|
||||
vertices[i] = vertices[other];
|
||||
vertices[i + 1] = vertices[other + 1];
|
||||
vertices[other] = x;
|
||||
vertices[other + 1] = y;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user