[csharp] Fixed port of ConvexDecomposer, SkeletonClipping

This commit is contained in:
badlogic 2017-04-19 15:15:37 +02:00
parent 69711476fc
commit 4cd5ccc5b8
2 changed files with 249 additions and 252 deletions

View File

@ -42,9 +42,9 @@ namespace Spine {
private readonly Pool<ExposedList<float>> polygonPool = new Pool<ExposedList<float>>();
private readonly Pool<ExposedList<short>> polygonIndicesPool = new Pool<ExposedList<short>>();
public ExposedList<ExposedList<float>> Decompose(float[] input) {
var vertices = input;
int vertexCount = input.Length >> 1;
public ExposedList<ExposedList<float>> Decompose(ExposedList<float> input) {
var vertices = input.Items;
int vertexCount = input.Count >> 1;
var indicesArray = this.indicesArray;
indicesArray.Clear();

View File

@ -32,288 +32,285 @@ using System;
namespace Spine {
public class SkeletonClipping {
// private final ConvexDecomposer decomposer = new ConvexDecomposer();
// private final FloatArray clippingPolygon = new FloatArray();
// private final FloatArray clipOutput = new FloatArray(128);
// private final FloatArray clippedVertices = new FloatArray(128);
// private final ShortArray clippedTriangles = new ShortArray(128);
// private final FloatArray scratch = new FloatArray();
private readonly ConvexDecomposer decomposer = new ConvexDecomposer();
private readonly ExposedList<float> clippingPolygon = new ExposedList<float>();
private readonly ExposedList<float> clipOutput = new ExposedList<float>(128);
private readonly ExposedList<float> clippedVertices = new ExposedList<float>(128);
private readonly ExposedList<short> clippedTriangles = new ExposedList<short>(128);
private readonly ExposedList<float> scratch = new ExposedList<float>();
// private ClippingAttachment clipAttachment;
// private Array<FloatArray> clippingPolygons;
private ClippingAttachment clipAttachment;
private ExposedList<ExposedList<float>> clippingPolygons;
// public void clipStart(Slot slot, ClippingAttachment clip) {
// if (clipAttachment != null) return;
// clipAttachment = clip;
public ExposedList<float> ClippedVertices { get { return clippedVertices; } }
public ExposedList<short> ClippedTriangles { get { return clippedTriangles; } }
// int n = clip.getWorldVerticesLength();
// float[] vertices = clippingPolygon.setSize(n);
// clip.computeWorldVertices(slot, 0, n, vertices, 0, 2);
// makeClockwise(clippingPolygon);
// clippingPolygons = decomposer.decompose(clippingPolygon);
// for (FloatArray polygon : clippingPolygons) {
// makeClockwise(polygon);
// polygon.add(polygon.items[0]);
// polygon.add(polygon.items[1]);
// }
// }
public void ClipStart(Slot slot, ClippingAttachment clip) {
if (clipAttachment != null) return;
clipAttachment = clip;
// public void clipEnd(Slot slot) {
// if (clipAttachment != null && clipAttachment.getEndSlot() == slot.getData()) clipEnd();
// }
int n = clip.worldVerticesLength;
float[] vertices = clippingPolygon.Resize(n).Items;
clip.ComputeWorldVertices(slot, 0, n, vertices, 0, 2);
MakeClockwise(clippingPolygon);
clippingPolygons = decomposer.Decompose(clippingPolygon);
foreach (var polygon in clippingPolygons) {
MakeClockwise(polygon);
polygon.Add(polygon.Items[0]);
polygon.Add(polygon.Items[1]);
}
}
// public void clipEnd() {
// if (clipAttachment == null) return;
// clipAttachment = null;
// clippingPolygons = null;
// clippedVertices.clear();
// clippedTriangles.clear();
// clippingPolygon.clear();
// }
public void ClipEnd(Slot slot) {
if (clipAttachment != null && clipAttachment.endSlot == slot.data) ClipEnd();
}
// public boolean isClipping() {
// return clipAttachment != null;
// }
public void ClipEnd() {
if (clipAttachment == null) return;
clipAttachment = null;
clippingPolygons = null;
clippedVertices.Clear();
clippedTriangles.Clear();
clippingPolygon.Clear();
}
// public void clipTriangles(float[] vertices, int verticesLength, short[] triangles, int trianglesLength, float[] uvs,
// float light, float dark, boolean twoColor) {
public bool IsClipping() {
return clipAttachment != null;
}
// FloatArray clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
// ShortArray clippedTriangles = this.clippedTriangles;
// Object[] polygons = clippingPolygons.items;
// int polygonsCount = clippingPolygons.size;
// int vertexSize = twoColor ? 6 : 5;
public void ClipTriangles(float[] vertices, int verticesLength, short[] triangles, int trianglesLength, float[] uvs,
float light, float dark, bool twoColor) {
// short index = 0;
// clippedVertices.clear();
// clippedTriangles.clear();
// outer:
// for (int i = 0; i < trianglesLength; i += 3) {
// int vertexOffset = triangles[i] << 1;
// float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
// float u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1];
ExposedList<float> clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
var clippedTriangles = this.clippedTriangles;
var polygons = clippingPolygons.Items;
int polygonsCount = clippingPolygons.Count;
int vertexSize = twoColor ? 6 : 5;
// vertexOffset = triangles[i + 1] << 1;
// float x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
// float u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1];
short index = 0;
clippedVertices.Clear();
clippedTriangles.Clear();
outer:
for (int i = 0; i < trianglesLength; i += 3) {
int vertexOffset = triangles[i] << 1;
float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
float u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1];
// vertexOffset = triangles[i + 2] << 1;
// float x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
// float u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1];
vertexOffset = triangles[i + 1] << 1;
float x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
float u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1];
// for (int p = 0; p < polygonsCount; p++) {
// int s = clippedVertices.size;
// if (clip(x1, y1, x2, y2, x3, y3, (FloatArray)polygons[p], clipOutput)) {
// int clipOutputLength = clipOutput.size;
// if (clipOutputLength == 0) continue;
// float d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1;
// float d = 1 / (d0 * d2 + d1 * (y1 - y3));
vertexOffset = triangles[i + 2] << 1;
float x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
float u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1];
// int clipOutputCount = clipOutputLength >> 1;
// float[] clipOutputItems = clipOutput.items;
// float[] clippedVerticesItems = clippedVertices.setSize(s + clipOutputCount * vertexSize);
// for (int ii = 0; ii < clipOutputLength; ii += 2) {
// float x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
// clippedVerticesItems[s] = x;
// clippedVerticesItems[s + 1] = y;
// clippedVerticesItems[s + 2] = light;
// if (twoColor) {
// clippedVerticesItems[s + 3] = dark;
// s += 4;
// }
// else
// s += 3;
// float c0 = x - x3, c1 = y - y3;
// float a = (d0 * c0 + d1 * c1) * d;
// float b = (d4 * c0 + d2 * c1) * d;
// float c = 1 - a - b;
// clippedVerticesItems[s] = u1 * a + u2 * b + u3 * c;
// clippedVerticesItems[s + 1] = v1 * a + v2 * b + v3 * c;
// s += 2;
// }
for (int p = 0; p < polygonsCount; p++) {
int s = clippedVertices.Count;
if (Clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) {
int clipOutputLength = clipOutput.Count;
if (clipOutputLength == 0) continue;
float d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1;
float d = 1 / (d0 * d2 + d1 * (y1 - y3));
// s = clippedTriangles.size;
// short[] clippedTrianglesItems = clippedTriangles.setSize(s + 3 * (clipOutputCount - 2));
// clipOutputCount--;
// for (int ii = 1; ii < clipOutputCount; ii++) {
// clippedTrianglesItems[s] = index;
// clippedTrianglesItems[s + 1] = (short)(index + ii);
// clippedTrianglesItems[s + 2] = (short)(index + ii + 1);
// s += 3;
// }
// index += clipOutputCount + 1;
int clipOutputCount = clipOutputLength >> 1;
float[] clipOutputItems = clipOutput.Items;
float[] clippedVerticesItems = clippedVertices.Resize(s + clipOutputCount * vertexSize).Items;
for (int ii = 0; ii < clipOutputLength; ii += 2) {
float x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
clippedVerticesItems[s] = x;
clippedVerticesItems[s + 1] = y;
clippedVerticesItems[s + 2] = light;
if (twoColor) {
clippedVerticesItems[s + 3] = dark;
s += 4;
}
else
s += 3;
float c0 = x - x3, c1 = y - y3;
float a = (d0 * c0 + d1 * c1) * d;
float b = (d4 * c0 + d2 * c1) * d;
float c = 1 - a - b;
clippedVerticesItems[s] = u1 * a + u2 * b + u3 * c;
clippedVerticesItems[s + 1] = v1 * a + v2 * b + v3 * c;
s += 2;
}
// }
// else {
// float[] clippedVerticesItems = clippedVertices.setSize(s + 3 * vertexSize);
// clippedVerticesItems[s] = x1;
// clippedVerticesItems[s + 1] = y1;
// clippedVerticesItems[s + 2] = light;
// if (!twoColor) {
// clippedVerticesItems[s + 3] = u1;
// clippedVerticesItems[s + 4] = v1;
s = clippedTriangles.Count;
short[] clippedTrianglesItems = clippedTriangles.Resize(s + 3 * (clipOutputCount - 2)).Items;
clipOutputCount--;
for (int ii = 1; ii < clipOutputCount; ii++) {
clippedTrianglesItems[s] = index;
clippedTrianglesItems[s + 1] = (short)(index + ii);
clippedTrianglesItems[s + 2] = (short)(index + ii + 1);
s += 3;
}
index += (short)(clipOutputCount + 1);
// clippedVerticesItems[s + 5] = x2;
// clippedVerticesItems[s + 6] = y2;
// clippedVerticesItems[s + 7] = light;
// clippedVerticesItems[s + 8] = u2;
// clippedVerticesItems[s + 9] = v2;
}
else {
float[] clippedVerticesItems = clippedVertices.Resize(s + 3 * vertexSize).Items;
clippedVerticesItems[s] = x1;
clippedVerticesItems[s + 1] = y1;
clippedVerticesItems[s + 2] = light;
if (!twoColor) {
clippedVerticesItems[s + 3] = u1;
clippedVerticesItems[s + 4] = v1;
// clippedVerticesItems[s + 10] = x3;
// clippedVerticesItems[s + 11] = y3;
// clippedVerticesItems[s + 12] = light;
// clippedVerticesItems[s + 13] = u3;
// clippedVerticesItems[s + 14] = v3;
// }
// else {
// clippedVerticesItems[s + 3] = dark;
// clippedVerticesItems[s + 4] = u1;
// clippedVerticesItems[s + 5] = v1;
clippedVerticesItems[s + 5] = x2;
clippedVerticesItems[s + 6] = y2;
clippedVerticesItems[s + 7] = light;
clippedVerticesItems[s + 8] = u2;
clippedVerticesItems[s + 9] = v2;
// clippedVerticesItems[s + 6] = x2;
// clippedVerticesItems[s + 7] = y2;
// clippedVerticesItems[s + 8] = light;
// clippedVerticesItems[s + 9] = dark;
// clippedVerticesItems[s + 10] = u2;
// clippedVerticesItems[s + 11] = v2;
clippedVerticesItems[s + 10] = x3;
clippedVerticesItems[s + 11] = y3;
clippedVerticesItems[s + 12] = light;
clippedVerticesItems[s + 13] = u3;
clippedVerticesItems[s + 14] = v3;
}
else {
clippedVerticesItems[s + 3] = dark;
clippedVerticesItems[s + 4] = u1;
clippedVerticesItems[s + 5] = v1;
// clippedVerticesItems[s + 12] = x3;
// clippedVerticesItems[s + 13] = y3;
// clippedVerticesItems[s + 14] = light;
// clippedVerticesItems[s + 15] = dark;
// clippedVerticesItems[s + 16] = u3;
// clippedVerticesItems[s + 17] = v3;
// }
clippedVerticesItems[s + 6] = x2;
clippedVerticesItems[s + 7] = y2;
clippedVerticesItems[s + 8] = light;
clippedVerticesItems[s + 9] = dark;
clippedVerticesItems[s + 10] = u2;
clippedVerticesItems[s + 11] = v2;
// s = clippedTriangles.size;
// short[] clippedTrianglesItems = clippedTriangles.setSize(s + 3);
// clippedTrianglesItems[s] = index;
// clippedTrianglesItems[s + 1] = (short)(index + 1);
// clippedTrianglesItems[s + 2] = (short)(index + 2);
// index += 3;
// continue outer;
// }
// }
// }
// }
clippedVerticesItems[s + 12] = x3;
clippedVerticesItems[s + 13] = y3;
clippedVerticesItems[s + 14] = light;
clippedVerticesItems[s + 15] = dark;
clippedVerticesItems[s + 16] = u3;
clippedVerticesItems[s + 17] = v3;
}
// /** 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. */
// boolean clip(float x1, float y1, float x2, float y2, float x3, float y3, FloatArray clippingArea, FloatArray output) {
// FloatArray originalOutput = output;
// boolean clipped = false;
s = clippedTriangles.Count;
short[] clippedTrianglesItems = clippedTriangles.Resize(s + 3).Items;
clippedTrianglesItems[s] = index;
clippedTrianglesItems[s + 1] = (short)(index + 1);
clippedTrianglesItems[s + 2] = (short)(index + 2);
index += 3;
goto outer;
}
}
}
}
// // Avoid copy at the end.
// FloatArray input = null;
// if (clippingArea.size % 4 >= 2) {
// input = output;
// output = scratch;
// }
// else
// input = scratch;
/** 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. */
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 clipped = false;
// input.clear();
// input.add(x1);
// input.add(y1);
// input.add(x2);
// input.add(y2);
// input.add(x3);
// input.add(y3);
// input.add(x1);
// input.add(y1);
// output.clear();
// Avoid copy at the end.
ExposedList<float> input = null;
if (clippingArea.Count % 4 >= 2) {
input = output;
output = scratch;
}
else
input = scratch;
// float[] clippingVertices = clippingArea.items;
// int clippingVerticesLast = clippingArea.size - 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;
input.Clear();
input.Add(x1);
input.Add(y1);
input.Add(x2);
input.Add(y2);
input.Add(x3);
input.Add(y3);
input.Add(x1);
input.Add(y1);
output.Clear();
// float[] inputVertices = input.items;
// int inputVerticesLength = input.size - 2, outputStart = output.size;
// 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];
// boolean 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;
// }
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;
}
}
}
}