mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 09:16:01 +08:00
[csharp] Added clipping attachment, loading and subs for clipping code
This commit is contained in:
parent
282ca30e5a
commit
63c3a48014
@ -62,6 +62,7 @@
|
||||
<Compile Include="src\Attachments\AttachmentLoader.cs" />
|
||||
<Compile Include="src\Attachments\AttachmentType.cs" />
|
||||
<Compile Include="src\Attachments\BoundingBoxAttachment.cs" />
|
||||
<Compile Include="src\Attachments\ClippingAttachment.cs" />
|
||||
<Compile Include="src\Attachments\MeshAttachment.cs" />
|
||||
<Compile Include="src\Attachments\PathAttachment.cs" />
|
||||
<Compile Include="src\Attachments\PointAttachment.cs" />
|
||||
|
||||
@ -90,6 +90,10 @@ namespace Spine {
|
||||
return new PointAttachment(name);
|
||||
}
|
||||
|
||||
public ClippingAttachment NewClippingAttachment(Skin skin, string name) {
|
||||
return new ClippingAttachment(name);
|
||||
}
|
||||
|
||||
public AtlasRegion FindRegion (string name) {
|
||||
AtlasRegion region;
|
||||
|
||||
|
||||
@ -43,5 +43,7 @@ namespace Spine {
|
||||
PathAttachment NewPathAttachment (Skin skin, string name);
|
||||
|
||||
PointAttachment NewPointAttachment (Skin skin, string name);
|
||||
|
||||
ClippingAttachment NewClippingAttachment (Skin skin, string name);
|
||||
}
|
||||
}
|
||||
|
||||
@ -30,6 +30,6 @@
|
||||
|
||||
namespace Spine {
|
||||
public enum AttachmentType {
|
||||
Region, Boundingbox, Mesh, Linkedmesh, Path, Point
|
||||
Region, Boundingbox, Mesh, Linkedmesh, Path, Point, Clipping
|
||||
}
|
||||
}
|
||||
|
||||
42
spine-csharp/src/Attachments/ClippingAttachment.cs
Normal file
42
spine-csharp/src/Attachments/ClippingAttachment.cs
Normal file
@ -0,0 +1,42 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes Software License v2.5
|
||||
*
|
||||
* Copyright (c) 2013-2016, Esoteric Software
|
||||
* All rights reserved.
|
||||
*
|
||||
* You are granted a perpetual, non-exclusive, non-sublicensable, and
|
||||
* non-transferable license to use, install, execute, and perform the Spine
|
||||
* Runtimes software and derivative works solely for personal or internal
|
||||
* use. Without the written permission of Esoteric Software (see Section 2 of
|
||||
* the Spine Software License Agreement), you may not (a) modify, translate,
|
||||
* adapt, or develop new applications using the Spine Runtimes or otherwise
|
||||
* create derivative works or improvements of the Spine Runtimes or (b) remove,
|
||||
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
||||
* or other intellectual property or proprietary rights notices on or in the
|
||||
* Software, including any copy thereof. Redistributions in binary or source
|
||||
* form must include this license and terms.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
* POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System;
|
||||
|
||||
namespace Spine {
|
||||
public class ClippingAttachment : VertexAttachment {
|
||||
internal SlotData endSlot;
|
||||
|
||||
public SlotData EndSlot { get { return endSlot; } set { endSlot = value; } }
|
||||
|
||||
public ClippingAttachment(string name) : base(name) {
|
||||
}
|
||||
}
|
||||
}
|
||||
268
spine-csharp/src/ConvexDecomposer.cs
Normal file
268
spine-csharp/src/ConvexDecomposer.cs
Normal file
@ -0,0 +1,268 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes Software License v2.5
|
||||
*
|
||||
* Copyright (c) 2013-2016, Esoteric Software
|
||||
* All rights reserved.
|
||||
*
|
||||
* You are granted a perpetual, non-exclusive, non-sublicensable, and
|
||||
* non-transferable license to use, install, execute, and perform the Spine
|
||||
* Runtimes software and derivative works solely for personal or internal
|
||||
* use. Without the written permission of Esoteric Software (see Section 2 of
|
||||
* the Spine Software License Agreement), you may not (a) modify, translate,
|
||||
* adapt, or develop new applications using the Spine Runtimes or otherwise
|
||||
* create derivative works or improvements of the Spine Runtimes or (b) remove,
|
||||
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
||||
* or other intellectual property or proprietary rights notices on or in the
|
||||
* Software, including any copy thereof. Redistributions in binary or source
|
||||
* form must include this license and terms.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
* POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
namespace Spine {
|
||||
internal class ConvexDecomposer {
|
||||
// private final Array<FloatArray> convexPolygons = new Array();
|
||||
// private final Array<ShortArray> convexPolygonsIndices = new Array();
|
||||
|
||||
// private final ShortArray indicesArray = new ShortArray();
|
||||
// private final BooleanArray isConcaveArray = new BooleanArray();
|
||||
// private final ShortArray triangles = new ShortArray();
|
||||
|
||||
// private final Pool<FloatArray> polygonPool = new Pool() {
|
||||
// protected FloatArray newObject() {
|
||||
// return new FloatArray(16);
|
||||
// }
|
||||
//};
|
||||
|
||||
//private final Pool<ShortArray> polygonIndicesPool = new Pool() {
|
||||
// protected ShortArray newObject() {
|
||||
// return new ShortArray(16);
|
||||
//}
|
||||
// };
|
||||
|
||||
// public Array<FloatArray> decompose(FloatArray input) {
|
||||
// float[] vertices = input.items;
|
||||
// int vertexCount = input.size >> 1;
|
||||
|
||||
// ShortArray indicesArray = this.indicesArray;
|
||||
// indicesArray.clear();
|
||||
// short[] indices = indicesArray.setSize(vertexCount);
|
||||
// for (short i = 0; i < vertexCount; i++)
|
||||
// indices[i] = i;
|
||||
|
||||
// BooleanArray isConcaveArray = this.isConcaveArray;
|
||||
// boolean[] isConcave = isConcaveArray.setSize(vertexCount);
|
||||
// for (int i = 0, n = vertexCount; i < n; ++i)
|
||||
// isConcave[i] = isConcave(i, vertexCount, vertices, indices);
|
||||
|
||||
// ShortArray triangles = this.triangles;
|
||||
// triangles.clear();
|
||||
// triangles.ensureCapacity(Math.max(0, vertexCount - 2) << 2);
|
||||
|
||||
// while (vertexCount > 3) {
|
||||
// // Find ear tip.
|
||||
// int previous = vertexCount - 1, i = 0, next = 1;
|
||||
// while (true) {
|
||||
// outer:
|
||||
// if (!isConcave[i]) {
|
||||
// int p1 = indices[previous] << 1, p2 = indices[i] << 1, p3 = indices[next] << 1;
|
||||
// float p1x = vertices[p1], p1y = vertices[p1 + 1];
|
||||
// float p2x = vertices[p2], p2y = vertices[p2 + 1];
|
||||
// float p3x = vertices[p3], p3y = vertices[p3 + 1];
|
||||
// for (int ii = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount) {
|
||||
// if (!isConcave[ii]) continue;
|
||||
// int v = indices[ii] << 1;
|
||||
// float vx = vertices[v], vy = vertices[v + 1];
|
||||
// if (positiveArea(p3x, p3y, p1x, p1y, vx, vy)) {
|
||||
// if (positiveArea(p1x, p1y, p2x, p2y, vx, vy)) {
|
||||
// if (positiveArea(p2x, p2y, p3x, p3y, vx, vy)) break outer;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// break;
|
||||
// }
|
||||
|
||||
// if (next == 0) {
|
||||
// do {
|
||||
// if (!isConcave[i]) break;
|
||||
// i--;
|
||||
// } while (i > 0);
|
||||
// break;
|
||||
// }
|
||||
|
||||
// previous = i;
|
||||
// i = next;
|
||||
// next = (next + 1) % vertexCount;
|
||||
// }
|
||||
|
||||
// // Cut ear tip.
|
||||
// triangles.add(indices[(vertexCount + i - 1) % vertexCount]);
|
||||
// triangles.add(indices[i]);
|
||||
// triangles.add(indices[(i + 1) % vertexCount]);
|
||||
// indicesArray.removeIndex(i);
|
||||
// isConcaveArray.removeIndex(i);
|
||||
// vertexCount--;
|
||||
|
||||
// int previousIndex = (vertexCount + i - 1) % vertexCount;
|
||||
// int nextIndex = i == vertexCount ? 0 : i;
|
||||
// isConcave[previousIndex] = isConcave(previousIndex, vertexCount, vertices, indices);
|
||||
// isConcave[nextIndex] = isConcave(nextIndex, vertexCount, vertices, indices);
|
||||
// }
|
||||
|
||||
// if (vertexCount == 3) {
|
||||
// triangles.add(indices[2]);
|
||||
// triangles.add(indices[0]);
|
||||
// triangles.add(indices[1]);
|
||||
// }
|
||||
|
||||
// Array<FloatArray> convexPolygons = this.convexPolygons;
|
||||
// polygonPool.freeAll(convexPolygons);
|
||||
// convexPolygons.clear();
|
||||
|
||||
// Array<ShortArray> convexPolygonsIndices = this.convexPolygonsIndices;
|
||||
// polygonIndicesPool.freeAll(convexPolygonsIndices);
|
||||
// convexPolygonsIndices.clear();
|
||||
|
||||
// ShortArray polygonIndices = polygonIndicesPool.obtain();
|
||||
// polygonIndices.clear();
|
||||
|
||||
// FloatArray polygon = polygonPool.obtain();
|
||||
// polygon.clear();
|
||||
|
||||
// // Merge subsequent triangles if they form a triangle fan.
|
||||
// int fanBaseIndex = -1, lastWinding = 0;
|
||||
// short[] trianglesItems = triangles.items;
|
||||
// for (int i = 0, n = triangles.size; i < n; i += 3) {
|
||||
// int t1 = trianglesItems[i] << 1, t2 = trianglesItems[i + 1] << 1, t3 = trianglesItems[i + 2] << 1;
|
||||
// float x1 = vertices[t1], y1 = vertices[t1 + 1];
|
||||
// float x2 = vertices[t2], y2 = vertices[t2 + 1];
|
||||
// float x3 = vertices[t3], y3 = vertices[t3 + 1];
|
||||
|
||||
// // If the base of the last triangle is the same as this triangle, check if they form a convex polygon (triangle fan).
|
||||
// boolean merged = false;
|
||||
// if (fanBaseIndex == t1) {
|
||||
// int o = polygon.size - 4;
|
||||
// float[] p = polygon.items;
|
||||
// int winding1 = winding(p[o], p[o + 1], p[o + 2], p[o + 3], x3, y3);
|
||||
// int winding2 = winding(x3, y3, p[0], p[1], p[2], p[3]);
|
||||
// if (winding1 == lastWinding && winding2 == lastWinding) {
|
||||
// polygon.add(x3);
|
||||
// polygon.add(y3);
|
||||
// polygonIndices.add(t3);
|
||||
// merged = true;
|
||||
// }
|
||||
// }
|
||||
|
||||
// // Otherwise make this triangle the new base.
|
||||
// if (!merged) {
|
||||
// if (polygon.size > 0) {
|
||||
// convexPolygons.add(polygon);
|
||||
// convexPolygonsIndices.add(polygonIndices);
|
||||
// }
|
||||
// polygon = polygonPool.obtain();
|
||||
// polygon.clear();
|
||||
// polygon.add(x1);
|
||||
// polygon.add(y1);
|
||||
// polygon.add(x2);
|
||||
// polygon.add(y2);
|
||||
// polygon.add(x3);
|
||||
// polygon.add(y3);
|
||||
// polygonIndices = polygonIndicesPool.obtain();
|
||||
// polygonIndices.clear();
|
||||
// polygonIndices.add(t1);
|
||||
// polygonIndices.add(t2);
|
||||
// polygonIndices.add(t3);
|
||||
// lastWinding = winding(x1, y1, x2, y2, x3, y3);
|
||||
// fanBaseIndex = t1;
|
||||
// }
|
||||
// }
|
||||
|
||||
// if (polygon.size > 0) {
|
||||
// convexPolygons.add(polygon);
|
||||
// convexPolygonsIndices.add(polygonIndices);
|
||||
// }
|
||||
|
||||
// // Go through the list of polygons and try to merge the remaining triangles with the found triangle fans.
|
||||
// for (int i = 0, n = convexPolygons.size; i < n; i++) {
|
||||
// polygonIndices = convexPolygonsIndices.get(i);
|
||||
// if (polygonIndices.size == 0) continue;
|
||||
// int firstIndex = polygonIndices.get(0);
|
||||
// int lastIndex = polygonIndices.get(polygonIndices.size - 1);
|
||||
|
||||
// polygon = convexPolygons.get(i);
|
||||
// int o = polygon.size - 4;
|
||||
// float[] p = polygon.items;
|
||||
// float prevPrevX = p[o], prevPrevY = p[o + 1];
|
||||
// float prevX = p[o + 2], prevY = p[o + 3];
|
||||
// float firstX = p[0], firstY = p[1];
|
||||
// float secondX = p[2], secondY = p[3];
|
||||
// int winding = winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY);
|
||||
|
||||
// for (int ii = 0; ii < n; ii++) {
|
||||
// if (ii == i) continue;
|
||||
// ShortArray otherIndices = convexPolygonsIndices.get(ii);
|
||||
// if (otherIndices.size != 3) continue;
|
||||
// int otherFirstIndex = otherIndices.get(0);
|
||||
// int otherSecondIndex = otherIndices.get(1);
|
||||
// int otherLastIndex = otherIndices.get(2);
|
||||
|
||||
// FloatArray otherPoly = convexPolygons.get(ii);
|
||||
// float x3 = otherPoly.get(otherPoly.size - 2), y3 = otherPoly.get(otherPoly.size - 1);
|
||||
|
||||
// if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex) continue;
|
||||
// int winding1 = winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3);
|
||||
// int winding2 = winding(x3, y3, firstX, firstY, secondX, secondY);
|
||||
// if (winding1 == winding && winding2 == winding) {
|
||||
// otherPoly.clear();
|
||||
// otherIndices.clear();
|
||||
// polygon.add(x3);
|
||||
// polygon.add(y3);
|
||||
// polygonIndices.add(otherLastIndex);
|
||||
// prevPrevX = prevX;
|
||||
// prevPrevY = prevY;
|
||||
// prevX = x3;
|
||||
// prevY = y3;
|
||||
// ii = 0;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// // Remove empty polygons that resulted from the merge step above.
|
||||
// for (int i = convexPolygons.size - 1; i >= 0; i--) {
|
||||
// polygon = convexPolygons.get(i);
|
||||
// if (polygon.size == 0) {
|
||||
// convexPolygons.removeIndex(i);
|
||||
// polygonPool.free(polygon);
|
||||
// }
|
||||
// }
|
||||
|
||||
// return convexPolygons;
|
||||
//}
|
||||
|
||||
//static private boolean isConcave(int index, int vertexCount, float[] vertices, short[] indices) {
|
||||
// int previous = indices[(vertexCount + index - 1) % vertexCount] << 1;
|
||||
// int current = indices[index] << 1;
|
||||
// int next = indices[(index + 1) % vertexCount] << 1;
|
||||
// return !positiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next],
|
||||
// vertices[next + 1]);
|
||||
//}
|
||||
|
||||
//static private boolean positiveArea(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) {
|
||||
// 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) {
|
||||
// float px = p2x - p1x, py = p2y - p1y;
|
||||
// return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1;
|
||||
//}
|
||||
}
|
||||
}
|
||||
@ -252,7 +252,7 @@ namespace Spine {
|
||||
}
|
||||
|
||||
// Default skin.
|
||||
Skin defaultSkin = ReadSkin(input, "default", nonessential);
|
||||
Skin defaultSkin = ReadSkin(input, skeletonData, "default", nonessential);
|
||||
if (defaultSkin != null) {
|
||||
skeletonData.defaultSkin = defaultSkin;
|
||||
skeletonData.skins.Add(defaultSkin);
|
||||
@ -260,7 +260,7 @@ namespace Spine {
|
||||
|
||||
// Skins.
|
||||
for (int i = 0, n = ReadVarint(input, true); i < n; i++)
|
||||
skeletonData.skins.Add(ReadSkin(input, ReadString(input), nonessential));
|
||||
skeletonData.skins.Add(ReadSkin(input, skeletonData, ReadString(input), nonessential));
|
||||
|
||||
// Linked meshes.
|
||||
for (int i = 0, n = linkedMeshes.Count; i < n; i++) {
|
||||
@ -299,7 +299,7 @@ namespace Spine {
|
||||
|
||||
|
||||
/// <returns>May be null.</returns>
|
||||
private Skin ReadSkin (Stream input, String skinName, bool nonessential) {
|
||||
private Skin ReadSkin (Stream input, SkeletonData skeletonData, String skinName, bool nonessential) {
|
||||
int slotCount = ReadVarint(input, true);
|
||||
if (slotCount == 0) return null;
|
||||
Skin skin = new Skin(skinName);
|
||||
@ -307,14 +307,14 @@ namespace Spine {
|
||||
int slotIndex = ReadVarint(input, true);
|
||||
for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) {
|
||||
String name = ReadString(input);
|
||||
Attachment attachment = ReadAttachment(input, skin, slotIndex, name, nonessential);
|
||||
Attachment attachment = ReadAttachment(input, skeletonData, skin, slotIndex, name, nonessential);
|
||||
if (attachment != null) skin.AddAttachment(slotIndex, name, attachment);
|
||||
}
|
||||
}
|
||||
return skin;
|
||||
}
|
||||
|
||||
private Attachment ReadAttachment (Stream input, Skin skin, int slotIndex, String attachmentName, bool nonessential) {
|
||||
private Attachment ReadAttachment (Stream input, SkeletonData skeletonData, Skin skin, int slotIndex, String attachmentName, bool nonessential) {
|
||||
float scale = Scale;
|
||||
|
||||
String name = ReadString(input);
|
||||
@ -463,6 +463,20 @@ namespace Spine {
|
||||
//if (nonessential) point.color = color;
|
||||
return point;
|
||||
}
|
||||
case AttachmentType.Clipping: {
|
||||
int endSlotIndex = ReadVarint(input, true);
|
||||
int vertexCount = ReadVarint(input, true);
|
||||
Vertices vertices = ReadVertices(input, vertexCount);
|
||||
if (nonessential) ReadInt(input);
|
||||
|
||||
ClippingAttachment clip = attachmentLoader.NewClippingAttachment(skin, name);
|
||||
if (clip == null) return null;
|
||||
clip.EndSlot = skeletonData.slots.Items[endSlotIndex];
|
||||
clip.worldVerticesLength = vertexCount << 1;
|
||||
clip.vertices = vertices.vertices;
|
||||
clip.bones = vertices.bones;
|
||||
return clip;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
319
spine-csharp/src/SkeletonClipping.cs
Normal file
319
spine-csharp/src/SkeletonClipping.cs
Normal file
@ -0,0 +1,319 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes Software License v2.5
|
||||
*
|
||||
* Copyright (c) 2013-2016, Esoteric Software
|
||||
* All rights reserved.
|
||||
*
|
||||
* You are granted a perpetual, non-exclusive, non-sublicensable, and
|
||||
* non-transferable license to use, install, execute, and perform the Spine
|
||||
* Runtimes software and derivative works solely for personal or internal
|
||||
* use. Without the written permission of Esoteric Software (see Section 2 of
|
||||
* the Spine Software License Agreement), you may not (a) modify, translate,
|
||||
* adapt, or develop new applications using the Spine Runtimes or otherwise
|
||||
* create derivative works or improvements of the Spine Runtimes or (b) remove,
|
||||
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
||||
* or other intellectual property or proprietary rights notices on or in the
|
||||
* Software, including any copy thereof. Redistributions in binary or source
|
||||
* form must include this license and terms.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
* POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
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 ClippingAttachment clipAttachment;
|
||||
// private Array<FloatArray> clippingPolygons;
|
||||
|
||||
// public void clipStart(Slot slot, ClippingAttachment clip) {
|
||||
// if (clipAttachment != null) return;
|
||||
// clipAttachment = clip;
|
||||
|
||||
// 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 clipEnd(Slot slot) {
|
||||
// if (clipAttachment != null && clipAttachment.getEndSlot() == slot.getData()) clipEnd();
|
||||
// }
|
||||
|
||||
// public void clipEnd() {
|
||||
// if (clipAttachment == null) return;
|
||||
// clipAttachment = null;
|
||||
// clippingPolygons = null;
|
||||
// clippedVertices.clear();
|
||||
// clippedTriangles.clear();
|
||||
// clippingPolygon.clear();
|
||||
// }
|
||||
|
||||
// public boolean isClipping() {
|
||||
// return clipAttachment != null;
|
||||
// }
|
||||
|
||||
// public void clipTriangles(float[] vertices, int verticesLength, short[] triangles, int trianglesLength, float[] uvs,
|
||||
// float light, float dark, boolean twoColor) {
|
||||
|
||||
// FloatArray clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
|
||||
// ShortArray clippedTriangles = this.clippedTriangles;
|
||||
// Object[] polygons = clippingPolygons.items;
|
||||
// int polygonsCount = clippingPolygons.size;
|
||||
// int vertexSize = twoColor ? 6 : 5;
|
||||
|
||||
// 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 + 1] << 1;
|
||||
// float x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
|
||||
// float u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1];
|
||||
|
||||
// vertexOffset = triangles[i + 2] << 1;
|
||||
// float x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
|
||||
// float u3 = uvs[vertexOffset], v3 = 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));
|
||||
|
||||
// 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;
|
||||
// }
|
||||
|
||||
// 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;
|
||||
|
||||
// }
|
||||
// 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;
|
||||
|
||||
// clippedVerticesItems[s + 5] = x2;
|
||||
// clippedVerticesItems[s + 6] = y2;
|
||||
// clippedVerticesItems[s + 7] = light;
|
||||
// clippedVerticesItems[s + 8] = u2;
|
||||
// clippedVerticesItems[s + 9] = 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 + 6] = x2;
|
||||
// clippedVerticesItems[s + 7] = y2;
|
||||
// clippedVerticesItems[s + 8] = light;
|
||||
// clippedVerticesItems[s + 9] = dark;
|
||||
// clippedVerticesItems[s + 10] = u2;
|
||||
// clippedVerticesItems[s + 11] = v2;
|
||||
|
||||
// clippedVerticesItems[s + 12] = x3;
|
||||
// clippedVerticesItems[s + 13] = y3;
|
||||
// clippedVerticesItems[s + 14] = light;
|
||||
// clippedVerticesItems[s + 15] = dark;
|
||||
// clippedVerticesItems[s + 16] = u3;
|
||||
// clippedVerticesItems[s + 17] = v3;
|
||||
// }
|
||||
|
||||
// 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;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// /** 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;
|
||||
|
||||
// // Avoid copy at the end.
|
||||
// FloatArray input = null;
|
||||
// if (clippingArea.size % 4 >= 2) {
|
||||
// input = output;
|
||||
// output = scratch;
|
||||
// }
|
||||
// else
|
||||
// input = scratch;
|
||||
|
||||
// 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[] 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;
|
||||
|
||||
// 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;
|
||||
// }
|
||||
|
||||
// if (outputStart == output.size) { // All edges outside.
|
||||
// originalOutput.clear();
|
||||
// return true;
|
||||
// }
|
||||
|
||||
// output.add(output.items[0]);
|
||||
// output.add(output.items[1]);
|
||||
|
||||
// if (i == clippingVerticesLast) break;
|
||||
// FloatArray temp = output;
|
||||
// output = input;
|
||||
// output.clear();
|
||||
// input = temp;
|
||||
// }
|
||||
|
||||
// if (originalOutput != output) {
|
||||
// originalOutput.clear();
|
||||
// originalOutput.addAll(output.items, 0, output.size - 2);
|
||||
// }
|
||||
// else
|
||||
// originalOutput.setSize(originalOutput.size - 2);
|
||||
|
||||
// return clipped;
|
||||
// }
|
||||
|
||||
// public FloatArray getClippedVertices() {
|
||||
// return clippedVertices;
|
||||
// }
|
||||
|
||||
// public ShortArray getClippedTriangles() {
|
||||
// return clippedTriangles;
|
||||
// }
|
||||
|
||||
// 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;
|
||||
|
||||
// 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;
|
||||
// }
|
||||
// }
|
||||
}
|
||||
}
|
||||
@ -261,7 +261,7 @@ namespace Spine {
|
||||
int slotIndex = skeletonData.FindSlotIndex(slotEntry.Key);
|
||||
foreach (KeyValuePair<String, Object> entry in ((Dictionary<String, Object>)slotEntry.Value)) {
|
||||
try {
|
||||
Attachment attachment = ReadAttachment((Dictionary<String, Object>)entry.Value, skin, slotIndex, entry.Key);
|
||||
Attachment attachment = ReadAttachment((Dictionary<String, Object>)entry.Value, skin, slotIndex, entry.Key, skeletonData);
|
||||
if (attachment != null) skin.AddAttachment(slotIndex, entry.Key, attachment);
|
||||
} catch (Exception e) {
|
||||
throw new Exception("Error reading attachment: " + entry.Key + ", skin: " + skin, e);
|
||||
@ -317,7 +317,7 @@ namespace Spine {
|
||||
return skeletonData;
|
||||
}
|
||||
|
||||
private Attachment ReadAttachment (Dictionary<String, Object> map, Skin skin, int slotIndex, String name) {
|
||||
private Attachment ReadAttachment (Dictionary<String, Object> map, Skin skin, int slotIndex, String name, SkeletonData skeletonData) {
|
||||
var scale = this.Scale;
|
||||
name = GetString(map, "name", name);
|
||||
|
||||
@ -416,6 +416,16 @@ namespace Spine {
|
||||
//if (color != null) point.color = color;
|
||||
return point;
|
||||
}
|
||||
case AttachmentType.Clipping: {
|
||||
ClippingAttachment clip = attachmentLoader.NewClippingAttachment(skin, name);
|
||||
if (clip == null) return null;
|
||||
|
||||
SlotData slot = skeletonData.FindSlot(GetString(map, "end", null));
|
||||
if (slot == null) throw new Exception("Clipping end slot not found: " + GetString(map, "end", null));
|
||||
clip.endSlot = slot;
|
||||
ReadVertices(map, clip, GetInt(map, "vertexCount", 0) << 1);
|
||||
return clip;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user