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107
spine-cpp/spine-cpp/include/spine/Atlas.h
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107
spine-cpp/spine-cpp/include/spine/Atlas.h
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@ -0,0 +1,107 @@
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/******************************************************************************
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||||||
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* Spine Runtimes Software License v2.5
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||||||
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*
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* Copyright (c) 2013-2016, Esoteric Software
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||||||
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* All rights reserved.
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||||||
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*
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||||||
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* 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
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||||||
|
* POSSIBILITY OF SUCH DAMAGE.
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||||||
|
*****************************************************************************/
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|
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#ifndef Spine_Atlas_h
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#define Spine_Atlas_h
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#include <spine/Vector.h>
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#include <string>
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namespace Spine
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{
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enum Format
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{
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Format_Alpha,
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Format_Intensity,
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Format_LuminanceAlpha,
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Format_RGB565,
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Format_RGBA4444,
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Format_RGB888,
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Format_RGBA8888
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};
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enum TextureFilter
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{
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TextureFilter_Nearest,
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TextureFilter_Linear,
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TextureFilter_MipMap,
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TextureFilter_MipMapNearestNearest,
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TextureFilter_MipMapLinearNearest,
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TextureFilter_MipMapNearestLinear,
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TextureFilter_MipMapLinearLinear
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};
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enum TextureWrap
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{
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TextureWrap_MirroredRepeat,
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TextureWrap_ClampToEdge,
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TextureWrap_Repeat
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};
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class AtlasPage
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{
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public:
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std::string name;
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Format format;
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TextureFilter minFilter;
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TextureFilter magFilter;
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TextureWrap uWrap;
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TextureWrap vWrap;
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void* rendererObject;
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int width, height;
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};
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class AtlasRegion
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{
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public:
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AtlasPage page;
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std::string name;
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int x, y, width, height;
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float u, v, u2, v2;
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float offsetX, offsetY;
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int originalWidth, originalHeight;
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int index;
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bool rotate;
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Vector<int> splits;
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Vector<int> pads;
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};
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class Atlas
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{
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public:
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/// Returns the first region found with the specified name. This method uses string comparison to find the region, so the result
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/// should be cached rather than calling this method multiple times.
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/// @return The region, or NULL.
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AtlasRegion* findRegion(std::string name);
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};
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}
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#endif /* Spine_Atlas_h */
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@ -33,8 +33,12 @@
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#include <spine/AttachmentLoader.h>
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#include <spine/AttachmentLoader.h>
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#include <spine/Vector.h>
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namespace Spine
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namespace Spine
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{
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{
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class Atlas;
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///
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///
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/// An AttachmentLoader that configures attachments using texture regions from an Atlas.
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/// An AttachmentLoader that configures attachments using texture regions from an Atlas.
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/// See http://esotericsoftware.com/spine-loading-skeleton-data#JSON-and-binary-data about Loading Skeleton Data in the Spine Runtimes Guide.
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/// See http://esotericsoftware.com/spine-loading-skeleton-data#JSON-and-binary-data about Loading Skeleton Data in the Spine Runtimes Guide.
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@ -44,16 +48,12 @@ namespace Spine
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RTTI_DECL;
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RTTI_DECL;
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public:
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public:
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private:
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AtlasAttachmentLoader (Vector<Atlas*>& inAtlasArray) : _atlasArray(inAtlasArray)
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Vector<Atlas> atlasArray;
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public AtlasAttachmentLoader (params Atlas[] atlasArray)
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{
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{
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if (atlasArray == NULL) throw new ArgumentNullException("atlas array cannot be NULL.");
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// Empty
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_atlasArray = atlasArray;
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}
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}
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public RegionAttachment newRegionAttachment(Skin skin, std::string name, std::string path)
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RegionAttachment newRegionAttachment(Skin skin, std::string name, std::string path)
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{
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{
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AtlasRegion* region = findRegion(path);
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AtlasRegion* region = findRegion(path);
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if (region == NULL) throw new ArgumentException(std::string.Format("Region not found in atlas: {0} (region attachment: {1})", path, name));
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if (region == NULL) throw new ArgumentException(std::string.Format("Region not found in atlas: {0} (region attachment: {1})", path, name));
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@ -69,7 +69,7 @@ namespace Spine
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return attachment;
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return attachment;
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}
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}
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public MeshAttachment newMeshAttachment(Skin skin, std::string name, std::string path)
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MeshAttachment newMeshAttachment(Skin skin, std::string name, std::string path)
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{
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{
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AtlasRegion region = findRegion(path);
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AtlasRegion region = findRegion(path);
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if (region == NULL) throw new ArgumentException(std::string.Format("Region not found in atlas: {0} (region attachment: {1})", path, name));
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if (region == NULL) throw new ArgumentException(std::string.Format("Region not found in atlas: {0} (region attachment: {1})", path, name));
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@ -91,41 +91,44 @@ namespace Spine
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return attachment;
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return attachment;
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}
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}
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public BoundingBoxAttachment NewBoundingBoxAttachment (Skin skin, std::string name)
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BoundingBoxAttachment NewBoundingBoxAttachment (Skin skin, std::string name)
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{
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{
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return new BoundingBoxAttachment(name);
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return new BoundingBoxAttachment(name);
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}
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}
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public PathAttachment newPathAttachment(Skin skin, std::string name)
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PathAttachment newPathAttachment(Skin skin, std::string name)
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{
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{
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return new PathAttachment(name);
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return new PathAttachment(name);
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}
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}
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public PointAttachment newPointAttachment(Skin skin, std::string name)
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PointAttachment newPointAttachment(Skin skin, std::string name)
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{
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{
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return new PointAttachment(name);
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return new PointAttachment(name);
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}
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}
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public ClippingAttachment newClippingAttachment(Skin skin, std::string name)
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ClippingAttachment newClippingAttachment(Skin skin, std::string name)
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{
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{
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return new ClippingAttachment(name);
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return new ClippingAttachment(name);
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}
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}
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public AtlasRegion findRegion (std::string name)
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AtlasRegion* findRegion(std::string name)
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{
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{
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AtlasRegion region;
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AtlasRegion* ret;
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for (int i = 0; i < atlasArray.Length; i++)
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for (int i = 0; i < _atlasArray.size(); i++)
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{
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{
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region = atlasArray[i].findRegion(name);
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ret = _atlasArray[i]->findRegion(name);
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if (region != NULL)
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if (ret != NULL)
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{
|
{
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return region;
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return ret;
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}
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}
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}
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}
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return NULL;
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return NULL;
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}
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}
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private:
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Vector<Atlas*> _atlasArray;
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}
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}
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}
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}
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@ -39,13 +39,13 @@ namespace Spine
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class Triangulator
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class Triangulator
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{
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{
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public:
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public:
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Vector<int> triangulate(Vector<float>& vertices);
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Vector<int>& triangulate(Vector<float>& vertices);
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|
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Vector<Vector<float> > decompose(Vector<float>& vertices, Vector<int>& triangles);
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Vector<Vector<float>* > decompose(Vector<float>& vertices, Vector<int>& triangles);
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private:
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private:
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Vector<Vector<float> > _convexPolygons;
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Vector<Vector<float>* > _convexPolygons;
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Vector<Vector<int> > _convexPolygonsIndices;
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Vector<Vector<int>* > _convexPolygonsIndices;
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Vector<int> _indices;
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Vector<int> _indices;
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Vector<bool> _isConcaveArray;
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Vector<bool> _isConcaveArray;
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39
spine-cpp/spine-cpp/src/spine/Atlas.cpp
Normal file
39
spine-cpp/spine-cpp/src/spine/Atlas.cpp
Normal file
@ -0,0 +1,39 @@
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|
/******************************************************************************
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||||||
|
* Spine Runtimes Software License v2.5
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||||||
|
*
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||||||
|
* Copyright (c) 2013-2016, Esoteric Software
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||||||
|
* 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.
|
||||||
|
*****************************************************************************/
|
||||||
|
|
||||||
|
#include <spine/Atlas.h>
|
||||||
|
|
||||||
|
namespace Spine
|
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|
{
|
||||||
|
AtlasRegion* Atlas::findRegion(std::string name)
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||||||
|
{
|
||||||
|
return NULL;
|
||||||
|
}
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||||||
|
}
|
||||||
@ -34,7 +34,7 @@
|
|||||||
|
|
||||||
namespace Spine
|
namespace Spine
|
||||||
{
|
{
|
||||||
Vector<int> Triangulator::triangulate(Vector<float>& vertices)
|
Vector<int>& Triangulator::triangulate(Vector<float>& vertices)
|
||||||
{
|
{
|
||||||
int vertexCount = static_cast<int>(vertices.size() >> 1);
|
int vertexCount = static_cast<int>(vertices.size() >> 1);
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||||||
|
|
||||||
@ -79,7 +79,7 @@ namespace Spine
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|||||||
}
|
}
|
||||||
|
|
||||||
int v = indices[ii] << 1;
|
int v = indices[ii] << 1;
|
||||||
float vx = vertices[v], vy = vertices[v + 1];
|
float& vx = vertices[v], vy = vertices[v + 1];
|
||||||
if (positiveArea(p3x, p3y, p1x, p1y, vx, vy))
|
if (positiveArea(p3x, p3y, p1x, p1y, vx, vy))
|
||||||
{
|
{
|
||||||
if (positiveArea(p1x, p1y, p2x, p2y, vx, vy))
|
if (positiveArea(p1x, p1y, p2x, p2y, vx, vy))
|
||||||
@ -117,8 +117,8 @@ namespace Spine
|
|||||||
triangles.push_back(indices[(vertexCount + i - 1) % vertexCount]);
|
triangles.push_back(indices[(vertexCount + i - 1) % vertexCount]);
|
||||||
triangles.push_back(indices[i]);
|
triangles.push_back(indices[i]);
|
||||||
triangles.push_back(indices[(i + 1) % vertexCount]);
|
triangles.push_back(indices[(i + 1) % vertexCount]);
|
||||||
indices.RemoveAt(i);
|
indices.erase(i);
|
||||||
isConcaveArray.RemoveAt(i);
|
isConcaveArray.erase(i);
|
||||||
vertexCount--;
|
vertexCount--;
|
||||||
|
|
||||||
int previousIndex = (vertexCount + i - 1) % vertexCount;
|
int previousIndex = (vertexCount + i - 1) % vertexCount;
|
||||||
@ -137,51 +137,52 @@ namespace Spine
|
|||||||
return triangles;
|
return triangles;
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector<Vector<float> > Triangulator::decompose(Vector<float>& vertices, Vector<int>& triangles)
|
Vector<Vector<float>* > Triangulator::decompose(Vector<float>& vertices, Vector<int>& triangles)
|
||||||
{
|
{
|
||||||
Vector<Vector<float> >& convexPolygons = _convexPolygons;
|
Vector<Vector<float>* >&convexPolygons = _convexPolygons;
|
||||||
for (int i = 0, n = convexPolygons.size(); i < n; ++i)
|
for (size_t i = 0, n = convexPolygons.size(); i < n; ++i)
|
||||||
{
|
{
|
||||||
polygonPool.Free(convexPolygons[i]);
|
_polygonPool.free(convexPolygons[i]);
|
||||||
}
|
}
|
||||||
convexPolygons.Clear();
|
convexPolygons.clear();
|
||||||
|
|
||||||
Vector<Vector<int> >& convexPolygonsIndices = _convexPolygonsIndices;
|
Vector<Vector<int>* > convexPolygonsIndices = _convexPolygonsIndices;
|
||||||
for (int i = 0, n = convexPolygonsIndices.size(); i < n; ++i)
|
for (size_t i = 0, n = convexPolygonsIndices.size(); i < n; ++i)
|
||||||
{
|
{
|
||||||
_polygonIndicesPool.free(convexPolygonsIndices[i]);
|
_polygonIndicesPool.free(convexPolygonsIndices[i]);
|
||||||
}
|
}
|
||||||
convexPolygonsIndices.clear();
|
convexPolygonsIndices.clear();
|
||||||
|
|
||||||
var polygonIndices = _polygonIndicesPool.Obtain();
|
Vector<int>* polygonIndicesP = _polygonIndicesPool.obtain();
|
||||||
polygonIndices.Clear();
|
Vector<int>& polygonIndices = *polygonIndicesP;
|
||||||
|
polygonIndices.clear();
|
||||||
|
|
||||||
var polygon = polygonPool.Obtain();
|
Vector<float>* polygonP = _polygonPool.obtain();
|
||||||
polygon.Clear();
|
Vector<float>& polygon = *polygonP;
|
||||||
|
polygon.clear();
|
||||||
|
|
||||||
// Merge subsequent triangles if they form a triangle fan.
|
// Merge subsequent triangles if they form a triangle fan.
|
||||||
int fanBaseIndex = -1, lastwinding = 0;
|
int fanBaseIndex = -1, lastwinding = 0;
|
||||||
int[] trianglesItems = triangles.Items;
|
for (size_t i = 0, n = triangles.size(); i < n; i += 3)
|
||||||
for (int i = 0, n = triangles.Count; i < n; i += 3)
|
|
||||||
{
|
{
|
||||||
int t1 = trianglesItems[i] << 1, t2 = trianglesItems[i + 1] << 1, t3 = trianglesItems[i + 2] << 1;
|
int t1 = triangles[i] << 1, t2 = triangles[i + 1] << 1, t3 = triangles[i + 2] << 1;
|
||||||
float x1 = vertices[t1], y1 = vertices[t1 + 1];
|
float x1 = vertices[t1], y1 = vertices[t1 + 1];
|
||||||
float x2 = vertices[t2], y2 = vertices[t2 + 1];
|
float x2 = vertices[t2], y2 = vertices[t2 + 1];
|
||||||
float x3 = vertices[t3], y3 = vertices[t3 + 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).
|
// If the base of the last triangle is the same as this triangle, check if they form a convex polygon (triangle fan).
|
||||||
var merged = false;
|
bool merged = false;
|
||||||
if (fanBaseIndex == t1)
|
if (fanBaseIndex == t1)
|
||||||
{
|
{
|
||||||
int o = polygon.Count - 4;
|
size_t o = polygon.size() - 4;
|
||||||
float[] p = polygon.Items;
|
Vector<float>& p = polygon;
|
||||||
int winding1 = winding(p[o], p[o + 1], p[o + 2], p[o + 3], x3, y3);
|
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]);
|
int winding2 = winding(x3, y3, p[0], p[1], p[2], p[3]);
|
||||||
if (winding1 == lastwinding && winding2 == lastwinding)
|
if (winding1 == lastwinding && winding2 == lastwinding)
|
||||||
{
|
{
|
||||||
polygon.Add(x3);
|
polygon.push_back(x3);
|
||||||
polygon.Add(y3);
|
polygon.push_back(y3);
|
||||||
polygonIndices.Add(t3);
|
polygonIndices.push_back(t3);
|
||||||
merged = true;
|
merged = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -189,57 +190,59 @@ namespace Spine
|
|||||||
// Otherwise make this triangle the new base.
|
// Otherwise make this triangle the new base.
|
||||||
if (!merged)
|
if (!merged)
|
||||||
{
|
{
|
||||||
if (polygon.Count > 0)
|
if (polygon.size() > 0)
|
||||||
{
|
{
|
||||||
convexPolygons.Add(polygon);
|
convexPolygons.push_back(&polygon);
|
||||||
convexPolygonsIndices.Add(polygonIndices);
|
convexPolygonsIndices.push_back(&polygonIndices);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
polygonPool.Free(polygon);
|
_polygonPool.free(&polygon);
|
||||||
_polygonIndicesPool.Free(polygonIndices);
|
_polygonIndicesPool.free(&polygonIndices);
|
||||||
}
|
}
|
||||||
|
|
||||||
polygon = polygonPool.Obtain();
|
polygon = *_polygonPool.obtain();
|
||||||
polygon.Clear();
|
polygon.clear();
|
||||||
polygon.Add(x1);
|
polygon.push_back(x1);
|
||||||
polygon.Add(y1);
|
polygon.push_back(y1);
|
||||||
polygon.Add(x2);
|
polygon.push_back(x2);
|
||||||
polygon.Add(y2);
|
polygon.push_back(y2);
|
||||||
polygon.Add(x3);
|
polygon.push_back(x3);
|
||||||
polygon.Add(y3);
|
polygon.push_back(y3);
|
||||||
polygonIndices = _polygonIndicesPool.obtain();
|
polygonIndices = *_polygonIndicesPool.obtain();
|
||||||
polygonIndices.Clear();
|
polygonIndices.clear();
|
||||||
polygonIndices.Add(t1);
|
polygonIndices.push_back(t1);
|
||||||
polygonIndices.Add(t2);
|
polygonIndices.push_back(t2);
|
||||||
polygonIndices.Add(t3);
|
polygonIndices.push_back(t3);
|
||||||
lastwinding = winding(x1, y1, x2, y2, x3, y3);
|
lastwinding = winding(x1, y1, x2, y2, x3, y3);
|
||||||
fanBaseIndex = t1;
|
fanBaseIndex = t1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (polygon.Count > 0)
|
if (polygon.size() > 0)
|
||||||
{
|
{
|
||||||
convexPolygons.Add(polygon);
|
convexPolygons.push_back(&polygon);
|
||||||
convexPolygonsIndices.Add(polygonIndices);
|
convexPolygonsIndices.push_back(&polygonIndices);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Go through the list of polygons and try to merge the remaining triangles with the found triangle fans.
|
// Go through the list of polygons and try to merge the remaining triangles with the found triangle fans.
|
||||||
for (int i = 0, n = convexPolygons.Count; i < n; ++i)
|
for (size_t i = 0, n = convexPolygons.size(); i < n; ++i)
|
||||||
{
|
{
|
||||||
polygonIndices = convexPolygonsIndices.Items[i];
|
polygonIndicesP = convexPolygonsIndices[i];
|
||||||
if (polygonIndices.Count == 0) continue;
|
polygonIndices = *polygonIndicesP;
|
||||||
int firstIndex = polygonIndices.Items[0];
|
|
||||||
int lastIndex = polygonIndices.Items[polygonIndices.Count - 1];
|
|
||||||
|
|
||||||
polygon = convexPolygons.Items[i];
|
if (polygonIndices.size() == 0) continue;
|
||||||
int o = polygon.Count - 4;
|
int firstIndex = polygonIndices[0];
|
||||||
float[] p = polygon.Items;
|
int lastIndex = polygonIndices[polygonIndices.size() - 1];
|
||||||
|
|
||||||
|
polygon = *convexPolygons[i];
|
||||||
|
size_t o = polygon.size() - 4;
|
||||||
|
Vector<float>& p = polygon;
|
||||||
float prevPrevX = p[o], prevPrevY = p[o + 1];
|
float prevPrevX = p[o], prevPrevY = p[o + 1];
|
||||||
float prevX = p[o + 2], prevY = p[o + 3];
|
float prevX = p[o + 2], prevY = p[o + 3];
|
||||||
float firstX = p[0], firstY = p[1];
|
float firstX = p[0], firstY = p[1];
|
||||||
float secondX = p[2], secondY = p[3];
|
float secondX = p[2], secondY = p[3];
|
||||||
int winding = winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY);
|
int winding0 = winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY);
|
||||||
|
|
||||||
for (int ii = 0; ii < n; ++ii)
|
for (int ii = 0; ii < n; ++ii)
|
||||||
{
|
{
|
||||||
@ -248,19 +251,22 @@ namespace Spine
|
|||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
var otherIndices = convexPolygonsIndices.Items[ii];
|
Vector<int>* otherIndicesP = convexPolygonsIndices[ii];
|
||||||
|
Vector<int>& otherIndices = *otherIndicesP;
|
||||||
|
|
||||||
if (otherIndices.Count != 3)
|
if (otherIndices.size() != 3)
|
||||||
{
|
{
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
int otherFirstIndex = otherIndices.Items[0];
|
int otherFirstIndex = otherIndices[0];
|
||||||
int otherSecondIndex = otherIndices.Items[1];
|
int otherSecondIndex = otherIndices[1];
|
||||||
int otherLastIndex = otherIndices.Items[2];
|
int otherLastIndex = otherIndices[2];
|
||||||
|
|
||||||
var otherPoly = convexPolygons.Items[ii];
|
Vector<float>* otherPolyP = convexPolygons[ii];
|
||||||
float x3 = otherPoly.Items[otherPoly.Count - 2], y3 = otherPoly.Items[otherPoly.Count - 1];
|
Vector<float>& otherPoly = *otherPolyP;
|
||||||
|
|
||||||
|
float x3 = otherPoly[otherPoly.size() - 2], y3 = otherPoly[otherPoly.size() - 1];
|
||||||
|
|
||||||
if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex)
|
if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex)
|
||||||
{
|
{
|
||||||
@ -269,13 +275,13 @@ namespace Spine
|
|||||||
|
|
||||||
int winding1 = winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3);
|
int winding1 = winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3);
|
||||||
int winding2 = winding(x3, y3, firstX, firstY, secondX, secondY);
|
int winding2 = winding(x3, y3, firstX, firstY, secondX, secondY);
|
||||||
if (winding1 == winding && winding2 == winding)
|
if (winding1 == winding0 && winding2 == winding0)
|
||||||
{
|
{
|
||||||
otherPoly.Clear();
|
otherPoly.clear();
|
||||||
otherIndices.Clear();
|
otherIndices.clear();
|
||||||
polygon.Add(x3);
|
polygon.push_back(x3);
|
||||||
polygon.Add(y3);
|
polygon.push_back(y3);
|
||||||
polygonIndices.Add(otherLastIndex);
|
polygonIndices.push_back(otherLastIndex);
|
||||||
prevPrevX = prevX;
|
prevPrevX = prevX;
|
||||||
prevPrevY = prevY;
|
prevPrevY = prevY;
|
||||||
prevX = x3;
|
prevX = x3;
|
||||||
@ -286,16 +292,16 @@ namespace Spine
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Remove empty polygons that resulted from the merge step above.
|
// Remove empty polygons that resulted from the merge step above.
|
||||||
for (int i = convexPolygons.Count - 1; i >= 0; --i)
|
for (int i = static_cast<int>(convexPolygons.size()) - 1; i >= 0; --i)
|
||||||
{
|
{
|
||||||
polygon = convexPolygons.Items[i];
|
polygon = *convexPolygons[i];
|
||||||
if (polygon.Count == 0)
|
if (polygon.size() == 0)
|
||||||
{
|
{
|
||||||
convexPolygons.RemoveAt(i);
|
convexPolygons.erase(i);
|
||||||
polygonPool.Free(polygon);
|
_polygonPool.free(&polygon);
|
||||||
polygonIndices = convexPolygonsIndices.Items[i];
|
polygonIndices = *convexPolygonsIndices[i];
|
||||||
convexPolygonsIndices.RemoveAt(i);
|
convexPolygonsIndices.erase(i);
|
||||||
_polygonIndicesPool.Free(polygonIndices);
|
_polygonIndicesPool.free(&polygonIndices);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -308,8 +314,7 @@ namespace Spine
|
|||||||
int current = indices[index] << 1;
|
int current = indices[index] << 1;
|
||||||
int next = indices[(index + 1) % vertexCount] << 1;
|
int next = indices[(index + 1) % vertexCount] << 1;
|
||||||
|
|
||||||
return !positiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next],
|
return !positiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next], vertices[next + 1]);
|
||||||
vertices[next + 1]);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
bool Triangulator::positiveArea(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y)
|
bool Triangulator::positiveArea(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y)
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user