[csharp] Clipping fix, see #1219

This commit is contained in:
badlogic 2018-12-05 16:30:28 +01:00
parent ea4685be8b
commit c0694bf14b

View File

@ -78,12 +78,12 @@ namespace Spine {
clippedTriangles.Clear();
clippingPolygon.Clear();
}
public void ClipTriangles (float[] vertices, int verticesLength, int[] triangles, int trianglesLength, float[] uvs) {
ExposedList<float> clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
var clippedTriangles = this.clippedTriangles;
var polygons = clippingPolygons.Items;
int polygonsCount = clippingPolygons.Count;
int polygonsCount = clippingPolygons.Count;
int index = 0;
clippedVertices.Clear();
@ -118,7 +118,7 @@ namespace Spine {
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 + 1] = y;
float c0 = x - x3, c1 = y - y3;
float a = (d0 * c0 + d1 * c1) * d;
float b = (d4 * c0 + d2 * c1) * d;
@ -216,15 +216,27 @@ namespace Spine {
}
// 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);
float s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY);
if (Math.Abs(s) > 0.000001f) {
float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s;
output.Add(edgeX + (edgeX2 - edgeX) * ua);
output.Add(edgeY + (edgeY2 - edgeY) * ua);
} else {
output.Add(edgeX);
output.Add(edgeY);
}
}
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);
float s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY);
if (Math.Abs(s) > 0.000001f) {
float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s;
output.Add(edgeX + (edgeX2 - edgeX) * ua);
output.Add(edgeY + (edgeY2 - edgeY) * ua);
} else {
output.Add(edgeX);
output.Add(edgeY);
}
output.Add(inputX2);
output.Add(inputY2);
}