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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
[csharp] Clipping fix, see #1219
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@ -78,12 +78,12 @@ namespace Spine {
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clippedTriangles.Clear();
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clippedTriangles.Clear();
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clippingPolygon.Clear();
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clippingPolygon.Clear();
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}
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}
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public void ClipTriangles (float[] vertices, int verticesLength, int[] triangles, int trianglesLength, float[] uvs) {
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public void ClipTriangles (float[] vertices, int verticesLength, int[] triangles, int trianglesLength, float[] uvs) {
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ExposedList<float> clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
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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 clippedTriangles = this.clippedTriangles;
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var polygons = clippingPolygons.Items;
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var polygons = clippingPolygons.Items;
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int polygonsCount = clippingPolygons.Count;
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int polygonsCount = clippingPolygons.Count;
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int index = 0;
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int index = 0;
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clippedVertices.Clear();
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clippedVertices.Clear();
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@ -118,7 +118,7 @@ namespace Spine {
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for (int ii = 0; ii < clipOutputLength; ii += 2) {
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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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float x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
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clippedVerticesItems[s] = x;
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clippedVerticesItems[s] = x;
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clippedVerticesItems[s + 1] = y;
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clippedVerticesItems[s + 1] = y;
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float c0 = x - x3, c1 = y - y3;
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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 a = (d0 * c0 + d1 * c1) * d;
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float b = (d4 * c0 + d2 * c1) * d;
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float b = (d4 * c0 + d2 * c1) * d;
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@ -216,15 +216,27 @@ namespace Spine {
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}
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}
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// v1 inside, v2 outside
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// v1 inside, v2 outside
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float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
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float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
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float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
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float s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY);
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output.Add(edgeX + (edgeX2 - edgeX) * ua);
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if (Math.Abs(s) > 0.000001f) {
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output.Add(edgeY + (edgeY2 - edgeY) * ua);
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float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s;
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output.Add(edgeX + (edgeX2 - edgeX) * ua);
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output.Add(edgeY + (edgeY2 - edgeY) * ua);
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} else {
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output.Add(edgeX);
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output.Add(edgeY);
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}
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}
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}
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else if (side2) { // v1 outside, v2 inside
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else if (side2) { // v1 outside, v2 inside
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float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
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float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
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float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
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float s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY);
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output.Add(edgeX + (edgeX2 - edgeX) * ua);
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if (Math.Abs(s) > 0.000001f) {
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output.Add(edgeY + (edgeY2 - edgeY) * ua);
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float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s;
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output.Add(edgeX + (edgeX2 - edgeX) * ua);
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output.Add(edgeY + (edgeY2 - edgeY) * ua);
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} else {
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output.Add(edgeX);
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output.Add(edgeY);
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}
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output.Add(inputX2);
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output.Add(inputX2);
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output.Add(inputY2);
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output.Add(inputY2);
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}
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}
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