Bounding boxes for spine-csharp.

This commit is contained in:
NathanSweet 2013-09-20 16:42:55 +02:00
parent 734505c91c
commit e1fe518261
9 changed files with 658 additions and 295 deletions

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@ -101,11 +101,13 @@
<Compile Include="src\Attachments\Attachment.cs" />
<Compile Include="src\Attachments\AttachmentLoader.cs" />
<Compile Include="src\Attachments\AttachmentType.cs" />
<Compile Include="src\Attachments\BoundingBoxAttachment.cs" />
<Compile Include="src\Attachments\RegionAttachment.cs" />
<Compile Include="src\Bone.cs" />
<Compile Include="src\BoneData.cs" />
<Compile Include="src\Json.cs" />
<Compile Include="src\Skeleton.cs" />
<Compile Include="src\SkeletonBounds.cs" />
<Compile Include="src\SkeletonData.cs" />
<Compile Include="src\SkeletonJson.cs" />
<Compile Include="src\Skin.cs" />

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@ -49,6 +49,8 @@ namespace Spine {
attachment.RegionOriginalWidth = region.originalWidth;
attachment.RegionOriginalHeight = region.originalHeight;
return attachment;
case AttachmentType.boundingbox:
return new BoundingBoxAttachment(name);
}
throw new Exception("Unknown attachment type: " + type);
}

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@ -25,6 +25,6 @@
namespace Spine {
public enum AttachmentType {
region, regionSequence
region, regionsequence, boundingbox
}
}

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@ -0,0 +1,54 @@
/*******************************************************************************
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 {
/** Attachment that has a polygon for bounds checking. */
public class BoundingBoxAttachment : Attachment {
public float[] Vertices { get; set; }
public BoundingBoxAttachment (string name)
: base(name) {
}
/** @param worldVertices Must have at least the same as this attachment's vertices. */
public void ComputeWorldVertices (float x, float y, Bone bone, float[] worldVertices) {
x += bone.WorldX;
y += bone.WorldY;
float m00 = bone.M00;
float m01 = bone.M01;
float m10 = bone.M10;
float m11 = bone.M11;
float[] vertices = Vertices;
for (int i = 0, n = vertices.Length; i < n; i += 2) {
float px = vertices[i];
float py = vertices[i + 1];
worldVertices[i] = px * m00 + py * m01 + x;
worldVertices[i + 1] = px * m10 + py * m11 + y;
}
}
}
}

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@ -0,0 +1,275 @@
/*******************************************************************************
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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;
using System.Collections.Generic;
namespace Spine {
public class SkeletonBounds {
private bool aabb;
private List<Polygon> polygonPool = new List<Polygon>();
public List<BoundingBoxAttachment> BoundingBoxes { get; private set; }
public List<Polygon> Polygons { get; private set; }
private float minX;
public float MinX {
get {
if (!aabb) aabbCompute();
return minX;
}
private set {
minX = value;
}
}
private float maxX;
public float MaxX {
get {
if (!aabb) aabbCompute();
return maxX;
}
private set {
maxX = value;
}
}
private float minY;
public float MinY {
get {
if (!aabb) aabbCompute();
return minY;
}
private set {
minY = value;
}
}
private float maxY;
public float MaxY {
get {
if (!aabb) aabbCompute();
return maxY;
}
private set {
maxY = value;
}
}
public float Width {
get {
if (!aabb) aabbCompute();
return maxX - minX;
}
}
public float Height {
get {
if (!aabb) aabbCompute();
return maxY - minY;
}
}
public SkeletonBounds () {
BoundingBoxes = new List<BoundingBoxAttachment>();
Polygons = new List<Polygon>();
}
public void Update (Skeleton skeleton) {
aabb = false;
List<BoundingBoxAttachment> boundingBoxes = BoundingBoxes;
List<Polygon> polygons = Polygons;
List<Slot> slots = skeleton.Slots;
int slotCount = slots.Count;
float x = skeleton.X, y = skeleton.Y;
boundingBoxes.Clear();
foreach (Polygon polygon in polygons) {
polygonPool.Add(polygon);
}
polygons.Clear();
for (int i = 0; i < slotCount; i++) {
Slot slot = slots[i];
BoundingBoxAttachment boundingBox = slot.Attachment as BoundingBoxAttachment;
if (boundingBox == null) continue;
boundingBoxes.Add(boundingBox);
Polygon polygon = null;
int poolCount = polygonPool.Count;
if (poolCount > 0) {
polygon = polygonPool[poolCount - 1];
polygonPool.RemoveAt(poolCount - 1);
} else
polygon = new Polygon();
polygons.Add(polygon);
polygon.Count = boundingBox.Vertices.Length;
if (polygon.Vertices == null || polygon.Vertices.Length < polygon.Count) polygon.Vertices = new float[polygon.Count];
boundingBox.ComputeWorldVertices(x, y, slot.Bone, polygon.Vertices);
}
}
private void aabbCompute () {
float minX = int.MaxValue, minY = int.MaxValue, maxX = int.MinValue, maxY = int.MinValue;
List<Polygon> polygons = Polygons;
for (int i = 0, n = polygons.Count; i < n; i++) {
Polygon polygon = polygons[i];
float[] vertices = polygon.Vertices;
for (int ii = 0, nn = polygon.Count; ii < nn; ii += 2) {
float x = vertices[ii];
float y = vertices[ii + 1];
minX = Math.Min(minX, x);
minY = Math.Min(minY, y);
maxX = Math.Max(maxX, x);
maxY = Math.Max(maxY, y);
}
}
this.minX = minX;
this.minY = minY;
this.maxX = maxX;
this.maxY = maxY;
aabb = true;
}
/** Returns true if the axis aligned bounding box contains the point. */
public bool AabbContainsPoint (float x, float y) {
if (!aabb) aabbCompute();
return x >= minX && x <= maxX && y >= minY && y <= maxY;
}
/** Returns true if the axis aligned bounding box intersects the line segment. */
public bool AabbIntersectsSegment (float x1, float y1, float x2, float y2) {
if (!aabb) aabbCompute();
float minX = this.minX;
float minY = this.minY;
float maxX = this.maxX;
float maxY = this.maxY;
if ((x1 <= minX && x2 <= minX) || (y1 <= minY && y2 <= minY) || (x1 >= maxX && x2 >= maxX) || (y1 >= maxY && y2 >= maxY))
return false;
float m = (y2 - y1) / (x2 - x1);
float y = m * (minX - x1) + y1;
if (y > minY && y < maxY) return true;
y = m * (maxX - x1) + y1;
if (y > minY && y < maxY) return true;
float x = (minY - y1) / m + x1;
if (x > minX && x < maxX) return true;
x = (maxY - y1) / m + x1;
if (x > minX && x < maxX) return true;
return false;
}
/** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */
public bool AabbIntersectsSkeleton (SkeletonBounds bounds) {
if (!aabb) aabbCompute();
if (!bounds.aabb) bounds.aabbCompute();
return minX < bounds.maxX && maxX > bounds.minX && minY < bounds.maxY && maxY > bounds.minY;
}
/** Returns true if the bounding box attachment contains the point. */
public bool ContainsPoint (int index, float x, float y) {
Polygon polygon = Polygons[index];
float[] vertices = polygon.Vertices;
int nn = polygon.Count;
int prevIndex = nn - 2;
bool inside = false;
for (int ii = 0; ii < nn; ii += 2) {
float vertexY = vertices[ii + 1];
float prevY = vertices[prevIndex + 1];
if (vertexY < y && prevY >= y || prevY < y && vertexY >= y) {
float vertexX = vertices[ii];
if (vertexX + (y - vertexY) / (prevY - vertexY) * (vertices[prevIndex] - vertexX) < x) inside = !inside;
}
prevIndex = ii;
}
return inside;
}
/** Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more
* efficient to only call this method if {@link #aabbContainsPoint(float, float)} return true. */
public BoundingBoxAttachment ContainsPoint (float x, float y) {
List<BoundingBoxAttachment> boundingBoxes = BoundingBoxes;
for (int i = 0, n = boundingBoxes.Count; i < n; i++)
if (ContainsPoint(i, x, y)) return boundingBoxes[i];
return null;
}
/** Returns true if the bounding box attachment contains the point. The bounding box must be in the SkeletonBounds. */
public bool containsPoint (BoundingBoxAttachment attachment, float x, float y) {
int index = BoundingBoxes.IndexOf(attachment);
return index == -1 ? false : ContainsPoint(index, x, y);
}
/** Returns the first bounding box attachment that contains the line segment, or null. When doing many checks, it is usually
* more efficient to only call this method if {@link #aabbIntersectsSegment(float, float, float, float)} return true. */
public BoundingBoxAttachment IntersectsSegment (float x1, float y1, float x2, float y2) {
List<BoundingBoxAttachment> boundingBoxes = BoundingBoxes;
for (int i = 0, n = boundingBoxes.Count; i < n; i++) {
BoundingBoxAttachment attachment = boundingBoxes[i];
if (IntersectsSegment(attachment, x1, y1, x2, y2)) return attachment;
}
return null;
}
/** Returns true if the bounding box attachment contains the line segment. */
public bool IntersectsSegment (BoundingBoxAttachment attachment, float x1, float y1, float x2, float y2) {
int index = BoundingBoxes.IndexOf(attachment);
return index == -1 ? false : IntersectsSegment(index, x1, y1, x2, y2);
}
/** Returns true if the bounding box attachment contains the line segment. */
public bool IntersectsSegment (int index, float x1, float y1, float x2, float y2) {
Polygon polygon = Polygons[index];
float[] vertices = polygon.Vertices;
int nn = polygon.Count;
float width12 = x1 - x2, height12 = y1 - y2;
float det1 = x1 * y2 - y1 * x2;
float x3 = vertices[nn - 2], y3 = vertices[nn - 1];
for (int ii = 0; ii < nn; ii += 2) {
float x4 = vertices[ii], y4 = vertices[ii + 1];
float det2 = x3 * y4 - y3 * x4;
float width34 = x3 - x4, height34 = y3 - y4;
float det3 = width12 * height34 - height12 * width34;
float x = (det1 * width34 - width12 * det2) / det3;
if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) {
float y = (det1 * height34 - height12 * det2) / det3;
if (((y >= y3 && y <= y4) || (y >= y4 && y <= y3)) && ((y >= y1 && y <= y2) || (y >= y2 && y <= y1))) return true;
}
x3 = x4;
y3 = y4;
}
return false;
}
}
}
public class Polygon {
public float[] Vertices { get; set; }
public int Count { get; set; }
}

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@ -46,7 +46,8 @@ namespace Spine {
private AttachmentLoader attachmentLoader;
public float Scale { get; set; }
public SkeletonJson (Atlas atlas) : this(new AtlasAttachmentLoader(atlas)) {
public SkeletonJson (Atlas atlas)
: this(new AtlasAttachmentLoader(atlas)) {
}
public SkeletonJson (AttachmentLoader attachmentLoader) {
@ -102,8 +103,8 @@ namespace Spine {
boneData.Rotation = GetFloat(boneMap, "rotation", 0);
boneData.ScaleX = GetFloat(boneMap, "scaleX", 1);
boneData.ScaleY = GetFloat(boneMap, "scaleY", 1);
boneData.InheritScale = GetBoolean (boneMap, "inheritScale", true);
boneData.InheritRotation = GetBoolean (boneMap, "inheritRotation", true);
boneData.InheritScale = GetBoolean(boneMap, "inheritScale", true);
boneData.InheritRotation = GetBoolean(boneMap, "inheritRotation", true);
skeletonData.AddBone(boneData);
}
@ -145,7 +146,7 @@ namespace Spine {
int slotIndex = skeletonData.FindSlotIndex(slotEntry.Key);
foreach (KeyValuePair<String, Object> attachmentEntry in ((Dictionary<String, Object>)slotEntry.Value)) {
Attachment attachment = ReadAttachment(skin, attachmentEntry.Key, (Dictionary<String, Object>)attachmentEntry.Value);
skin.AddAttachment(slotIndex, attachmentEntry.Key, attachment);
if (attachment != null) skin.AddAttachment(slotIndex, attachmentEntry.Key, attachment);
}
}
skeletonData.AddSkin(skin);
@ -178,8 +179,8 @@ namespace Spine {
type = (AttachmentType)Enum.Parse(typeof(AttachmentType), (String)map["type"], false);
Attachment attachment = attachmentLoader.NewAttachment(skin, type, name);
if (attachment is RegionAttachment) {
RegionAttachment regionAttachment = (RegionAttachment)attachment;
RegionAttachment regionAttachment = attachment as RegionAttachment;
if (regionAttachment != null) {
regionAttachment.X = GetFloat(map, "x", 0) * Scale;
regionAttachment.Y = GetFloat(map, "y", 0) * Scale;
regionAttachment.ScaleX = GetFloat(map, "scaleX", 1);
@ -190,6 +191,15 @@ namespace Spine {
regionAttachment.UpdateOffset();
}
BoundingBoxAttachment boundingBox = attachment as BoundingBoxAttachment;
if (boundingBox != null) {
List<Object> values = (List<Object>)map["vertices"];
float[] vertices = new float[values.Count];
for (int i = 0, n = values.Count; i < n; i++)
vertices[i] = (float)values[i];
boundingBox.Vertices = vertices;
}
return attachment;
}

File diff suppressed because one or more lines are too long

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@ -40,9 +40,13 @@ namespace Spine {
GraphicsDeviceManager graphics;
SkeletonRenderer skeletonRenderer;
Skeleton skeleton;
Slot headSlot;
AnimationState state;
SkeletonBounds bounds = new SkeletonBounds();
public Example () {
IsMouseVisible = true;
graphics = new GraphicsDeviceManager(this);
graphics.IsFullScreen = false;
graphics.PreferredBackBufferWidth = 640;
@ -74,14 +78,19 @@ namespace Spine {
}
state = new AnimationState(stateData);
if (true) {
state.SetAnimation("drawOrder", true);
//state.SetAnimation("walk", false);
//state.AddAnimation("jump", false);
//state.AddAnimation("walk", true);
} else {
state.SetAnimation("walk", false);
state.AddAnimation("jump", false);
state.AddAnimation("walk", true);
}
skeleton.X = 320;
skeleton.Y = 440;
skeleton.UpdateWorldTransform();
headSlot = skeleton.FindSlot("head");
}
protected override void UnloadContent () {
@ -108,6 +117,19 @@ namespace Spine {
skeletonRenderer.Draw(skeleton);
skeletonRenderer.End();
bounds.Update(skeleton);
MouseState mouse = Mouse.GetState();
if (bounds.AabbContainsPoint(mouse.X, mouse.Y)) {
BoundingBoxAttachment hit = bounds.ContainsPoint(mouse.X, mouse.Y);
if (hit != null) {
headSlot.G = 0;
headSlot.B = 0;
} else {
headSlot.G = 1;
headSlot.B = 1;
}
}
base.Draw(gameTime);
}
}

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@ -69,8 +69,6 @@ namespace Spine {
}
public void Draw (Skeleton skeleton) {
Console.WriteLine();
List<Slot> drawOrder = skeleton.DrawOrder;
for (int i = 0, n = drawOrder.Count; i < n; i++) {
Slot slot = drawOrder[i];