------------------------------------------------------------------------------- -- Spine Runtimes Software License -- Version 2.3 -- -- Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the -- Software or develop new applications using the Software 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; 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. ------------------------------------------------------------------------------- local AttachmentType = require "spine-lua.AttachmentType" local utils = require "spine-lua.utils" local SkeletonBounds = {} function SkeletonBounds.new () local self = { polygons = {}, boundingBoxes = {}, minX = 0, minY = 0, maxX = 0, maxY = 0 } function aabbCompute () local polygons = self.polygons local minX, minY, maxX, maxY = 9999999, 9999999, -9999999, -9999999 for i,vertices in ipairs(polygons) do local count = #vertices for ii = 1, count, 2 do local x = vertices[ii] local y = vertices[ii + 1] minX = math.min(minX, x) minY = math.min(minY, y) maxX = math.max(maxX, x) maxY = math.max(maxY, y) end end self.minX = minX self.minY = minY self.maxX = maxX self.maxY = maxY end function self:update (skeleton, updateAabb) local x = skeleton.x local y = skeleton.y local polygons = {} self.polygons = polygons local boundingBoxes = {} self.boundingBoxes = boundingBoxes for i,slot in ipairs(skeleton.slots) do local boundingBox = slot.attachment if boundingBox and boundingBox.type == AttachmentType.boundingbox then table.insert(boundingBoxes, boundingBox) local polygon = {} table.insert(polygons, polygon) boundingBox:computeWorldVertices(x, y, slot.bone, polygon) end end if updateAabb then aabbCompute() end end function self:aabbContainsPoint (x, y) return x >= self.minX and x <= self.maxX and y >= self.minY and y <= self.maxY end function self:aabbIntersectsSegment (x1, y1, x2, y2) local minX, minY, maxX, maxY = self.minX, self.minY, self.maxX, self.maxY if (x1 <= minX and x2 <= minX) or (y1 <= minY and y2 <= minY) or (x1 >= maxX and x2 >= maxX) or (y1 >= maxY and y2 >= maxY) then return false end local m = (y2 - y1) / (x2 - x1) local y = m * (minX - x1) + y1 if y > minY and y < maxY then return true end y = m * (maxX - x1) + y1 if y > minY and y < maxY then return true end local x = (minY - y1) / m + x1 if x > minX and x < maxX then return true end x = (maxY - y1) / m + x1 if x > minX and x < maxX then return true end return false end function self:aabbIntersectsSkeleton (bounds) return self.minX < bounds.maxX and self.maxX > bounds.minX and self.minY < bounds.maxY and self.maxY > bounds.minY end function self:containsPoint (x, y) for i,polygon in ipairs(self.polygons) do if self:polygonContainsPoint(polygon, x, y) then return self.boundingBoxes[i] end end return nil end function self:intersectsSegment (x1, y1, x2, y2) for i,polygon in ipairs(self.polygons) do if self:polygonIntersectsSegment(polygon, x1, y1, x2, y2) then return self.boundingBoxes[i] end end return nil end function self:polygonContainsPoint (polygon, x, y) local nn = #polygon local prevIndex = nn - 1 local inside = false for ii = 1, nn, 2 do local vertexY = polygon[ii + 1] local prevY = polygon[prevIndex + 1] if (vertexY < y and prevY >= y) or (prevY < y and vertexY >= y) then local vertexX = polygon[ii] if vertexX + (y - vertexY) / (prevY - vertexY) * (polygon[prevIndex] - vertexX) < x then inside = not inside end end prevIndex = ii end return inside end function self:polygonIntersectsSegment (polygon, x1, y1, x2, y2) local nn = #polygon local width12, height12 = x1 - x2, y1 - y2 local det1 = x1 * y2 - y1 * x2 local x3, y3 = polygon[nn - 2], polygon[nn - 1] for ii = 1, nn, 2 do local x4, y4 = polygon[ii], polygon[ii + 1] local det2 = x3 * y4 - y3 * x4 local width34, height34 = x3 - x4, y3 - y4 local det3 = width12 * height34 - height12 * width34 local x = (det1 * width34 - width12 * det2) / det3 if ((x >= x3 and x <= x4) or (x >= x4 and x <= x3)) and ((x >= x1 and x <= x2) or (x >= x2 and x <= x1)) then local y = (det1 * height34 - height12 * det2) / det3 if ((y >= y3 and y <= y4) or (y >= y4 and y <= y3)) and ((y >= y1 and y <= y2) or (y >= y2 and y <= y1)) then return true end end x3 = x4 y3 = y4 end return false end function self:getPolygon (attachment) local index = spine.utils.indexOf(self.boundingBoxes, attachment) if index == -1 then return nil else return self.polygons[index] end end function self:getWidth () return self.maxX - self.minX end function self:getHeight () return self.maxY - self.minY end return self end return SkeletonBounds