/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, 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 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. *****************************************************************************/ using System; namespace Spine { public class SkeletonClipping { private readonly ConvexDecomposer decomposer = new ConvexDecomposer(); private readonly ExposedList clippingPolygon = new ExposedList(); private readonly ExposedList clipOutput = new ExposedList(128); private readonly ExposedList clippedVertices = new ExposedList(128); private readonly ExposedList clippedTriangles = new ExposedList(128); private readonly ExposedList scratch = new ExposedList(); private ClippingAttachment clipAttachment; private ExposedList> clippingPolygons; public ExposedList ClippedVertices { get { return clippedVertices; } } public ExposedList ClippedTriangles { get { return clippedTriangles; } } public void ClipStart(Slot slot, ClippingAttachment clip) { if (clipAttachment != null) return; clipAttachment = clip; int n = clip.worldVerticesLength; float[] vertices = clippingPolygon.Resize(n).Items; clip.ComputeWorldVertices(slot, 0, n, vertices, 0, 2); MakeClockwise(clippingPolygon); clippingPolygons = decomposer.Decompose(clippingPolygon); foreach (var polygon in clippingPolygons) { MakeClockwise(polygon); polygon.Add(polygon.Items[0]); polygon.Add(polygon.Items[1]); } } public void ClipEnd(Slot slot) { if (clipAttachment != null && clipAttachment.endSlot == slot.data) ClipEnd(); } public void ClipEnd() { if (clipAttachment == null) return; clipAttachment = null; clippingPolygons = null; clippedVertices.Clear(); clippedTriangles.Clear(); clippingPolygon.Clear(); } public bool IsClipping() { return clipAttachment != null; } public void ClipTriangles(float[] vertices, int verticesLength, short[] triangles, int trianglesLength, float[] uvs, float light, float dark, bool twoColor) { ExposedList clipOutput = this.clipOutput, clippedVertices = this.clippedVertices; var clippedTriangles = this.clippedTriangles; var polygons = clippingPolygons.Items; int polygonsCount = clippingPolygons.Count; int vertexSize = twoColor ? 6 : 5; short index = 0; clippedVertices.Clear(); clippedTriangles.Clear(); outer: for (int i = 0; i < trianglesLength; i += 3) { int vertexOffset = triangles[i] << 1; float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1]; float u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1]; vertexOffset = triangles[i + 1] << 1; float x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1]; float u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1]; vertexOffset = triangles[i + 2] << 1; float x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1]; float u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1]; for (int p = 0; p < polygonsCount; p++) { int s = clippedVertices.Count; if (Clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) { int clipOutputLength = clipOutput.Count; if (clipOutputLength == 0) continue; float d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1; float d = 1 / (d0 * d2 + d1 * (y1 - y3)); int clipOutputCount = clipOutputLength >> 1; float[] clipOutputItems = clipOutput.Items; float[] clippedVerticesItems = clippedVertices.Resize(s + clipOutputCount * vertexSize).Items; 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 + 2] = light; if (twoColor) { clippedVerticesItems[s + 3] = dark; s += 4; } else s += 3; float c0 = x - x3, c1 = y - y3; float a = (d0 * c0 + d1 * c1) * d; float b = (d4 * c0 + d2 * c1) * d; float c = 1 - a - b; clippedVerticesItems[s] = u1 * a + u2 * b + u3 * c; clippedVerticesItems[s + 1] = v1 * a + v2 * b + v3 * c; s += 2; } s = clippedTriangles.Count; short[] clippedTrianglesItems = clippedTriangles.Resize(s + 3 * (clipOutputCount - 2)).Items; clipOutputCount--; for (int ii = 1; ii < clipOutputCount; ii++) { clippedTrianglesItems[s] = index; clippedTrianglesItems[s + 1] = (short)(index + ii); clippedTrianglesItems[s + 2] = (short)(index + ii + 1); s += 3; } index += (short)(clipOutputCount + 1); } else { float[] clippedVerticesItems = clippedVertices.Resize(s + 3 * vertexSize).Items; clippedVerticesItems[s] = x1; clippedVerticesItems[s + 1] = y1; clippedVerticesItems[s + 2] = light; if (!twoColor) { clippedVerticesItems[s + 3] = u1; clippedVerticesItems[s + 4] = v1; clippedVerticesItems[s + 5] = x2; clippedVerticesItems[s + 6] = y2; clippedVerticesItems[s + 7] = light; clippedVerticesItems[s + 8] = u2; clippedVerticesItems[s + 9] = v2; clippedVerticesItems[s + 10] = x3; clippedVerticesItems[s + 11] = y3; clippedVerticesItems[s + 12] = light; clippedVerticesItems[s + 13] = u3; clippedVerticesItems[s + 14] = v3; } else { clippedVerticesItems[s + 3] = dark; clippedVerticesItems[s + 4] = u1; clippedVerticesItems[s + 5] = v1; clippedVerticesItems[s + 6] = x2; clippedVerticesItems[s + 7] = y2; clippedVerticesItems[s + 8] = light; clippedVerticesItems[s + 9] = dark; clippedVerticesItems[s + 10] = u2; clippedVerticesItems[s + 11] = v2; clippedVerticesItems[s + 12] = x3; clippedVerticesItems[s + 13] = y3; clippedVerticesItems[s + 14] = light; clippedVerticesItems[s + 15] = dark; clippedVerticesItems[s + 16] = u3; clippedVerticesItems[s + 17] = v3; } s = clippedTriangles.Count; short[] clippedTrianglesItems = clippedTriangles.Resize(s + 3).Items; clippedTrianglesItems[s] = index; clippedTrianglesItems[s + 1] = (short)(index + 1); clippedTrianglesItems[s + 2] = (short)(index + 2); index += 3; goto outer; } } } } /** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping * area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list. */ internal bool Clip(float x1, float y1, float x2, float y2, float x3, float y3, ExposedList clippingArea, ExposedList output) { var originalOutput = output; var clipped = false; // Avoid copy at the end. ExposedList input = null; if (clippingArea.Count % 4 >= 2) { input = output; output = scratch; } else input = scratch; input.Clear(); input.Add(x1); input.Add(y1); input.Add(x2); input.Add(y2); input.Add(x3); input.Add(y3); input.Add(x1); input.Add(y1); output.Clear(); float[] clippingVertices = clippingArea.Items; int clippingVerticesLast = clippingArea.Count - 4; for (int i = 0; ; i += 2) { float edgeX = clippingVertices[i], edgeY = clippingVertices[i + 1]; float edgeX2 = clippingVertices[i + 2], edgeY2 = clippingVertices[i + 3]; float deltaX = edgeX - edgeX2, deltaY = edgeY - edgeY2; float[] inputVertices = input.Items; int inputVerticesLength = input.Count - 2, outputStart = output.Count; for (int ii = 0; ii < inputVerticesLength; ii += 2) { float inputX = inputVertices[ii], inputY = inputVertices[ii + 1]; float inputX2 = inputVertices[ii + 2], inputY2 = inputVertices[ii + 3]; bool side2 = deltaX * (inputY2 - edgeY2) - deltaY * (inputX2 - edgeX2) > 0; if (deltaX * (inputY - edgeY2) - deltaY * (inputX - edgeX2) > 0) { if (side2) { // v1 inside, v2 inside output.Add(inputX2); output.Add(inputY2); continue; } // 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); } 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); output.Add(inputX2); output.Add(inputY2); } clipped = true; } if (outputStart == output.Count) { // All edges outside. originalOutput.Clear(); return true; } output.Add(output.Items[0]); output.Add(output.Items[1]); if (i == clippingVerticesLast) break; var temp = output; output = input; output.Clear(); input = temp; } if (originalOutput != output) { originalOutput.Clear(); for (int i = 0, n = output.Count - 2; i < n; i++) { originalOutput.Add(output.Items[i]); } } else originalOutput.Resize(originalOutput.Count - 2); return clipped; } static void MakeClockwise(ExposedList polygon) { float[] vertices = polygon.Items; int verticeslength = polygon.Count; float area = vertices[verticeslength - 2] * vertices[1] - vertices[0] * vertices[verticeslength - 1], p1x, p1y, p2x, p2y; for (int i = 0, n = verticeslength - 3; i < n; i += 2) { p1x = vertices[i]; p1y = vertices[i + 1]; p2x = vertices[i + 2]; p2y = vertices[i + 3]; area += p1x * p2y - p2x * p1y; } if (area < 0) return; for (int i = 0, lastX = verticeslength - 2, n = verticeslength >> 1; i < n; i += 2) { float x = vertices[i], y = vertices[i + 1]; int other = lastX - i; vertices[i] = vertices[other]; vertices[i + 1] = vertices[other + 1]; vertices[other] = x; vertices[other + 1] = y; } } } }