/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ import { BoundingBoxAttachment } from "./attachments/BoundingBoxAttachment.js"; import type { Skeleton } from "./Skeleton.js"; import { type NumberArrayLike, Pool, Utils } from "./Utils.js"; /** Collects each visible {@link BoundingBoxAttachment} and computes the world vertices for its polygon. The polygon vertices are * provided along with convenience methods for doing hit detection. */ export class SkeletonBounds { /** The left edge of the axis aligned bounding box. */ minX = 0; /** The bottom edge of the axis aligned bounding box. */ minY = 0; /** The right edge of the axis aligned bounding box. */ maxX = 0; /** The top edge of the axis aligned bounding box. */ maxY = 0; /** The visible bounding boxes. */ boundingBoxes = [] as BoundingBoxAttachment[]; /** The world vertices for the bounding box polygons. */ polygons = [] as NumberArrayLike[]; private polygonPool = new Pool(() => { return Utils.newFloatArray(16); }); /** Clears any previous polygons, finds all visible bounding box attachments, and computes the world vertices for each bounding * box's polygon. * @param updateAabb If true, the axis aligned bounding box containing all the polygons is computed. If false, the * SkeletonBounds AABB methods will always return true. */ update (skeleton: Skeleton, updateAabb: boolean) { if (!skeleton) throw new Error("skeleton cannot be null."); const boundingBoxes = this.boundingBoxes; const polygons = this.polygons; const polygonPool = this.polygonPool; const slots = skeleton.slots; const slotCount = slots.length; boundingBoxes.length = 0; polygonPool.freeAll(polygons); polygons.length = 0; for (let i = 0; i < slotCount; i++) { const slot = slots[i]; if (!slot.bone.active) continue; const attachment = slot.applied.attachment; if (attachment instanceof BoundingBoxAttachment) { boundingBoxes.push(attachment); let polygon = polygonPool.obtain(); if (polygon.length !== attachment.worldVerticesLength) { polygon = Utils.newFloatArray(attachment.worldVerticesLength); } polygons.push(polygon); attachment.computeWorldVertices(skeleton, slot, 0, attachment.worldVerticesLength, polygon, 0, 2); } } if (updateAabb) { this.aabbCompute(); } else { this.minX = Number.POSITIVE_INFINITY; this.minY = Number.POSITIVE_INFINITY; this.maxX = Number.NEGATIVE_INFINITY; this.maxY = Number.NEGATIVE_INFINITY; } } aabbCompute () { let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY; const polygons = this.polygons; for (let i = 0, n = polygons.length; i < n; i++) { const polygon = polygons[i]; const vertices = polygon; for (let ii = 0, nn = polygon.length; ii < nn; ii += 2) { const x = vertices[ii]; const 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; } /** Returns true if the axis aligned bounding box contains the point. */ aabbContainsPoint (x: number, y: number) { return x >= this.minX && x <= this.maxX && y >= this.minY && y <= this.maxY; } /** Returns true if the axis aligned bounding box intersects the line segment. */ aabbIntersectsSegment (x1: number, y1: number, x2: number, y2: number) { const minX = this.minX; const minY = this.minY; const maxX = this.maxX; const maxY = this.maxY; if ((x1 <= minX && x2 <= minX) || (y1 <= minY && y2 <= minY) || (x1 >= maxX && x2 >= maxX) || (y1 >= maxY && y2 >= maxY)) return false; const m = (y2 - y1) / (x2 - x1); let y = m * (minX - x1) + y1; if (y > minY && y < maxY) return true; y = m * (maxX - x1) + y1; if (y > minY && y < maxY) return true; let 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. */ aabbIntersectsSkeleton (bounds: SkeletonBounds) { return this.minX < bounds.maxX && this.maxX > bounds.minX && this.minY < bounds.maxY && this.maxY > bounds.minY; } /** 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)} returns true. */ containsPoint (x: number, y: number): BoundingBoxAttachment | null { const polygons = this.polygons; for (let i = 0, n = polygons.length; i < n; i++) if (this.containsPointPolygon(polygons[i], x, y)) return this.boundingBoxes[i]; return null; } /** Returns true if the polygon contains the point. */ containsPointPolygon (polygon: NumberArrayLike, x: number, y: number) { const vertices = polygon; const nn = polygon.length; let prevIndex = nn - 2; let inside = false; for (let ii = 0; ii < nn; ii += 2) { const vertexY = vertices[ii + 1]; const prevY = vertices[prevIndex + 1]; if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) { const 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 any part of the line segment, or null. When doing many checks, it * is usually more efficient to only call this method if {@link #aabbIntersectsSegment()} returns * true. */ intersectsSegment (x1: number, y1: number, x2: number, y2: number) { const polygons = this.polygons; for (let i = 0, n = polygons.length; i < n; i++) if (this.intersectsSegmentPolygon(polygons[i], x1, y1, x2, y2)) return this.boundingBoxes[i]; return null; } /** Returns true if the polygon contains any part of the line segment. */ intersectsSegmentPolygon (polygon: NumberArrayLike, x1: number, y1: number, x2: number, y2: number) { const vertices = polygon; const nn = polygon.length; const width12 = x1 - x2, height12 = y1 - y2; const det1 = x1 * y2 - y1 * x2; let x3 = vertices[nn - 2], y3 = vertices[nn - 1]; for (let ii = 0; ii < nn; ii += 2) { const x4 = vertices[ii], y4 = vertices[ii + 1]; const det2 = x3 * y4 - y3 * x4; const width34 = x3 - x4, height34 = y3 - y4; const det3 = width12 * height34 - height12 * width34; const x = (det1 * width34 - width12 * det2) / det3; if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) { const 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; } /** Returns the polygon for the specified bounding box, or null. */ getPolygon (boundingBox: BoundingBoxAttachment) { if (!boundingBox) throw new Error("boundingBox cannot be null."); const index = this.boundingBoxes.indexOf(boundingBox); return index === -1 ? null : this.polygons[index]; } /** The width of the axis aligned bounding box. */ getWidth () { return this.maxX - this.minX; } /** The height of the axis aligned bounding box. */ getHeight () { return this.maxY - this.minY; } }