/****************************************************************************** * 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. *****************************************************************************/ module spine { export class SkeletonBounds { minX = 0; minY = 0; maxX = 0; maxY = 0; boundingBoxes = new Array(); polygons = new Array>(); private polygonPool = new Pool>(() => { return Utils.newFloatArray(16); }); update (skeleton: Skeleton, updateAabb: boolean) { if (skeleton == null) throw new Error("skeleton cannot be null."); let boundingBoxes = this.boundingBoxes; let polygons = this.polygons; let polygonPool = this.polygonPool; let slots = skeleton.slots; let slotCount = slots.length; boundingBoxes.length = 0; polygonPool.freeAll(polygons); polygons.length = 0; for (let i = 0; i < slotCount; i++) { let slot = slots[i]; let attachment = slot.getAttachment(); if (attachment instanceof BoundingBoxAttachment) { let boundingBox = attachment as BoundingBoxAttachment; boundingBoxes.push(boundingBox); let polygon = polygonPool.obtain(); if (polygon.length != boundingBox.worldVerticesLength) { polygon = Utils.newFloatArray(boundingBox.worldVerticesLength); } polygons.push(polygon); boundingBox.computeWorldVertices(slot, 0, boundingBox.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; let polygons = this.polygons; for (let i = 0, n = polygons.length; i < n; i++) { let polygon = polygons[i]; let vertices = polygon; for (let ii = 0, nn = polygon.length; ii < nn; ii += 2) { let x = vertices[ii]; let 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) { let minX = this.minX; let minY = this.minY; let maxX = this.maxX; let maxY = this.maxY; if ((x1 <= minX && x2 <= minX) || (y1 <= minY && y2 <= minY) || (x1 >= maxX && x2 >= maxX) || (y1 >= maxY && y2 >= maxY)) return false; let 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 { let 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: ArrayLike, x: number, y: number) { let vertices = polygon; let nn = polygon.length; let prevIndex = nn - 2; let inside = false; for (let ii = 0; ii < nn; ii += 2) { let vertexY = vertices[ii + 1]; let prevY = vertices[prevIndex + 1]; if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) { let 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(float, float, float, float)} returns * true. */ intersectsSegment (x1: number, y1: number, x2: number, y2: number) { let 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: ArrayLike, x1: number, y1: number, x2: number, y2: number) { let vertices = polygon; let nn = polygon.length; let width12 = x1 - x2, height12 = y1 - y2; let det1 = x1 * y2 - y1 * x2; let x3 = vertices[nn - 2], y3 = vertices[nn - 1]; for (let ii = 0; ii < nn; ii += 2) { let x4 = vertices[ii], y4 = vertices[ii + 1]; let det2 = x3 * y4 - y3 * x4; let width34 = x3 - x4, height34 = y3 - y4; let det3 = width12 * height34 - height12 * width34; let x = (det1 * width34 - width12 * det2) / det3; if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) { let 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 == null) throw new Error("boundingBox cannot be null."); let index = this.boundingBoxes.indexOf(boundingBox); return index == -1 ? null : this.polygons[index]; } getWidth () { return this.maxX - this.minX; } getHeight () { return this.maxY - this.minY; } } }