Mario Zechner e884b02f6d Revert "[cpp] Remove dll.h and SP_API"
This reverts commit 8bde2aeb543c7f51fd0224cd69ede246c719e6ea.
2025-09-10 13:58:03 +02:00

136 lines
5.3 KiB
C++

/******************************************************************************
* 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
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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*****************************************************************************/
#ifndef Spine_SkeletonBounds_h
#define Spine_SkeletonBounds_h
#include <spine/Array.h>
#include <spine/Pool.h>
#include <spine/SpineObject.h>
namespace spine {
class Skeleton;
class BoundingBoxAttachment;
class Polygon;
/// Collects each BoundingBoxAttachment that is visible and computes the world vertices for its polygon.
/// The polygon vertices are provided along with convenience methods for doing hit detection.
class SP_API SkeletonBounds : public SpineObject {
public:
SkeletonBounds();
~SkeletonBounds();
/// Clears any previous polygons, finds all visible bounding box attachments,
/// and computes the world vertices for each bounding box's polygon.
/// @param skeleton The skeleton.
/// @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.
///
void update(Skeleton &skeleton, bool updateAabb);
/// Returns true if the axis aligned bounding box contains the point.
bool aabbContainsPoint(float x, float y);
/// Returns true if the axis aligned bounding box intersects the line segment.
bool aabbIntersectsSegment(float x1, float y1, float x2, float y2);
/// Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds.
bool aabbIntersectsSkeleton(SkeletonBounds &bounds);
/// Returns true if the polygon contains the point.
bool containsPoint(Polygon &polygon, float x, float y);
/// 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 aabbContainsPoint(float, float) returns true.
BoundingBoxAttachment *containsPoint(float x, float y);
/// 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 aabbIntersectsSegment(float, float, float, float) returns true.
BoundingBoxAttachment *intersectsSegment(float x1, float y1, float x2, float y2);
/// Returns true if the polygon contains any part of the line segment.
bool intersectsSegment(Polygon &polygon, float x1, float y1, float x2, float y2);
/// Returns the polygon for the given bounding box attachment or null if no
/// polygon can be found for the attachment. Requires a call to update() first.
Polygon *getPolygon(BoundingBoxAttachment *attachment);
/// Returns the bounding box for the given polygon or null. Requires a call to update() first.
BoundingBoxAttachment *getBoundingBox(Polygon *polygon);
/// Returns all polygons or an empty array. Requires a call to update() first.
Array<Polygon *> &getPolygons();
/// Returns all bounding boxes. Requires a call to update() first.
Array<BoundingBoxAttachment *> &getBoundingBoxes();
/// The left edge of the axis aligned bounding box.
float getMinX();
/// The bottom edge of the axis aligned bounding box.
float getMinY();
/// The right edge of the axis aligned bounding box.
float getMaxX();
/// The top edge of the axis aligned bounding box.
float getMaxY();
/// The width of the axis aligned bounding box.
float getWidth();
/// The height of the axis aligned bounding box.
float getHeight();
private:
Pool<Polygon> _polygonPool;
Array<BoundingBoxAttachment *> _boundingBoxes;
Array<Polygon *> _polygons;
float _minX, _minY, _maxX, _maxY;
void aabbCompute();
};
class Polygon : public SpineObject {
public:
Array<float> _vertices;
int _count;
Polygon() : _count(0) {
_vertices.ensureCapacity(16);
}
};
}
#endif /* Spine_SkeletonBounds_h */