mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
208 lines
8.3 KiB
TypeScript
208 lines
8.3 KiB
TypeScript
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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module spine {
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export class SkeletonBounds {
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minX = 0; minY = 0; maxX = 0; maxY = 0;
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boundingBoxes = new Array<BoundingBoxAttachment>();
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polygons = new Array<ArrayLike<number>>();
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private polygonPool = new Pool<ArrayLike<number>>(() => {
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return Utils.newFloatArray(16);
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});
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update (skeleton: Skeleton, updateAabb: boolean) {
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if (skeleton == null) throw new Error("skeleton cannot be null.");
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let boundingBoxes = this.boundingBoxes;
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let polygons = this.polygons;
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let polygonPool = this.polygonPool;
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let slots = skeleton.slots;
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let slotCount = slots.length;
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boundingBoxes.length = 0;
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polygonPool.freeAll(polygons);
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polygons.length = 0;
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for (let i = 0; i < slotCount; i++) {
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let slot = slots[i];
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let attachment = slot.getAttachment();
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if (attachment instanceof BoundingBoxAttachment) {
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let boundingBox = attachment as BoundingBoxAttachment;
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boundingBoxes.push(boundingBox);
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let polygon = polygonPool.obtain();
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if (polygon.length != boundingBox.worldVerticesLength) {
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polygon = Utils.newFloatArray(boundingBox.worldVerticesLength);
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}
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polygons.push(polygon);
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boundingBox.computeWorldVertices(slot, polygon);
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}
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}
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if (updateAabb) {
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this.aabbCompute();
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} else {
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this.minX = Number.POSITIVE_INFINITY;
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this.minY = Number.POSITIVE_INFINITY;
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this.maxX = Number.NEGATIVE_INFINITY;
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this.maxY = Number.NEGATIVE_INFINITY;
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}
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}
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aabbCompute () {
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let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
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let polygons = this.polygons;
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for (let i = 0, n = polygons.length; i < n; i++) {
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let polygon = polygons[i];
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let vertices = polygon;
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for (let ii = 0, nn = polygon.length; ii < nn; ii += 2) {
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let x = vertices[ii];
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let y = vertices[ii + 1];
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minX = Math.min(minX, x);
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minY = Math.min(minY, y);
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maxX = Math.max(maxX, x);
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maxY = Math.max(maxY, y);
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}
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}
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this.minX = minX;
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this.minY = minY;
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this.maxX = maxX;
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this.maxY = maxY;
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}
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/** Returns true if the axis aligned bounding box contains the point. */
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aabbContainsPoint (x: number, y: number) {
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return x >= this.minX && x <= this.maxX && y >= this.minY && y <= this.maxY;
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}
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/** Returns true if the axis aligned bounding box intersects the line segment. */
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aabbIntersectsSegment (x1: number, y1: number, x2: number, y2: number) {
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let minX = this.minX;
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let minY = this.minY;
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let maxX = this.maxX;
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let maxY = this.maxY;
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if ((x1 <= minX && x2 <= minX) || (y1 <= minY && y2 <= minY) || (x1 >= maxX && x2 >= maxX) || (y1 >= maxY && y2 >= maxY))
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return false;
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let m = (y2 - y1) / (x2 - x1);
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let y = m * (minX - x1) + y1;
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if (y > minY && y < maxY) return true;
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y = m * (maxX - x1) + y1;
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if (y > minY && y < maxY) return true;
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let x = (minY - y1) / m + x1;
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if (x > minX && x < maxX) return true;
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x = (maxY - y1) / m + x1;
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if (x > minX && x < maxX) return true;
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return false;
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}
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/** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */
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aabbIntersectsSkeleton (bounds: SkeletonBounds) {
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return this.minX < bounds.maxX && this.maxX > bounds.minX && this.minY < bounds.maxY && this.maxY > bounds.minY;
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}
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/** Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more
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* efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true. */
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containsPoint (x: number, y: number): BoundingBoxAttachment {
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let polygons = this.polygons;
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for (let i = 0, n = polygons.length; i < n; i++)
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if (this.containsPointPolygon(polygons[i], x, y)) return this.boundingBoxes[i];
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return null;
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}
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/** Returns true if the polygon contains the point. */
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containsPointPolygon (polygon: ArrayLike<number>, x: number, y: number) {
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let vertices = polygon;
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let nn = polygon.length;
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let prevIndex = nn - 2;
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let inside = false;
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for (let ii = 0; ii < nn; ii += 2) {
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let vertexY = vertices[ii + 1];
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let prevY = vertices[prevIndex + 1];
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if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) {
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let vertexX = vertices[ii];
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if (vertexX + (y - vertexY) / (prevY - vertexY) * (vertices[prevIndex] - vertexX) < x) inside = !inside;
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}
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prevIndex = ii;
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}
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return inside;
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}
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/** Returns the first bounding box attachment that contains any part of the line segment, or null. When doing many checks, it
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* is usually more efficient to only call this method if {@link #aabbIntersectsSegment(float, float, float, float)} returns
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* true. */
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intersectsSegment (x1: number, y1: number, x2: number, y2: number) {
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let polygons = this.polygons;
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for (let i = 0, n = polygons.length; i < n; i++)
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if (this.intersectsSegmentPolygon(polygons[i], x1, y1, x2, y2)) return this.boundingBoxes[i];
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return null;
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}
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/** Returns true if the polygon contains any part of the line segment. */
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intersectsSegmentPolygon (polygon: ArrayLike<number>, x1: number, y1: number, x2: number, y2: number) {
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let vertices = polygon;
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let nn = polygon.length;
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let width12 = x1 - x2, height12 = y1 - y2;
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let det1 = x1 * y2 - y1 * x2;
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let x3 = vertices[nn - 2], y3 = vertices[nn - 1];
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for (let ii = 0; ii < nn; ii += 2) {
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let x4 = vertices[ii], y4 = vertices[ii + 1];
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let det2 = x3 * y4 - y3 * x4;
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let width34 = x3 - x4, height34 = y3 - y4;
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let det3 = width12 * height34 - height12 * width34;
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let x = (det1 * width34 - width12 * det2) / det3;
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if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) {
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let y = (det1 * height34 - height12 * det2) / det3;
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if (((y >= y3 && y <= y4) || (y >= y4 && y <= y3)) && ((y >= y1 && y <= y2) || (y >= y2 && y <= y1))) return true;
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}
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x3 = x4;
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y3 = y4;
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}
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return false;
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}
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/** Returns the polygon for the specified bounding box, or null. */
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getPolygon (boundingBox: BoundingBoxAttachment) {
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if (boundingBox == null) throw new Error("boundingBox cannot be null.");
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let index = this.boundingBoxes.indexOf(boundingBox);
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return index == -1 ? null : this.polygons[index];
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}
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getWidth () {
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return this.maxX - this.minX;
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}
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getHeight () {
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return this.maxY - this.minY;
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}
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}
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}
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