spine-runtimes/spine-ts/core/src/SkeletonBounds.ts
NathanSweet 36000e3c55 Updated to v3.5 (merge dev branch).
# Conflicts:
#	spine-c/src/spine/AnimationState.c
2016-11-15 23:10:23 +01:00

208 lines
8.3 KiB
TypeScript

/******************************************************************************
* 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<BoundingBoxAttachment>();
polygons = new Array<ArrayLike<number>>();
private polygonPool = new Pool<ArrayLike<number>>(() => {
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, polygon);
}
}
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<number>, 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<number>, 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;
}
}
}