mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 09:16:01 +08:00
199 lines
6.7 KiB
Lua
199 lines
6.7 KiB
Lua
-------------------------------------------------------------------------------
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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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local AttachmentType = require "spine-lua.attachments.AttachmentType"
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local utils = require "spine-lua.utils"
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local setmetatable = setmetatable
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local math_min = math.min
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local math_max = math.max
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local ipairs = ipairs
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local table_insert = table.insert
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local SkeletonBounds = {}
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SkeletonBounds.__index = SkeletonBounds
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function SkeletonBounds.new ()
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local self = {
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minX = 0, minY = 0, maxX = 0, maxY = 0,
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polygons = {},
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boundingBoxes = {},
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}
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setmetatable(self, SkeletonBounds)
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return self
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end
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function SkeletonBounds:update (skeleton, updateAabb)
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if skeleton == nil then error("skeleton cannot be null", 2) end
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local boundingBoxes = {}
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self.boundingBoxes = boundingBoxes
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local polygons = {}
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self.polygons = polygons
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local slots = skeleton.slots
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for _,slot in ipairs(skeleton.slots) do
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local attachment = slot.attachment
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if attachment and attachment.type == AttachmentType.boundingbox then
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local boundingBox = attachment
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table_insert(boundingBoxes, boundingBox)
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local polygon = {}
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table_insert(polygons, polygon)
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boundingBox:computeWorldVertices(slot, 0, boundingBox.worldVerticesLength, polygon, 0, 2)
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end
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end
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if updateAabb then
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self:aabbCompute()
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else
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self.minX = 9999999
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self.minY = 9999999
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self.maxX = -9999999
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self.maxY = -9999999
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end
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end
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function SkeletonBounds:aabbCompute ()
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local minX, minY, maxX, maxY = 9999999, 9999999, -9999999, -9999999
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local polygons = self.polygons
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for _,vertices in ipairs(polygons) do
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local count = #vertices
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for ii = 1, count, 2 do
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local x = vertices[ii]
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local 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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end
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end
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self.minX = minX
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self.minY = minY
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self.maxX = maxX
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self.maxY = maxY
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end
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function SkeletonBounds:aabbContainsPoint (x, y)
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return x >= self.minX and x <= self.maxX and y >= self.minY and y <= self.maxY
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end
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function SkeletonBounds:aabbIntersectsSegment (x1, y1, x2, y2)
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local minX, minY, maxX, maxY = self.minX, self.minY, self.maxX, self.maxY
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if (x1 <= minX and x2 <= minX) or (y1 <= minY and y2 <= minY) or (x1 >= maxX and x2 >= maxX) or (y1 >= maxY and y2 >= maxY) then
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return false
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end
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local m = (y2 - y1) / (x2 - x1)
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local y = m * (minX - x1) + y1
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if y > minY and y < maxY then return true end
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y = m * (maxX - x1) + y1
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if y > minY and y < maxY then return true end
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local x = (minY - y1) / m + x1
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if x > minX and x < maxX then return true end
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x = (maxY - y1) / m + x1
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if x > minX and x < maxX then return true end
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return false
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end
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function SkeletonBounds:aabbIntersectsSkeleton (bounds)
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return self.minX < bounds.maxX and self.maxX > bounds.minX and self.minY < bounds.maxY and self.maxY > bounds.minY
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end
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function SkeletonBounds:containsPoint (x, y)
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for i,polygon in ipairs(self.polygons) do
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if self:polygonContainsPoint(polygon, x, y) then return self.boundingBoxes[i] end
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end
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return nil
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end
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function SkeletonBounds:intersectsSegment (x1, y1, x2, y2)
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for i,polygon in ipairs(self.polygons) do
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if self:polygonIntersectsSegment(polygon, x1, y1, x2, y2) then return self.boundingBoxes[i] end
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end
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return nil
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end
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function SkeletonBounds:polygonContainsPoint (polygon, x, y)
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local nn = #polygon
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local prevIndex = nn - 1
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local inside = false
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for ii = 1, nn, 2 do
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local vertexY = polygon[ii + 1]
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local prevY = polygon[prevIndex + 1]
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if (vertexY < y and prevY >= y) or (prevY < y and vertexY >= y) then
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local vertexX = polygon[ii]
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if vertexX + (y - vertexY) / (prevY - vertexY) * (polygon[prevIndex] - vertexX) < x then inside = not inside end
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end
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prevIndex = ii
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end
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return inside
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end
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function SkeletonBounds:polygonIntersectsSegment (polygon, x1, y1, x2, y2)
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local nn = #polygon
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local width12, height12 = x1 - x2, y1 - y2
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local det1 = x1 * y2 - y1 * x2
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local x3, y3 = polygon[nn - 2], polygon[nn - 1]
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for ii = 1, nn, 2 do
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local x4, y4 = polygon[ii], polygon[ii + 1]
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local det2 = x3 * y4 - y3 * x4
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local width34, height34 = x3 - x4, y3 - y4
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local det3 = width12 * height34 - height12 * width34
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local x = (det1 * width34 - width12 * det2) / det3
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if ((x >= x3 and x <= x4) or (x >= x4 and x <= x3)) and ((x >= x1 and x <= x2) or (x >= x2 and x <= x1)) then
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local y = (det1 * height34 - height12 * det2) / det3
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if ((y >= y3 and y <= y4) or (y >= y4 and y <= y3)) and ((y >= y1 and y <= y2) or (y >= y2 and y <= y1)) then return true end
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end
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x3 = x4
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y3 = y4
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end
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return false
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end
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function SkeletonBounds:getPolygon (attachment)
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local index = utils.indexOf(self.boundingBoxes, attachment)
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if index == -1 then
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return nil
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else
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return self.polygons[index]
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end
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end
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function SkeletonBounds:getWidth()
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return self.maxX - self.minX
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end
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function SkeletonBounds:getHeight()
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return self.maxY - self.minY
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end
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return SkeletonBounds
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