mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-05 23:05:01 +08:00
- Remove erroneous i+=3 increment in SkeletonClipping.cpp that caused triangle skipping - Add missing continue statement to match Java reference implementation behavior - Portal animation now renders correctly with proper triangular clipping
398 lines
13 KiB
C++
398 lines
13 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <spine/SkeletonClipping.h>
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#include <spine/ClippingAttachment.h>
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#include <spine/Slot.h>
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using namespace spine;
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SkeletonClipping::SkeletonClipping() : _clipAttachment(NULL) {
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_clipOutput.ensureCapacity(128);
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_clippedVertices.ensureCapacity(128);
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_clippedTriangles.ensureCapacity(128);
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_clippedUVs.ensureCapacity(128);
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}
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size_t SkeletonClipping::clipStart(Skeleton &skeleton, Slot &slot, ClippingAttachment *clip) {
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if (_clipAttachment != NULL) {
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return 0;
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}
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_clipAttachment = clip;
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int n = (int) clip->getWorldVerticesLength();
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if (n < 6) {
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return 0;
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}
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_clippingPolygon.setSize(n, 0);
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clip->computeWorldVertices(skeleton, slot, 0, n, _clippingPolygon.buffer(), 0, 2);
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makeClockwise(_clippingPolygon);
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_clippingPolygons = &_triangulator.decompose(_clippingPolygon, _triangulator.triangulate(_clippingPolygon));
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for (size_t i = 0; i < _clippingPolygons->size(); ++i) {
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Array<float> *polygonP = (*_clippingPolygons)[i];
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Array<float> &polygon = *polygonP;
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makeClockwise(polygon);
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polygon.add(polygon[0]);
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polygon.add(polygon[1]);
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}
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return (*_clippingPolygons).size();
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}
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void SkeletonClipping::clipEnd(Slot &slot) {
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if (_clipAttachment != NULL && _clipAttachment->_endSlot == &slot._data) {
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clipEnd();
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}
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}
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void SkeletonClipping::clipEnd() {
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if (_clipAttachment == NULL) return;
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_clipAttachment = NULL;
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_clippingPolygons = NULL;
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_clippedVertices.clear();
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_clippedUVs.clear();
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_clippedTriangles.clear();
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_clippingPolygon.clear();
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}
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bool SkeletonClipping::clipTriangles(float *vertices, unsigned short *triangles, size_t trianglesLength) {
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Array<float> &clipOutput = _clipOutput;
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Array<float> &clippedVertices = _clippedVertices;
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Array<unsigned short> &clippedTriangles = _clippedTriangles;
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Array<Array<float> *> &polygons = *_clippingPolygons;
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size_t polygonsCount = (*_clippingPolygons).size();
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size_t index = 0;
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clippedVertices.clear();
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_clippedUVs.clear();
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clippedTriangles.clear();
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bool clipped = false;
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int stride = 2;
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for (size_t i = 0; i < trianglesLength; i += 3) {
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int vertexOffset = triangles[i] * stride;
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float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
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vertexOffset = triangles[i + 1] * stride;
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float x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
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vertexOffset = triangles[i + 2] * stride;
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float x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
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for (size_t p = 0; p < polygonsCount; p++) {
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size_t s = clippedVertices.size();
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if (clip(x1, y1, x2, y2, x3, y3, &(*polygons[p]), &clipOutput)) {
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size_t clipOutputLength = clipOutput.size();
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if (clipOutputLength == 0) continue;
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clipped = true;
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size_t clipOutputCount = clipOutputLength >> 1;
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clippedVertices.setSize(s + clipOutputCount * 2, 0);
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for (size_t ii = 0; ii < clipOutputLength; ii += 2) {
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float x = clipOutput[ii], y = clipOutput[ii + 1];
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clippedVertices[s] = x;
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clippedVertices[s + 1] = y;
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s += 2;
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}
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s = clippedTriangles.size();
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clippedTriangles.setSize(s + 3 * (clipOutputCount - 2), 0);
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clipOutputCount--;
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for (size_t ii = 1; ii < clipOutputCount; ii++) {
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clippedTriangles[s] = (unsigned short) (index);
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clippedTriangles[s + 1] = (unsigned short) (index + ii);
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clippedTriangles[s + 2] = (unsigned short) (index + ii + 1);
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s += 3;
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}
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index += clipOutputCount + 1;
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} else {
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clippedVertices.setSize(s + 3 * 2, 0);
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clippedVertices[s] = x1;
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clippedVertices[s + 1] = y1;
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clippedVertices[s + 2] = x2;
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clippedVertices[s + 3] = y2;
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clippedVertices[s + 4] = x3;
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clippedVertices[s + 5] = y3;
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s = clippedTriangles.size();
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clippedTriangles.setSize(s + 3, 0);
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clippedTriangles[s] = (unsigned short) index;
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clippedTriangles[s + 1] = (unsigned short) (index + 1);
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clippedTriangles[s + 2] = (unsigned short) (index + 2);
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index += 3;
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break;
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}
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}
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}
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return clipped;
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}
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bool SkeletonClipping::clipTriangles(Array<float> &vertices, Array<unsigned short> &triangles, Array<float> &uvs, size_t stride) {
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return clipTriangles(vertices.buffer(), triangles.buffer(), triangles.size(), uvs.buffer(), stride);
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}
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bool SkeletonClipping::clipTriangles(float *vertices, unsigned short *triangles, size_t trianglesLength, float *uvs, size_t stride) {
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Array<float> &clipOutput = _clipOutput;
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Array<float> &clippedVertices = _clippedVertices;
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Array<unsigned short> &clippedTriangles = _clippedTriangles;
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Array<Array<float> *> &polygons = *_clippingPolygons;
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size_t polygonsCount = (*_clippingPolygons).size();
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size_t index = 0;
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clippedVertices.clear();
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_clippedUVs.clear();
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clippedTriangles.clear();
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bool clipped = false;
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for (size_t i = 0; i < trianglesLength; i += 3) {
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int vertexOffset = triangles[i] * (int) stride;
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float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
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float u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1];
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vertexOffset = triangles[i + 1] * (int) stride;
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float x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
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float u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1];
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vertexOffset = triangles[i + 2] * (int) stride;
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float x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
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float u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1];
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for (size_t p = 0; p < polygonsCount; p++) {
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size_t s = clippedVertices.size();
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if (clip(x1, y1, x2, y2, x3, y3, &(*polygons[p]), &clipOutput)) {
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size_t clipOutputLength = clipOutput.size();
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if (clipOutputLength == 0) continue;
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clipped = true;
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float d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1;
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float d = 1 / (d0 * d2 + d1 * (y1 - y3));
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size_t clipOutputCount = clipOutputLength >> 1;
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clippedVertices.setSize(s + clipOutputCount * 2, 0);
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_clippedUVs.setSize(s + clipOutputCount * 2, 0);
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for (size_t ii = 0; ii < clipOutputLength; ii += 2) {
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float x = clipOutput[ii], y = clipOutput[ii + 1];
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clippedVertices[s] = x;
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clippedVertices[s + 1] = y;
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float c0 = x - x3, c1 = y - y3;
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float a = (d0 * c0 + d1 * c1) * d;
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float b = (d4 * c0 + d2 * c1) * d;
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float c = 1 - a - b;
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_clippedUVs[s] = u1 * a + u2 * b + u3 * c;
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_clippedUVs[s + 1] = v1 * a + v2 * b + v3 * c;
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s += 2;
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}
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s = clippedTriangles.size();
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clippedTriangles.setSize(s + 3 * (clipOutputCount - 2), 0);
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clipOutputCount--;
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for (size_t ii = 1; ii < clipOutputCount; ii++) {
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clippedTriangles[s] = (unsigned short) (index);
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clippedTriangles[s + 1] = (unsigned short) (index + ii);
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clippedTriangles[s + 2] = (unsigned short) (index + ii + 1);
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s += 3;
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}
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index += clipOutputCount + 1;
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} else {
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clippedVertices.setSize(s + 3 * 2, 0);
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_clippedUVs.setSize(s + 3 * 2, 0);
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clippedVertices[s] = x1;
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clippedVertices[s + 1] = y1;
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clippedVertices[s + 2] = x2;
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clippedVertices[s + 3] = y2;
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clippedVertices[s + 4] = x3;
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clippedVertices[s + 5] = y3;
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_clippedUVs[s] = u1;
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_clippedUVs[s + 1] = v1;
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_clippedUVs[s + 2] = u2;
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_clippedUVs[s + 3] = v2;
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_clippedUVs[s + 4] = u3;
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_clippedUVs[s + 5] = v3;
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s = clippedTriangles.size();
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clippedTriangles.setSize(s + 3, 0);
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clippedTriangles[s] = (unsigned short) index;
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clippedTriangles[s + 1] = (unsigned short) (index + 1);
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clippedTriangles[s + 2] = (unsigned short) (index + 2);
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index += 3;
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break;
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}
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}
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}
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return clipped;
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}
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bool SkeletonClipping::isClipping() {
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return _clipAttachment != NULL;
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}
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Array<float> &SkeletonClipping::getClippedVertices() {
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return _clippedVertices;
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}
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Array<unsigned short> &SkeletonClipping::getClippedTriangles() {
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return _clippedTriangles;
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}
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Array<float> &SkeletonClipping::getClippedUVs() {
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return _clippedUVs;
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}
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bool SkeletonClipping::clip(float x1, float y1, float x2, float y2, float x3, float y3, Array<float> *clippingArea, Array<float> *output) {
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Array<float> *originalOutput = output;
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bool clipped = false;
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// Avoid copy at the end.
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Array<float> *input;
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if (clippingArea->size() % 4 >= 2) {
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input = output;
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output = &_scratch;
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} else
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input = &_scratch;
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input->clear();
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input->add(x1);
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input->add(y1);
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input->add(x2);
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input->add(y2);
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input->add(x3);
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input->add(y3);
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input->add(x1);
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input->add(y1);
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output->clear();
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size_t clippingVerticesLast = clippingArea->size() - 4;
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Array<float> &clippingVertices = *clippingArea;
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for (size_t i = 0;; i += 2) {
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float edgeX = clippingVertices[i], edgeY = clippingVertices[i + 1];
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float ex = edgeX - clippingVertices[i + 2], ey = edgeY - clippingVertices[i + 3];
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size_t outputStart = output->size();
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Array<float> &inputVertices = *input;
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for (size_t ii = 0, nn = input->size() - 2; ii < nn;) {
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float inputX = inputVertices[ii], inputY = inputVertices[ii + 1];
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ii += 2;
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float inputX2 = inputVertices[ii], inputY2 = inputVertices[ii + 1];
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bool s2 = ey * (edgeX - inputX2) > ex * (edgeY - inputY2);
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float s1 = ey * (edgeX - inputX) - ex * (edgeY - inputY);
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if (s1 > 0) {
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if (s2) {// v1 inside, v2 inside
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output->add(inputX2);
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output->add(inputY2);
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continue;
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}
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// v1 inside, v2 outside
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float ix = inputX2 - inputX, iy = inputY2 - inputY, t = s1 / (ix * ey - iy * ex);
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if (t >= 0 && t <= 1) {
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output->add(inputX + ix * t);
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output->add(inputY + iy * t);
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} else {
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output->add(inputX2);
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output->add(inputY2);
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continue;
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}
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} else if (s2) {// v1 outside, v2 inside
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float ix = inputX2 - inputX, iy = inputY2 - inputY, t = s1 / (ix * ey - iy * ex);
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if (t >= 0 && t <= 1) {
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output->add(inputX + ix * t);
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output->add(inputY + iy * t);
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output->add(inputX2);
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output->add(inputY2);
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} else {
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output->add(inputX2);
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output->add(inputY2);
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continue;
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}
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}
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clipped = true;
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}
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if (outputStart == output->size()) {
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// All edges outside.
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originalOutput->clear();
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return true;
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}
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output->add((*output)[0]);
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output->add((*output)[1]);
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if (i == clippingVerticesLast) {
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break;
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}
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Array<float> *temp = output;
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output = input;
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output->clear();
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input = temp;
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}
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if (originalOutput != output) {
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originalOutput->clear();
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for (size_t i = 0, n = output->size() - 2; i < n; ++i) originalOutput->add((*output)[i]);
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} else
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originalOutput->setSize(originalOutput->size() - 2, 0);
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if (originalOutput->size() < 6) {
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originalOutput->clear();
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return false;
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}
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return clipped;
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}
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void SkeletonClipping::makeClockwise(Array<float> &polygon) {
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size_t verticeslength = polygon.size();
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float area = polygon[verticeslength - 2] * polygon[1] - polygon[0] * polygon[verticeslength - 1];
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float p1x, p1y, p2x, p2y;
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for (size_t i = 0, n = verticeslength - 3; i < n; i += 2) {
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p1x = polygon[i];
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p1y = polygon[i + 1];
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p2x = polygon[i + 2];
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p2y = polygon[i + 3];
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area += p1x * p2y - p2x * p1y;
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}
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if (area < 0) return;
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for (size_t i = 0, lastX = verticeslength - 2, n = verticeslength >> 1; i < n; i += 2) {
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float x = polygon[i], y = polygon[i + 1];
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int other = (int) (lastX - i);
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polygon[i] = polygon[other];
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polygon[i + 1] = polygon[other + 1];
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polygon[other] = x;
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polygon[other + 1] = y;
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}
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}
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