mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-20 00:36:43 +08:00
224 lines
8.2 KiB
Java
224 lines
8.2 KiB
Java
/******************************************************************************
|
|
* Spine Runtimes Software License
|
|
* Version 2
|
|
*
|
|
* Copyright (c) 2013, Esoteric Software
|
|
* All rights reserved.
|
|
*
|
|
* You are granted a perpetual, non-exclusive, non-sublicensable and
|
|
* non-transferable license to install, execute and perform the Spine Runtimes
|
|
* Software (the "Software") solely for internal use. Without the written
|
|
* permission of Esoteric Software, you may not (a) modify, translate, adapt or
|
|
* otherwise create derivative works, improvements of the Software or develop
|
|
* new applications using the Software 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 SOFTARE BE LIABLE FOR ANY
|
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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.
|
|
*****************************************************************************/
|
|
|
|
package com.esotericsoftware.spine;
|
|
|
|
import com.esotericsoftware.spine.attachments.Attachment;
|
|
import com.esotericsoftware.spine.attachments.BoundingBoxAttachment;
|
|
|
|
import com.badlogic.gdx.utils.Array;
|
|
import com.badlogic.gdx.utils.FloatArray;
|
|
|
|
public class SkeletonBounds {
|
|
private float minX, minY, maxX, maxY;
|
|
private Array<BoundingBoxAttachment> boundingBoxes = new Array();
|
|
private Array<FloatArray> polygons = new Array();
|
|
|
|
public void update (Skeleton skeleton, boolean updateAabb) {
|
|
Array<BoundingBoxAttachment> boundingBoxes = this.boundingBoxes;
|
|
Array<FloatArray> polygons = this.polygons;
|
|
Array<Slot> slots = skeleton.slots;
|
|
int slotCount = slots.size;
|
|
float x = skeleton.getX(), y = skeleton.getY();
|
|
|
|
boundingBoxes.clear();
|
|
polygons.clear();
|
|
polygons.ensureCapacity(slotCount);
|
|
|
|
for (int i = 0; i < slotCount; i++) {
|
|
Slot slot = slots.get(i);
|
|
Attachment attachment = slot.attachment;
|
|
if (attachment instanceof BoundingBoxAttachment) {
|
|
BoundingBoxAttachment boundingBox = (BoundingBoxAttachment)attachment;
|
|
boundingBoxes.add(boundingBox);
|
|
|
|
polygons.size = boundingBoxes.size;
|
|
FloatArray polygon = polygons.peek();
|
|
if (polygon == null) polygons.set(polygons.size - 1, polygon = new FloatArray());
|
|
|
|
int vertexCount = boundingBox.getVertices().length;
|
|
polygon.ensureCapacity(vertexCount);
|
|
polygon.size = vertexCount;
|
|
boundingBox.computeWorldVertices(x, y, slot.bone, polygon.items);
|
|
}
|
|
}
|
|
|
|
if (updateAabb) aabbCompute();
|
|
}
|
|
|
|
private void aabbCompute () {
|
|
float minX = Integer.MAX_VALUE, minY = Integer.MAX_VALUE, maxX = Integer.MIN_VALUE, maxY = Integer.MIN_VALUE;
|
|
Array<FloatArray> polygons = this.polygons;
|
|
for (int i = 0, n = polygons.size; i < n; i++) {
|
|
FloatArray polygon = polygons.get(i);
|
|
float[] vertices = polygon.items;
|
|
for (int ii = 0, nn = polygon.size; ii < nn; ii += 2) {
|
|
float x = vertices[ii];
|
|
float 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. */
|
|
public boolean aabbContainsPoint (float x, float y) {
|
|
return x >= minX && x <= maxX && y >= minY && y <= maxY;
|
|
}
|
|
|
|
/** Returns true if the axis aligned bounding box intersects the line segment. */
|
|
public boolean aabbIntersectsSegment (float x1, float y1, float x2, float y2) {
|
|
float minX = this.minX;
|
|
float minY = this.minY;
|
|
float maxX = this.maxX;
|
|
float maxY = this.maxY;
|
|
if ((x1 <= minX && x2 <= minX) || (y1 <= minY && y2 <= minY) || (x1 >= maxX && x2 >= maxX) || (y1 >= maxY && y2 >= maxY))
|
|
return false;
|
|
float m = (y2 - y1) / (x2 - x1);
|
|
float y = m * (minX - x1) + y1;
|
|
if (y > minY && y < maxY) return true;
|
|
y = m * (maxX - x1) + y1;
|
|
if (y > minY && y < maxY) return true;
|
|
float 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. */
|
|
public boolean aabbIntersectsSkeleton (SkeletonBounds bounds) {
|
|
return minX < bounds.maxX && maxX > bounds.minX && minY < bounds.maxY && 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. */
|
|
public BoundingBoxAttachment containsPoint (float x, float y) {
|
|
Array<FloatArray> polygons = this.polygons;
|
|
for (int i = 0, n = polygons.size; i < n; i++)
|
|
if (containsPoint(polygons.get(i), x, y)) return boundingBoxes.get(i);
|
|
return null;
|
|
}
|
|
|
|
/** Returns true if the polygon contains the point. */
|
|
public boolean containsPoint (FloatArray polygon, float x, float y) {
|
|
float[] vertices = polygon.items;
|
|
int nn = polygon.size;
|
|
|
|
int prevIndex = nn - 2;
|
|
boolean inside = false;
|
|
for (int ii = 0; ii < nn; ii += 2) {
|
|
float vertexY = vertices[ii + 1];
|
|
float prevY = vertices[prevIndex + 1];
|
|
if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) {
|
|
float 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 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. */
|
|
public BoundingBoxAttachment intersectsSegment (float x1, float y1, float x2, float y2) {
|
|
Array<FloatArray> polygons = this.polygons;
|
|
for (int i = 0, n = polygons.size; i < n; i++)
|
|
if (intersectsSegment(polygons.get(i), x1, y1, x2, y2)) return boundingBoxes.get(i);
|
|
return null;
|
|
}
|
|
|
|
/** Returns true if the polygon contains the line segment. */
|
|
public boolean intersectsSegment (FloatArray polygon, float x1, float y1, float x2, float y2) {
|
|
float[] vertices = polygon.items;
|
|
int nn = polygon.size;
|
|
|
|
float width12 = x1 - x2, height12 = y1 - y2;
|
|
float det1 = x1 * y2 - y1 * x2;
|
|
float x3 = vertices[nn - 2], y3 = vertices[nn - 1];
|
|
for (int ii = 0; ii < nn; ii += 2) {
|
|
float x4 = vertices[ii], y4 = vertices[ii + 1];
|
|
float det2 = x3 * y4 - y3 * x4;
|
|
float width34 = x3 - x4, height34 = y3 - y4;
|
|
float det3 = width12 * height34 - height12 * width34;
|
|
float x = (det1 * width34 - width12 * det2) / det3;
|
|
if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) {
|
|
float 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;
|
|
}
|
|
|
|
public float getMinX () {
|
|
return minX;
|
|
}
|
|
|
|
public float getMinY () {
|
|
return minY;
|
|
}
|
|
|
|
public float getMaxX () {
|
|
return maxX;
|
|
}
|
|
|
|
public float getMaxY () {
|
|
return maxY;
|
|
}
|
|
|
|
public float getWidth () {
|
|
return maxX - minX;
|
|
}
|
|
|
|
public float getHeight () {
|
|
return maxY - minY;
|
|
}
|
|
|
|
public Array<BoundingBoxAttachment> getBoundingBoxes () {
|
|
return boundingBoxes;
|
|
}
|
|
|
|
public Array<FloatArray> getPolygons () {
|
|
return polygons;
|
|
}
|
|
|
|
/** Returns the polygon for the specified bounding box, or null. */
|
|
public FloatArray getPolygon (BoundingBoxAttachment boundingBox) {
|
|
int index = boundingBoxes.indexOf(boundingBox, true);
|
|
return index == -1 ? null : polygons.get(index);
|
|
}
|
|
}
|