spine-runtimes/spine-lua/SkeletonBounds.lua

199 lines
6.7 KiB
Lua

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