You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
286 lines
11 KiB
286 lines
11 KiB
/******************************************************************************
|
|
* 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.
|
|
*****************************************************************************/
|
|
|
|
using System;
|
|
|
|
namespace Spine {
|
|
public class SkeletonClipping {
|
|
internal readonly Triangulator triangulator = new Triangulator();
|
|
internal readonly ExposedList<float> clippingPolygon = new ExposedList<float>();
|
|
internal readonly ExposedList<float> clipOutput = new ExposedList<float>(128);
|
|
internal readonly ExposedList<float> clippedVertices = new ExposedList<float>(128);
|
|
internal readonly ExposedList<int> clippedTriangles = new ExposedList<int>(128);
|
|
internal readonly ExposedList<float> clippedUVs = new ExposedList<float>(128);
|
|
internal readonly ExposedList<float> scratch = new ExposedList<float>();
|
|
|
|
internal ClippingAttachment clipAttachment;
|
|
internal ExposedList<ExposedList<float>> clippingPolygons;
|
|
|
|
public ExposedList<float> ClippedVertices { get { return clippedVertices; } }
|
|
public ExposedList<int> ClippedTriangles { get { return clippedTriangles; } }
|
|
public ExposedList<float> ClippedUVs { get { return clippedUVs; } }
|
|
|
|
public bool IsClipping { get { return clipAttachment != null; } }
|
|
|
|
public int ClipStart (Slot slot, ClippingAttachment clip) {
|
|
if (clipAttachment != null) return 0;
|
|
clipAttachment = clip;
|
|
|
|
int n = clip.worldVerticesLength;
|
|
float[] vertices = clippingPolygon.Resize(n).Items;
|
|
clip.ComputeWorldVertices(slot, 0, n, vertices, 0, 2);
|
|
MakeClockwise(clippingPolygon);
|
|
clippingPolygons = triangulator.Decompose(clippingPolygon, triangulator.Triangulate(clippingPolygon));
|
|
foreach (var polygon in clippingPolygons) {
|
|
MakeClockwise(polygon);
|
|
polygon.Add(polygon.Items[0]);
|
|
polygon.Add(polygon.Items[1]);
|
|
}
|
|
return clippingPolygons.Count;
|
|
}
|
|
|
|
public void ClipEnd (Slot slot) {
|
|
if (clipAttachment != null && clipAttachment.endSlot == slot.data) ClipEnd();
|
|
}
|
|
|
|
public void ClipEnd () {
|
|
if (clipAttachment == null) return;
|
|
clipAttachment = null;
|
|
clippingPolygons = null;
|
|
clippedVertices.Clear();
|
|
clippedTriangles.Clear();
|
|
clippingPolygon.Clear();
|
|
}
|
|
|
|
public void ClipTriangles (float[] vertices, int verticesLength, int[] triangles, int trianglesLength, float[] uvs) {
|
|
ExposedList<float> clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
|
|
var clippedTriangles = this.clippedTriangles;
|
|
var polygons = clippingPolygons.Items;
|
|
int polygonsCount = clippingPolygons.Count;
|
|
|
|
int index = 0;
|
|
clippedVertices.Clear();
|
|
clippedUVs.Clear();
|
|
clippedTriangles.Clear();
|
|
//outer:
|
|
for (int i = 0; i < trianglesLength; i += 3) {
|
|
int vertexOffset = triangles[i] << 1;
|
|
float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
|
|
float u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1];
|
|
|
|
vertexOffset = triangles[i + 1] << 1;
|
|
float x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
|
|
float u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1];
|
|
|
|
vertexOffset = triangles[i + 2] << 1;
|
|
float x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
|
|
float u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1];
|
|
|
|
for (int p = 0; p < polygonsCount; p++) {
|
|
int s = clippedVertices.Count;
|
|
if (Clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) {
|
|
int clipOutputLength = clipOutput.Count;
|
|
if (clipOutputLength == 0) continue;
|
|
float d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1;
|
|
float d = 1 / (d0 * d2 + d1 * (y1 - y3));
|
|
|
|
int clipOutputCount = clipOutputLength >> 1;
|
|
float[] clipOutputItems = clipOutput.Items;
|
|
float[] clippedVerticesItems = clippedVertices.Resize(s + clipOutputCount * 2).Items;
|
|
float[] clippedUVsItems = clippedUVs.Resize(s + clipOutputCount * 2).Items;
|
|
for (int ii = 0; ii < clipOutputLength; ii += 2) {
|
|
float x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
|
|
clippedVerticesItems[s] = x;
|
|
clippedVerticesItems[s + 1] = y;
|
|
float c0 = x - x3, c1 = y - y3;
|
|
float a = (d0 * c0 + d1 * c1) * d;
|
|
float b = (d4 * c0 + d2 * c1) * d;
|
|
float c = 1 - a - b;
|
|
clippedUVsItems[s] = u1 * a + u2 * b + u3 * c;
|
|
clippedUVsItems[s + 1] = v1 * a + v2 * b + v3 * c;
|
|
s += 2;
|
|
}
|
|
|
|
s = clippedTriangles.Count;
|
|
int[] clippedTrianglesItems = clippedTriangles.Resize(s + 3 * (clipOutputCount - 2)).Items;
|
|
clipOutputCount--;
|
|
for (int ii = 1; ii < clipOutputCount; ii++) {
|
|
clippedTrianglesItems[s] = index;
|
|
clippedTrianglesItems[s + 1] = index + ii;
|
|
clippedTrianglesItems[s + 2] = index + ii + 1;
|
|
s += 3;
|
|
}
|
|
index += clipOutputCount + 1;
|
|
}
|
|
else {
|
|
float[] clippedVerticesItems = clippedVertices.Resize(s + 3 * 2).Items;
|
|
float[] clippedUVsItems = clippedUVs.Resize(s + 3 * 2).Items;
|
|
clippedVerticesItems[s] = x1;
|
|
clippedVerticesItems[s + 1] = y1;
|
|
clippedVerticesItems[s + 2] = x2;
|
|
clippedVerticesItems[s + 3] = y2;
|
|
clippedVerticesItems[s + 4] = x3;
|
|
clippedVerticesItems[s + 5] = y3;
|
|
|
|
clippedUVsItems[s] = u1;
|
|
clippedUVsItems[s + 1] = v1;
|
|
clippedUVsItems[s + 2] = u2;
|
|
clippedUVsItems[s + 3] = v2;
|
|
clippedUVsItems[s + 4] = u3;
|
|
clippedUVsItems[s + 5] = v3;
|
|
|
|
s = clippedTriangles.Count;
|
|
int[] clippedTrianglesItems = clippedTriangles.Resize(s + 3).Items;
|
|
clippedTrianglesItems[s] = index;
|
|
clippedTrianglesItems[s + 1] = index + 1;
|
|
clippedTrianglesItems[s + 2] = index + 2;
|
|
index += 3;
|
|
break; //continue outer;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping
|
|
* area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list. */
|
|
internal bool Clip (float x1, float y1, float x2, float y2, float x3, float y3, ExposedList<float> clippingArea, ExposedList<float> output) {
|
|
var originalOutput = output;
|
|
var clipped = false;
|
|
|
|
// Avoid copy at the end.
|
|
ExposedList<float> input = null;
|
|
if (clippingArea.Count % 4 >= 2) {
|
|
input = output;
|
|
output = scratch;
|
|
} else {
|
|
input = scratch;
|
|
}
|
|
|
|
input.Clear();
|
|
input.Add(x1);
|
|
input.Add(y1);
|
|
input.Add(x2);
|
|
input.Add(y2);
|
|
input.Add(x3);
|
|
input.Add(y3);
|
|
input.Add(x1);
|
|
input.Add(y1);
|
|
output.Clear();
|
|
|
|
float[] clippingVertices = clippingArea.Items;
|
|
int clippingVerticesLast = clippingArea.Count - 4;
|
|
for (int i = 0; ; i += 2) {
|
|
float edgeX = clippingVertices[i], edgeY = clippingVertices[i + 1];
|
|
float edgeX2 = clippingVertices[i + 2], edgeY2 = clippingVertices[i + 3];
|
|
float deltaX = edgeX - edgeX2, deltaY = edgeY - edgeY2;
|
|
|
|
float[] inputVertices = input.Items;
|
|
int inputVerticesLength = input.Count - 2, outputStart = output.Count;
|
|
for (int ii = 0; ii < inputVerticesLength; ii += 2) {
|
|
float inputX = inputVertices[ii], inputY = inputVertices[ii + 1];
|
|
float inputX2 = inputVertices[ii + 2], inputY2 = inputVertices[ii + 3];
|
|
bool side2 = deltaX * (inputY2 - edgeY2) - deltaY * (inputX2 - edgeX2) > 0;
|
|
if (deltaX * (inputY - edgeY2) - deltaY * (inputX - edgeX2) > 0) {
|
|
if (side2) { // v1 inside, v2 inside
|
|
output.Add(inputX2);
|
|
output.Add(inputY2);
|
|
continue;
|
|
}
|
|
// v1 inside, v2 outside
|
|
float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
|
|
float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
|
|
output.Add(edgeX + (edgeX2 - edgeX) * ua);
|
|
output.Add(edgeY + (edgeY2 - edgeY) * ua);
|
|
}
|
|
else if (side2) { // v1 outside, v2 inside
|
|
float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
|
|
float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
|
|
output.Add(edgeX + (edgeX2 - edgeX) * ua);
|
|
output.Add(edgeY + (edgeY2 - edgeY) * ua);
|
|
output.Add(inputX2);
|
|
output.Add(inputY2);
|
|
}
|
|
clipped = true;
|
|
}
|
|
|
|
if (outputStart == output.Count) { // All edges outside.
|
|
originalOutput.Clear();
|
|
return true;
|
|
}
|
|
|
|
output.Add(output.Items[0]);
|
|
output.Add(output.Items[1]);
|
|
|
|
if (i == clippingVerticesLast) break;
|
|
var temp = output;
|
|
output = input;
|
|
output.Clear();
|
|
input = temp;
|
|
}
|
|
|
|
if (originalOutput != output) {
|
|
originalOutput.Clear();
|
|
for (int i = 0, n = output.Count - 2; i < n; i++) {
|
|
originalOutput.Add(output.Items[i]);
|
|
}
|
|
} else {
|
|
originalOutput.Resize(originalOutput.Count - 2);
|
|
}
|
|
|
|
return clipped;
|
|
}
|
|
|
|
static void MakeClockwise (ExposedList<float> polygon) {
|
|
float[] vertices = polygon.Items;
|
|
int verticeslength = polygon.Count;
|
|
|
|
float area = vertices[verticeslength - 2] * vertices[1] - vertices[0] * vertices[verticeslength - 1], p1x, p1y, p2x, p2y;
|
|
for (int i = 0, n = verticeslength - 3; i < n; i += 2) {
|
|
p1x = vertices[i];
|
|
p1y = vertices[i + 1];
|
|
p2x = vertices[i + 2];
|
|
p2y = vertices[i + 3];
|
|
area += p1x * p2y - p2x * p1y;
|
|
}
|
|
if (area < 0) return;
|
|
|
|
for (int i = 0, lastX = verticeslength - 2, n = verticeslength >> 1; i < n; i += 2) {
|
|
float x = vertices[i], y = vertices[i + 1];
|
|
int other = lastX - i;
|
|
vertices[i] = vertices[other];
|
|
vertices[i + 1] = vertices[other + 1];
|
|
vertices[other] = x;
|
|
vertices[other + 1] = y;
|
|
}
|
|
}
|
|
}
|
|
}
|