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ios/cocos2d/cocos/editor-support/spine/SkeletonBounds.h 4.3 KB
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  /******************************************************************************
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   * Spine Runtimes License Agreement
   * Last updated May 1, 2019. Replaces all prior versions.
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   *
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   * Copyright (c) 2013-2019, Esoteric Software LLC
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   *
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   * Integration of the Spine Runtimes into software or otherwise creating
   * derivative works of the Spine Runtimes is permitted under the terms and
   * conditions of Section 2 of the Spine Editor License Agreement:
   * 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
   * or otherwise create derivative works of the Spine Runtimes (collectively,
   * "Products"), provided that each user of the Products must obtain their own
   * Spine Editor license and redistribution of the Products in any form must
   * include this license and copyright notice.
   *
   * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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.
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   *****************************************************************************/
  
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  #ifndef Spine_SkeletonBounds_h
  #define Spine_SkeletonBounds_h
  
  #include <spine/Vector.h>
  #include <spine/SpineObject.h>
  
  namespace spine {
  	class Skeleton;
  	class BoundingBoxAttachment;
  	class Polygon;
  
  	/// Collects each BoundingBoxAttachment that is visible and computes the world vertices for its polygon.
  	/// The polygon vertices are provided along with convenience methods for doing hit detection.
  	class SP_API SkeletonBounds : public SpineObject {
  	public:
  		SkeletonBounds();
  
  		/// Clears any previous polygons, finds all visible bounding box attachments,
  		/// and computes the world vertices for each bounding box's polygon.
  		/// @param skeleton The skeleton.
  		/// @param updateAabb
  		/// If true, the axis aligned bounding box containing all the polygons is computed.
  		/// If false, the SkeletonBounds AABB methods will always return true.
  		///
  		void update(Skeleton& skeleton, bool updateAabb);
  
  		/// Returns true if the axis aligned bounding box contains the point.
  		bool aabbcontainsPoint(float x, float y);
  
  		/// Returns true if the axis aligned bounding box intersects the line segment.
  		bool aabbintersectsSegment(float x1, float y1, float x2, float y2);
  
  		/// Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds.
  		bool aabbIntersectsSkeleton(SkeletonBounds bounds);
  
  		/// Returns true if the polygon contains the point.
  		bool containsPoint(Polygon* polygon, float x, float y);
  
  		/// 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.
  		BoundingBoxAttachment* containsPoint(float x, float y);
  
  		/// 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.
  		BoundingBoxAttachment* intersectsSegment(float x1, float y1, float x2, float y2);
  
  		/// Returns true if the polygon contains the line segment.
  		bool intersectsSegment(Polygon* polygon, float x1, float y1, float x2, float y2);
  
  		Polygon* getPolygon(BoundingBoxAttachment* attachment);
  
  		float getWidth();
  		float getHeight();
  
  	private:
  		Vector<Polygon*> _polygonPool;
  		Vector<BoundingBoxAttachment*> _boundingBoxes;
  		Vector<Polygon*> _polygons;
  		float _minX, _minY, _maxX, _maxY;
  
  		void aabbCompute();
  	};
  
  	class Polygon : public SpineObject {
  	public:
  		Vector<float> _vertices;
  		int _count;
  
  		Polygon() : _count(0) {
  			_vertices.ensureCapacity(16);
  		}
  	};
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  }
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  #endif /* Spine_SkeletonBounds_h */