SkeletonBounds.cpp
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, Esoteric Software LLC
*
* 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
*
* 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.
*****************************************************************************/
#ifdef SPINE_UE4
#include "SpinePluginPrivatePCH.h"
#endif
#include <spine/SkeletonBounds.h>
#include <spine/Skeleton.h>
#include <spine/Bone.h>
#include <spine/BoundingBoxAttachment.h>
#include <spine/Slot.h>
#include <float.h>
using namespace spine;
SkeletonBounds::SkeletonBounds() : _minX(0), _minY(0), _maxX(0), _maxY(0) {
}
void SkeletonBounds::update(Skeleton &skeleton, bool updateAabb) {
Vector<Slot *> &slots = skeleton._slots;
size_t slotCount = slots.size();
_boundingBoxes.clear();
for (size_t i = 0, n = _polygons.size(); i < n; ++i) {
_polygonPool.add(_polygons[i]);
}
_polygons.clear();
for (size_t i = 0; i < slotCount; i++) {
Slot *slot = slots[i];
if (!slot->getBone().isActive()) continue;
Attachment *attachment = slot->getAttachment();
if (attachment == NULL || !attachment->getRTTI().instanceOf(BoundingBoxAttachment::rtti)) continue;
BoundingBoxAttachment *boundingBox = static_cast<BoundingBoxAttachment *>(attachment);
_boundingBoxes.add(boundingBox);
Polygon *polygonP = NULL;
size_t poolCount = _polygonPool.size();
if (poolCount > 0) {
polygonP = _polygonPool[poolCount - 1];
_polygonPool.removeAt(poolCount - 1);
} else
polygonP = new(__FILE__, __LINE__) Polygon();
_polygons.add(polygonP);
Polygon &polygon = *polygonP;
size_t count = boundingBox->getWorldVerticesLength();
polygon._count = count;
if (polygon._vertices.size() < count) {
polygon._vertices.setSize(count, 0);
}
boundingBox->computeWorldVertices(*slot, polygon._vertices);
}
if (updateAabb)
aabbCompute();
else {
_minX = FLT_MIN;
_minY = FLT_MIN;
_maxX = FLT_MAX;
_maxY = FLT_MAX;
}
}
bool SkeletonBounds::aabbcontainsPoint(float x, float y) {
return x >= _minX && x <= _maxX && y >= _minY && y <= _maxY;
}
bool SkeletonBounds::aabbintersectsSegment(float x1, float y1, float x2, float y2) {
float minX = _minX;
float minY = _minY;
float maxX = _maxX;
float maxY = _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;
}
bool SkeletonBounds::aabbIntersectsSkeleton(SkeletonBounds bounds) {
return _minX < bounds._maxX && _maxX > bounds._minX && _minY < bounds._maxY && _maxY > bounds._minY;
}
bool SkeletonBounds::containsPoint(spine::Polygon *polygon, float x, float y) {
Vector<float> &vertices = polygon->_vertices;
int nn = polygon->_count;
int prevIndex = nn - 2;
bool 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;
}
BoundingBoxAttachment *SkeletonBounds::containsPoint(float x, float y) {
for (size_t i = 0, n = _polygons.size(); i < n; ++i)
if (containsPoint(_polygons[i], x, y)) return _boundingBoxes[i];
return NULL;
}
BoundingBoxAttachment *SkeletonBounds::intersectsSegment(float x1, float y1, float x2, float y2) {
for (size_t i = 0, n = _polygons.size(); i < n; ++i)
if (intersectsSegment(_polygons[i], x1, y1, x2, y2)) return _boundingBoxes[i];
return NULL;
}
bool SkeletonBounds::intersectsSegment(spine::Polygon *polygon, float x1, float y1, float x2, float y2) {
Vector<float> &vertices = polygon->_vertices;
size_t nn = polygon->_count;
float width12 = x1 - x2, height12 = y1 - y2;
float det1 = x1 * y2 - y1 * x2;
float x3 = vertices[nn - 2], y3 = vertices[nn - 1];
for (size_t 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;
}
spine::Polygon *SkeletonBounds::getPolygon(BoundingBoxAttachment *attachment) {
int index = _boundingBoxes.indexOf(attachment);
return index == -1 ? NULL : _polygons[index];
}
float SkeletonBounds::getWidth() {
return _maxX - _minX;
}
float SkeletonBounds::getHeight() {
return _maxY - _minY;
}
void SkeletonBounds::aabbCompute() {
float minX = FLT_MIN;
float minY = FLT_MIN;
float maxX = FLT_MAX;
float maxY = FLT_MAX;
for (size_t i = 0, n = _polygons.size(); i < n; ++i) {
Polygon *polygon = _polygons[i];
Vector<float> &vertices = polygon->_vertices;
for (int ii = 0, nn = polygon->_count; ii < nn; ii += 2) {
float x = vertices[ii];
float y = vertices[ii + 1];
minX = MathUtil::min(minX, x);
minY = MathUtil::min(minY, y);
maxX = MathUtil::max(maxX, x);
maxY = MathUtil::max(maxY, y);
}
}
_minX = minX;
_minY = minY;
_maxX = maxX;
_maxY = maxY;
}