mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-29 00:27:59 +01:00
234 lines
9.4 KiB
C#
234 lines
9.4 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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namespace Spine {
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/// <summary>
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/// Collects each BoundingBoxAttachment that is visible and computes the world vertices for its polygon.
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/// The polygon vertices are provided along with convenience methods for doing hit detection.
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/// </summary>
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public class SkeletonBounds {
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private ExposedList<Polygon> polygonPool = new ExposedList<Polygon>();
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private float minX, minY, maxX, maxY;
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public ExposedList<BoundingBoxAttachment> BoundingBoxes { get; private set; }
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public ExposedList<Polygon> Polygons { get; private set; }
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public float MinX { get { return minX; } set { minX = value; } }
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public float MinY { get { return minY; } set { minY = value; } }
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public float MaxX { get { return maxX; } set { maxX = value; } }
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public float MaxY { get { return maxY; } set { maxY = value; } }
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public float Width { get { return maxX - minX; } }
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public float Height { get { return maxY - minY; } }
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public SkeletonBounds () {
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BoundingBoxes = new ExposedList<BoundingBoxAttachment>();
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Polygons = new ExposedList<Polygon>();
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}
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/// <summary>
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/// Clears any previous polygons, finds all visible bounding box attachments,
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/// and computes the world vertices for each bounding box's polygon.</summary>
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/// <param name="skeleton">The skeleton.</param>
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/// <param name="updateAabb">
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/// If true, the axis aligned bounding box containing all the polygons is computed.
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/// If false, the SkeletonBounds AABB methods will always return true.
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/// </param>
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public void Update (Skeleton skeleton, bool updateAabb) {
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ExposedList<BoundingBoxAttachment> boundingBoxes = BoundingBoxes;
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ExposedList<Polygon> polygons = Polygons;
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ExposedList<Slot> slots = skeleton.slots;
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int slotCount = slots.Count;
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boundingBoxes.Clear();
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for (int i = 0, n = polygons.Count; i < n; i++)
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polygonPool.Add(polygons.Items[i]);
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polygons.Clear();
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for (int i = 0; i < slotCount; i++) {
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Slot slot = slots.Items[i];
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BoundingBoxAttachment boundingBox = slot.attachment as BoundingBoxAttachment;
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if (boundingBox == null) continue;
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boundingBoxes.Add(boundingBox);
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Polygon polygon = null;
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int poolCount = polygonPool.Count;
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if (poolCount > 0) {
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polygon = polygonPool.Items[poolCount - 1];
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polygonPool.RemoveAt(poolCount - 1);
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} else
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polygon = new Polygon();
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polygons.Add(polygon);
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int count = boundingBox.worldVerticesLength;
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polygon.Count = count;
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if (polygon.Vertices.Length < count) polygon.Vertices = new float[count];
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boundingBox.ComputeWorldVertices(slot, polygon.Vertices);
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}
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if (updateAabb) {
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AabbCompute();
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} else {
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minX = int.MinValue;
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minY = int.MinValue;
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maxX = int.MaxValue;
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maxY = int.MaxValue;
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}
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}
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private void AabbCompute () {
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float minX = int.MaxValue, minY = int.MaxValue, maxX = int.MinValue, maxY = int.MinValue;
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ExposedList<Polygon> polygons = Polygons;
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for (int i = 0, n = polygons.Count; i < n; i++) {
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Polygon polygon = polygons.Items[i];
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float[] vertices = polygon.Vertices;
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for (int ii = 0, nn = polygon.Count; ii < nn; ii += 2) {
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float x = vertices[ii];
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float y = vertices[ii + 1];
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minX = Math.Min(minX, x);
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minY = Math.Min(minY, y);
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maxX = Math.Max(maxX, x);
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maxY = Math.Max(maxY, y);
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}
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}
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this.minX = minX;
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this.minY = minY;
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this.maxX = maxX;
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this.maxY = maxY;
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}
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/// <summary>Returns true if the axis aligned bounding box contains the point.</summary>
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public bool AabbContainsPoint (float x, float y) {
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return x >= minX && x <= maxX && y >= minY && y <= maxY;
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}
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/// <summary>Returns true if the axis aligned bounding box intersects the line segment.</summary>
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public bool AabbIntersectsSegment (float x1, float y1, float x2, float y2) {
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float minX = this.minX;
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float minY = this.minY;
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float maxX = this.maxX;
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float maxY = this.maxY;
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if ((x1 <= minX && x2 <= minX) || (y1 <= minY && y2 <= minY) || (x1 >= maxX && x2 >= maxX) || (y1 >= maxY && y2 >= maxY))
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return false;
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float m = (y2 - y1) / (x2 - x1);
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float y = m * (minX - x1) + y1;
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if (y > minY && y < maxY) return true;
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y = m * (maxX - x1) + y1;
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if (y > minY && y < maxY) return true;
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float x = (minY - y1) / m + x1;
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if (x > minX && x < maxX) return true;
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x = (maxY - y1) / m + x1;
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if (x > minX && x < maxX) return true;
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return false;
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}
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/// <summary>Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds.</summary>
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public bool AabbIntersectsSkeleton (SkeletonBounds bounds) {
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return minX < bounds.maxX && maxX > bounds.minX && minY < bounds.maxY && maxY > bounds.minY;
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}
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/// <summary>Returns true if the polygon contains the point.</summary>
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public bool ContainsPoint (Polygon polygon, float x, float y) {
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float[] vertices = polygon.Vertices;
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int nn = polygon.Count;
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int prevIndex = nn - 2;
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bool inside = false;
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for (int ii = 0; ii < nn; ii += 2) {
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float vertexY = vertices[ii + 1];
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float prevY = vertices[prevIndex + 1];
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if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) {
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float vertexX = vertices[ii];
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if (vertexX + (y - vertexY) / (prevY - vertexY) * (vertices[prevIndex] - vertexX) < x) inside = !inside;
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}
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prevIndex = ii;
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}
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return inside;
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}
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/// <summary>Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more
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/// efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true.</summary>
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public BoundingBoxAttachment ContainsPoint (float x, float y) {
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ExposedList<Polygon> polygons = Polygons;
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for (int i = 0, n = polygons.Count; i < n; i++)
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if (ContainsPoint(polygons.Items[i], x, y)) return BoundingBoxes.Items[i];
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return null;
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}
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/// <summary>Returns the first bounding box attachment that contains the line segment, or null. When doing many checks, it is usually
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/// more efficient to only call this method if {@link #aabbIntersectsSegment(float, float, float, float)} returns true.</summary>
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public BoundingBoxAttachment IntersectsSegment (float x1, float y1, float x2, float y2) {
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ExposedList<Polygon> polygons = Polygons;
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for (int i = 0, n = polygons.Count; i < n; i++)
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if (IntersectsSegment(polygons.Items[i], x1, y1, x2, y2)) return BoundingBoxes.Items[i];
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return null;
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}
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/// <summary>Returns true if the polygon contains the line segment.</summary>
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public bool IntersectsSegment (Polygon polygon, float x1, float y1, float x2, float y2) {
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float[] vertices = polygon.Vertices;
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int nn = polygon.Count;
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float width12 = x1 - x2, height12 = y1 - y2;
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float det1 = x1 * y2 - y1 * x2;
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float x3 = vertices[nn - 2], y3 = vertices[nn - 1];
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for (int ii = 0; ii < nn; ii += 2) {
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float x4 = vertices[ii], y4 = vertices[ii + 1];
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float det2 = x3 * y4 - y3 * x4;
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float width34 = x3 - x4, height34 = y3 - y4;
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float det3 = width12 * height34 - height12 * width34;
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float x = (det1 * width34 - width12 * det2) / det3;
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if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) {
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float y = (det1 * height34 - height12 * det2) / det3;
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if (((y >= y3 && y <= y4) || (y >= y4 && y <= y3)) && ((y >= y1 && y <= y2) || (y >= y2 && y <= y1))) return true;
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}
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x3 = x4;
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y3 = y4;
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}
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return false;
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}
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public Polygon GetPolygon (BoundingBoxAttachment attachment) {
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int index = BoundingBoxes.IndexOf(attachment);
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return index == -1 ? null : Polygons.Items[index];
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}
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}
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public class Polygon {
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public float[] Vertices { get; set; }
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public int Count { get; set; }
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public Polygon () {
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Vertices = new float[16];
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}
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}
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}
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