mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-25 06:58:00 +01:00
285 lines
11 KiB
C#
285 lines
11 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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public class SkeletonClipping {
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internal readonly Triangulator triangulator = new Triangulator();
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internal readonly ExposedList<float> clippingPolygon = new ExposedList<float>();
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internal readonly ExposedList<float> clipOutput = new ExposedList<float>(128);
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internal readonly ExposedList<float> clippedVertices = new ExposedList<float>(128);
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internal readonly ExposedList<int> clippedTriangles = new ExposedList<int>(128);
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internal readonly ExposedList<float> clippedUVs = new ExposedList<float>(128);
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internal readonly ExposedList<float> scratch = new ExposedList<float>();
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internal ClippingAttachment clipAttachment;
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internal ExposedList<ExposedList<float>> clippingPolygons;
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public ExposedList<float> ClippedVertices { get { return clippedVertices; } }
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public ExposedList<int> ClippedTriangles { get { return clippedTriangles; } }
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public ExposedList<float> ClippedUVs { get { return clippedUVs; } }
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public bool IsClipping { get { return clipAttachment != null; } }
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public int ClipStart (Slot slot, ClippingAttachment clip) {
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if (clipAttachment != null) return 0;
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clipAttachment = clip;
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int n = clip.worldVerticesLength;
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float[] vertices = clippingPolygon.Resize(n).Items;
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clip.ComputeWorldVertices(slot, 0, n, vertices, 0, 2);
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MakeClockwise(clippingPolygon);
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clippingPolygons = triangulator.Decompose(clippingPolygon, triangulator.Triangulate(clippingPolygon));
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foreach (var polygon in clippingPolygons) {
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MakeClockwise(polygon);
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polygon.Add(polygon.Items[0]);
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polygon.Add(polygon.Items[1]);
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}
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return clippingPolygons.Count;
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}
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public void ClipEnd (Slot slot) {
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if (clipAttachment != null && clipAttachment.endSlot == slot.data) ClipEnd();
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}
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public void ClipEnd () {
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if (clipAttachment == null) return;
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clipAttachment = null;
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clippingPolygons = null;
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clippedVertices.Clear();
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clippedTriangles.Clear();
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clippingPolygon.Clear();
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}
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public void ClipTriangles (float[] vertices, int verticesLength, int[] triangles, int trianglesLength, float[] uvs) {
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ExposedList<float> clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
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var clippedTriangles = this.clippedTriangles;
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var polygons = clippingPolygons.Items;
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int polygonsCount = clippingPolygons.Count;
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int index = 0;
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clippedVertices.Clear();
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clippedUVs.Clear();
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clippedTriangles.Clear();
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//outer:
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for (int i = 0; i < trianglesLength; i += 3) {
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int vertexOffset = triangles[i] << 1;
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float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
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float u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1];
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vertexOffset = triangles[i + 1] << 1;
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float x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
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float u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1];
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vertexOffset = triangles[i + 2] << 1;
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float x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
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float u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1];
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for (int p = 0; p < polygonsCount; p++) {
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int s = clippedVertices.Count;
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if (Clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) {
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int clipOutputLength = clipOutput.Count;
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if (clipOutputLength == 0) continue;
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float d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1;
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float d = 1 / (d0 * d2 + d1 * (y1 - y3));
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int clipOutputCount = clipOutputLength >> 1;
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float[] clipOutputItems = clipOutput.Items;
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float[] clippedVerticesItems = clippedVertices.Resize(s + clipOutputCount * 2).Items;
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float[] clippedUVsItems = clippedUVs.Resize(s + clipOutputCount * 2).Items;
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for (int ii = 0; ii < clipOutputLength; ii += 2) {
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float x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
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clippedVerticesItems[s] = x;
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clippedVerticesItems[s + 1] = y;
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float c0 = x - x3, c1 = y - y3;
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float a = (d0 * c0 + d1 * c1) * d;
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float b = (d4 * c0 + d2 * c1) * d;
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float c = 1 - a - b;
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clippedUVsItems[s] = u1 * a + u2 * b + u3 * c;
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clippedUVsItems[s + 1] = v1 * a + v2 * b + v3 * c;
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s += 2;
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}
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s = clippedTriangles.Count;
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int[] clippedTrianglesItems = clippedTriangles.Resize(s + 3 * (clipOutputCount - 2)).Items;
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clipOutputCount--;
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for (int ii = 1; ii < clipOutputCount; ii++) {
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clippedTrianglesItems[s] = index;
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clippedTrianglesItems[s + 1] = index + ii;
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clippedTrianglesItems[s + 2] = index + ii + 1;
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s += 3;
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}
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index += clipOutputCount + 1;
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}
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else {
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float[] clippedVerticesItems = clippedVertices.Resize(s + 3 * 2).Items;
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float[] clippedUVsItems = clippedUVs.Resize(s + 3 * 2).Items;
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clippedVerticesItems[s] = x1;
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clippedVerticesItems[s + 1] = y1;
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clippedVerticesItems[s + 2] = x2;
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clippedVerticesItems[s + 3] = y2;
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clippedVerticesItems[s + 4] = x3;
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clippedVerticesItems[s + 5] = y3;
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clippedUVsItems[s] = u1;
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clippedUVsItems[s + 1] = v1;
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clippedUVsItems[s + 2] = u2;
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clippedUVsItems[s + 3] = v2;
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clippedUVsItems[s + 4] = u3;
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clippedUVsItems[s + 5] = v3;
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s = clippedTriangles.Count;
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int[] clippedTrianglesItems = clippedTriangles.Resize(s + 3).Items;
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clippedTrianglesItems[s] = index;
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clippedTrianglesItems[s + 1] = index + 1;
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clippedTrianglesItems[s + 2] = index + 2;
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index += 3;
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break; //continue outer;
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}
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}
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}
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}
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/** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping
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* area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list. */
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internal bool Clip (float x1, float y1, float x2, float y2, float x3, float y3, ExposedList<float> clippingArea, ExposedList<float> output) {
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var originalOutput = output;
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var clipped = false;
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// Avoid copy at the end.
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ExposedList<float> input = null;
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if (clippingArea.Count % 4 >= 2) {
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input = output;
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output = scratch;
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} else {
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input = scratch;
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}
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input.Clear();
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input.Add(x1);
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input.Add(y1);
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input.Add(x2);
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input.Add(y2);
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input.Add(x3);
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input.Add(y3);
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input.Add(x1);
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input.Add(y1);
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output.Clear();
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float[] clippingVertices = clippingArea.Items;
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int clippingVerticesLast = clippingArea.Count - 4;
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for (int i = 0; ; i += 2) {
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float edgeX = clippingVertices[i], edgeY = clippingVertices[i + 1];
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float edgeX2 = clippingVertices[i + 2], edgeY2 = clippingVertices[i + 3];
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float deltaX = edgeX - edgeX2, deltaY = edgeY - edgeY2;
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float[] inputVertices = input.Items;
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int inputVerticesLength = input.Count - 2, outputStart = output.Count;
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for (int ii = 0; ii < inputVerticesLength; ii += 2) {
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float inputX = inputVertices[ii], inputY = inputVertices[ii + 1];
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float inputX2 = inputVertices[ii + 2], inputY2 = inputVertices[ii + 3];
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bool side2 = deltaX * (inputY2 - edgeY2) - deltaY * (inputX2 - edgeX2) > 0;
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if (deltaX * (inputY - edgeY2) - deltaY * (inputX - edgeX2) > 0) {
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if (side2) { // v1 inside, v2 inside
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output.Add(inputX2);
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output.Add(inputY2);
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continue;
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}
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// v1 inside, v2 outside
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float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
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float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
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output.Add(edgeX + (edgeX2 - edgeX) * ua);
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output.Add(edgeY + (edgeY2 - edgeY) * ua);
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}
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else if (side2) { // v1 outside, v2 inside
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float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
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float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
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output.Add(edgeX + (edgeX2 - edgeX) * ua);
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output.Add(edgeY + (edgeY2 - edgeY) * ua);
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output.Add(inputX2);
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output.Add(inputY2);
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}
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clipped = true;
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}
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if (outputStart == output.Count) { // All edges outside.
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originalOutput.Clear();
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return true;
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}
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output.Add(output.Items[0]);
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output.Add(output.Items[1]);
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if (i == clippingVerticesLast) break;
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var temp = output;
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output = input;
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output.Clear();
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input = temp;
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}
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if (originalOutput != output) {
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originalOutput.Clear();
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for (int i = 0, n = output.Count - 2; i < n; i++) {
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originalOutput.Add(output.Items[i]);
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}
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} else {
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originalOutput.Resize(originalOutput.Count - 2);
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}
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return clipped;
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}
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static void MakeClockwise (ExposedList<float> polygon) {
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float[] vertices = polygon.Items;
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int verticeslength = polygon.Count;
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float area = vertices[verticeslength - 2] * vertices[1] - vertices[0] * vertices[verticeslength - 1], p1x, p1y, p2x, p2y;
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for (int i = 0, n = verticeslength - 3; i < n; i += 2) {
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p1x = vertices[i];
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p1y = vertices[i + 1];
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p2x = vertices[i + 2];
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p2y = vertices[i + 3];
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area += p1x * p2y - p2x * p1y;
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}
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if (area < 0) return;
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for (int i = 0, lastX = verticeslength - 2, n = verticeslength >> 1; i < n; i += 2) {
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float x = vertices[i], y = vertices[i + 1];
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int other = lastX - i;
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vertices[i] = vertices[other];
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vertices[i + 1] = vertices[other + 1];
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vertices[other] = x;
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vertices[other + 1] = y;
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}
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}
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}
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}
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