mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-22 22:07:59 +01:00
234 lines
9.4 KiB
C#
234 lines
9.4 KiB
C#
/******************************************************************************
|
|
* 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 {
|
|
|
|
/// <summary>
|
|
/// 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.
|
|
/// </summary>
|
|
public class SkeletonBounds {
|
|
private ExposedList<Polygon> polygonPool = new ExposedList<Polygon>();
|
|
private float minX, minY, maxX, maxY;
|
|
|
|
public ExposedList<BoundingBoxAttachment> BoundingBoxes { get; private set; }
|
|
public ExposedList<Polygon> Polygons { get; private set; }
|
|
public float MinX { get { return minX; } set { minX = value; } }
|
|
public float MinY { get { return minY; } set { minY = value; } }
|
|
public float MaxX { get { return maxX; } set { maxX = value; } }
|
|
public float MaxY { get { return maxY; } set { maxY = value; } }
|
|
public float Width { get { return maxX - minX; } }
|
|
public float Height { get { return maxY - minY; } }
|
|
|
|
public SkeletonBounds () {
|
|
BoundingBoxes = new ExposedList<BoundingBoxAttachment>();
|
|
Polygons = new ExposedList<Polygon>();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clears any previous polygons, finds all visible bounding box attachments,
|
|
/// and computes the world vertices for each bounding box's polygon.</summary>
|
|
/// <param name="skeleton">The skeleton.</param>
|
|
/// <param name="updateAabb">
|
|
/// If true, the axis aligned bounding box containing all the polygons is computed.
|
|
/// If false, the SkeletonBounds AABB methods will always return true.
|
|
/// </param>
|
|
public void Update (Skeleton skeleton, bool updateAabb) {
|
|
ExposedList<BoundingBoxAttachment> boundingBoxes = BoundingBoxes;
|
|
ExposedList<Polygon> polygons = Polygons;
|
|
ExposedList<Slot> slots = skeleton.slots;
|
|
int slotCount = slots.Count;
|
|
|
|
boundingBoxes.Clear();
|
|
for (int i = 0, n = polygons.Count; i < n; i++)
|
|
polygonPool.Add(polygons.Items[i]);
|
|
polygons.Clear();
|
|
|
|
for (int i = 0; i < slotCount; i++) {
|
|
Slot slot = slots.Items[i];
|
|
BoundingBoxAttachment boundingBox = slot.attachment as BoundingBoxAttachment;
|
|
if (boundingBox == null) continue;
|
|
boundingBoxes.Add(boundingBox);
|
|
|
|
Polygon polygon = null;
|
|
int poolCount = polygonPool.Count;
|
|
if (poolCount > 0) {
|
|
polygon = polygonPool.Items[poolCount - 1];
|
|
polygonPool.RemoveAt(poolCount - 1);
|
|
} else
|
|
polygon = new Polygon();
|
|
polygons.Add(polygon);
|
|
|
|
int count = boundingBox.worldVerticesLength;
|
|
polygon.Count = count;
|
|
if (polygon.Vertices.Length < count) polygon.Vertices = new float[count];
|
|
boundingBox.ComputeWorldVertices(slot, polygon.Vertices);
|
|
}
|
|
|
|
if (updateAabb) {
|
|
AabbCompute();
|
|
} else {
|
|
minX = int.MinValue;
|
|
minY = int.MinValue;
|
|
maxX = int.MaxValue;
|
|
maxY = int.MaxValue;
|
|
}
|
|
}
|
|
|
|
private void AabbCompute () {
|
|
float minX = int.MaxValue, minY = int.MaxValue, maxX = int.MinValue, maxY = int.MinValue;
|
|
ExposedList<Polygon> polygons = Polygons;
|
|
for (int i = 0, n = polygons.Count; i < n; i++) {
|
|
Polygon polygon = polygons.Items[i];
|
|
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 = Math.Min(minX, x);
|
|
minY = Math.Min(minY, y);
|
|
maxX = Math.Max(maxX, x);
|
|
maxY = Math.Max(maxY, y);
|
|
}
|
|
}
|
|
this.minX = minX;
|
|
this.minY = minY;
|
|
this.maxX = maxX;
|
|
this.maxY = maxY;
|
|
}
|
|
|
|
|
|
/// <summary>Returns true if the axis aligned bounding box contains the point.</summary>
|
|
public bool AabbContainsPoint (float x, float y) {
|
|
return x >= minX && x <= maxX && y >= minY && y <= maxY;
|
|
}
|
|
|
|
/// <summary>Returns true if the axis aligned bounding box intersects the line segment.</summary>
|
|
public bool AabbIntersectsSegment (float x1, float y1, float x2, float y2) {
|
|
float minX = this.minX;
|
|
float minY = this.minY;
|
|
float maxX = this.maxX;
|
|
float maxY = this.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;
|
|
}
|
|
|
|
/// <summary>Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds.</summary>
|
|
public bool AabbIntersectsSkeleton (SkeletonBounds bounds) {
|
|
return minX < bounds.maxX && maxX > bounds.minX && minY < bounds.maxY && maxY > bounds.minY;
|
|
}
|
|
|
|
/// <summary>Returns true if the polygon contains the point.</summary>
|
|
public bool ContainsPoint (Polygon polygon, float x, float y) {
|
|
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;
|
|
}
|
|
|
|
/// <summary>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.</summary>
|
|
public BoundingBoxAttachment ContainsPoint (float x, float y) {
|
|
ExposedList<Polygon> polygons = Polygons;
|
|
for (int i = 0, n = polygons.Count; i < n; i++)
|
|
if (ContainsPoint(polygons.Items[i], x, y)) return BoundingBoxes.Items[i];
|
|
return null;
|
|
}
|
|
|
|
/// <summary>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.</summary>
|
|
public BoundingBoxAttachment IntersectsSegment (float x1, float y1, float x2, float y2) {
|
|
ExposedList<Polygon> polygons = Polygons;
|
|
for (int i = 0, n = polygons.Count; i < n; i++)
|
|
if (IntersectsSegment(polygons.Items[i], x1, y1, x2, y2)) return BoundingBoxes.Items[i];
|
|
return null;
|
|
}
|
|
|
|
/// <summary>Returns true if the polygon contains the line segment.</summary>
|
|
public bool IntersectsSegment (Polygon polygon, float x1, float y1, float x2, float y2) {
|
|
float[] vertices = polygon.Vertices;
|
|
int 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 (int 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;
|
|
}
|
|
|
|
public Polygon GetPolygon (BoundingBoxAttachment attachment) {
|
|
int index = BoundingBoxes.IndexOf(attachment);
|
|
return index == -1 ? null : Polygons.Items[index];
|
|
}
|
|
}
|
|
|
|
public class Polygon {
|
|
public float[] Vertices { get; set; }
|
|
public int Count { get; set; }
|
|
|
|
public Polygon () {
|
|
Vertices = new float[16];
|
|
}
|
|
}
|
|
}
|