/Assets/Spine/Runtime/spine-csharp/SkeletonClipping.cs
C# | 296 lines | 231 code | 32 blank | 33 comment | 40 complexity | 08ae74ca1f1b90b9e1811d6ce6a42dc6 MD5 | raw file
- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated January 1, 2020. Replaces all prior versions.
- *
- * Copyright (c) 2013-2020, 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.
- *
- * THE SPINE RUNTIMES ARE 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
- * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
- using System;
- namespace Spine {
- public class SkeletonClipping {
- internal readonly Triangulator triangulator = new Triangulator();
- internal readonly ExposedList<float> clippingPolygon = new ExposedList<float>();
- internal readonly ExposedList<float> clipOutput = new ExposedList<float>(128);
- internal readonly ExposedList<float> clippedVertices = new ExposedList<float>(128);
- internal readonly ExposedList<int> clippedTriangles = new ExposedList<int>(128);
- internal readonly ExposedList<float> clippedUVs = new ExposedList<float>(128);
- internal readonly ExposedList<float> scratch = new ExposedList<float>();
- internal ClippingAttachment clipAttachment;
- internal ExposedList<ExposedList<float>> clippingPolygons;
- public ExposedList<float> ClippedVertices { get { return clippedVertices; } }
- public ExposedList<int> ClippedTriangles { get { return clippedTriangles; } }
- public ExposedList<float> ClippedUVs { get { return clippedUVs; } }
- public bool IsClipping { get { return clipAttachment != null; } }
- public int ClipStart (Slot slot, ClippingAttachment clip) {
- if (clipAttachment != null) return 0;
- clipAttachment = clip;
- int n = clip.worldVerticesLength;
- float[] vertices = clippingPolygon.Resize(n).Items;
- clip.ComputeWorldVertices(slot, 0, n, vertices, 0, 2);
- MakeClockwise(clippingPolygon);
- clippingPolygons = triangulator.Decompose(clippingPolygon, triangulator.Triangulate(clippingPolygon));
- foreach (var polygon in clippingPolygons) {
- MakeClockwise(polygon);
- polygon.Add(polygon.Items[0]);
- polygon.Add(polygon.Items[1]);
- }
- return clippingPolygons.Count;
- }
- public void ClipEnd (Slot slot) {
- if (clipAttachment != null && clipAttachment.endSlot == slot.data) ClipEnd();
- }
- public void ClipEnd () {
- if (clipAttachment == null) return;
- clipAttachment = null;
- clippingPolygons = null;
- clippedVertices.Clear();
- clippedTriangles.Clear();
- clippingPolygon.Clear();
- }
- public void ClipTriangles (float[] vertices, int verticesLength, int[] triangles, int trianglesLength, float[] uvs) {
- ExposedList<float> clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
- var clippedTriangles = this.clippedTriangles;
- var polygons = clippingPolygons.Items;
- int polygonsCount = clippingPolygons.Count;
- int index = 0;
- clippedVertices.Clear();
- clippedUVs.Clear();
- clippedTriangles.Clear();
- //outer:
- for (int i = 0; i < trianglesLength; i += 3) {
- int vertexOffset = triangles[i] << 1;
- float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
- float u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1];
- vertexOffset = triangles[i + 1] << 1;
- float x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
- float u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1];
- vertexOffset = triangles[i + 2] << 1;
- float x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
- float u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1];
- for (int p = 0; p < polygonsCount; p++) {
- int s = clippedVertices.Count;
- if (Clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) {
- int clipOutputLength = clipOutput.Count;
- if (clipOutputLength == 0) continue;
- float d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1;
- float d = 1 / (d0 * d2 + d1 * (y1 - y3));
- int clipOutputCount = clipOutputLength >> 1;
- float[] clipOutputItems = clipOutput.Items;
- float[] clippedVerticesItems = clippedVertices.Resize(s + clipOutputCount * 2).Items;
- float[] clippedUVsItems = clippedUVs.Resize(s + clipOutputCount * 2).Items;
- for (int ii = 0; ii < clipOutputLength; ii += 2) {
- float x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
- clippedVerticesItems[s] = x;
- clippedVerticesItems[s + 1] = y;
- float c0 = x - x3, c1 = y - y3;
- float a = (d0 * c0 + d1 * c1) * d;
- float b = (d4 * c0 + d2 * c1) * d;
- float c = 1 - a - b;
- clippedUVsItems[s] = u1 * a + u2 * b + u3 * c;
- clippedUVsItems[s + 1] = v1 * a + v2 * b + v3 * c;
- s += 2;
- }
- s = clippedTriangles.Count;
- int[] clippedTrianglesItems = clippedTriangles.Resize(s + 3 * (clipOutputCount - 2)).Items;
- clipOutputCount--;
- for (int ii = 1; ii < clipOutputCount; ii++) {
- clippedTrianglesItems[s] = index;
- clippedTrianglesItems[s + 1] = index + ii;
- clippedTrianglesItems[s + 2] = index + ii + 1;
- s += 3;
- }
- index += clipOutputCount + 1;
- }
- else {
- float[] clippedVerticesItems = clippedVertices.Resize(s + 3 * 2).Items;
- float[] clippedUVsItems = clippedUVs.Resize(s + 3 * 2).Items;
- clippedVerticesItems[s] = x1;
- clippedVerticesItems[s + 1] = y1;
- clippedVerticesItems[s + 2] = x2;
- clippedVerticesItems[s + 3] = y2;
- clippedVerticesItems[s + 4] = x3;
- clippedVerticesItems[s + 5] = y3;
- clippedUVsItems[s] = u1;
- clippedUVsItems[s + 1] = v1;
- clippedUVsItems[s + 2] = u2;
- clippedUVsItems[s + 3] = v2;
- clippedUVsItems[s + 4] = u3;
- clippedUVsItems[s + 5] = v3;
- s = clippedTriangles.Count;
- int[] clippedTrianglesItems = clippedTriangles.Resize(s + 3).Items;
- clippedTrianglesItems[s] = index;
- clippedTrianglesItems[s + 1] = index + 1;
- clippedTrianglesItems[s + 2] = index + 2;
- index += 3;
- break; //continue outer;
- }
- }
- }
- }
- /** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping
- * area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list. */
- internal bool Clip (float x1, float y1, float x2, float y2, float x3, float y3, ExposedList<float> clippingArea, ExposedList<float> output) {
- var originalOutput = output;
- var clipped = false;
- // Avoid copy at the end.
- ExposedList<float> input = null;
- if (clippingArea.Count % 4 >= 2) {
- input = output;
- output = scratch;
- } else {
- input = scratch;
- }
- input.Clear();
- input.Add(x1);
- input.Add(y1);
- input.Add(x2);
- input.Add(y2);
- input.Add(x3);
- input.Add(y3);
- input.Add(x1);
- input.Add(y1);
- output.Clear();
- float[] clippingVertices = clippingArea.Items;
- int clippingVerticesLast = clippingArea.Count - 4;
- for (int i = 0; ; i += 2) {
- float edgeX = clippingVertices[i], edgeY = clippingVertices[i + 1];
- float edgeX2 = clippingVertices[i + 2], edgeY2 = clippingVertices[i + 3];
- float deltaX = edgeX - edgeX2, deltaY = edgeY - edgeY2;
- float[] inputVertices = input.Items;
- int inputVerticesLength = input.Count - 2, outputStart = output.Count;
- for (int ii = 0; ii < inputVerticesLength; ii += 2) {
- float inputX = inputVertices[ii], inputY = inputVertices[ii + 1];
- float inputX2 = inputVertices[ii + 2], inputY2 = inputVertices[ii + 3];
- bool side2 = deltaX * (inputY2 - edgeY2) - deltaY * (inputX2 - edgeX2) > 0;
- if (deltaX * (inputY - edgeY2) - deltaY * (inputX - edgeX2) > 0) {
- if (side2) { // v1 inside, v2 inside
- output.Add(inputX2);
- output.Add(inputY2);
- continue;
- }
- // v1 inside, v2 outside
- float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
- float s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY);
- if (Math.Abs(s) > 0.000001f) {
- float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s;
- output.Add(edgeX + (edgeX2 - edgeX) * ua);
- output.Add(edgeY + (edgeY2 - edgeY) * ua);
- } else {
- output.Add(edgeX);
- output.Add(edgeY);
- }
- }
- else if (side2) { // v1 outside, v2 inside
- float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
- float s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY);
- if (Math.Abs(s) > 0.000001f) {
- float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s;
- output.Add(edgeX + (edgeX2 - edgeX) * ua);
- output.Add(edgeY + (edgeY2 - edgeY) * ua);
- } else {
- output.Add(edgeX);
- output.Add(edgeY);
- }
- output.Add(inputX2);
- output.Add(inputY2);
- }
- clipped = true;
- }
- if (outputStart == output.Count) { // All edges outside.
- originalOutput.Clear();
- return true;
- }
- output.Add(output.Items[0]);
- output.Add(output.Items[1]);
- if (i == clippingVerticesLast) break;
- var temp = output;
- output = input;
- output.Clear();
- input = temp;
- }
- if (originalOutput != output) {
- originalOutput.Clear();
- for (int i = 0, n = output.Count - 2; i < n; i++) {
- originalOutput.Add(output.Items[i]);
- }
- } else {
- originalOutput.Resize(originalOutput.Count - 2);
- }
- return clipped;
- }
- public static void MakeClockwise (ExposedList<float> polygon) {
- float[] vertices = polygon.Items;
- int verticeslength = polygon.Count;
- float area = vertices[verticeslength - 2] * vertices[1] - vertices[0] * vertices[verticeslength - 1], p1x, p1y, p2x, p2y;
- for (int i = 0, n = verticeslength - 3; i < n; i += 2) {
- p1x = vertices[i];
- p1y = vertices[i + 1];
- p2x = vertices[i + 2];
- p2y = vertices[i + 3];
- area += p1x * p2y - p2x * p1y;
- }
- if (area < 0) return;
- for (int i = 0, lastX = verticeslength - 2, n = verticeslength >> 1; i < n; i += 2) {
- float x = vertices[i], y = vertices[i + 1];
- int other = lastX - i;
- vertices[i] = vertices[other];
- vertices[i + 1] = vertices[other + 1];
- vertices[other] = x;
- vertices[other + 1] = y;
- }
- }
- }
- }