Package com.esotericsoftware.spine

Source Code of com.esotericsoftware.spine.SkeletonBounds

/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* 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 SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) 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.
*****************************************************************************/

package com.esotericsoftware.spine;

import com.esotericsoftware.spine.attachments.Attachment;
import com.esotericsoftware.spine.attachments.BoundingBoxAttachment;

import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.FloatArray;
import com.badlogic.gdx.utils.Pool;

public class SkeletonBounds {
  private float minX, minY, maxX, maxY;
  private Array<BoundingBoxAttachment> boundingBoxes = new Array();
  private Array<FloatArray> polygons = new Array();
  private Pool<FloatArray> polygonPool = new Pool() {
    protected Object newObject () {
      return new FloatArray();
    }
  };

  public void update (Skeleton skeleton, boolean updateAabb) {
    Array<BoundingBoxAttachment> boundingBoxes = this.boundingBoxes;
    Array<FloatArray> polygons = this.polygons;
    Array<Slot> slots = skeleton.slots;
    int slotCount = slots.size;

    boundingBoxes.clear();
    polygonPool.freeAll(polygons);
    polygons.clear();

    for (int i = 0; i < slotCount; i++) {
      Slot slot = slots.get(i);
      Attachment attachment = slot.attachment;
      if (attachment instanceof BoundingBoxAttachment) {
        BoundingBoxAttachment boundingBox = (BoundingBoxAttachment)attachment;
        boundingBoxes.add(boundingBox);

        FloatArray polygon = polygonPool.obtain();
        polygons.add(polygon);
        int vertexCount = boundingBox.getVertices().length;
        polygon.ensureCapacity(vertexCount);
        polygon.size = vertexCount;

        boundingBox.computeWorldVertices(slot.bone, polygon.items);
      }
    }

    if (updateAabb) aabbCompute();
  }

  private void aabbCompute () {
    float minX = Integer.MAX_VALUE, minY = Integer.MAX_VALUE, maxX = Integer.MIN_VALUE, maxY = Integer.MIN_VALUE;
    Array<FloatArray> polygons = this.polygons;
    for (int i = 0, n = polygons.size; i < n; i++) {
      FloatArray polygon = polygons.get(i);
      float[] vertices = polygon.items;
      for (int ii = 0, nn = polygon.size; 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;
  }

  /** Returns true if the axis aligned bounding box contains the point. */
  public boolean aabbContainsPoint (float x, float y) {
    return x >= minX && x <= maxX && y >= minY && y <= maxY;
  }

  /** Returns true if the axis aligned bounding box intersects the line segment. */
  public boolean 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;
  }

  /** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */
  public boolean aabbIntersectsSkeleton (SkeletonBounds bounds) {
    return minX < bounds.maxX && maxX > bounds.minX && minY < bounds.maxY && maxY > bounds.minY;
  }

  /** 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. */
  public BoundingBoxAttachment containsPoint (float x, float y) {
    Array<FloatArray> polygons = this.polygons;
    for (int i = 0, n = polygons.size; i < n; i++)
      if (containsPoint(polygons.get(i), x, y)) return boundingBoxes.get(i);
    return null;
  }

  /** Returns true if the polygon contains the point. */
  public boolean containsPoint (FloatArray polygon, float x, float y) {
    float[] vertices = polygon.items;
    int nn = polygon.size;

    int prevIndex = nn - 2;
    boolean 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;
  }

  /** 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. */
  public BoundingBoxAttachment intersectsSegment (float x1, float y1, float x2, float y2) {
    Array<FloatArray> polygons = this.polygons;
    for (int i = 0, n = polygons.size; i < n; i++)
      if (intersectsSegment(polygons.get(i), x1, y1, x2, y2)) return boundingBoxes.get(i);
    return null;
  }

  /** Returns true if the polygon contains the line segment. */
  public boolean intersectsSegment (FloatArray polygon, float x1, float y1, float x2, float y2) {
    float[] vertices = polygon.items;
    int nn = polygon.size;

    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 float getMinX () {
    return minX;
  }

  public float getMinY () {
    return minY;
  }

  public float getMaxX () {
    return maxX;
  }

  public float getMaxY () {
    return maxY;
  }

  public float getWidth () {
    return maxX - minX;
  }

  public float getHeight () {
    return maxY - minY;
  }

  public Array<BoundingBoxAttachment> getBoundingBoxes () {
    return boundingBoxes;
  }

  public Array<FloatArray> getPolygons () {
    return polygons;
  }

  /** Returns the polygon for the specified bounding box, or null. */
  public FloatArray getPolygon (BoundingBoxAttachment boundingBox) {
    int index = boundingBoxes.indexOf(boundingBox, true);
    return index == -1 ? null : polygons.get(index);
  }
}
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