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初始化
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79
cocos2d-x/cocos/editor-support/spine/SkeletonClipping.h
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79
cocos2d-x/cocos/editor-support/spine/SkeletonClipping.h
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef Spine_SkeletonClipping_h
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#define Spine_SkeletonClipping_h
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#include <spine/Vector.h>
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#include <spine/Triangulator.h>
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namespace spine {
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class Slot;
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class ClippingAttachment;
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class SP_API SkeletonClipping : public SpineObject {
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public:
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SkeletonClipping();
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size_t clipStart(Slot& slot, ClippingAttachment* clip);
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void clipEnd(Slot& slot);
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void clipEnd();
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void clipTriangles(float* vertices, unsigned short* triangles, size_t trianglesLength, float* uvs, size_t stride);
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void clipTriangles(Vector<float>& vertices, Vector<unsigned short>& triangles, Vector<float>& uvs, size_t stride);
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bool isClipping();
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Vector<float>& getClippedVertices();
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Vector<unsigned short>& getClippedTriangles();
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Vector<float>& getClippedUVs();
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private:
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Triangulator _triangulator;
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Vector<float> _clippingPolygon;
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Vector<float> _clipOutput;
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Vector<float> _clippedVertices;
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Vector<unsigned short> _clippedTriangles;
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Vector<float> _clippedUVs;
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Vector<float> _scratch;
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ClippingAttachment* _clipAttachment;
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Vector< Vector<float>* > *_clippingPolygons;
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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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bool clip(float x1, float y1, float x2, float y2, float x3, float y3, Vector<float>* clippingArea, Vector<float>* output);
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static void makeClockwise(Vector<float>& polygon);
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};
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}
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#endif /* Spine_SkeletonClipping_h */
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