/****************************************************************************** * 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. *****************************************************************************/ #ifdef SPINE_UE4 #include "SpinePluginPrivatePCH.h" #endif #include #include #include #include #include #include using namespace spine; SkeletonBounds::SkeletonBounds() : _minX(0), _minY(0), _maxX(0), _maxY(0) { } void SkeletonBounds::update(Skeleton &skeleton, bool updateAabb) { Vector &slots = skeleton._slots; size_t slotCount = slots.size(); _boundingBoxes.clear(); for (size_t i = 0, n = _polygons.size(); i < n; ++i) { _polygonPool.add(_polygons[i]); } _polygons.clear(); for (size_t i = 0; i < slotCount; i++) { Slot *slot = slots[i]; if (!slot->getBone().isActive()) continue; Attachment *attachment = slot->getAttachment(); if (attachment == NULL || !attachment->getRTTI().instanceOf(BoundingBoxAttachment::rtti)) continue; BoundingBoxAttachment *boundingBox = static_cast(attachment); _boundingBoxes.add(boundingBox); spine::Polygon *polygonP = NULL; size_t poolCount = _polygonPool.size(); if (poolCount > 0) { polygonP = _polygonPool[poolCount - 1]; _polygonPool.removeAt(poolCount - 1); } else polygonP = new(__FILE__, __LINE__) Polygon(); _polygons.add(polygonP); Polygon &polygon = *polygonP; size_t count = boundingBox->getWorldVerticesLength(); polygon._count = count; if (polygon._vertices.size() < count) { polygon._vertices.setSize(count, 0); } boundingBox->computeWorldVertices(*slot, polygon._vertices); } if (updateAabb) aabbCompute(); else { _minX = FLT_MIN; _minY = FLT_MIN; _maxX = FLT_MAX; _maxY = FLT_MAX; } } bool SkeletonBounds::aabbcontainsPoint(float x, float y) { return x >= _minX && x <= _maxX && y >= _minY && y <= _maxY; } bool SkeletonBounds::aabbintersectsSegment(float x1, float y1, float x2, float y2) { float minX = _minX; float minY = _minY; float maxX = _maxX; float maxY = _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; } bool SkeletonBounds::aabbIntersectsSkeleton(SkeletonBounds bounds) { return _minX < bounds._maxX && _maxX > bounds._minX && _minY < bounds._maxY && _maxY > bounds._minY; } bool SkeletonBounds::containsPoint(spine::Polygon *polygon, float x, float y) { Vector &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; } BoundingBoxAttachment *SkeletonBounds::containsPoint(float x, float y) { for (size_t i = 0, n = _polygons.size(); i < n; ++i) if (containsPoint(_polygons[i], x, y)) return _boundingBoxes[i]; return NULL; } BoundingBoxAttachment *SkeletonBounds::intersectsSegment(float x1, float y1, float x2, float y2) { for (size_t i = 0, n = _polygons.size(); i < n; ++i) if (intersectsSegment(_polygons[i], x1, y1, x2, y2)) return _boundingBoxes[i]; return NULL; } bool SkeletonBounds::intersectsSegment(spine::Polygon *polygon, float x1, float y1, float x2, float y2) { Vector &vertices = polygon->_vertices; size_t 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 (size_t 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; } spine::Polygon *SkeletonBounds::getPolygon(BoundingBoxAttachment *attachment) { int index = _boundingBoxes.indexOf(attachment); return index == -1 ? NULL : _polygons[index]; } float SkeletonBounds::getWidth() { return _maxX - _minX; } float SkeletonBounds::getHeight() { return _maxY - _minY; } void SkeletonBounds::aabbCompute() { float minX = FLT_MIN; float minY = FLT_MIN; float maxX = FLT_MAX; float maxY = FLT_MAX; for (size_t i = 0, n = _polygons.size(); i < n; ++i) { spine::Polygon *polygon = _polygons[i]; Vector &vertices = polygon->_vertices; for (int ii = 0, nn = polygon->_count; ii < nn; ii += 2) { float x = vertices[ii]; float y = vertices[ii + 1]; minX = MathUtil::min(minX, x); minY = MathUtil::min(minY, y); maxX = MathUtil::max(maxX, x); maxY = MathUtil::max(maxY, y); } } _minX = minX; _minY = minY; _maxX = maxX; _maxY = maxY; }