/****************************************************************************** * 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. *****************************************************************************/ #ifndef Spine_SkeletonBounds_h #define Spine_SkeletonBounds_h #include #include namespace spine { class Skeleton; class BoundingBoxAttachment; class Polygon; /// 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. class SP_API SkeletonBounds : public SpineObject { public: SkeletonBounds(); /// Clears any previous polygons, finds all visible bounding box attachments, /// and computes the world vertices for each bounding box's polygon. /// @param skeleton The skeleton. /// @param updateAabb /// If true, the axis aligned bounding box containing all the polygons is computed. /// If false, the SkeletonBounds AABB methods will always return true. /// void update(Skeleton& skeleton, bool updateAabb); /// Returns true if the axis aligned bounding box contains the point. bool aabbcontainsPoint(float x, float y); /// Returns true if the axis aligned bounding box intersects the line segment. bool aabbintersectsSegment(float x1, float y1, float x2, float y2); /// Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. bool aabbIntersectsSkeleton(SkeletonBounds bounds); /// Returns true if the polygon contains the point. bool containsPoint(Polygon* polygon, float x, float y); /// 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. BoundingBoxAttachment* containsPoint(float x, float y); /// 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. BoundingBoxAttachment* intersectsSegment(float x1, float y1, float x2, float y2); /// Returns true if the polygon contains the line segment. bool intersectsSegment(Polygon* polygon, float x1, float y1, float x2, float y2); Polygon* getPolygon(BoundingBoxAttachment* attachment); float getWidth(); float getHeight(); private: Vector _polygonPool; Vector _boundingBoxes; Vector _polygons; float _minX, _minY, _maxX, _maxY; void aabbCompute(); }; class Polygon : public SpineObject { public: Vector _vertices; int _count; Polygon() : _count(0) { _vertices.ensureCapacity(16); } }; } #endif /* Spine_SkeletonBounds_h */