/****************************************************************************** * 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 using namespace spine; SkeletonClipping::SkeletonClipping() : _clipAttachment(NULL) { _clipOutput.ensureCapacity(128); _clippedVertices.ensureCapacity(128); _clippedTriangles.ensureCapacity(128); _clippedUVs.ensureCapacity(128); } size_t SkeletonClipping::clipStart(Slot &slot, ClippingAttachment *clip) { if (_clipAttachment != NULL) { return 0; } _clipAttachment = clip; int n = clip->getWorldVerticesLength(); _clippingPolygon.setSize(n, 0); clip->computeWorldVertices(slot, 0, n, _clippingPolygon, 0, 2); makeClockwise(_clippingPolygon); _clippingPolygons = &_triangulator.decompose(_clippingPolygon, _triangulator.triangulate(_clippingPolygon)); for (size_t i = 0; i < _clippingPolygons->size(); ++i) { Vector *polygonP = (*_clippingPolygons)[i]; Vector &polygon = *polygonP; makeClockwise(polygon); polygon.add(polygon[0]); polygon.add(polygon[1]); } return (*_clippingPolygons).size(); } void SkeletonClipping::clipEnd(Slot &slot) { if (_clipAttachment != NULL && _clipAttachment->_endSlot == &slot._data) { clipEnd(); } } void SkeletonClipping::clipEnd() { if (_clipAttachment == NULL) return; _clipAttachment = NULL; _clippingPolygons = NULL; _clippedVertices.clear(); _clippedUVs.clear(); _clippedTriangles.clear(); _clippingPolygon.clear(); } void SkeletonClipping::clipTriangles(Vector &vertices, Vector &triangles, Vector &uvs, size_t stride) { clipTriangles(vertices.buffer(), triangles.buffer(), triangles.size(), uvs.buffer(), stride); } void SkeletonClipping::clipTriangles(float *vertices, unsigned short *triangles, size_t trianglesLength, float *uvs, size_t stride ) { Vector &clipOutput = _clipOutput; Vector &clippedVertices = _clippedVertices; Vector &clippedTriangles = _clippedTriangles; Vector *> &polygons = *_clippingPolygons; size_t polygonsCount = (*_clippingPolygons).size(); size_t index = 0; clippedVertices.clear(); _clippedUVs.clear(); clippedTriangles.clear(); size_t i = 0; continue_outer: for (; i < trianglesLength; i += 3) { int vertexOffset = triangles[i] * stride; float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1]; float u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1]; vertexOffset = triangles[i + 1] * stride; float x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1]; float u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1]; vertexOffset = triangles[i + 2] * stride; float x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1]; float u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1]; for (size_t p = 0; p < polygonsCount; p++) { size_t s = clippedVertices.size(); if (clip(x1, y1, x2, y2, x3, y3, &(*polygons[p]), &clipOutput)) { size_t clipOutputLength = clipOutput.size(); 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)); size_t clipOutputCount = clipOutputLength >> 1; clippedVertices.setSize(s + clipOutputCount * 2, 0); _clippedUVs.setSize(s + clipOutputCount * 2, 0); for (size_t ii = 0; ii < clipOutputLength; ii += 2) { float x = clipOutput[ii], y = clipOutput[ii + 1]; clippedVertices[s] = x; clippedVertices[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; _clippedUVs[s] = u1 * a + u2 * b + u3 * c; _clippedUVs[s + 1] = v1 * a + v2 * b + v3 * c; s += 2; } s = clippedTriangles.size(); clippedTriangles.setSize(s + 3 * (clipOutputCount - 2), 0); clipOutputCount--; for (size_t ii = 1; ii < clipOutputCount; ii++) { clippedTriangles[s] = (unsigned short)(index); clippedTriangles[s + 1] = (unsigned short)(index + ii); clippedTriangles[s + 2] = (unsigned short)(index + ii + 1); s += 3; } index += clipOutputCount + 1; } else { clippedVertices.setSize(s + 3 * 2, 0); _clippedUVs.setSize(s + 3 * 2, 0); clippedVertices[s] = x1; clippedVertices[s + 1] = y1; clippedVertices[s + 2] = x2; clippedVertices[s + 3] = y2; clippedVertices[s + 4] = x3; clippedVertices[s + 5] = y3; _clippedUVs[s] = u1; _clippedUVs[s + 1] = v1; _clippedUVs[s + 2] = u2; _clippedUVs[s + 3] = v2; _clippedUVs[s + 4] = u3; _clippedUVs[s + 5] = v3; s = clippedTriangles.size(); clippedTriangles.setSize(s + 3, 0); clippedTriangles[s] = (unsigned short)index; clippedTriangles[s + 1] = (unsigned short)(index + 1); clippedTriangles[s + 2] = (unsigned short)(index + 2); index += 3; i += 3; goto continue_outer; } } } } bool SkeletonClipping::isClipping() { return _clipAttachment != NULL; } Vector &SkeletonClipping::getClippedVertices() { return _clippedVertices; } Vector &SkeletonClipping::getClippedTriangles() { return _clippedTriangles; } Vector &SkeletonClipping::getClippedUVs() { return _clippedUVs; } bool SkeletonClipping::clip(float x1, float y1, float x2, float y2, float x3, float y3, Vector *clippingArea, Vector *output ) { Vector *originalOutput = output; bool clipped = false; // Avoid copy at the end. Vector *input; if (clippingArea->size() % 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(); Vector &clippingVertices = *clippingArea; size_t clippingVerticesLast = clippingArea->size() - 4; for (size_t 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; Vector &inputVertices = *input; size_t inputVerticesLength = input->size() - 2, outputStart = output->size(); for (size_t 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 (MathUtil::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 (MathUtil::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->size()) { // All edges outside. originalOutput->clear(); return true; } output->add((*output)[0]); output->add((*output)[1]); if (i == clippingVerticesLast) { break; } Vector *temp = output; output = input; output->clear(); input = temp; } if (originalOutput != output) { originalOutput->clear(); for (size_t i = 0, n = output->size() - 2; i < n; ++i) originalOutput->add((*output)[i]); } else originalOutput->setSize(originalOutput->size() - 2, 0); return clipped; } void SkeletonClipping::makeClockwise(Vector &polygon) { size_t verticeslength = polygon.size(); float area = polygon[verticeslength - 2] * polygon[1] - polygon[0] * polygon[verticeslength - 1]; float p1x, p1y, p2x, p2y; for (size_t i = 0, n = verticeslength - 3; i < n; i += 2) { p1x = polygon[i]; p1y = polygon[i + 1]; p2x = polygon[i + 2]; p2y = polygon[i + 3]; area += p1x * p2y - p2x * p1y; } if (area < 0) return; for (size_t i = 0, lastX = verticeslength - 2, n = verticeslength >> 1; i < n; i += 2) { float x = polygon[i], y = polygon[i + 1]; int other = lastX - i; polygon[i] = polygon[other]; polygon[i + 1] = polygon[other + 1]; polygon[other] = x; polygon[other + 1] = y; } }