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[ts] Added SkeletonClipping.clipTrianglesUnpacked, changed NumberLikeArray, introduced IntLikeArray, made Texture more generic

clipTrianglesUnpacked will write only x/y vertex positions to clippedVertices and u/v to clippedUVs. This can be used for runtimes that do not use packed vertices.
Mario Zechner 1 year ago
parent
commit
369dfb8b83

+ 87 - 0
spine-ts/spine-core/src/SkeletonClipping.ts

@@ -37,6 +37,7 @@ export class SkeletonClipping {
 	private clippingPolygon = new Array<number>();
 	private clipOutput = new Array<number>();
 	clippedVertices = new Array<number>();
+	clippedUVs = new Array<number>();
 	clippedTriangles = new Array<number>();
 	private scratch = new Array<number>();
 
@@ -303,6 +304,92 @@ export class SkeletonClipping {
 		}
 	}
 
+	public clipTrianglesUnpacked (vertices: NumberArrayLike, triangles: NumberArrayLike, trianglesLength: number, uvs: NumberArrayLike) {
+		let clipOutput = this.clipOutput, clippedVertices = this.clippedVertices, clippedUVs = this.clippedUVs;
+		let clippedTriangles = this.clippedTriangles;
+		let polygons = this.clippingPolygons!;
+		let polygonsCount = polygons.length;
+
+		let index = 0;
+		clippedVertices.length = 0;
+		clippedUVs.length = 0;
+		clippedTriangles.length = 0;
+		for (let i = 0; i < trianglesLength; i += 3) {
+			let vertexOffset = triangles[i] << 1;
+			let x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
+			let u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1];
+
+			vertexOffset = triangles[i + 1] << 1;
+			let x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
+			let u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1];
+
+			vertexOffset = triangles[i + 2] << 1;
+			let x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
+			let u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1];
+
+			for (let p = 0; p < polygonsCount; p++) {
+				let s = clippedVertices.length;
+				if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) {
+					let clipOutputLength = clipOutput.length;
+					if (clipOutputLength == 0) continue;
+					let d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1;
+					let d = 1 / (d0 * d2 + d1 * (y1 - y3));
+
+					let clipOutputCount = clipOutputLength >> 1;
+					let clipOutputItems = this.clipOutput;
+					let clippedVerticesItems = Utils.setArraySize(clippedVertices, s + clipOutputCount * 2);
+					let clippedUVsItems = Utils.setArraySize(clippedUVs, s + clipOutputCount * 2);
+					for (let ii = 0; ii < clipOutputLength; ii += 2, s += 2) {
+						let x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
+						clippedVerticesItems[s] = x;
+						clippedVerticesItems[s + 1] = y;
+						let c0 = x - x3, c1 = y - y3;
+						let a = (d0 * c0 + d1 * c1) * d;
+						let b = (d4 * c0 + d2 * c1) * d;
+						let c = 1 - a - b;
+						clippedUVsItems[s] = u1 * a + u2 * b + u3 * c;
+						clippedUVsItems[s + 1] = v1 * a + v2 * b + v3 * c;
+					}
+
+					s = clippedTriangles.length;
+					let clippedTrianglesItems = Utils.setArraySize(clippedTriangles, s + 3 * (clipOutputCount - 2));
+					clipOutputCount--;
+					for (let ii = 1; ii < clipOutputCount; ii++, s += 3) {
+						clippedTrianglesItems[s] = index;
+						clippedTrianglesItems[s + 1] = (index + ii);
+						clippedTrianglesItems[s + 2] = (index + ii + 1);
+					}
+					index += clipOutputCount + 1;
+
+				} else {
+					let clippedVerticesItems = Utils.setArraySize(clippedVertices, s + 3 * 2);
+					clippedVerticesItems[s] = x1;
+					clippedVerticesItems[s + 1] = y1;
+					clippedVerticesItems[s + 2] = x2;
+					clippedVerticesItems[s + 3] = y2;
+					clippedVerticesItems[s + 4] = x3;
+					clippedVerticesItems[s + 5] = y3;
+
+					let clippedUVSItems = Utils.setArraySize(clippedUVs, s + 3 * 2);
+					clippedUVSItems[s] = u1;
+					clippedUVSItems[s + 1] = v1;
+					clippedUVSItems[s + 2] = u2;
+					clippedUVSItems[s + 3] = v2;
+					clippedUVSItems[s + 4] = u3;
+					clippedUVSItems[s + 5] = v3;
+
+					s = clippedTriangles.length;
+					let clippedTrianglesItems = Utils.setArraySize(clippedTriangles, s + 3);
+					clippedTrianglesItems[s] = index;
+					clippedTrianglesItems[s + 1] = (index + 1);
+					clippedTrianglesItems[s + 2] = (index + 2);
+					index += 3;
+					break;
+				}
+			}
+		}
+	}
+
 	/** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping
 	 * area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list. */
 	clip (x1: number, y1: number, x2: number, y2: number, x3: number, y3: number, clippingArea: Array<number>, output: Array<number>) {

+ 3 - 3
spine-ts/spine-core/src/Texture.ts

@@ -28,13 +28,13 @@
  *****************************************************************************/
 
 export abstract class Texture {
-	protected _image: HTMLImageElement | ImageBitmap;
+	protected _image: HTMLImageElement | ImageBitmap | any;
 
-	constructor (image: HTMLImageElement | ImageBitmap) {
+	constructor (image: HTMLImageElement | ImageBitmap | any) {
 		this._image = image;
 	}
 
-	getImage (): HTMLImageElement | ImageBitmap {
+	getImage (): HTMLImageElement | ImageBitmap | any {
 		return this._image;
 	}
 

+ 6 - 3
spine-ts/spine-core/src/Utils.ts

@@ -87,10 +87,13 @@ export class StringSet {
 	}
 }
 
-export interface NumberArrayLike {
+export type NumberArrayLike = Array<number> | Float32Array;
+export type IntArrayLike = Array<number> | Int16Array;
+
+/*export interface NumberArrayLike {
 	readonly length: number;
 	[n: number]: number;
-}
+}*/
 
 export interface Disposable {
 	dispose (): void;
@@ -313,7 +316,7 @@ export class Utils {
 		}
 	}
 
-	static newShortArray (size: number): NumberArrayLike {
+	static newShortArray (size: number): IntArrayLike {
 		if (Utils.SUPPORTS_TYPED_ARRAYS)
 			return new Int16Array(size)
 		else {