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[csharp] Minor formatting changes.

pharan 8 年之前
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4c043c0eb6
共有 2 个文件被更改,包括 23 次插入26 次删除
  1. 18 21
      spine-csharp/src/SkeletonClipping.cs
  2. 5 5
      spine-csharp/src/Triangulator.cs

+ 18 - 21
spine-csharp/src/SkeletonClipping.cs

@@ -32,22 +32,24 @@ using System;
 
 
 namespace Spine {
 namespace Spine {
 	public class SkeletonClipping {
 	public class SkeletonClipping {
-		private readonly Triangulator triangulator = new Triangulator();
-		private readonly ExposedList<float> clippingPolygon = new ExposedList<float>();
-		private readonly ExposedList<float> clipOutput = new ExposedList<float>(128);
-		private readonly ExposedList<float> clippedVertices = new ExposedList<float>(128);
-		private readonly ExposedList<int> clippedTriangles = new ExposedList<int>(128);
-		private readonly ExposedList<float> clippedUVs = new ExposedList<float>(128);
-		private readonly ExposedList<float> scratch = new ExposedList<float>();
+		internal readonly Triangulator triangulator = new Triangulator();
+		internal readonly ExposedList<float> clippingPolygon = new ExposedList<float>();
+		internal readonly ExposedList<float> clipOutput = new ExposedList<float>(128);
+		internal readonly ExposedList<float> clippedVertices = new ExposedList<float>(128);
+		internal readonly ExposedList<int> clippedTriangles = new ExposedList<int>(128);
+		internal readonly ExposedList<float> clippedUVs = new ExposedList<float>(128);
+		internal readonly ExposedList<float> scratch = new ExposedList<float>();
 
 
-		private ClippingAttachment clipAttachment;
-		private ExposedList<ExposedList<float>> clippingPolygons;
+		internal ClippingAttachment clipAttachment;
+		internal ExposedList<ExposedList<float>> clippingPolygons;
 
 
 		public ExposedList<float> ClippedVertices { get { return clippedVertices; } }
 		public ExposedList<float> ClippedVertices { get { return clippedVertices; } }
 		public ExposedList<int> ClippedTriangles { get { return clippedTriangles; } }
 		public ExposedList<int> ClippedTriangles { get { return clippedTriangles; } }
 		public ExposedList<float> ClippedUVs { get { return clippedUVs; } }
 		public ExposedList<float> ClippedUVs { get { return clippedUVs; } }
 
 
-		public int ClipStart(Slot slot, ClippingAttachment clip) {
+		public bool IsClipping () { return clipAttachment != null; }
+
+		public int ClipStart (Slot slot, ClippingAttachment clip) {
 			if (clipAttachment != null) return 0;
 			if (clipAttachment != null) return 0;
 			clipAttachment = clip;
 			clipAttachment = clip;
 
 
@@ -64,11 +66,11 @@ namespace Spine {
 			return clippingPolygons.Count;
 			return clippingPolygons.Count;
 		}
 		}
 
 
-		public void ClipEnd(Slot slot) {
+		public void ClipEnd (Slot slot) {
 			if (clipAttachment != null && clipAttachment.endSlot == slot.data) ClipEnd();
 			if (clipAttachment != null && clipAttachment.endSlot == slot.data) ClipEnd();
 		}
 		}
 
 
-		public void ClipEnd() {
+		public void ClipEnd () {
 			if (clipAttachment == null) return;
 			if (clipAttachment == null) return;
 			clipAttachment = null;
 			clipAttachment = null;
 			clippingPolygons = null;
 			clippingPolygons = null;
@@ -76,13 +78,8 @@ namespace Spine {
 			clippedTriangles.Clear();
 			clippedTriangles.Clear();
 			clippingPolygon.Clear();
 			clippingPolygon.Clear();
 		}
 		}
-
-		public bool IsClipping() {
-			return clipAttachment != null;
-		}
-
-		public void ClipTriangles(float[] vertices, int verticesLength, int[] triangles, int trianglesLength, float[] uvs) {
-
+			
+		public void ClipTriangles (float[] vertices, int verticesLength, int[] triangles, int trianglesLength, float[] uvs) {
 			ExposedList<float> clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
 			ExposedList<float> clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
 			var clippedTriangles = this.clippedTriangles;
 			var clippedTriangles = this.clippedTriangles;
 			var polygons = clippingPolygons.Items;
 			var polygons = clippingPolygons.Items;
@@ -174,7 +171,7 @@ namespace Spine {
 
 
 		/** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping
 		/** 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. */
 		 * area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list. */
-		internal bool Clip(float x1, float y1, float x2, float y2, float x3, float y3, ExposedList<float> clippingArea, ExposedList<float> output) {
+		internal bool Clip (float x1, float y1, float x2, float y2, float x3, float y3, ExposedList<float> clippingArea, ExposedList<float> output) {
 			var originalOutput = output;
 			var originalOutput = output;
 			var clipped = false;
 			var clipped = false;
 
 
@@ -261,7 +258,7 @@ namespace Spine {
 			return clipped;
 			return clipped;
 		}
 		}
 
 
-		static void MakeClockwise(ExposedList<float> polygon) {
+		static void MakeClockwise (ExposedList<float> polygon) {
 			float[] vertices = polygon.Items;
 			float[] vertices = polygon.Items;
 			int verticeslength = polygon.Count;
 			int verticeslength = polygon.Count;
 
 

+ 5 - 5
spine-csharp/src/Triangulator.cs

@@ -42,7 +42,7 @@ namespace Spine {
 		private readonly Pool<ExposedList<float>> polygonPool = new Pool<ExposedList<float>>();
 		private readonly Pool<ExposedList<float>> polygonPool = new Pool<ExposedList<float>>();
 		private readonly Pool<ExposedList<int>> polygonIndicesPool = new Pool<ExposedList<int>>();
 		private readonly Pool<ExposedList<int>> polygonIndicesPool = new Pool<ExposedList<int>>();
 
 
-		public ExposedList<int> Triangulate(ExposedList<float> verticesArray) {
+		public ExposedList<int> Triangulate (ExposedList<float> verticesArray) {
 			var vertices = verticesArray.Items;
 			var vertices = verticesArray.Items;
 			int vertexCount = verticesArray.Count >> 1;
 			int vertexCount = verticesArray.Count >> 1;
 
 
@@ -120,7 +120,7 @@ namespace Spine {
 			return triangles;
 			return triangles;
 		}
 		}
 
 
-		public ExposedList<ExposedList<float>> Decompose(ExposedList<float> verticesArray, ExposedList<int> triangles) {
+		public ExposedList<ExposedList<float>> Decompose (ExposedList<float> verticesArray, ExposedList<int> triangles) {
 			var vertices = verticesArray.Items;
 			var vertices = verticesArray.Items;
 			var convexPolygons = this.convexPolygons;
 			var convexPolygons = this.convexPolygons;
 			for (int i = 0, n = convexPolygons.Count; i < n; i++) {
 			for (int i = 0, n = convexPolygons.Count; i < n; i++) {
@@ -250,7 +250,7 @@ namespace Spine {
 			return convexPolygons;
 			return convexPolygons;
 		}
 		}
 
 
-		static private bool IsConcave(int index, int vertexCount, float[] vertices, int[] indices) {
+		static private bool IsConcave (int index, int vertexCount, float[] vertices, int[] indices) {
 			int previous = indices[(vertexCount + index - 1) % vertexCount] << 1;
 			int previous = indices[(vertexCount + index - 1) % vertexCount] << 1;
 			int current = indices[index] << 1;
 			int current = indices[index] << 1;
 			int next = indices[(index + 1) % vertexCount] << 1;
 			int next = indices[(index + 1) % vertexCount] << 1;
@@ -258,11 +258,11 @@ namespace Spine {
 				vertices[next + 1]);
 				vertices[next + 1]);
 		}
 		}
 
 
-		static private bool PositiveArea(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) {
+		static private bool PositiveArea (float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) {
 			return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0;
 			return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0;
 		}
 		}
 
 
-		static private int Winding(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) {
+		static private int Winding (float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) {
 			float px = p2x - p1x, py = p2y - p1y;
 			float px = p2x - p1x, py = p2y - p1y;
 			return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1;
 			return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1;
 		}
 		}