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[csharp] Ported ConvexDecomposer

badlogic hace 8 años
padre
commit
686b2b551d
Se han modificado 2 ficheros con 233 adiciones y 234 borrados
  1. 2 0
      spine-csharp/spine-csharp.csproj
  2. 231 234
      spine-csharp/src/ConvexDecomposer.cs

+ 2 - 0
spine-csharp/spine-csharp.csproj

@@ -71,6 +71,7 @@
     <Compile Include="src\BlendMode.cs" />
     <Compile Include="src\BlendMode.cs" />
     <Compile Include="src\Bone.cs" />
     <Compile Include="src\Bone.cs" />
     <Compile Include="src\BoneData.cs" />
     <Compile Include="src\BoneData.cs" />
+    <Compile Include="src\ConvexDecomposer.cs" />
     <Compile Include="src\Event.cs" />
     <Compile Include="src\Event.cs" />
     <Compile Include="src\EventData.cs" />
     <Compile Include="src\EventData.cs" />
     <Compile Include="src\ExposedList.cs" />
     <Compile Include="src\ExposedList.cs" />
@@ -85,6 +86,7 @@
     <Compile Include="src\Skeleton.cs" />
     <Compile Include="src\Skeleton.cs" />
     <Compile Include="src\SkeletonBinary.cs" />
     <Compile Include="src\SkeletonBinary.cs" />
     <Compile Include="src\SkeletonBounds.cs" />
     <Compile Include="src\SkeletonBounds.cs" />
+    <Compile Include="src\SkeletonClipping.cs" />
     <Compile Include="src\SkeletonData.cs" />
     <Compile Include="src\SkeletonData.cs" />
     <Compile Include="src\SkeletonJson.cs" />
     <Compile Include="src\SkeletonJson.cs" />
     <Compile Include="src\Skin.cs" />
     <Compile Include="src\Skin.cs" />

+ 231 - 234
spine-csharp/src/ConvexDecomposer.cs

@@ -28,241 +28,238 @@
  * POSSIBILITY OF SUCH DAMAGE.
  * POSSIBILITY OF SUCH DAMAGE.
  *****************************************************************************/
  *****************************************************************************/
 
 
+using System;
+
 namespace Spine {
 namespace Spine {
 	internal class ConvexDecomposer {
 	internal class ConvexDecomposer {
-	//	private final Array<FloatArray> convexPolygons = new Array();
-	//	private final Array<ShortArray> convexPolygonsIndices = new Array();
-
-	//	private final ShortArray indicesArray = new ShortArray();
-	//	private final BooleanArray isConcaveArray = new BooleanArray();
-	//	private final ShortArray triangles = new ShortArray();
-
-	//	private final Pool<FloatArray> polygonPool = new Pool() {
-	//		protected FloatArray newObject() {
-	//		return new FloatArray(16);
-	//	}
-	//};
-
-	//private final Pool<ShortArray> polygonIndicesPool = new Pool() {
-	//		protected ShortArray newObject() {
-	//	return new ShortArray(16);
-	//}
-	//	};
-
-	//	public Array<FloatArray> decompose(FloatArray input) {
-	//	float[] vertices = input.items;
-	//	int vertexCount = input.size >> 1;
-
-	//	ShortArray indicesArray = this.indicesArray;
-	//	indicesArray.clear();
-	//	short[] indices = indicesArray.setSize(vertexCount);
-	//	for (short i = 0; i < vertexCount; i++)
-	//		indices[i] = i;
-
-	//	BooleanArray isConcaveArray = this.isConcaveArray;
-	//	boolean[] isConcave = isConcaveArray.setSize(vertexCount);
-	//	for (int i = 0, n = vertexCount; i < n; ++i)
-	//		isConcave[i] = isConcave(i, vertexCount, vertices, indices);
-
-	//	ShortArray triangles = this.triangles;
-	//	triangles.clear();
-	//	triangles.ensureCapacity(Math.max(0, vertexCount - 2) << 2);
-
-	//	while (vertexCount > 3) {
-	//		// Find ear tip.
-	//		int previous = vertexCount - 1, i = 0, next = 1;
-	//		while (true) {
-	//		outer:
-	//			if (!isConcave[i]) {
-	//				int p1 = indices[previous] << 1, p2 = indices[i] << 1, p3 = indices[next] << 1;
-	//				float p1x = vertices[p1], p1y = vertices[p1 + 1];
-	//				float p2x = vertices[p2], p2y = vertices[p2 + 1];
-	//				float p3x = vertices[p3], p3y = vertices[p3 + 1];
-	//				for (int ii = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount) {
-	//					if (!isConcave[ii]) continue;
-	//					int v = indices[ii] << 1;
-	//					float vx = vertices[v], vy = vertices[v + 1];
-	//					if (positiveArea(p3x, p3y, p1x, p1y, vx, vy)) {
-	//						if (positiveArea(p1x, p1y, p2x, p2y, vx, vy)) {
-	//							if (positiveArea(p2x, p2y, p3x, p3y, vx, vy)) break outer;
-	//						}
-	//					}
-	//				}
-	//				break;
-	//			}
-
-	//			if (next == 0) {
-	//				do {
-	//					if (!isConcave[i]) break;
-	//					i--;
-	//				} while (i > 0);
-	//				break;
-	//			}
-
-	//			previous = i;
-	//			i = next;
-	//			next = (next + 1) % vertexCount;
-	//		}
-
-	//		// Cut ear tip.
-	//		triangles.add(indices[(vertexCount + i - 1) % vertexCount]);
-	//		triangles.add(indices[i]);
-	//		triangles.add(indices[(i + 1) % vertexCount]);
-	//		indicesArray.removeIndex(i);
-	//		isConcaveArray.removeIndex(i);
-	//		vertexCount--;
-
-	//		int previousIndex = (vertexCount + i - 1) % vertexCount;
-	//		int nextIndex = i == vertexCount ? 0 : i;
-	//		isConcave[previousIndex] = isConcave(previousIndex, vertexCount, vertices, indices);
-	//		isConcave[nextIndex] = isConcave(nextIndex, vertexCount, vertices, indices);
-	//	}
-
-	//	if (vertexCount == 3) {
-	//		triangles.add(indices[2]);
-	//		triangles.add(indices[0]);
-	//		triangles.add(indices[1]);
-	//	}
-
-	//	Array<FloatArray> convexPolygons = this.convexPolygons;
-	//	polygonPool.freeAll(convexPolygons);
-	//	convexPolygons.clear();
-
-	//	Array<ShortArray> convexPolygonsIndices = this.convexPolygonsIndices;
-	//	polygonIndicesPool.freeAll(convexPolygonsIndices);
-	//	convexPolygonsIndices.clear();
-
-	//	ShortArray polygonIndices = polygonIndicesPool.obtain();
-	//	polygonIndices.clear();
-
-	//	FloatArray polygon = polygonPool.obtain();
-	//	polygon.clear();
-
-	//	// Merge subsequent triangles if they form a triangle fan.
-	//	int fanBaseIndex = -1, lastWinding = 0;
-	//	short[] trianglesItems = triangles.items;
-	//	for (int i = 0, n = triangles.size; i < n; i += 3) {
-	//		int t1 = trianglesItems[i] << 1, t2 = trianglesItems[i + 1] << 1, t3 = trianglesItems[i + 2] << 1;
-	//		float x1 = vertices[t1], y1 = vertices[t1 + 1];
-	//		float x2 = vertices[t2], y2 = vertices[t2 + 1];
-	//		float x3 = vertices[t3], y3 = vertices[t3 + 1];
-
-	//		// If the base of the last triangle is the same as this triangle, check if they form a convex polygon (triangle fan).
-	//		boolean merged = false;
-	//		if (fanBaseIndex == t1) {
-	//			int o = polygon.size - 4;
-	//			float[] p = polygon.items;
-	//			int winding1 = winding(p[o], p[o + 1], p[o + 2], p[o + 3], x3, y3);
-	//			int winding2 = winding(x3, y3, p[0], p[1], p[2], p[3]);
-	//			if (winding1 == lastWinding && winding2 == lastWinding) {
-	//				polygon.add(x3);
-	//				polygon.add(y3);
-	//				polygonIndices.add(t3);
-	//				merged = true;
-	//			}
-	//		}
-
-	//		// Otherwise make this triangle the new base.
-	//		if (!merged) {
-	//			if (polygon.size > 0) {
-	//				convexPolygons.add(polygon);
-	//				convexPolygonsIndices.add(polygonIndices);
-	//			}
-	//			polygon = polygonPool.obtain();
-	//			polygon.clear();
-	//			polygon.add(x1);
-	//			polygon.add(y1);
-	//			polygon.add(x2);
-	//			polygon.add(y2);
-	//			polygon.add(x3);
-	//			polygon.add(y3);
-	//			polygonIndices = polygonIndicesPool.obtain();
-	//			polygonIndices.clear();
-	//			polygonIndices.add(t1);
-	//			polygonIndices.add(t2);
-	//			polygonIndices.add(t3);
-	//			lastWinding = winding(x1, y1, x2, y2, x3, y3);
-	//			fanBaseIndex = t1;
-	//		}
-	//	}
-
-	//	if (polygon.size > 0) {
-	//		convexPolygons.add(polygon);
-	//		convexPolygonsIndices.add(polygonIndices);
-	//	}
-
-	//	// Go through the list of polygons and try to merge the remaining triangles with the found triangle fans.
-	//	for (int i = 0, n = convexPolygons.size; i < n; i++) {
-	//		polygonIndices = convexPolygonsIndices.get(i);
-	//		if (polygonIndices.size == 0) continue;
-	//		int firstIndex = polygonIndices.get(0);
-	//		int lastIndex = polygonIndices.get(polygonIndices.size - 1);
-
-	//		polygon = convexPolygons.get(i);
-	//		int o = polygon.size - 4;
-	//		float[] p = polygon.items;
-	//		float prevPrevX = p[o], prevPrevY = p[o + 1];
-	//		float prevX = p[o + 2], prevY = p[o + 3];
-	//		float firstX = p[0], firstY = p[1];
-	//		float secondX = p[2], secondY = p[3];
-	//		int winding = winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY);
-
-	//		for (int ii = 0; ii < n; ii++) {
-	//			if (ii == i) continue;
-	//			ShortArray otherIndices = convexPolygonsIndices.get(ii);
-	//			if (otherIndices.size != 3) continue;
-	//			int otherFirstIndex = otherIndices.get(0);
-	//			int otherSecondIndex = otherIndices.get(1);
-	//			int otherLastIndex = otherIndices.get(2);
-
-	//			FloatArray otherPoly = convexPolygons.get(ii);
-	//			float x3 = otherPoly.get(otherPoly.size - 2), y3 = otherPoly.get(otherPoly.size - 1);
-
-	//			if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex) continue;
-	//			int winding1 = winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3);
-	//			int winding2 = winding(x3, y3, firstX, firstY, secondX, secondY);
-	//			if (winding1 == winding && winding2 == winding) {
-	//				otherPoly.clear();
-	//				otherIndices.clear();
-	//				polygon.add(x3);
-	//				polygon.add(y3);
-	//				polygonIndices.add(otherLastIndex);
-	//				prevPrevX = prevX;
-	//				prevPrevY = prevY;
-	//				prevX = x3;
-	//				prevY = y3;
-	//				ii = 0;
-	//			}
-	//		}
-	//	}
-
-	//	// Remove empty polygons that resulted from the merge step above.
-	//	for (int i = convexPolygons.size - 1; i >= 0; i--) {
-	//		polygon = convexPolygons.get(i);
-	//		if (polygon.size == 0) {
-	//			convexPolygons.removeIndex(i);
-	//			polygonPool.free(polygon);
-	//		}
-	//	}
-
-	//	return convexPolygons;
-	//}
-
-	//static private boolean isConcave(int index, int vertexCount, float[] vertices, short[] indices) {
-	//	int previous = indices[(vertexCount + index - 1) % vertexCount] << 1;
-	//	int current = indices[index] << 1;
-	//	int next = indices[(index + 1) % vertexCount] << 1;
-	//	return !positiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next],
-	//		vertices[next + 1]);
-	//}
-
-	//static private boolean positiveArea(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) {
-	//	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) {
-	//	float px = p2x - p1x, py = p2y - p1y;
-	//	return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1;
-	//}
+		private readonly ExposedList<ExposedList<float>> convexPolygons = new ExposedList<ExposedList<float>>();
+		private readonly ExposedList<ExposedList<short>> convexPolygonsIndices = new ExposedList<ExposedList<short>>();
+
+		private readonly ExposedList<short> indicesArray = new ExposedList<short>();
+		private readonly ExposedList<bool> isConcaveArray = new ExposedList<bool>();
+		private readonly ExposedList<short> triangles = new ExposedList<short>();
+
+		private readonly Pool<ExposedList<float>> polygonPool = new Pool<ExposedList<float>>();
+		private readonly Pool<ExposedList<short>> polygonIndicesPool = new Pool<ExposedList<short>>();
+
+		public ExposedList<ExposedList<float>> Decompose(float[] input) {
+			var vertices = input;
+			int vertexCount = input.Length >> 1;
+
+			var indicesArray = this.indicesArray;
+			indicesArray.Clear();
+			short[] indices = indicesArray.Resize(vertexCount).Items;
+			for (short i = 0; i < vertexCount; i++)
+				indices[i] = i;
+
+			var isConcaveArray = this.isConcaveArray;
+			bool[] isConcave = isConcaveArray.Resize(vertexCount).Items;
+			for (int i = 0, n = vertexCount; i < n; ++i)
+				isConcave[i] = IsConcave(i, vertexCount, vertices, indices);
+
+			var triangles = this.triangles;
+			triangles.Clear();
+			triangles.EnsureCapacity(Math.Max(0, vertexCount - 2) << 2);
+
+			while (vertexCount > 3) {
+				// Find ear tip.
+				int previous = vertexCount - 1, i = 0, next = 1;
+				while (true) {
+				outer:
+					if (!isConcave[i]) {
+						int p1 = indices[previous] << 1, p2 = indices[i] << 1, p3 = indices[next] << 1;
+						float p1x = vertices[p1], p1y = vertices[p1 + 1];
+						float p2x = vertices[p2], p2y = vertices[p2 + 1];
+						float p3x = vertices[p3], p3y = vertices[p3 + 1];
+						for (int ii = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount) {
+							if (!isConcave[ii]) continue;
+							int v = indices[ii] << 1;
+							float vx = vertices[v], vy = vertices[v + 1];
+							if (PositiveArea(p3x, p3y, p1x, p1y, vx, vy)) {
+								if (PositiveArea(p1x, p1y, p2x, p2y, vx, vy)) {
+									if (PositiveArea(p2x, p2y, p3x, p3y, vx, vy)) goto outer;
+								}
+							}
+						}
+						break;
+					}
+
+					if (next == 0) {
+						do {
+							if (!isConcave[i]) break;
+							i--;
+						} while (i > 0);
+						break;
+					}
+
+					previous = i;
+					i = next;
+					next = (next + 1) % vertexCount;
+				}
+
+				// Cut ear tip.
+				triangles.Add(indices[(vertexCount + i - 1) % vertexCount]);
+				triangles.Add(indices[i]);
+				triangles.Add(indices[(i + 1) % vertexCount]);
+				indicesArray.RemoveAt(i);
+				isConcaveArray.RemoveAt(i);
+				vertexCount--;
+
+				int previousIndex = (vertexCount + i - 1) % vertexCount;
+				int nextIndex = i == vertexCount ? 0 : i;
+				isConcave[previousIndex] = IsConcave(previousIndex, vertexCount, vertices, indices);
+				isConcave[nextIndex] = IsConcave(nextIndex, vertexCount, vertices, indices);
+			}
+
+			if (vertexCount == 3) {
+				triangles.Add(indices[2]);
+				triangles.Add(indices[0]);
+				triangles.Add(indices[1]);
+			}
+
+			var convexPolygons = this.convexPolygons;
+			for (int i = 0, n = convexPolygons.Count; i < n; i++) {
+				polygonPool.Free(convexPolygons.Items[i]);
+			}		
+			convexPolygons.Clear();
+
+			var convexPolygonsIndices = this.convexPolygonsIndices;
+			for (int i = 0, n = convexPolygonsIndices.Count; i < n; i++) {
+				polygonIndicesPool.Free(convexPolygonsIndices.Items[i]);
+			}			
+			convexPolygonsIndices.Clear();
+
+			var polygonIndices = polygonIndicesPool.Obtain();
+			polygonIndices.Clear();
+
+			var polygon = polygonPool.Obtain();
+			polygon.Clear();
+
+			// Merge subsequent triangles if they form a triangle fan.
+			int fanBaseIndex = -1, lastWinding = 0;
+			short[] trianglesItems = triangles.Items;
+			for (int i = 0, n = triangles.Count; i < n; i += 3) {
+				int t1 = trianglesItems[i] << 1, t2 = trianglesItems[i + 1] << 1, t3 = trianglesItems[i + 2] << 1;
+				float x1 = vertices[t1], y1 = vertices[t1 + 1];
+				float x2 = vertices[t2], y2 = vertices[t2 + 1];
+				float x3 = vertices[t3], y3 = vertices[t3 + 1];
+
+				// If the base of the last triangle is the same as this triangle, check if they form a convex polygon (triangle fan).
+				var merged = false;
+				if (fanBaseIndex == t1) {
+					int o = polygon.Count - 4;
+					float[] p = polygon.Items;
+					int winding1 = Winding(p[o], p[o + 1], p[o + 2], p[o + 3], x3, y3);
+					int winding2 = Winding(x3, y3, p[0], p[1], p[2], p[3]);
+					if (winding1 == lastWinding && winding2 == lastWinding) {
+						polygon.Add(x3);
+						polygon.Add(y3);
+						polygonIndices.Add((short)t3);
+						merged = true;
+					}
+				}
+
+				// Otherwise make this triangle the new base.
+				if (!merged) {
+					if (polygon.Count > 0) {
+						convexPolygons.Add(polygon);
+						convexPolygonsIndices.Add(polygonIndices);
+					}
+					polygon = polygonPool.Obtain();
+					polygon.Clear();
+					polygon.Add(x1);
+					polygon.Add(y1);
+					polygon.Add(x2);
+					polygon.Add(y2);
+					polygon.Add(x3);
+					polygon.Add(y3);
+					polygonIndices = polygonIndicesPool.Obtain();
+					polygonIndices.Clear();
+					polygonIndices.Add((short)t1);
+					polygonIndices.Add((short)t2);
+					polygonIndices.Add((short)t3);
+					lastWinding = Winding(x1, y1, x2, y2, x3, y3);
+					fanBaseIndex = t1;
+				}
+			}
+
+			if (polygon.Count > 0) {
+				convexPolygons.Add(polygon);
+				convexPolygonsIndices.Add(polygonIndices);
+			}
+
+			// Go through the list of polygons and try to merge the remaining triangles with the found triangle fans.
+			for (int i = 0, n = convexPolygons.Count; i < n; i++) {
+				polygonIndices = convexPolygonsIndices.Items[i];
+				if (polygonIndices.Count == 0) continue;
+				int firstIndex = polygonIndices.Items[0];
+				int lastIndex = polygonIndices.Items[polygonIndices.Count - 1];
+
+				polygon = convexPolygons.Items[i];
+				int o = polygon.Count - 4;
+				float[] p = polygon.Items;
+				float prevPrevX = p[o], prevPrevY = p[o + 1];
+				float prevX = p[o + 2], prevY = p[o + 3];
+				float firstX = p[0], firstY = p[1];
+				float secondX = p[2], secondY = p[3];
+				int winding = Winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY);
+
+				for (int ii = 0; ii < n; ii++) {
+					if (ii == i) continue;
+					var otherIndices = convexPolygonsIndices.Items[ii];
+					if (otherIndices.Count != 3) continue;
+					int otherFirstIndex = otherIndices.Items[0];
+					int otherSecondIndex = otherIndices.Items[1];
+					int otherLastIndex = otherIndices.Items[2];
+
+					var otherPoly = convexPolygons.Items[ii];
+					float x3 = otherPoly.Items[otherPoly.Count - 2], y3 = otherPoly.Items[otherPoly.Count - 1];
+
+					if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex) continue;
+					int winding1 = Winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3);
+					int winding2 = Winding(x3, y3, firstX, firstY, secondX, secondY);
+					if (winding1 == winding && winding2 == winding) {
+						otherPoly.Clear();
+						otherIndices.Clear();
+						polygon.Add(x3);
+						polygon.Add(y3);
+						polygonIndices.Add((short)otherLastIndex);
+						prevPrevX = prevX;
+						prevPrevY = prevY;
+						prevX = x3;
+						prevY = y3;
+						ii = 0;
+					}
+				}
+			}
+
+			// Remove empty polygons that resulted from the merge step above.
+			for (int i = convexPolygons.Count - 1; i >= 0; i--) {
+				polygon = convexPolygons.Items[i];
+				if (polygon.Count == 0) {
+					convexPolygons.RemoveAt(i);
+					polygonPool.Free(polygon);
+				}
+			}
+
+			return convexPolygons;
+		}
+
+		static private bool IsConcave(int index, int vertexCount, float[] vertices, short[] indices) {
+			int previous = indices[(vertexCount + index - 1) % vertexCount] << 1;
+			int current = indices[index] << 1;
+			int next = indices[(index + 1) % vertexCount] << 1;
+			return !PositiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next],
+				vertices[next + 1]);
+		}
+
+		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;
+		}
+
+		static private int Winding(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) {
+			float px = p2x - p1x, py = p2y - p1y;
+			return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1;
+		}
 	}
 	}
 }
 }