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- -------------------------------------------------------------------------------
- -- Spine Runtimes License Agreement
- -- Last updated May 1, 2019. Replaces all prior versions.
- --
- -- Copyright (c) 2013-2019, 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.
- --
- -- THIS SOFTWARE IS 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 THIS SOFTWARE,
- -- EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- -------------------------------------------------------------------------------
- local AttachmentType = require "spine-lua.attachments.AttachmentType"
- local utils = require "spine-lua.utils"
- local setmetatable = setmetatable
- local math_min = math.min
- local math_max = math.max
- local ipairs = ipairs
- local table_insert = table.insert
- local SkeletonBounds = {}
- SkeletonBounds.__index = SkeletonBounds
- function SkeletonBounds.new ()
- local self = {
- minX = 0, minY = 0, maxX = 0, maxY = 0,
- polygons = {},
- boundingBoxes = {},
- }
- setmetatable(self, SkeletonBounds)
- return self
- end
- function SkeletonBounds:update (skeleton, updateAabb)
- if skeleton == nil then error("skeleton cannot be null", 2) end
- local boundingBoxes = {}
- self.boundingBoxes = boundingBoxes
- local polygons = {}
- self.polygons = polygons
- local slots = skeleton.slots
- for _,slot in ipairs(skeleton.slots) do
- local attachment = slot.attachment
- if attachment and attachment.type == AttachmentType.boundingbox then
- local boundingBox = attachment
- table_insert(boundingBoxes, boundingBox)
- local polygon = {}
- table_insert(polygons, polygon)
- boundingBox:computeWorldVertices(slot, 0, boundingBox.worldVerticesLength, polygon, 0, 2)
- end
- end
- if updateAabb then
- self:aabbCompute()
- else
- self.minX = 9999999
- self.minY = 9999999
- self.maxX = -9999999
- self.maxY = -9999999
- end
- end
- function SkeletonBounds:aabbCompute ()
- local minX, minY, maxX, maxY = 9999999, 9999999, -9999999, -9999999
- local polygons = self.polygons
- for _,vertices in ipairs(polygons) do
- local count = #vertices
- for ii = 1, count, 2 do
- local x = vertices[ii]
- local y = vertices[ii + 1]
- minX = math_min(minX, x)
- minY = math_min(minY, y)
- maxX = math_max(maxX, x)
- maxY = math_max(maxY, y)
- end
- end
- self.minX = minX
- self.minY = minY
- self.maxX = maxX
- self.maxY = maxY
- end
- function SkeletonBounds:aabbContainsPoint (x, y)
- return x >= self.minX and x <= self.maxX and y >= self.minY and y <= self.maxY
- end
- function SkeletonBounds:aabbIntersectsSegment (x1, y1, x2, y2)
- local minX, minY, maxX, maxY = self.minX, self.minY, self.maxX, self.maxY
- if (x1 <= minX and x2 <= minX) or (y1 <= minY and y2 <= minY) or (x1 >= maxX and x2 >= maxX) or (y1 >= maxY and y2 >= maxY) then
- return false
- end
- local m = (y2 - y1) / (x2 - x1)
- local y = m * (minX - x1) + y1
- if y > minY and y < maxY then return true end
- y = m * (maxX - x1) + y1
- if y > minY and y < maxY then return true end
- local x = (minY - y1) / m + x1
- if x > minX and x < maxX then return true end
- x = (maxY - y1) / m + x1
- if x > minX and x < maxX then return true end
- return false
- end
- function SkeletonBounds:aabbIntersectsSkeleton (bounds)
- return self.minX < bounds.maxX and self.maxX > bounds.minX and self.minY < bounds.maxY and self.maxY > bounds.minY
- end
- function SkeletonBounds:containsPoint (x, y)
- for i,polygon in ipairs(self.polygons) do
- if self:polygonContainsPoint(polygon, x, y) then return self.boundingBoxes[i] end
- end
- return nil
- end
- function SkeletonBounds:intersectsSegment (x1, y1, x2, y2)
- for i,polygon in ipairs(self.polygons) do
- if self:polygonIntersectsSegment(polygon, x1, y1, x2, y2) then return self.boundingBoxes[i] end
- end
- return nil
- end
- function SkeletonBounds:polygonContainsPoint (polygon, x, y)
- local nn = #polygon
- local prevIndex = nn - 1
- local inside = false
- for ii = 1, nn, 2 do
- local vertexY = polygon[ii + 1]
- local prevY = polygon[prevIndex + 1]
- if (vertexY < y and prevY >= y) or (prevY < y and vertexY >= y) then
- local vertexX = polygon[ii]
- if vertexX + (y - vertexY) / (prevY - vertexY) * (polygon[prevIndex] - vertexX) < x then inside = not inside end
- end
- prevIndex = ii
- end
- return inside
- end
- function SkeletonBounds:polygonIntersectsSegment (polygon, x1, y1, x2, y2)
- local nn = #polygon
- local width12, height12 = x1 - x2, y1 - y2
- local det1 = x1 * y2 - y1 * x2
- local x3, y3 = polygon[nn - 2], polygon[nn - 1]
- for ii = 1, nn, 2 do
- local x4, y4 = polygon[ii], polygon[ii + 1]
- local det2 = x3 * y4 - y3 * x4
- local width34, height34 = x3 - x4, y3 - y4
- local det3 = width12 * height34 - height12 * width34
- local x = (det1 * width34 - width12 * det2) / det3
- if ((x >= x3 and x <= x4) or (x >= x4 and x <= x3)) and ((x >= x1 and x <= x2) or (x >= x2 and x <= x1)) then
- local y = (det1 * height34 - height12 * det2) / det3
- if ((y >= y3 and y <= y4) or (y >= y4 and y <= y3)) and ((y >= y1 and y <= y2) or (y >= y2 and y <= y1)) then return true end
- end
- x3 = x4
- y3 = y4
- end
- return false
- end
- function SkeletonBounds:getPolygon (attachment)
- local index = utils.indexOf(self.boundingBoxes, attachment)
- if index == -1 then
- return nil
- else
- return self.polygons[index]
- end
- end
- function SkeletonBounds:getWidth()
- return self.maxX - self.minX
- end
- function SkeletonBounds:getHeight()
- return self.maxY - self.minY
- end
- return SkeletonBounds
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