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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.
- *****************************************************************************/
- #ifndef Spine_SkeletonBounds_h
- #define Spine_SkeletonBounds_h
- #include <spine/Vector.h>
- #include <spine/SpineObject.h>
- namespace spine {
- class Skeleton;
- class BoundingBoxAttachment;
- class Polygon;
- /// Collects each BoundingBoxAttachment that is visible and computes the world vertices for its polygon.
- /// The polygon vertices are provided along with convenience methods for doing hit detection.
- class SP_API SkeletonBounds : public SpineObject {
- public:
- SkeletonBounds();
- /// Clears any previous polygons, finds all visible bounding box attachments,
- /// and computes the world vertices for each bounding box's polygon.
- /// @param skeleton The skeleton.
- /// @param updateAabb
- /// If true, the axis aligned bounding box containing all the polygons is computed.
- /// If false, the SkeletonBounds AABB methods will always return true.
- ///
- void update(Skeleton& skeleton, bool updateAabb);
- /// Returns true if the axis aligned bounding box contains the point.
- bool aabbcontainsPoint(float x, float y);
- /// Returns true if the axis aligned bounding box intersects the line segment.
- bool aabbintersectsSegment(float x1, float y1, float x2, float y2);
- /// Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds.
- bool aabbIntersectsSkeleton(SkeletonBounds bounds);
- /// Returns true if the polygon contains the point.
- bool containsPoint(Polygon* polygon, float x, float y);
- /// Returns the first bounding box attachment that contains the point, or NULL. When doing many checks, it is usually more
- /// efficient to only call this method if {@link #aabbcontainsPoint(float, float)} returns true.
- BoundingBoxAttachment* containsPoint(float x, float y);
- /// Returns the first bounding box attachment that contains the line segment, or NULL. When doing many checks, it is usually
- /// more efficient to only call this method if {@link #aabbintersectsSegment(float, float, float, float)} returns true.
- BoundingBoxAttachment* intersectsSegment(float x1, float y1, float x2, float y2);
- /// Returns true if the polygon contains the line segment.
- bool intersectsSegment(Polygon* polygon, float x1, float y1, float x2, float y2);
- Polygon* getPolygon(BoundingBoxAttachment* attachment);
- float getWidth();
- float getHeight();
- private:
- Vector<Polygon*> _polygonPool;
- Vector<BoundingBoxAttachment*> _boundingBoxes;
- Vector<Polygon*> _polygons;
- float _minX, _minY, _maxX, _maxY;
- void aabbCompute();
- };
- class Polygon : public SpineObject {
- public:
- Vector<float> _vertices;
- int _count;
- Polygon() : _count(0) {
- _vertices.ensureCapacity(16);
- }
- };
- }
- #endif /* Spine_SkeletonBounds_h */
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