/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2023, 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. * * THE SPINE RUNTIMES ARE 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 THE * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using System; namespace Spine { public class SkeletonClipping { internal readonly Triangulator triangulator = new Triangulator(); internal readonly ExposedList clippingPolygon = new ExposedList(); internal readonly ExposedList clipOutput = new ExposedList(128); internal readonly ExposedList clippedVertices = new ExposedList(128); internal readonly ExposedList clippedTriangles = new ExposedList(128); internal readonly ExposedList clippedUVs = new ExposedList(128); internal readonly ExposedList scratch = new ExposedList(); internal ClippingAttachment clipAttachment; internal ExposedList> clippingPolygons; public ExposedList ClippedVertices { get { return clippedVertices; } } public ExposedList ClippedTriangles { get { return clippedTriangles; } } public ExposedList ClippedUVs { get { return clippedUVs; } } public bool IsClipping { get { return clipAttachment != null; } } public int ClipStart (Slot slot, ClippingAttachment clip) { if (clipAttachment != null) return 0; clipAttachment = clip; int n = clip.worldVerticesLength; float[] vertices = clippingPolygon.Resize(n).Items; clip.ComputeWorldVertices(slot, 0, n, vertices, 0, 2); MakeClockwise(clippingPolygon); clippingPolygons = triangulator.Decompose(clippingPolygon, triangulator.Triangulate(clippingPolygon)); foreach (ExposedList polygon in clippingPolygons) { MakeClockwise(polygon); polygon.Add(polygon.Items[0]); polygon.Add(polygon.Items[1]); } return clippingPolygons.Count; } public void ClipEnd (Slot slot) { if (clipAttachment != null && clipAttachment.endSlot == slot.data) ClipEnd(); } public void ClipEnd () { if (clipAttachment == null) return; clipAttachment = null; clippingPolygons = null; clippedVertices.Clear(); clippedTriangles.Clear(); clippingPolygon.Clear(); } public void ClipTriangles (float[] vertices, int[] triangles, int trianglesLength) { ExposedList clipOutput = this.clipOutput, clippedVertices = this.clippedVertices; ExposedList clippedTriangles = this.clippedTriangles; ExposedList[] polygons = clippingPolygons.Items; int polygonsCount = clippingPolygons.Count; int index = 0; clippedVertices.Clear(); clippedTriangles.Clear(); for (int i = 0; i < trianglesLength; i += 3) { int vertexOffset = triangles[i] << 1; float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1]; vertexOffset = triangles[i + 1] << 1; float x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1]; vertexOffset = triangles[i + 2] << 1; float x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1]; for (int p = 0; p < polygonsCount; p++) { int s = clippedVertices.Count; if (Clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) { int clipOutputLength = clipOutput.Count; if (clipOutputLength == 0) continue; int clipOutputCount = clipOutputLength >> 1; float[] clipOutputItems = clipOutput.Items; float[] clippedVerticesItems = clippedVertices.Resize(s + clipOutputCount * 2).Items; for (int ii = 0; ii < clipOutputLength; ii += 2, s += 2) { float x = clipOutputItems[ii], y = clipOutputItems[ii + 1]; clippedVerticesItems[s] = x; clippedVerticesItems[s + 1] = y; } s = clippedTriangles.Count; int[] clippedTrianglesItems = clippedTriangles.Resize(s + 3 * (clipOutputCount - 2)).Items; clipOutputCount--; for (int 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 { float[] clippedVerticesItems = clippedVertices.Resize(s + 3 * 2).Items; clippedVerticesItems[s] = x1; clippedVerticesItems[s + 1] = y1; clippedVerticesItems[s + 2] = x2; clippedVerticesItems[s + 3] = y2; clippedVerticesItems[s + 4] = x3; clippedVerticesItems[s + 5] = y3; s = clippedTriangles.Count; int[] clippedTrianglesItems = clippedTriangles.Resize(s + 3).Items; clippedTrianglesItems[s] = index; clippedTrianglesItems[s + 1] = index + 1; clippedTrianglesItems[s + 2] = index + 2; index += 3; break; } } } } public void ClipTriangles (float[] vertices, int[] triangles, int trianglesLength, float[] uvs) { ExposedList clipOutput = this.clipOutput, clippedVertices = this.clippedVertices; ExposedList clippedTriangles = this.clippedTriangles; ExposedList[] polygons = clippingPolygons.Items; int polygonsCount = clippingPolygons.Count; int index = 0; clippedVertices.Clear(); clippedUVs.Clear(); clippedTriangles.Clear(); for (int i = 0; i < trianglesLength; i += 3) { int vertexOffset = triangles[i] << 1; float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1]; float u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1]; vertexOffset = triangles[i + 1] << 1; float x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1]; float u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1]; vertexOffset = triangles[i + 2] << 1; float x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1]; float u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1]; for (int p = 0; p < polygonsCount; p++) { int s = clippedVertices.Count; if (Clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) { int clipOutputLength = clipOutput.Count; if (clipOutputLength == 0) continue; float d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1; float d = 1 / (d0 * d2 + d1 * (y1 - y3)); int clipOutputCount = clipOutputLength >> 1; float[] clipOutputItems = clipOutput.Items; float[] clippedVerticesItems = clippedVertices.Resize(s + clipOutputCount * 2).Items; float[] clippedUVsItems = clippedUVs.Resize(s + clipOutputCount * 2).Items; for (int ii = 0; ii < clipOutputLength; ii += 2, s += 2) { float x = clipOutputItems[ii], y = clipOutputItems[ii + 1]; clippedVerticesItems[s] = x; clippedVerticesItems[s + 1] = y; float c0 = x - x3, c1 = y - y3; float a = (d0 * c0 + d1 * c1) * d; float b = (d4 * c0 + d2 * c1) * d; float c = 1 - a - b; clippedUVsItems[s] = u1 * a + u2 * b + u3 * c; clippedUVsItems[s + 1] = v1 * a + v2 * b + v3 * c; } s = clippedTriangles.Count; int[] clippedTrianglesItems = clippedTriangles.Resize(s + 3 * (clipOutputCount - 2)).Items; clipOutputCount--; for (int 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 { float[] clippedVerticesItems = clippedVertices.Resize(s + 3 * 2).Items; float[] clippedUVsItems = clippedUVs.Resize(s + 3 * 2).Items; clippedVerticesItems[s] = x1; clippedVerticesItems[s + 1] = y1; clippedVerticesItems[s + 2] = x2; clippedVerticesItems[s + 3] = y2; clippedVerticesItems[s + 4] = x3; clippedVerticesItems[s + 5] = y3; 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.Count; int[] clippedTrianglesItems = clippedTriangles.Resize(s + 3).Items; 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. internal bool Clip (float x1, float y1, float x2, float y2, float x3, float y3, ExposedList clippingArea, ExposedList output) { ExposedList originalOutput = output; bool clipped = false; // Avoid copy at the end. ExposedList input = null; if (clippingArea.Count % 4 >= 2) { input = output; output = scratch; } else { input = scratch; } input.Clear(); input.Add(x1); input.Add(y1); input.Add(x2); input.Add(y2); input.Add(x3); input.Add(y3); input.Add(x1); input.Add(y1); output.Clear(); int clippingVerticesLast = clippingArea.Count - 4; float[] clippingVertices = clippingArea.Items; for (int i = 0; ; i += 2) { float edgeX = clippingVertices[i], edgeY = clippingVertices[i + 1]; float ex = edgeX - clippingVertices[i + 2], ey = edgeY - clippingVertices[i + 3]; int outputStart = output.Count; float[] inputVertices = input.Items; for (int ii = 0, nn = input.Count - 2; ii < nn;) { float inputX = inputVertices[ii], inputY = inputVertices[ii + 1]; ii += 2; float inputX2 = inputVertices[ii], inputY2 = inputVertices[ii + 1]; bool s2 = ey * (edgeX - inputX2) > ex * (edgeY - inputY2); float s1 = ey * (edgeX - inputX) - ex * (edgeY - inputY); if (s1 > 0) { if (s2) { // v1 inside, v2 inside output.Add(inputX2); output.Add(inputY2); continue; } // v1 inside, v2 outside float ix = inputX2 - inputX, iy = inputY2 - inputY, t = s1 / (ix * ey - iy * ex); if (t >= 0 && t <= 1) { output.Add(inputX + ix * t); output.Add(inputY + iy * t); } else { output.Add(inputX2); output.Add(inputY2); continue; } } else if (s2) { // v1 outside, v2 inside float ix = inputX2 - inputX, iy = inputY2 - inputY, t = s1 / (ix * ey - iy * ex); if (t >= 0 && t <= 1) { output.Add(inputX + ix * t); output.Add(inputY + iy * t); output.Add(inputX2); output.Add(inputY2); } else { output.Add(inputX2); output.Add(inputY2); continue; } } clipped = true; } if (outputStart == output.Count) { // All edges outside. originalOutput.Clear(); return true; } output.Add(output.Items[0]); output.Add(output.Items[1]); if (i == clippingVerticesLast) break; ExposedList temp = output; output = input; output.Clear(); input = temp; } if (originalOutput != output) { originalOutput.Clear(); for (int i = 0, n = output.Count - 2; i < n; i++) originalOutput.Add(output.Items[i]); } else originalOutput.Resize(originalOutput.Count - 2); return clipped; } public static void MakeClockwise (ExposedList polygon) { float[] vertices = polygon.Items; int verticeslength = polygon.Count; float area = vertices[verticeslength - 2] * vertices[1] - vertices[0] * vertices[verticeslength - 1], p1x, p1y, p2x, p2y; for (int i = 0, n = verticeslength - 3; i < n; i += 2) { p1x = vertices[i]; p1y = vertices[i + 1]; p2x = vertices[i + 2]; p2y = vertices[i + 3]; area += p1x * p2y - p2x * p1y; } if (area < 0) return; for (int i = 0, lastX = verticeslength - 2, n = verticeslength >> 1; i < n; i += 2) { float x = vertices[i], y = vertices[i + 1]; int other = lastX - i; vertices[i] = vertices[other]; vertices[i + 1] = vertices[other + 1]; vertices[other] = x; vertices[other + 1] = y; } } } }