mirror of https://github.com/axmolengine/axmol.git
111 lines
4.4 KiB
C++
111 lines
4.4 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated September 24, 2021. Replaces all prior versions.
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*
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* Copyright (c) 2013-2021, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef Spine_SkeletonBounds_h
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#define Spine_SkeletonBounds_h
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#include <spine/Vector.h>
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#include <spine/Pool.h>
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#include <spine/SpineObject.h>
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namespace spine {
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class Skeleton;
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class BoundingBoxAttachment;
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class Polygon;
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/// Collects each BoundingBoxAttachment that is visible and computes the world vertices for its polygon.
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/// The polygon vertices are provided along with convenience methods for doing hit detection.
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class SP_API SkeletonBounds : public SpineObject {
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public:
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SkeletonBounds();
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~SkeletonBounds();
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/// Clears any previous polygons, finds all visible bounding box attachments,
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/// and computes the world vertices for each bounding box's polygon.
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/// @param skeleton The skeleton.
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/// @param updateAabb
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/// If true, the axis aligned bounding box containing all the polygons is computed.
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/// If false, the SkeletonBounds AABB methods will always return true.
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///
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void update(Skeleton &skeleton, bool updateAabb);
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/// Returns true if the axis aligned bounding box contains the point.
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bool aabbcontainsPoint(float x, float y);
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/// Returns true if the axis aligned bounding box intersects the line segment.
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bool aabbintersectsSegment(float x1, float y1, float x2, float y2);
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/// Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds.
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bool aabbIntersectsSkeleton(SkeletonBounds bounds);
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/// Returns true if the polygon contains the point.
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bool containsPoint(Polygon *polygon, float x, float y);
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/// Returns the first bounding box attachment that contains the point, or NULL. When doing many checks, it is usually more
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/// efficient to only call this method if {@link #aabbcontainsPoint(float, float)} returns true.
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BoundingBoxAttachment *containsPoint(float x, float y);
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/// Returns the first bounding box attachment that contains the line segment, or NULL. When doing many checks, it is usually
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/// more efficient to only call this method if {@link #aabbintersectsSegment(float, float, float, float)} returns true.
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BoundingBoxAttachment *intersectsSegment(float x1, float y1, float x2, float y2);
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/// Returns true if the polygon contains the line segment.
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bool intersectsSegment(Polygon *polygon, float x1, float y1, float x2, float y2);
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Polygon *getPolygon(BoundingBoxAttachment *attachment);
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float getWidth();
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float getHeight();
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private:
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Pool <Polygon> _polygonPool;
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Vector<BoundingBoxAttachment *> _boundingBoxes;
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Vector<Polygon *> _polygons;
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float _minX, _minY, _maxX, _maxY;
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void aabbCompute();
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};
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class Polygon : public SpineObject {
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public:
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Vector<float> _vertices;
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int _count;
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Polygon() : _count(0) {
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_vertices.ensureCapacity(16);
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}
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};
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}
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#endif /* Spine_SkeletonBounds_h */
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