axmol/extensions/spine/runtime/include/spine/SkeletonBounds.h

111 lines
4.4 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated September 24, 2021. Replaces all prior versions.
*
* Copyright (c) 2013-2021, 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.
*****************************************************************************/
#ifndef Spine_SkeletonBounds_h
#define Spine_SkeletonBounds_h
#include <spine/Vector.h>
#include <spine/Pool.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();
~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:
Pool <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 */