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

80 lines
3.2 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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_SkeletonClipping_h
#define Spine_SkeletonClipping_h
#include <spine/Vector.h>
#include <spine/Triangulator.h>
namespace spine {
class Slot;
class ClippingAttachment;
class SP_API SkeletonClipping : public SpineObject {
public:
SkeletonClipping();
size_t clipStart(Slot& slot, ClippingAttachment* clip);
void clipEnd(Slot& slot);
void clipEnd();
void clipTriangles(float* vertices, unsigned short* triangles, size_t trianglesLength, float* uvs, size_t stride);
void clipTriangles(Vector<float>& vertices, Vector<unsigned short>& triangles, Vector<float>& uvs, size_t stride);
bool isClipping();
Vector<float>& getClippedVertices();
Vector<unsigned short>& getClippedTriangles();
Vector<float>& getClippedUVs();
private:
Triangulator _triangulator;
Vector<float> _clippingPolygon;
Vector<float> _clipOutput;
Vector<float> _clippedVertices;
Vector<unsigned short> _clippedTriangles;
Vector<float> _clippedUVs;
Vector<float> _scratch;
ClippingAttachment* _clipAttachment;
Vector< Vector<float>* > *_clippingPolygons;
/** 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. */
bool clip(float x1, float y1, float x2, float y2, float x3, float y3, Vector<float>* clippingArea, Vector<float>* output);
static void makeClockwise(Vector<float>& polygon);
};
}
#endif /* Spine_SkeletonClipping_h */