SkeletonClipping.h 3.2 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated January 1, 2020. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2020, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software
  13. * or otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
  22. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
  24. * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
  25. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  26. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
  27. * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  28. *****************************************************************************/
  29. #ifndef Spine_SkeletonClipping_h
  30. #define Spine_SkeletonClipping_h
  31. #include <spine/Vector.h>
  32. #include <spine/Triangulator.h>
  33. namespace spine {
  34. class Slot;
  35. class ClippingAttachment;
  36. class SP_API SkeletonClipping : public SpineObject {
  37. public:
  38. SkeletonClipping();
  39. size_t clipStart(Slot& slot, ClippingAttachment* clip);
  40. void clipEnd(Slot& slot);
  41. void clipEnd();
  42. void clipTriangles(float* vertices, unsigned short* triangles, size_t trianglesLength, float* uvs, size_t stride);
  43. void clipTriangles(Vector<float>& vertices, Vector<unsigned short>& triangles, Vector<float>& uvs, size_t stride);
  44. bool isClipping();
  45. Vector<float>& getClippedVertices();
  46. Vector<unsigned short>& getClippedTriangles();
  47. Vector<float>& getClippedUVs();
  48. private:
  49. Triangulator _triangulator;
  50. Vector<float> _clippingPolygon;
  51. Vector<float> _clipOutput;
  52. Vector<float> _clippedVertices;
  53. Vector<unsigned short> _clippedTriangles;
  54. Vector<float> _clippedUVs;
  55. Vector<float> _scratch;
  56. ClippingAttachment* _clipAttachment;
  57. Vector< Vector<float>* > *_clippingPolygons;
  58. /** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping
  59. * area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list. */
  60. bool clip(float x1, float y1, float x2, float y2, float x3, float y3, Vector<float>* clippingArea, Vector<float>* output);
  61. static void makeClockwise(Vector<float>& polygon);
  62. };
  63. }
  64. #endif /* Spine_SkeletonClipping_h */