public void Update (Skeleton skeleton, bool updateAabb) { ExposedList<BoundingBoxAttachment> boundingBoxes = BoundingBoxes; ExposedList<Polygon> polygons = Polygons; ExposedList<Slot> slots = skeleton.slots; int slotCount = slots.Count; boundingBoxes.Clear(); for (int i = 0, n = polygons.Count; i < n; i++) polygonPool.Add(polygons.Items[i]); polygons.Clear(); for (int i = 0; i < slotCount; i++) { Slot slot = slots.Items[i]; BoundingBoxAttachment boundingBox = slot.attachment as BoundingBoxAttachment; if (boundingBox == null) continue; boundingBoxes.Add(boundingBox); Polygon polygon = null; int poolCount = polygonPool.Count; if (poolCount > 0) { polygon = polygonPool.Items[poolCount - 1]; polygonPool.RemoveAt(poolCount - 1); } else polygon = new Polygon(); polygons.Add(polygon); int count = boundingBox.Vertices.Length; polygon.Count = count; if (polygon.Vertices.Length < count) polygon.Vertices = new float[count]; boundingBox.ComputeWorldVertices(slot, polygon.Vertices); } if (updateAabb) aabbCompute(); }
/// <summary>Returns true if the polygon contains the line segment.</summary> public bool IntersectsSegment (Polygon polygon, float x1, float y1, float x2, float y2) { float[] vertices = polygon.Vertices; int nn = polygon.Count; float width12 = x1 - x2, height12 = y1 - y2; float det1 = x1 * y2 - y1 * x2; float x3 = vertices[nn - 2], y3 = vertices[nn - 1]; for (int ii = 0; ii < nn; ii += 2) { float x4 = vertices[ii], y4 = vertices[ii + 1]; float det2 = x3 * y4 - y3 * x4; float width34 = x3 - x4, height34 = y3 - y4; float det3 = width12 * height34 - height12 * width34; float x = (det1 * width34 - width12 * det2) / det3; if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) { float y = (det1 * height34 - height12 * det2) / det3; if (((y >= y3 && y <= y4) || (y >= y4 && y <= y3)) && ((y >= y1 && y <= y2) || (y >= y2 && y <= y1))) return true; } x3 = x4; y3 = y4; } return false; }
/// <summary>Returns true if the polygon contains the point.</summary> public bool ContainsPoint (Polygon polygon, float x, float y) { float[] vertices = polygon.Vertices; int nn = polygon.Count; int prevIndex = nn - 2; bool inside = false; for (int ii = 0; ii < nn; ii += 2) { float vertexY = vertices[ii + 1]; float prevY = vertices[prevIndex + 1]; if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) { float vertexX = vertices[ii]; if (vertexX + (y - vertexY) / (prevY - vertexY) * (vertices[prevIndex] - vertexX) < x) inside = !inside; } prevIndex = ii; } return inside; }
public void Update(Skeleton skeleton, bool updateAabb) { List<BoundingBoxAttachment> boundingBoxes = BoundingBoxes; List<Polygon> polygons = Polygons; List<Slot> slots = skeleton.slots; int slotCount = slots.Count; boundingBoxes.Clear(); foreach (Polygon polygon in polygons) polygonPool.Add(polygon); polygons.Clear(); for (int i = 0; i < slotCount; i++) { Slot slot = slots[i]; BoundingBoxAttachment boundingBox = slot.attachment as BoundingBoxAttachment; if (boundingBox == null) continue; boundingBoxes.Add(boundingBox); Polygon polygon = null; int poolCount = polygonPool.Count; if (poolCount > 0) { polygon = polygonPool[poolCount - 1]; polygonPool.RemoveAt(poolCount - 1); } else { polygon = new Polygon(); polygon.Count = boundingBox.Vertices.Length; polygon.Vertices = boundingBox.Vertices; } polygons.Add(polygon); boundingBox.ComputeWorldVertices(slot.bone, polygon.Vertices.ToArray()); } Polygons = polygons; if (updateAabb) aabbCompute(); }
public void Update(Skeleton skeleton) { aabb = false; List<BoundingBoxAttachment> boundingBoxes = BoundingBoxes; List<Polygon> polygons = Polygons; List<Slot> slots = skeleton.slots; int slotCount = slots.Count; float x = skeleton.x, y = skeleton.y; boundingBoxes.Clear(); foreach (Polygon polygon in polygons) polygonPool.Add(polygon); polygons.Clear(); for (int i = 0; i < slotCount; i++) { Slot slot = slots[i]; BoundingBoxAttachment boundingBox = slot.attachment as BoundingBoxAttachment; if (boundingBox == null) continue; boundingBoxes.Add(boundingBox); Polygon polygon = null; int poolCount = polygonPool.Count; if (poolCount > 0) { polygon = polygonPool[poolCount - 1]; polygonPool.RemoveAt(poolCount - 1); } else polygon = new Polygon(); polygons.Add(polygon); int count = boundingBox.Vertices.Length; polygon.Count = count; if (polygon.Vertices.Length < count) polygon.Vertices = new float[count]; boundingBox.ComputeWorldVertices(x, y, slot.bone, polygon.Vertices); } }