virtualx-engine/drivers/convex_decomp/b2d_decompose.cpp

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/*************************************************************************/
/* b2d_decompose.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#include "b2d_decompose.h"
#include "b2Polygon.h"
namespace b2ConvexDecomp {
void add_to_res(Vector<Vector<Vector2> > &res, const b2Polygon &p_poly) {
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Vector<Vector2> arr;
for (int i = 0; i < p_poly.nVertices; i++) {
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arr.push_back(Vector2(p_poly.x[i], p_poly.y[i]));
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}
res.push_back(arr);
}
static Vector<Vector<Vector2> > _b2d_decompose(const Vector<Vector2> &p_polygon) {
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Vector<Vector<Vector2> > res;
if (p_polygon.size() < 3)
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return res;
b2Vec2 *polys = memnew_arr(b2Vec2, p_polygon.size());
for (int i = 0; i < p_polygon.size(); i++)
polys[i] = b2Vec2(p_polygon[i].x, p_polygon[i].y);
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b2Polygon *p = new b2Polygon(polys, p_polygon.size());
b2Polygon *decomposed = new b2Polygon[p->nVertices - 2]; //maximum number of polys
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memdelete_arr(polys);
int32 nPolys = DecomposeConvex(p, decomposed, p->nVertices - 2);
//int32 extra = 0;
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for (int32 i = 0; i < nPolys; ++i) {
// b2FixtureDef* toAdd = &pdarray[i+extra];
// *toAdd = *prototype;
//Hmm, shouldn't have to do all this...
b2Polygon curr = decomposed[i];
//TODO ewjordan: move this triangle handling to a better place so that
//it happens even if this convenience function is not called.
if (curr.nVertices == 3) {
//Check here for near-parallel edges, since we can't
//handle this in merge routine
for (int j = 0; j < 3; ++j) {
int32 lower = (j == 0) ? (curr.nVertices - 1) : (j - 1);
int32 middle = j;
int32 upper = (j == curr.nVertices - 1) ? (0) : (j + 1);
float32 dx0 = curr.x[middle] - curr.x[lower];
float32 dy0 = curr.y[middle] - curr.y[lower];
float32 dx1 = curr.x[upper] - curr.x[middle];
float32 dy1 = curr.y[upper] - curr.y[middle];
float32 norm0 = sqrtf(dx0 * dx0 + dy0 * dy0);
float32 norm1 = sqrtf(dx1 * dx1 + dy1 * dy1);
if (!(norm0 > 0.0f && norm1 > 0.0f)) {
//Identical points, don't do anything!
goto Skip;
}
dx0 /= norm0;
dy0 /= norm0;
dx1 /= norm1;
dy1 /= norm1;
float32 cross = dx0 * dy1 - dx1 * dy0;
float32 dot = dx0 * dx1 + dy0 * dy1;
if (fabs(cross) < b2_angularSlop && dot > 0) {
//Angle too close, split the triangle across from this point.
//This is guaranteed to result in two triangles that satify
//the tolerance (one of the angles is 90 degrees)
float32 dx2 = curr.x[lower] - curr.x[upper];
float32 dy2 = curr.y[lower] - curr.y[upper];
float32 norm2 = sqrtf(dx2 * dx2 + dy2 * dy2);
if (norm2 == 0.0f) {
goto Skip;
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}
dx2 /= norm2;
dy2 /= norm2;
float32 thisArea = curr.GetArea();
float32 thisHeight = 2.0f * thisArea / norm2;
float32 buffer2 = dx2;
dx2 = dy2;
dy2 = -buffer2;
//Make two new polygons
//printf("dx2: %f, dy2: %f, thisHeight: %f, middle: %d\n",dx2,dy2,thisHeight,middle);
float32 newX1[3] = { curr.x[middle] + dx2 * thisHeight, curr.x[lower], curr.x[middle] };
float32 newY1[3] = { curr.y[middle] + dy2 * thisHeight, curr.y[lower], curr.y[middle] };
float32 newX2[3] = { newX1[0], curr.x[middle], curr.x[upper] };
float32 newY2[3] = { newY1[0], curr.y[middle], curr.y[upper] };
b2Polygon p1(newX1, newY1, 3);
b2Polygon p2(newX2, newY2, 3);
if (p1.IsUsable()) {
add_to_res(res, p1);
//++extra;
} else if (B2_POLYGON_REPORT_ERRORS) {
printf("Didn't add unusable polygon. Dumping vertices:\n");
p1.print();
}
if (p2.IsUsable()) {
add_to_res(res, p2);
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//p2.AddTo(pdarray[i+extra]);
//bd->CreateFixture(toAdd);
} else if (B2_POLYGON_REPORT_ERRORS) {
printf("Didn't add unusable polygon. Dumping vertices:\n");
p2.print();
}
goto Skip;
}
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}
}
if (decomposed[i].IsUsable()) {
add_to_res(res, decomposed[i]);
//decomposed[i].AddTo(*toAdd);
//bd->CreateFixture((const b2FixtureDef*)toAdd);
} else if (B2_POLYGON_REPORT_ERRORS) {
printf("Didn't add unusable polygon. Dumping vertices:\n");
decomposed[i].print();
}
Skip:;
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}
//delete[] pdarray;
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delete[] decomposed;
delete p;
return res; // pdarray; //needs to be deleted after body is created
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}
}
Vector<Vector<Vector2> > b2d_decompose(const Vector<Vector2> &p_polygon) {
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return b2ConvexDecomp::_b2d_decompose(p_polygon);
}