161 lines
6.3 KiB
C++
161 lines
6.3 KiB
C++
/*************************************************************************/
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/* b2d_decompose.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "b2d_decompose.h"
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#include "thirdparty/b2d_convexdecomp/b2Polygon.h"
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namespace b2ConvexDecomp {
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void add_to_res(Vector<Vector<Vector2> > &res, const b2Polygon &p_poly) {
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Vector<Vector2> arr;
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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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}
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res.push_back(arr);
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}
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static Vector<Vector<Vector2> > _b2d_decompose(const Vector<Vector2> &p_polygon) {
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Vector<Vector<Vector2> > res;
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if (p_polygon.size() < 3)
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return res;
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b2Vec2 *polys = memnew_arr(b2Vec2, p_polygon.size());
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for (int i = 0; i < p_polygon.size(); i++)
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polys[i] = b2Vec2(p_polygon[i].x, p_polygon[i].y);
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b2Polygon *p = new b2Polygon(polys, p_polygon.size());
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b2Polygon *decomposed = new b2Polygon[p->nVertices - 2]; //maximum number of polys
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memdelete_arr(polys);
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int32 nPolys = DecomposeConvex(p, decomposed, p->nVertices - 2);
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//int32 extra = 0;
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for (int32 i = 0; i < nPolys; ++i) {
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// b2FixtureDef* toAdd = &pdarray[i+extra];
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// *toAdd = *prototype;
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//Hmm, shouldn't have to do all this...
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b2Polygon curr = decomposed[i];
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//TODO ewjordan: move this triangle handling to a better place so that
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//it happens even if this convenience function is not called.
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if (curr.nVertices == 3) {
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//Check here for near-parallel edges, since we can't
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//handle this in merge routine
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for (int j = 0; j < 3; ++j) {
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int32 lower = (j == 0) ? (curr.nVertices - 1) : (j - 1);
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int32 middle = j;
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int32 upper = (j == curr.nVertices - 1) ? (0) : (j + 1);
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float32 dx0 = curr.x[middle] - curr.x[lower];
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float32 dy0 = curr.y[middle] - curr.y[lower];
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float32 dx1 = curr.x[upper] - curr.x[middle];
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float32 dy1 = curr.y[upper] - curr.y[middle];
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float32 norm0 = sqrtf(dx0 * dx0 + dy0 * dy0);
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float32 norm1 = sqrtf(dx1 * dx1 + dy1 * dy1);
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if (!(norm0 > 0.0f && norm1 > 0.0f)) {
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//Identical points, don't do anything!
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goto Skip;
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}
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dx0 /= norm0;
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dy0 /= norm0;
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dx1 /= norm1;
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dy1 /= norm1;
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float32 cross = dx0 * dy1 - dx1 * dy0;
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float32 dot = dx0 * dx1 + dy0 * dy1;
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if (fabs(cross) < b2_angularSlop && dot > 0) {
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//Angle too close, split the triangle across from this point.
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//This is guaranteed to result in two triangles that satify
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//the tolerance (one of the angles is 90 degrees)
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float32 dx2 = curr.x[lower] - curr.x[upper];
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float32 dy2 = curr.y[lower] - curr.y[upper];
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float32 norm2 = sqrtf(dx2 * dx2 + dy2 * dy2);
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if (norm2 == 0.0f) {
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goto Skip;
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}
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dx2 /= norm2;
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dy2 /= norm2;
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float32 thisArea = curr.GetArea();
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float32 thisHeight = 2.0f * thisArea / norm2;
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float32 buffer2 = dx2;
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dx2 = dy2;
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dy2 = -buffer2;
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//Make two new polygons
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//printf("dx2: %f, dy2: %f, thisHeight: %f, middle: %d\n",dx2,dy2,thisHeight,middle);
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float32 newX1[3] = { curr.x[middle] + dx2 * thisHeight, curr.x[lower], curr.x[middle] };
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float32 newY1[3] = { curr.y[middle] + dy2 * thisHeight, curr.y[lower], curr.y[middle] };
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float32 newX2[3] = { newX1[0], curr.x[middle], curr.x[upper] };
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float32 newY2[3] = { newY1[0], curr.y[middle], curr.y[upper] };
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b2Polygon p1(newX1, newY1, 3);
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b2Polygon p2(newX2, newY2, 3);
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if (p1.IsUsable()) {
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add_to_res(res, p1);
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//++extra;
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} else if (B2_POLYGON_REPORT_ERRORS) {
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printf("Didn't add unusable polygon. Dumping vertices:\n");
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p1.print();
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}
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if (p2.IsUsable()) {
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add_to_res(res, p2);
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//p2.AddTo(pdarray[i+extra]);
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//bd->CreateFixture(toAdd);
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} else if (B2_POLYGON_REPORT_ERRORS) {
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printf("Didn't add unusable polygon. Dumping vertices:\n");
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p2.print();
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}
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goto Skip;
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}
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}
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}
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if (decomposed[i].IsUsable()) {
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add_to_res(res, decomposed[i]);
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//decomposed[i].AddTo(*toAdd);
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//bd->CreateFixture((const b2FixtureDef*)toAdd);
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} else if (B2_POLYGON_REPORT_ERRORS) {
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printf("Didn't add unusable polygon. Dumping vertices:\n");
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decomposed[i].print();
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}
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Skip:;
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}
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//delete[] pdarray;
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delete[] decomposed;
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delete p;
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return res; // pdarray; //needs to be deleted after body is created
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}
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}
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Vector<Vector<Vector2> > b2d_decompose(const Vector<Vector2> &p_polygon) {
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return b2ConvexDecomp::_b2d_decompose(p_polygon);
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}
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