123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135 |
- #include "b2d_decompose.h"
- #include "b2Polygon.h"
- namespace b2ConvexDecomp {
- void add_to_res(Vector< Vector<Vector2> >& res,const b2Polygon& p_poly) {
- Vector<Vector2> arr;
- for(int i=0;i<p_poly.nVertices;i++) {
- arr.push_back(Vector2(p_poly.x[i],p_poly.y[i]));
- }
- res.push_back(arr);
- }
- static Vector< Vector<Vector2> > _b2d_decompose(const Vector<Vector2>& p_polygon) {
- Vector< Vector<Vector2> > res;
- if (p_polygon.size()<3)
- 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);
- b2Polygon *p = new b2Polygon(polys,p_polygon.size());
- b2Polygon* decomposed = new b2Polygon[p->nVertices - 2]; //maximum number of polys
- memdelete_arr(polys);
- int32 nPolys = DecomposeConvex(p, decomposed, p->nVertices - 2);
- //int32 extra = 0;
- 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;
- }
- 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);
- //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;
- }
- }
- }
- 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:
- ;
- }
- // delete[] pdarray;
- delete[] decomposed;
- delete p;
- return res;// pdarray; //needs to be deleted after body is created
- }
- }
- Vector< Vector<Vector2> > b2d_decompose(const Vector<Vector2>& p_polygon) {
- return b2ConvexDecomp::_b2d_decompose(p_polygon);
- }
|