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-rw-r--r--core/math/geometry.cpp35
-rw-r--r--core/math/geometry.h2
2 files changed, 37 insertions, 0 deletions
diff --git a/core/math/geometry.cpp b/core/math/geometry.cpp
index 12c88f43b3..194a6f6352 100644
--- a/core/math/geometry.cpp
+++ b/core/math/geometry.cpp
@@ -31,6 +31,7 @@
#include "geometry.h"
#include "core/print_string.h"
+#include "thirdparty/misc/triangulator.h"
/* this implementation is very inefficient, commenting unless bugs happen. See the other one.
bool Geometry::is_point_in_polygon(const Vector2 &p_point, const Vector<Vector2> &p_polygon) {
@@ -737,6 +738,40 @@ PoolVector<Face3> Geometry::wrap_geometry(PoolVector<Face3> p_array, real_t *p_e
return wrapped_faces;
}
+Vector<Vector<Vector2> > Geometry::decompose_polygon_in_convex(Vector<Point2> polygon) {
+ Vector<Vector<Vector2> > decomp;
+ List<TriangulatorPoly> in_poly, out_poly;
+
+ TriangulatorPoly inp;
+ inp.Init(polygon.size());
+ for (int i = 0; i < polygon.size(); i++) {
+ inp.GetPoint(i) = polygon[i];
+ }
+ inp.SetOrientation(TRIANGULATOR_CCW);
+ in_poly.push_back(inp);
+ TriangulatorPartition tpart;
+ if (tpart.ConvexPartition_HM(&in_poly, &out_poly) == 0) { //failed!
+ ERR_PRINT("Convex decomposing failed!");
+ return decomp;
+ }
+
+ decomp.resize(out_poly.size());
+ int idx = 0;
+ for (List<TriangulatorPoly>::Element *I = out_poly.front(); I; I = I->next()) {
+ TriangulatorPoly &tp = I->get();
+
+ decomp.write[idx].resize(tp.GetNumPoints());
+
+ for (int i = 0; i < tp.GetNumPoints(); i++) {
+ decomp.write[idx].write[i] = tp.GetPoint(i);
+ }
+
+ idx++;
+ }
+
+ return decomp;
+}
+
Geometry::MeshData Geometry::build_convex_mesh(const PoolVector<Plane> &p_planes) {
MeshData mesh;
diff --git a/core/math/geometry.h b/core/math/geometry.h
index f927a63ed5..4b478b6b16 100644
--- a/core/math/geometry.h
+++ b/core/math/geometry.h
@@ -950,6 +950,8 @@ public:
return H;
}
+ static Vector<Vector<Vector2> > decompose_polygon_in_convex(Vector<Point2> polygon);
+
static MeshData build_convex_mesh(const PoolVector<Plane> &p_planes);
static PoolVector<Plane> build_sphere_planes(real_t p_radius, int p_lats, int p_lons, Vector3::Axis p_axis = Vector3::AXIS_Z);
static PoolVector<Plane> build_box_planes(const Vector3 &p_extents);