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-rw-r--r--drivers/convex_decomp/b2d_decompose.cpp134
1 files changed, 134 insertions, 0 deletions
diff --git a/drivers/convex_decomp/b2d_decompose.cpp b/drivers/convex_decomp/b2d_decompose.cpp
new file mode 100644
index 0000000000..1567fd0d44
--- /dev/null
+++ b/drivers/convex_decomp/b2d_decompose.cpp
@@ -0,0 +1,134 @@
+#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);
+
+
+}