diff options
Diffstat (limited to 'drivers/convex_decomp/b2d_decompose.cpp')
-rw-r--r-- | drivers/convex_decomp/b2d_decompose.cpp | 134 |
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); + + +} |