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Diffstat (limited to 'drivers/convex_decomp/b2d_decompose.cpp')
-rw-r--r-- | drivers/convex_decomp/b2d_decompose.cpp | 162 |
1 files changed, 0 insertions, 162 deletions
diff --git a/drivers/convex_decomp/b2d_decompose.cpp b/drivers/convex_decomp/b2d_decompose.cpp deleted file mode 100644 index 7b16b6e752..0000000000 --- a/drivers/convex_decomp/b2d_decompose.cpp +++ /dev/null @@ -1,162 +0,0 @@ -/*************************************************************************/ -/* b2d_decompose.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#include "b2d_decompose.h" - -#include "thirdparty/b2d_convexdecomp/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 satisfy - //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 -} -} // namespace b2ConvexDecomp - -Vector<Vector<Vector2> > b2d_decompose(const Vector<Vector2> &p_polygon) { - - return b2ConvexDecomp::_b2d_decompose(p_polygon); -} |