#include "b2d_decompose.h" #include "b2Polygon.h" namespace b2ConvexDecomp { void add_to_res(Vector< Vector >& res,const b2Polygon& p_poly) { Vector arr; for(int i=0;i > _b2d_decompose(const Vector& p_polygon) { Vector< Vector > res; if (p_polygon.size()<3) return res; b2Vec2 *polys = memnew_arr(b2Vec2,p_polygon.size()); for(int i=0;inVertices - 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 > b2d_decompose(const Vector& p_polygon) { return b2ConvexDecomp::_b2d_decompose(p_polygon); }